Files
NobetaSource/Cpp2IL/Assembly-CSharp/Level04LightMagicController.cs
2023-09-06 22:09:22 +02:00

351 lines
9.6 KiB
C#

using System;
using Cpp2IlInjected;
using UnityEngine;
// Token: 0x020001A7 RID: 423
[Token(Token = "0x20001A7")]
public class Level04LightMagicController : MonoBehaviour
{
// Token: 0x060012DC RID: 4828 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x60012DC")]
[Address(RVA = "0x10BFEA0", Offset = "0x10BE6A0", VA = "0x1810BFEA0")]
private void Start()
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x060012DD RID: 4829 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x60012DD")]
[Address(RVA = "0x10C0610", Offset = "0x10BEE10", VA = "0x1810C0610")]
private void Update()
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x060012DE RID: 4830 RVA: 0x0002B690 File Offset: 0x00029890
[Token(Token = "0x60012DE")]
[Address(RVA = "0x10C0370", Offset = "0x10BEB70", VA = "0x1810C0370")]
private void UpdateFlashing(float fDeltaTime)
{
float num = this.g_fLightFrequencyVal;
Light plight = this.PLight;
if (num <= 0.09f)
{
if (plight.enabled)
{
Light plight2 = this.PLight;
float intensity = plight2.intensity;
float num2 = this.g_fPLightChangeIntensity;
float num3 = fDeltaTime * 2.4f;
num2 = Mathf.Lerp(intensity, num2, num3);
plight2.intensity = num2;
}
float num4 = fDeltaTime * 2.4f;
if (!this.SLight.enabled)
{
goto IL_EE;
}
Light slight = this.SLight;
float intensity2 = slight.intensity;
float num5 = this.g_fSLightChangeIntensity;
num5 = Mathf.Lerp(intensity2, num5, num4);
slight.intensity = num5;
}
this.g_fLightFrequencyVal = num;
if (plight.enabled)
{
float num6 = UnityEngine.Random.Range(-0.6f, 0.6f);
this.g_fPLightChangeIntensity = num6;
}
if (this.SLight.enabled)
{
float num7 = UnityEngine.Random.Range(-0.6f, 0.6f);
this.g_fSLightChangeIntensity = num7;
}
IL_EE:
this.g_fLightFrequencyVal = fDeltaTime;
}
// Token: 0x060012DF RID: 4831 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x60012DF")]
[Address(RVA = "0x10C0520", Offset = "0x10BED20", VA = "0x1810C0520")]
private void UpdateFloat(float fDeltaTime)
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x060012E0 RID: 4832 RVA: 0x0002B798 File Offset: 0x00029998
[Token(Token = "0x60012E0")]
[Address(RVA = "0x10BFE80", Offset = "0x10BE680", VA = "0x1810BFE80")]
public void SetStartActive()
{
this.g_Status = (Level04LightMagicController.LMSTATUS)((ulong)1L);
this.g_fWaitTime = 2f;
}
// Token: 0x060012E1 RID: 4833 RVA: 0x0002B7BC File Offset: 0x000299BC
[Token(Token = "0x60012E1")]
[Address(RVA = "0x10BFDA0", Offset = "0x10BE5A0", VA = "0x1810BFDA0")]
public void SetDeactivate(int iIndex)
{
Level04LightMagic[] lightMagic = this.LightMagic;
Debug.LogError("LightMagic編號錯誤");
Level04LightMagic[] lightMagic2 = this.LightMagic;
this.g_Status = (Level04LightMagicController.LMSTATUS)((ulong)3L);
this.g_fWaitTime = 1.2f;
Transform transform = lightMagic2[iIndex].transform;
this.TargetPos = transform;
throw new NullReferenceException();
}
// Token: 0x060012E2 RID: 4834 RVA: 0x0002B810 File Offset: 0x00029A10
[Token(Token = "0x60012E2")]
