using System; using Cpp2IlInjected; using UnityEngine; // Token: 0x020001A0 RID: 416 [Token(Token = "0x20001A0")] public class Level04LightMagicController : MonoBehaviour { // Token: 0x060012C3 RID: 4803 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60012C3")] [Address(RVA = "0x10E4080", Offset = "0x10E2E80", VA = "0x1810E4080")] private void Start() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060012C4 RID: 4804 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60012C4")] [Address(RVA = "0x10E47F0", Offset = "0x10E35F0", VA = "0x1810E47F0")] private void Update() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060012C5 RID: 4805 RVA: 0x0002B068 File Offset: 0x00029268 [Token(Token = "0x60012C5")] [Address(RVA = "0x10E4550", Offset = "0x10E3350", VA = "0x1810E4550")] private void UpdateFlashing(float fDeltaTime) { float num = this.g_fLightFrequencyVal; Light plight = this.PLight; if (num <= 0.09f) { if (plight.enabled) { Light plight2 = this.PLight; float intensity = plight2.intensity; float num2 = this.g_fPLightChangeIntensity; float num3 = fDeltaTime * 2.4f; num2 = Mathf.Lerp(intensity, num2, num3); plight2.intensity = num2; } float num4 = fDeltaTime * 2.4f; if (!this.SLight.enabled) { goto IL_EE; } Light slight = this.SLight; float intensity2 = slight.intensity; float num5 = this.g_fSLightChangeIntensity; num5 = Mathf.Lerp(intensity2, num5, num4); slight.intensity = num5; } this.g_fLightFrequencyVal = num; if (plight.enabled) { float num6 = UnityEngine.Random.Range(-0.6f, 0.6f); this.g_fPLightChangeIntensity = num6; } if (this.SLight.enabled) { float num7 = UnityEngine.Random.Range(-0.6f, 0.6f); this.g_fSLightChangeIntensity = num7; } IL_EE: this.g_fLightFrequencyVal = fDeltaTime; } // Token: 0x060012C6 RID: 4806 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60012C6")] [Address(RVA = "0x10E4700", Offset = "0x10E3500", VA = "0x1810E4700")] private void UpdateFloat(float fDeltaTime) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060012C7 RID: 4807 RVA: 0x0002B170 File Offset: 0x00029370 [Token(Token = "0x60012C7")] [Address(RVA = "0x10E4060", Offset = "0x10E2E60", VA = "0x1810E4060")] public void SetStartActive() { this.g_Status = (Level04LightMagicController.LMSTATUS)((ulong)1L); this.g_fWaitTime = 2f; } // Token: 0x060012C8 RID: 4808 RVA: 0x0002B194 File Offset: 0x00029394 [Token(Token = "0x60012C8")] [Address(RVA = "0x10E3F80", Offset = "0x10E2D80", VA = "0x1810E3F80")] public void SetDeactivate(int iIndex) { Level04LightMagic[] lightMagic = this.LightMagic; Debug.LogError("LightMagic編號錯誤"); Level04LightMagic[] lightMagic2 = this.LightMagic; this.g_Status = (Level04LightMagicController.LMSTATUS)((ulong)3L); this.g_fWaitTime = 1.2f; Transform transform = lightMagic2[iIndex].transform; this.TargetPos = transform; throw new NullReferenceException(); } // Token: 0x060012C9 RID: 4809 RVA: 0x0002B1E8 File Offset: 0x000293E8 [Token(Token = "0x60012C9")] [Address(RVA = "0x10E3F00", Offset = "0x10E2D00", VA = "0x1810E3F00")] public Level04LightMagicController.LMSTATUS GetStatus() { return this.g_Status; } // Token: 0x060012CA RID: 4810 RVA: 0x0002B1FC File Offset: 0x000293FC [Token(Token = "0x60012CA")] [Address(RVA = "0x10E3D10", Offset = "0x10E2B10", VA = "0x1810E3D10")] public void