using System; using Cpp2IlInjected; using RootMotion.FinalIK; using UnityEngine; namespace RootMotion.Demos { // Token: 0x020003A8 RID: 936 [Token(Token = "0x20003A8")] public class TerrainOffset : MonoBehaviour { // Token: 0x060022FF RID: 8959 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60022FF")] [Address(RVA = "0x12FE9C0", Offset = "0x12FD7C0", VA = "0x1812FE9C0")] private void LateUpdate() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002300 RID: 8960 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002300")] [Address(RVA = "0x12FE780", Offset = "0x12FD580", VA = "0x1812FE780")] private Vector3 GetGroundHeightOffset(Vector3 worldPosition) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002301 RID: 8961 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002301")] [Address(RVA = "0x12FEC70", Offset = "0x12FDA70", VA = "0x1812FEC70")] public TerrainOffset() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x04002C1E RID: 11294 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4002C1E")] public AimIK aimIK; // Token: 0x04002C1F RID: 11295 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4002C1F")] public Vector3 raycastOffset; // Token: 0x04002C20 RID: 11296 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x4002C20")] public LayerMask raycastLayers; // Token: 0x04002C21 RID: 11297 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4002C21")] public float min; // Token: 0x04002C22 RID: 11298 [FieldOffset(Offset = "0x34")] [Token(Token = "0x4002C22")] public float max; // Token: 0x04002C23 RID: 11299 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4002C23")] public float lerpSpeed; // Token: 0x04002C24 RID: 11300 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x4002C24")] private RaycastHit hit; // Token: 0x04002C25 RID: 11301 [FieldOffset(Offset = "0x68")] [Token(Token = "0x4002C25")] private Vector3 offset; } }