using System; using Cpp2IlInjected; using UnityEngine; // Token: 0x020000A9 RID: 169 [Token(Token = "0x20000A9")] public class NPC_CatGril : NPC { // Token: 0x06000796 RID: 1942 RVA: 0x000113F4 File Offset: 0x0000F5F4 [Token(Token = "0x6000796")] [Address(RVA = "0xEC7580", Offset = "0xEC6380", VA = "0x180EC7580", Slot = "4")] public override void Init() { base.Init(); Material[] g_Mat = this.g_Mat; int num = 0; this.g_fShadowSwitch = (float)num; if (num < g_Mat.Length) { Material material = g_Mat[num]; int num2 = 0; if (material != num2) { Material material2 = this.g_Mat[num]; float num3 = this.g_fShadowSwitch; material2.SetFloat("_ShadowTexSwitch", num3); } Material[] g_Mat2 = this.g_Mat; num++; } GameObject se_Transform = this.SE_Transform; Transform transform = base.transform; SoundEffect soundEffectOfPrefabs = Common.GetSoundEffectOfPrefabs(se_Transform, transform); this.g_SETransform = soundEffectOfPrefabs; Game.BindStageTimeScale(this.g_SETransform); GameObject se_HoldPlayer = this.SE_HoldPlayer; Transform transform2 = base.transform; SoundEffect soundEffectOfPrefabs2 = Common.GetSoundEffectOfPrefabs(se_HoldPlayer, transform2); this.g_SEHoldPlayer = soundEffectOfPrefabs2; Game.BindStageTimeScale(this.g_SEHoldPlayer); GameObject se_EndingDebut = this.SE_EndingDebut; Transform transform3 = base.transform; SoundEffect soundEffectOfPrefabs3 = Common.GetSoundEffectOfPrefabs(se_EndingDebut, transform3); this.g_SEEndingDebut = soundEffectOfPrefabs3; Game.BindStageTimeScale(this.g_SEEndingDebut); } // Token: 0x06000797 RID: 1943 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000797")] [Address(RVA = "0xEC7A00", Offset = "0xEC6800", VA = "0x180EC7A00", Slot = "6")] protected override void Update() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06000798 RID: 1944 RVA: 0x000114F4 File Offset: 0x0000F6F4 [Token(Token = "0x6000798")] [Address(RVA = "0xEC77D0", Offset = "0xEC65D0", VA = "0x180EC77D0")] public void PlayPSBody() { this.PS_Body01.Play(true); this.PS_Body02.Play(true); Material[] g_Mat = this.g_Mat; int num = 0; this.g_gShadowSwitchSet = 1f; this.g_fShadowSwitch = 1f; if (num < g_Mat.Length) { Material material = g_Mat[num]; int num2 = 0; if (material != num2) { Material material2 = this.g_Mat[num]; float num3 = this.g_fShadowSwitch; material2.SetFloat("_ShadowTexSwitch", num3); } Material[] g_Mat2 = this.g_Mat; num++; } this.g_SETransform.PlayRandom(1f, 1f); } // Token: 0x06000799 RID: 1945 RVA: 0x000115A0 File Offset: 0x0000F7A0 [Token(Token = "0x6000799")] [Address(RVA = "0x758AC0", Offset = "0x7578C0", VA = "0x180758AC0")] public void PlaySEHoldPlayer() { this.g_SEHoldPlayer.PlayRandom(1f, 1f); } // Token: 0x0600079A RID: 1946 RVA: 0x000115C8 File Offset: 0x0000F7C8 [Token(Token = "0x600079A")] [Address(RVA = "0xEC7970", Offset = "0xEC6770", VA = "0x180EC7970")] public void SetShadowSwitch(float Val) { float num = Mathf.Clamp01(Val); this.g_gShadowSwitchSet = num; } // Token: 0x0600079B RID: 1947 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x600079B")] [Address(RVA = "0xEC73F0", Offset = "0xEC61F0", VA = "0x180EC73F0")] public void EndingDebut() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x0600079C RID: 1948 RVA: 0x000115E4 File Offset: 0x0000F7E4 [Token(Token = "0x600079C")] [Address(RVA = "0xEC79A0", Offset = "0xEC67A0", VA = "0x180EC79A0", Slot = "17")] public override void SetTimeScale(float fTimeScale) { base.SetTimeScale(fTimeScale); Common.SetEffectTimeScale(this.PS_Body01, fTimeScale); Common.SetEffectTimeScale(this.PS_Body02, fTimeScale); Common.SetEffectTimeScale(this.PS_EndingDebut, fTimeScale); } // Token: 0x0600079D RID: 1949 RVA: 0x0001161C File Offset: 0x0000F81C [Token(Token = "0x600079D")] [Address(RVA = "0xEC7D40", Offset = "0xEC6B40", VA = "0x180EC7D40")] public NPC_CatGril() { } // Token: 0x040008D6 RID: 2262 [FieldOffset(Offset = "0x100")] [Token(Token = "0x40008D6")] public ParticleSystem PS_Body01; // Token: 0x040008D7 RID: 2263 [FieldOffset(Offset = "0x108")] [Token(Token = "0x40008D7")] public ParticleSystem PS_Body02; // Token: 0x040008D8 RID: 2264 [FieldOffset(Offset = "0x110")] [Token(Token = "0x40008D8")] public ParticleSystem PS_EndingDebut; // Token: 0x040008D9 RID: 2265 [FieldOffset(Offset = "0x118")] [Token(Token = "0x40008D9")] public GameObject SE_Transform; // Token: 0x040008DA RID: 2266 [FieldOffset(Offset = "0x120")] [Token(Token = "0x40008DA")] public GameObject SE_HoldPlayer; // Token: 0x040008DB RID: 2267 [FieldOffset(Offset = "0x128")] [Token(Token = "0x40008DB")] public GameObject SE_EndingDebut; // Token: 0x040008DC RID: 2268 [FieldOffset(Offset = "0x130")] [Token(Token = "0x40008DC")] private SoundEffect g_SETransform; // Token: 0x040008DD RID: 2269 [FieldOffset(Offset = "0x138")] [Token(Token = "0x40008DD")] private SoundEffect g_SEHoldPlayer; // Token: 0x040008DE RID: 2270 [FieldOffset(Offset = "0x140")] [Token(Token = "0x40008DE")] private SoundEffect g_SEEndingDebut; // Token: 0x040008DF RID: 2271 [FieldOffset(Offset = "0x148")] [Token(Token = "0x40008DF")] private float g_fShadowSwitch; // Token: 0x040008E0 RID: 2272 [FieldOffset(Offset = "0x14C")] [Token(Token = "0x40008E0")] private float g_gShadowSwitchSet; // Token: 0x040008E1 RID: 2273 [FieldOffset(Offset = "0x150")] [Token(Token = "0x40008E1")] private bool g_bGlow; // Token: 0x040008E2 RID: 2274 [FieldOffset(Offset = "0x154")] [Token(Token = "0x40008E2")] private float g_fGlow; }