[Address(RVA = "0x10BFD20", Offset = "0x10BE520", VA = "0x1810BFD20")]
public Level04LightMagicController.LMSTATUS GetStatus()
{
return this.g_Status;
}
// Token: 0x060012E3 RID: 4835 RVA: 0x0002B824 File Offset: 0x00029A24
[Token(Token = "0x60012E3")]
[Address(RVA = "0x10BFCA0", Offset = "0x10BE4A0", VA = "0x1810BFCA0")]
public void EventUnactive()
{
Level04LightMagic[] lightMagic = this.LightMagic;
int num = 0;
if (num < lightMagic.Length)
{
lightMagic[num].Check();
Level04LightMagic[] lightMagic2 = this.LightMagic;
num++;
}
}
// Token: 0x060012E4 RID: 4836 RVA: 0x0002B860 File Offset: 0x00029A60
[Token(Token = "0x60012E4")]
[Address(RVA = "0x10BFD30", Offset = "0x10BE530", VA = "0x1810BFD30")]
private void OnTriggerEnter(Collider other)
{
if (this.g_Status == Level04LightMagicController.LMSTATUS.ACTIVE && other.CompareTag("Player"))
{
this.g_Status = (Level04LightMagicController.LMSTATUS)((ulong)0L);
}
}
// Token: 0x060012E5 RID: 4837 RVA: 0x0002B894 File Offset: 0x00029A94
[Token(Token = "0x60012E5")]
[Address(RVA = "0x10C1A30", Offset = "0x10C0230", VA = "0x1810C1A30")]
public Level04LightMagicController()
{
}
// Token: 0x04001D4E RID: 7502
[FieldOffset(Offset = "0x18")]
[Token(Token = "0x4001D4E")]
public Level04LightMagic[] LightMagic;
// Token: 0x04001D4F RID: 7503
[FieldOffset(Offset = "0x20")]
[Token(Token = "0x4001D4F")]
public CrystalBall[] Crystal;
// Token: 0x04001D50 RID: 7504
[FieldOffset(Offset = "0x28")]
[Token(Token = "0x4001D50")]
public Transform Pos_LightBall;
// Token: 0x04001D51 RID: 7505
[FieldOffset(Offset = "0x30")]
[Token(Token = "0x4001D51")]
public Transform Pos_LerpTarget;
// Token: 0x04001D52 RID: 7506
[FieldOffset(Offset = "0x38")]
[Token(Token = "0x4001D52")]
private Transform TargetPos;
// Token: 0x04001D53 RID: 7507
[FieldOffset(Offset = "0x40")]
[Token(Token = "0x4001D53")]
private Transform PlayerPos;
// Token: 0x04001D54 RID: 7508
[FieldOffset(Offset = "0x48")]
[Token(Token = "0x4001D54")]
private Transform AimPos;
// Token: 0x04001D55 RID: 7509
[FieldOffset(Offset = "0x50")]
[Token(Token = "0x4001D55")]
private Vector3 g_v3MovePos;
// Token: 0x04001D56 RID: 7510
[Token(Token = "0x4001D56")]
private const float g_fPosHeight = 2.7f;
// Token: 0x04001D57 RID: 7511
[FieldOffset(Offset = "0x5C")]
[Token(Token = "0x4001D57")]
private Vector3 g_v3Float;
// Token: 0x04001D58 RID: 7512
[FieldOffset(Offset = "0x68")]
[Token(Token = "0x4001D58")]
private float g_fFloatX;
// Token: 0x04001D59 RID: 7513
[FieldOffset(Offset = "0x6C")]
[Token(Token = "0x4001D59")]
private float g_fFloatY;
// Token: 0x04001D5A RID: 7514
[FieldOffset(Offset = "0x70")]
[Token(Token = "0x4001D5A")]
private float g_fFloatZ;
// Token: 0x04001D5B RID: 7515
[FieldOffset(Offset = "0x74")]
[Token(Token = "0x4001D5B")]
private float g_fFloatSpeedX;
// Token: 0x04001D5C RID: 7516
[FieldOffset(Offset = "0x78")]
[Token(Token = "0x4001D5C")]
private float g_fFloatSpeedY;
// Token: 0x04001D5D RID: 7517
[FieldOffset(Offset = "0x7C")]
[Token(Token = "0x4001D5D")]
private float g_fFloatSpeedZ;
// Token: 0x04001D5E RID: 7518
[Token(Token = "0x4001D5E")]
private const float g_fFloatRange = 0.3f;
