153 lines
4.1 KiB
C#
153 lines
4.1 KiB
C#
using System;
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using Cpp2IlInjected;
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using UnityEngine;
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// Token: 0x0200000F RID: 15
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[Token(Token = "0x200000F")]
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public class EvaporatingLoop : MonoBehaviour
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{
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// Token: 0x06000055 RID: 85 RVA: 0x00002EDC File Offset: 0x000010DC
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[Token(Token = "0x6000055")]
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[Address(RVA = "0xA97390", Offset = "0xA95B90", VA = "0x180A97390")]
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private void Start()
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{
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Material material = this.MR.GetMaterial();
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this.g_Mat = material;
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throw new NullReferenceException();
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}
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// Token: 0x06000056 RID: 86 RVA: 0x00002F04 File Offset: 0x00001104
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[Token(Token = "0x6000056")]
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[Address(RVA = "0xA970B0", Offset = "0xA958B0", VA = "0x180A970B0")]
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public void InitData()
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{
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Material material = this.g_Mat;
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int num = 0;
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if (material == num)
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{
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Material material2 = this.MR.GetMaterial();
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this.g_Mat = material2;
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}
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}
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// Token: 0x06000057 RID: 87 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6000057")]
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[Address(RVA = "0xA973E0", Offset = "0xA95BE0", VA = "0x180A973E0")]
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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: 0x06000058 RID: 88 RVA: 0x00002F40 File Offset: 0x00001140
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[Token(Token = "0x6000058")]
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[Address(RVA = "0xA97150", Offset = "0xA95950", VA = "0x180A97150")]
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public void PlayEffect()
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{
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Material material = this.g_Mat;
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float gradientUStart = this.GradientUStart;
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this.g_GradientU = gradientUStart;
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this.g_bPlay = true;
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material.SetFloat("_GradientUOffset", gradientUStart);
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Material material2 = this.g_Mat;
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float gradientVStart = this.GradientVStart;
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this.g_GradientV = gradientVStart;
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material2.SetFloat("_GradientVOffset", gradientVStart);
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Material material3 = this.g_Mat;
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this.g_Alpha = 0f;
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int num = 0;
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material3.SetFloat("_Alpha", (float)num);
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SceneManager sceneManager = Game.sceneManager;
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int num2 = 0;
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if (sceneManager != num2)
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{
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Material material4 = this.g_Mat;
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float stageTimeScale = Game.GetStageTimeScale();
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material4.SetFloat("_TimeScale", stageTimeScale);
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return;
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}
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}
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// Token: 0x06000059 RID: 89 RVA: 0x00002FF8 File Offset: 0x000011F8
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[Token(Token = "0x6000059")]
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[Address(RVA = "0xA973D0", Offset = "0xA95BD0", VA = "0x180A973D0")]
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public void StopEffect()
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{
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this.g_bPlay = false;
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}
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// Token: 0x0600005A RID: 90 RVA: 0x0000300C File Offset: 0x0000120C
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[Token(Token = "0x600005A")]
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[Address(RVA = "0xA97330", Offset = "0xA95B30", VA = "0x180A97330")]
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public void SetTimeScale(float fTimeScale)
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{
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this.g_Mat.SetFloat("_TimeScale", fTimeScale);
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}
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// Token: 0x0600005B RID: 91 RVA: 0x00003030 File Offset: 0x00001230
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[Token(Token = "0x600005B")]
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[Address(RVA = "0xA975E0", Offset = "0xA95DE0", VA = "0x180A975E0")]
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public EvaporatingLoop()
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{
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}
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// Token: 0x04000088 RID: 136
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[FieldOffset(Offset = "0x18")]
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[Token(Token = "0x4000088")]
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private Material g_Mat;
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// Token: 0x04000089 RID: 137
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[FieldOffset(Offset = "0x20")]
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[Token(Token = "0x4000089")]
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public MeshRenderer MR;
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// Token: 0x0400008A RID: 138
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x400008A")]
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public float AlphaFadeInSpeed = 1f;
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// Token: 0x0400008B RID: 139
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[FieldOffset(Offset = "0x2C")]
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[Token(Token = "0x400008B")]
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public float AlphaFadeOutSpeed = 1f;
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// Token: 0x0400008C RID: 140
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x400008C")]
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private float g_Alpha;
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// Token: 0x0400008D RID: 141
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[FieldOffset(Offset = "0x34")]
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[Token(Token = "0x400008D")]
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public float GradientUStart;
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// Token: 0x0400008E RID: 142
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x400008E")]
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public float GradientVStart;
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// Token: 0x0400008F RID: 143
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[FieldOffset(Offset = "0x3C")]
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[Token(Token = "0x400008F")]
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public float GradientUSpeed;
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// Token: 0x04000090 RID: 144
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x4000090")]
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public float GradientVSpeed;
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// Token: 0x04000091 RID: 145
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[FieldOffset(Offset = "0x44")]
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[Token(Token = "0x4000091")]
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private float g_GradientU;
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// Token: 0x04000092 RID: 146
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[FieldOffset(Offset = "0x48")]
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[Token(Token = "0x4000092")]
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private float g_GradientV;
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// Token: 0x04000093 RID: 147
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[FieldOffset(Offset = "0x4C")]
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[Token(Token = "0x4000093")]
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private bool g_bPlay;
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}
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