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