EventUnactive() { int num = 0; if (this.g_Status == Level04LightMagicController.LMSTATUS.ACTIVE) { this.g_Status = (Level04LightMagicController.LMSTATUS)num; } Level04LightMagic[] lightMagic = this.LightMagic; if (num < lightMagic.Length) { Level04LightMagic level04LightMagic = lightMagic[num]; if (level04LightMagic.gameObject.activeInHierarchy) { Level04LightMagicController lmc = level04LightMagic.LMC; int num2 = 0; if (lmc != num2 && level04LightMagic.LMC.g_Status == Level04LightMagicController.LMSTATUS.UNACTIVE) { if (level04LightMagic.Special && !Game.GameSave.flags.stage04Room01HatGet) { level04LightMagic.PS_Shell.Stop(true); SphereCollider sc_Shell = level04LightMagic.SC_Shell; } level04LightMagic.PS_Shell.Play(true); level04LightMagic.SC_Shell.enabled = true; } } Level04LightMagic[] lightMagic2 = this.LightMagic; num++; } } // Token: 0x060012CB RID: 4811 RVA: 0x0002B2C4 File Offset: 0x000294C4 [Token(Token = "0x60012CB")] [Address(RVA = "0x10E3F10", Offset = "0x10E2D10", VA = "0x1810E3F10")] private void OnTriggerEnter(Collider other) { if (this.g_Status == Level04LightMagicController.LMSTATUS.ACTIVE && other.CompareTag("Player")) { this.g_Status = (Level04LightMagicController.LMSTATUS)((ulong)0L); } } // Token: 0x060012CC RID: 4812 RVA: 0x0002B2F8 File Offset: 0x000294F8 [Token(Token = "0x60012CC")] [Address(RVA = "0x10E5C10", Offset = "0x10E4A10", VA = "0x1810E5C10")] public Level04LightMagicController() { } // Token: 0x04001D1A RID: 7450 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4001D1A")] public Level04LightMagic[] LightMagic; // Token: 0x04001D1B RID: 7451 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4001D1B")] public CrystalBall[] Crystal; // Token: 0x04001D1C RID: 7452 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4001D1C")] public Transform Pos_LightBall; // Token: 0x04001D1D RID: 7453 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4001D1D")] public Transform Pos_LerpTarget; // Token: 0x04001D1E RID: 7454 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4001D1E")] private Transform TargetPos; // Token: 0x04001D1F RID: 7455 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4001D1F")] private Transform PlayerPos; // Token: 0x04001D20 RID: 7456 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4001D20")] private Transform AimPos; // Token: 0x04001D21 RID: 7457 [FieldOffset(Offset = "0x50")] [Token(Token = "0x4001D21")] private Vector3 g_v3MovePos; // Token: 0x04001D22 RID: 7458 [Token(Token = "0x4001D22")] private const float g_fPosHeight = 2.7f; // Token: 0x04001D23 RID: 7459 [FieldOffset(Offset = "0x5C")] [Token(Token = "0x4001D23")] private Vector3 g_v3Float; // Token: 0x04001D24 RID: 7460 [FieldOffset(Offset = "0x68")] [Token(Token = "0x4001D24")] private float g_fFloatX; // Token: 0x04001D25 RID: 7461 [FieldOffset(Offset = "0x6C")] [Token(Token = "0x4001D25")] private float g_fFloatY; // Token: 0x04001D26 RID: 7462 [FieldOffset(Offset = "0x70")] [Token(Token = "0x4001D26")] private float g_fFloatZ; // Token: 0x04001D27 RID: 7463 [FieldOffset(Offset = "0x74")] [Token(Token = "0x4001D27")] private float g_fFloatSpeedX; // Token: 0x04001D28 RID: 7464 [FieldOffset(Offset = "0x78")] [Token(Token = "0x4001D28")] private float g_fFloatSpeedY; // Token: 0x04001D29 RID: 7465 [FieldOffset(Offset = "0x7C")] [Token(Token = "0x4001D29")] private float g_fFloatSpeedZ; // Token: 0x04001D2A RID: 7466 [Token(Token = "0x4001D2A")] private const float g_fFloatRange = 0.3f; // Token: 0x04001D2B RID: 7467 [FieldOffset(Offset = "0x80")] [Token(Token = "0x4001D2B")] private float g_fPI2; // Token: 0x04001D2C RID: 7468 [FieldOffset(Offset = "0x88")] [Token(Token = "0x4001D2C")] public ParticleSystem PS_LightBall; // Token: 0x04001D2D RID: 7469 [FieldOffset(Offset = "0x90")] [Token(Token = "0x4001D2D")] public Light PLight; // Token: 0x04001D2E RID: 7470 [FieldOffset(Offset = "0x98")] [Token(Token = "0x4001D2E")] private float g_fPLightDefaultIntensity; // Token: 0x04001D2F RID: 7471 [FieldOffset(Offset = "0x9C")] [Token(Token = "0x4001D2F")] private float g_fPLightChangeIntensity; // Token: 0x04001D30 RID: 7472 [Token(Token = "0x4001D30")] private const float g_fLightFrequency = 0.09f; // Token: 0x04001D31 RID: 7473 [FieldOffset(Offset = "0xA0")] [Token(Token = "0x4001D31")] private float g_fLightFrequencyVal; // Token: 0x04001D32 RID: 7474 [FieldOffset(Offset = "0xA4")] [Token(Token = "0x4001D32")] private float g_fPLightDefaultRange; // Token: 0x04001D33 RID: 7475 [FieldOffset(Offset = "0xA8")] [Token(Token = "0x4001D33")] private float g_fPLightRange; // Token: 0x04001D34 RID: 7476 [Token(Token = "0x4001D34")] private const float g_fLightSpeed = 2.4f; // Token: 0x04001D35 RID: 7477 [FieldOffset(Offset = "0xB0")] [Token(Token = "0x4001D35")] public Light SLight; // Token: 0x04001D36 RID: 7478 [FieldOffset(Offset = "0xB8")] [Token(Token = "0x4001D36")] private float g_fSLightDefaultIntensity; // Token: 0x04001D37 RID: 7479 [FieldOffset(Offset = "0xBC")] [Token(Token = "0x4001D37")] private float g_fSLightChangeIntensity; // Token: 0x04001D38 RID: 7480 [FieldOffset(Offset = "0xC0")] [Token(Token = "0x4001D38")] private float g_fSLightDefaultRange; // Token: 0x04001D39 RID: 7481 [FieldOffset(Offset = "0xC4")] [Token(Token = "0x4001D39")] private float g_fSLightRange; // Token: 0x04001D3A RID: 7482 [FieldOffset(Offset = "0xC8")] [Token(Token = "0x4001D3A")] public Light CLight; // Token: 0x04001D3B RID: 7483 [FieldOffset(Offset = "0xD0")] [Token(Token = "0x4001D3B")] private float g_fCLightDefaultIntensity; // Token: 0x04001D3C RID: 7484 [FieldOffset(Offset = "0xD4")] [Token(Token = "0x4001D3C")] public float PlayerLightRange = 24f; // Token: 0x04001D3D RID: 7485 [FieldOffset(Offset = "0xD8")] [Token(Token = "0x4001D3D")] public GameObject SE_LightBallLoop; // Token: 0x04001D3E RID: 7486 [FieldOffset(Offset = "0xE0")] [Token(Token = "0x4001D3E")] private SoundEffect g_SELightBallLoop; // Token: 0x04001D3F RID: 7487 [FieldOffset(Offset = "0xE8")] [Token(Token = "0x4001D3F")] private float g_fWaitTime; // Token: 0x04001D40 RID: 7488 [FieldOffset(Offset = "0xEC")] [Token(Token = "0x4001D40")] private Level04LightMagicController.LMSTATUS g_Status; // Token: 0x020001A1 RID: 417 [Token(Token = "0x20001A1")] public enum LMSTATUS { // Token: 0x04001D42 RID: 7490 [Token(Token = "0x4001D42")] UNACTIVE, // Token: 0x04001D43 RID: 7491 [Token(Token = "0x4001D43")] STARTACTIVE, // Token: 0x04001D44 RID: 7492 [Token(Token = "0x4001D44")] ACTIVE, // Token: 0x04001D45 RID: 7493 [Token(Token = "0x4001D45")] DEACTIVATE } }