using System; using Cpp2IlInjected; using UnityEngine; // Token: 0x020000E0 RID: 224 [Token(Token = "0x20000E0")] public class LightningBullet : MonoBehaviour { // Token: 0x06000C3E RID: 3134 RVA: 0x0001D908 File Offset: 0x0001BB08 [Token(Token = "0x6000C3E")] [Address(RVA = "0x3F60B0", Offset = "0x3F4EB0", VA = "0x1803F60B0")] private void Start() { LineRenderer component = base.GetComponent(); this.g_LR = component; float randomRange = this.RandomRange; LineRenderer lineRenderer = this.g_LR; this.g_fStartRandomRange = randomRange; float randomSamllRange = this.RandomSamllRange; this.g_fStartRandomSamllRange = randomSamllRange; Material material = lineRenderer.GetMaterial(); this.g_Mat = material; float widthMultiplier = this.g_LR.widthMultiplier; bool loop = this.Loop; float z = this.EndPos.z; float z2 = this.StartPos.z; this.g_fOriginalWidth = widthMultiplier; float num = this.g_fStartRandomRange; LineRenderer lineRenderer2 = this.g_LR; float num2 = this.g_fOriginalWidth; this.RandomRange = num; float num3 = this.g_fStartRandomSamllRange; this.RandomSamllRange = num3; float frequency = this.Frequency; this.g_fFrequency = frequency; float duration = this.Duration; this.StartPos.z = z2; this.EndPos.z = z; this.g_fDuration = duration; this.g_fWidth = num2; lineRenderer2.widthMultiplier = num2; Color matColor = this.MatColor; Material material2 = this.g_Mat; this.g_MatColor = matColor; material2.SetColor("_TintColor", matColor); this.Loop = loop; this.g_fLife = 0f; base.gameObject.SetActive(true); } // Token: 0x06000C3F RID: 3135 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000C3F")] [Address(RVA = "0x3F6270", Offset = "0x3F5070", VA = "0x1803F6270")] private void Update() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06000C40 RID: 3136 RVA: 0x0001DA54 File Offset: 0x0001BC54 [Token(Token = "0x6000C40")] [Address(RVA = "0x3F5FA0", Offset = "0x3F4DA0", VA = "0x1803F5FA0")] public void NewUse(Vector3 Start, Vector3 End, bool bLoop = false, float fLife = 5f) { float z = Start.z; LineRenderer lineRenderer = this.g_LR; float num = this.g_fOriginalWidth; this.StartPos.z = z; float z2 = End.z; this.EndPos.z = z2; float num2 = this.g_fStartRandomRange; this.RandomRange = num2; float num3 = this.g_fStartRandomSamllRange; this.RandomSamllRange = num3; float frequency = this.Frequency; this.g_fFrequency = frequency; float duration = this.Duration; this.g_fDuration = duration; this.g_fWidth = num; lineRenderer.widthMultiplier = num; Color matColor = this.MatColor; Material material = this.g_Mat; this.g_MatColor = matColor; material.SetColor("_TintColor", matColor); this.g_fLife = (float)0; this.Loop = bLoop; base.gameObject.SetActive(true); } // Token: 0x06000C41 RID: 3137 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000C41")] [Address(RVA = "0x3F6DF0", Offset = "0x3F5BF0", VA = "0x1803F6DF0")] public LightningBullet() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x04001510 RID: 5392 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4001510")] private LineRenderer g_LR; // Token: 0x04001511 RID: 5393 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4001511")] public Vector3 StartPos; // Token: 0x04001512 RID: 5394 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x4001512")] public Vector3 EndPos; // Token: 0x04001513 RID: 5395 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4001513")] public int NodeNum; // Token: 0x04001514 RID: 5396 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x4001514")] public int NodeSmallNum; // Token: 0x04001515 RID: 5397 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4001515")] public float RandomRange; // Token: 0x04001516 RID: 5398 [FieldOffset(Offset = "0x44")] [Token(Token = "0x4001516")] public float RandomSamllRange; // Token: 0x04001517 RID: 5399 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4001517")] public Vector3 RandomScale; // Token: 0x04001518 RID: 5400 [FieldOffset(Offset = "0x54")] [Token(Token = "0x4001518")] public float Frequency; // Token: 0x04001519 RID: 5401 [FieldOffset(Offset = "0x58")] [Token(Token = "0x4001519")] public bool Loop; // Token: 0x0400151A RID: 5402 [FieldOffset(Offset = "0x5C")] [Token(Token = "0x400151A")] public float Duration; // Token: 0x0400151B RID: 5403 [FieldOffset(Offset = "0x60")] [Token(Token = "0x400151B")] public float FadOutSpeed; // Token: 0x0400151C RID: 5404 [FieldOffset(Offset = "0x64")] [Token(Token = "0x400151C")] public Color MatColor; // Token: 0x0400151D RID: 5405 [FieldOffset(Offset = "0x74")] [Token(Token = "0x400151D")] private float g_fStartRandomRange; // Token: 0x0400151E RID: 5406 [FieldOffset(Offset = "0x78")] [Token(Token = "0x400151E")] private float g_fStartRandomSamllRange; // Token: 0x0400151F RID: 5407 [FieldOffset(Offset = "0x7C")] [Token(Token = "0x400151F")] private float g_fFrequency; // Token: 0x04001520 RID: 5408 [FieldOffset(Offset = "0x80")] [Token(Token = "0x4001520")] private float g_fDuration; // Token: 0x04001521 RID: 5409 [FieldOffset(Offset = "0x84")] [Token(Token = "0x4001521")] private float g_fOriginalWidth; // Token: 0x04001522 RID: 5410 [FieldOffset(Offset = "0x88")] [Token(Token = "0x4001522")] private float g_fWidth; // Token: 0x04001523 RID: 5411 [FieldOffset(Offset = "0x8C")] [Token(Token = "0x4001523")] private Color g_MatColor; // Token: 0x04001524 RID: 5412 [FieldOffset(Offset = "0x9C")] [Token(Token = "0x4001524")] private float g_fLife; // Token: 0x04001525 RID: 5413 [FieldOffset(Offset = "0xA0")] [Token(Token = "0x4001525")] private Material g_Mat; }