using System; using Cpp2IlInjected; using UnityEngine; // Token: 0x0200000D RID: 13 [Token(Token = "0x200000D")] public class Eff_GhostA_AttackComboA01 : MonoBehaviour { // Token: 0x06000046 RID: 70 RVA: 0x00002BCC File Offset: 0x00000DCC [Token(Token = "0x6000046")] [Address(RVA = "0x159AAA0", Offset = "0x1599AA0", VA = "0x18159AAA0")] private void Start() { Material material = base.GetComponent().GetMaterial(); this.g_Mat = material; Material material2 = this.g_Mat; int num = 0; material2.SetFloat("_Alpha", (float)num); Material material3 = this.g_Mat; int num2 = 0; material3.SetFloat("_TimeScale", (float)num2); } // Token: 0x06000047 RID: 71 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000047")] [Address(RVA = "0x159AB60", Offset = "0x1599B60", VA = "0x18159AB60")] private void Update() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06000048 RID: 72 RVA: 0x00002C20 File Offset: 0x00000E20 [Token(Token = "0x6000048")] [Address(RVA = "0x159A9A0", Offset = "0x15999A0", VA = "0x18159A9A0")] public void ResetData() { float lifeTime = this.LifeTime; this.g_Time = lifeTime; float startAlpha = this.StartAlpha; this.g_Alpha = startAlpha; float continueAlpha = this.ContinueAlpha; this.g_ContinueAlpha = continueAlpha; float gradientXStart = this.GradientXStart; this.g_GradientX = gradientXStart; float gradientYStart = this.GradientYStart; this.g_GradientY = gradientYStart; Material material = this.g_Mat; float stageTimeScale = Game.GetStageTimeScale(); material.SetFloat("_TimeScale", stageTimeScale); } // Token: 0x06000049 RID: 73 RVA: 0x00002C9C File Offset: 0x00000E9C [Token(Token = "0x6000049")] [Address(RVA = "0x159A990", Offset = "0x1599990", VA = "0x18159A990")] public void PlayEffect(bool bLoop = false) { this.Loop = bLoop; this.g_bPlay = true; this.ResetData(); } // Token: 0x0600004A RID: 74 RVA: 0x00002CC0 File Offset: 0x00000EC0 [Token(Token = "0x600004A")] [Address(RVA = "0x159AB50", Offset = "0x1599B50", VA = "0x18159AB50")] public void StopEffect() { this.Loop = false; } // Token: 0x0600004B RID: 75 RVA: 0x00002CD4 File Offset: 0x00000ED4 [Token(Token = "0x600004B")] [Address(RVA = "0x159AA40", Offset = "0x1599A40", VA = "0x18159AA40")] public void SetTimeScale(float fTimeScale) { this.g_Mat.SetFloat("_TimeScale", fTimeScale); } // Token: 0x0600004C RID: 76 RVA: 0x00002CF8 File Offset: 0x00000EF8 [Token(Token = "0x600004C")] [Address(RVA = "0x159ACC0", Offset = "0x1599CC0", VA = "0x18159ACC0")] public Eff_GhostA_AttackComboA01() { } // Token: 0x04000065 RID: 101 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4000065")] private Material g_Mat; // Token: 0x04000066 RID: 102 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4000066")] public bool Loop = true; // Token: 0x04000067 RID: 103 [FieldOffset(Offset = "0x24")] [Token(Token = "0x4000067")] public float LifeTime = 2f; // Token: 0x04000068 RID: 104 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4000068")] private float g_Time; // Token: 0x04000069 RID: 105 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x4000069")] public float StartAlpha = 0.95f; // Token: 0x0400006A RID: 106 [FieldOffset(Offset = "0x30")] [Token(Token = "0x400006A")] public float ContinueAlpha = 0.5f; // Token: 0x0400006B RID: 107 [FieldOffset(Offset = "0x34")] [Token(Token = "0x400006B")] public float FadeOutAlpha = 1f; // Token: 0x0400006C RID: 108 [FieldOffset(Offset = "0x38")] [Token(Token = "0x400006C")] private float g_Alpha; // Token: 0x0400006D RID: 109 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x400006D")] private float g_ContinueAlpha; // Token: 0x0400006E RID: 110 [FieldOffset(Offset = "0x40")] [Token(Token = "0x400006E")] public float GradientXStart; // Token: 0x0400006F RID: 111 [FieldOffset(Offset = "0x44")] [Token(Token = "0x400006F")] public float GradientYStart; // Token: 0x04000070 RID: 112 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4000070")] public float GradientXSpeed; // Token: 0x04000071 RID: 113 [FieldOffset(Offset = "0x4C")] [Token(Token = "0x4000071")] public float GradientYSpeed; // Token: 0x04000072 RID: 114 [FieldOffset(Offset = "0x50")] [Token(Token = "0x4000072")] private float g_GradientX; // Token: 0x04000073 RID: 115 [FieldOffset(Offset = "0x54")] [Token(Token = "0x4000073")] private float g_GradientY; // Token: 0x04000074 RID: 116 [FieldOffset(Offset = "0x58")] [Token(Token = "0x4000074")] private bool g_bPlay; }