// Token: 0x04001D5F RID: 7519
[FieldOffset(Offset = "0x80")]
[Token(Token = "0x4001D5F")]
private float g_fPI2;
// Token: 0x04001D60 RID: 7520
[FieldOffset(Offset = "0x88")]
[Token(Token = "0x4001D60")]
public ParticleSystem PS_LightBall;
// Token: 0x04001D61 RID: 7521
[FieldOffset(Offset = "0x90")]
[Token(Token = "0x4001D61")]
public Light PLight;
// Token: 0x04001D62 RID: 7522
[FieldOffset(Offset = "0x98")]
[Token(Token = "0x4001D62")]
private float g_fPLightDefaultIntensity;
// Token: 0x04001D63 RID: 7523
[FieldOffset(Offset = "0x9C")]
[Token(Token = "0x4001D63")]
private float g_fPLightChangeIntensity;
// Token: 0x04001D64 RID: 7524
[Token(Token = "0x4001D64")]
private const float g_fLightFrequency = 0.09f;
// Token: 0x04001D65 RID: 7525
[FieldOffset(Offset = "0xA0")]
[Token(Token = "0x4001D65")]
private float g_fLightFrequencyVal;
// Token: 0x04001D66 RID: 7526
[FieldOffset(Offset = "0xA4")]
[Token(Token = "0x4001D66")]
private float g_fPLightDefaultRange;
// Token: 0x04001D67 RID: 7527
[FieldOffset(Offset = "0xA8")]
[Token(Token = "0x4001D67")]
private float g_fPLightRange;
// Token: 0x04001D68 RID: 7528
[Token(Token = "0x4001D68")]
private const float g_fLightSpeed = 2.4f;
// Token: 0x04001D69 RID: 7529
[FieldOffset(Offset = "0xB0")]
[Token(Token = "0x4001D69")]
public Light SLight;
// Token: 0x04001D6A RID: 7530
[FieldOffset(Offset = "0xB8")]
[Token(Token = "0x4001D6A")]
private float g_fSLightDefaultIntensity;
// Token: 0x04001D6B RID: 7531
[FieldOffset(Offset = "0xBC")]
[Token(Token = "0x4001D6B")]
private float g_fSLightChangeIntensity;
// Token: 0x04001D6C RID: 7532
[FieldOffset(Offset = "0xC0")]
[Token(Token = "0x4001D6C")]
private float g_fSLightDefaultRange;
// Token: 0x04001D6D RID: 7533
[FieldOffset(Offset = "0xC4")]
[Token(Token = "0x4001D6D")]
private float g_fSLightRange;
// Token: 0x04001D6E RID: 7534
[FieldOffset(Offset = "0xC8")]
[Token(Token = "0x4001D6E")]
public Light CLight;
// Token: 0x04001D6F RID: 7535
[FieldOffset(Offset = "0xD0")]
[Token(Token = "0x4001D6F")]
private float g_fCLightDefaultIntensity;
// Token: 0x04001D70 RID: 7536
[FieldOffset(Offset = "0xD4")]
[Token(Token = "0x4001D70")]
public float PlayerLightRange = 24f;
// Token: 0x04001D71 RID: 7537
[FieldOffset(Offset = "0xD8")]
[Token(Token = "0x4001D71")]
public GameObject SE_LightBallLoop;
// Token: 0x04001D72 RID: 7538
[FieldOffset(Offset = "0xE0")]
[Token(Token = "0x4001D72")]
private SoundEffect g_SELightBallLoop;
// Token: 0x04001D73 RID: 7539
[FieldOffset(Offset = "0xE8")]
[Token(Token = "0x4001D73")]
private float g_fWaitTime;
// Token: 0x04001D74 RID: 7540
[FieldOffset(Offset = "0xEC")]
[Token(Token = "0x4001D74")]
private Level04LightMagicController.LMSTATUS g_Status;
// Token: 0x020001A8 RID: 424
[Token(Token = "0x20001A8")]
public enum LMSTATUS
{
// Token: 0x04001D76 RID: 7542
[Token(Token = "0x4001D76")]
UNACTIVE,
// Token: 0x04001D77 RID: 7543
[Token(Token = "0x4001D77")]
STARTACTIVE,
// Token: 0x04001D78 RID: 7544
[Token(Token = "0x4001D78")]
ACTIVE,
// Token: 0x04001D79 RID: 7545
[Token(Token = "0x4001D79")]
DEACTIVATE
}
}