187 lines
5.4 KiB
C#
187 lines
5.4 KiB
C#
using System;
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using System.Collections.Generic;
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using Cpp2IlInjected;
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using UnityEngine;
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// Token: 0x02000202 RID: 514
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[Token(Token = "0x2000202")]
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public class SceneEventManager : MonoBehaviour
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{
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// Token: 0x06001506 RID: 5382 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6001506")]
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[Address(RVA = "0x50E2E0", Offset = "0x50D2E0", VA = "0x18050E2E0")]
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public void InitData()
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{
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throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
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}
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// Token: 0x06001507 RID: 5383 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6001507")]
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[Address(RVA = "0x50EFA0", Offset = "0x50DFA0", VA = "0x18050EFA0")]
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private void Update()
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{
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throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
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}
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// Token: 0x06001508 RID: 5384 RVA: 0x0002FEB8 File Offset: 0x0002E0B8
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[Token(Token = "0x6001508")]
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[Address(RVA = "0x50E1B0", Offset = "0x50D1B0", VA = "0x18050E1B0")]
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private void FindAllMeshRenderer(List<MeshRenderer> MR, Transform obj)
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{
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MeshRenderer component = obj.GetComponent<MeshRenderer>();
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int num = 0;
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if (component != num)
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{
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MR.Add(component);
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}
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if (obj.childCount > 0)
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{
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int num2 = 0;
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int childCount = obj.childCount;
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if (num2 < childCount)
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{
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Transform child = obj.GetChild(num2);
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this.FindAllMeshRenderer(MR, child);
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num2++;
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}
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}
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}
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// Token: 0x06001509 RID: 5385 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6001509")]
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[Address(RVA = "0x50D940", Offset = "0x50C940", VA = "0x18050D940")]
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public void AreaCheck(GameObject[] Area, Terrain[] ShowTerrain)
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{
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throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
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}
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// Token: 0x0600150A RID: 5386 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x600150A")]
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[Address(RVA = "0x50EF10", Offset = "0x50DF10", VA = "0x18050EF10")]
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public void SetChangeFog(Color FogColor, float fFogDistanceStart, float fFogDistanceEnd, float fSpeed, float fChangeTime)
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{
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throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
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}
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// Token: 0x0600150B RID: 5387 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x600150B")]
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[Address(RVA = "0x50DFA0", Offset = "0x50CFA0", VA = "0x18050DFA0")]
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public void ChangeFog()
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{
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throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
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}
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// Token: 0x0600150C RID: 5388 RVA: 0x0002FF14 File Offset: 0x0002E114
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[Token(Token = "0x600150C")]
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[Address(RVA = "0x50EF40", Offset = "0x50DF40", VA = "0x18050EF40")]
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public void SetSun(Light DLight, float fIntensity)
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{
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this.g_bChangeSun = true;
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this.g_Sun = DLight;
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float intensity = this.g_Sun.intensity;
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this.g_fSetSunIntensity = fIntensity;
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this.g_fSunIntensity = intensity;
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}
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// Token: 0x0600150D RID: 5389 RVA: 0x0002FF50 File Offset: 0x0002E150
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[Token(Token = "0x600150D")]
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[Address(RVA = "0x50E120", Offset = "0x50D120", VA = "0x18050E120")]
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private void ChangeSun()
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{
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float num = this.g_fDeltaTime * 5f;
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float num2 = this.g_fSetSunIntensity;
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float num3 = Mathf.Lerp(this.g_fSunIntensity, num2, num);
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Light light = this.g_Sun;
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this.g_fSunIntensity = num3;
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num2 = num3;
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light.intensity = num2;
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float num4 = this.g_fSetSunIntensity;
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Light light2 = this.g_Sun;
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this.g_fSunIntensity = num4;
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light2.intensity = num4;
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this.g_bChangeSun = false;
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}
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// Token: 0x0600150E RID: 5390 RVA: 0x0002FFC8 File Offset: 0x0002E1C8
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[Token(Token = "0x600150E")]
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[Address(RVA = "0x328C40", Offset = "0x327C40", VA = "0x180328C40")]
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public SceneEventManager()
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{
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}
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// Token: 0x04001FF1 RID: 8177
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[FieldOffset(Offset = "0x18")]
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[Token(Token = "0x4001FF1")]
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public GameObject[] Scene;
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// Token: 0x04001FF2 RID: 8178
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[FieldOffset(Offset = "0x20")]
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[Token(Token = "0x4001FF2")]
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public Terrain[] SceneTerrain;
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// Token: 0x04001FF3 RID: 8179
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x4001FF3")]
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private List<MeshRenderer>[] g_MR;
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// Token: 0x04001FF4 RID: 8180
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x4001FF4")]
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private SceneIsHide[] g_SceneIsHide;
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// Token: 0x04001FF5 RID: 8181
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x4001FF5")]
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private bool g_bChangeFog;
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// Token: 0x04001FF6 RID: 8182
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[FieldOffset(Offset = "0x3C")]
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[Token(Token = "0x4001FF6")]
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private Color g_FogColor;
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// Token: 0x04001FF7 RID: 8183
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[FieldOffset(Offset = "0x4C")]
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[Token(Token = "0x4001FF7")]
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private float g_fFogDistanceStart;
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// Token: 0x04001FF8 RID: 8184
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[FieldOffset(Offset = "0x50")]
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[Token(Token = "0x4001FF8")]
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private float g_fFogDistanceEnd;
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// Token: 0x04001FF9 RID: 8185
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[FieldOffset(Offset = "0x54")]
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[Token(Token = "0x4001FF9")]
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private float g_fChangeFogSpeed;
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// Token: 0x04001FFA RID: 8186
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[FieldOffset(Offset = "0x58")]
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[Token(Token = "0x4001FFA")]
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private float g_fChangeFogTime;
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// Token: 0x04001FFB RID: 8187
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[FieldOffset(Offset = "0x5C")]
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[Token(Token = "0x4001FFB")]
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private bool g_bChangeSun;
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// Token: 0x04001FFC RID: 8188
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[FieldOffset(Offset = "0x60")]
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[Token(Token = "0x4001FFC")]
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private Light g_Sun;
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// Token: 0x04001FFD RID: 8189
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x4001FFD")]
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private float g_fSetSunIntensity;
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// Token: 0x04001FFE RID: 8190
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[FieldOffset(Offset = "0x6C")]
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[Token(Token = "0x4001FFE")]
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private float g_fSunIntensity;
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// Token: 0x04001FFF RID: 8191
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[FieldOffset(Offset = "0x70")]
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[Token(Token = "0x4001FFF")]
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private float g_fDeltaTime;
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}
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