Files
NobetaSource/Cpp2IL/Assembly-CSharp/BossLevel06_BR_EffectPlayBearControl.cs
2023-09-06 22:19:13 +02:00

98 lines
3.0 KiB
C#

using System;
using Cpp2IlInjected;
using UnityEngine;
// Token: 0x020000E5 RID: 229
[Token(Token = "0x20000E5")]
public class BossLevel06_BR_EffectPlayBearControl : BossLevel06EffectPlayBearControl
{
// Token: 0x06000B65 RID: 2917 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6000B65")]
[Address(RVA = "0x1147F70", Offset = "0x1146F70", VA = "0x181147F70", Slot = "4")]
public override void Init(BossLevel06EffectPlayPlus Boss06EffectPlus)
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06000B66 RID: 2918 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6000B66")]
[Address(RVA = "0x1147170", Offset = "0x1146170", VA = "0x181147170", Slot = "6")]
public override void EarthQuakeAttack()
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06000B67 RID: 2919 RVA: 0x0001A1A0 File Offset: 0x000183A0
[Token(Token = "0x6000B67")]
[Address(RVA = "0x1147130", Offset = "0x1146130", VA = "0x181147130", Slot = "5")]
public override void BearUpdate(float fDeltaTime)
{
base.BearUpdate(fDeltaTime);
this.FootWaveUpdate(fDeltaTime);
}
// Token: 0x06000B68 RID: 2920 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6000B68")]
[Address(RVA = "0x1147660", Offset = "0x1146660", VA = "0x181147660")]
private void FootWaveUpdate(float fDeltaTime)
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06000B69 RID: 2921 RVA: 0x0001A1BC File Offset: 0x000183BC
[Token(Token = "0x6000B69")]
[Address(RVA = "0x328C40", Offset = "0x327C40", VA = "0x180328C40")]
public BossLevel06_BR_EffectPlayBearControl()
{
}
// Token: 0x0400124A RID: 4682
[FieldOffset(Offset = "0x1C0")]
[Token(Token = "0x400124A")]
public Transform Pos_FloorFireBig;
// Token: 0x0400124B RID: 4683
[FieldOffset(Offset = "0x1C8")]
[Token(Token = "0x400124B")]
public GameObject Eff_FootWave;
// Token: 0x0400124C RID: 4684
[FieldOffset(Offset = "0x1D0")]
[Token(Token = "0x400124C")]
private EffectPool g_EffFootWave;
// Token: 0x0400124D RID: 4685
[FieldOffset(Offset = "0x1D8")]
[Token(Token = "0x400124D")]
public AttackData AD_FloorWave;
// Token: 0x0400124E RID: 4686
[Token(Token = "0x400124E")]
private const int g_iEffFootWaveNum = 2;
// Token: 0x0400124F RID: 4687
[FieldOffset(Offset = "0x1E0")]
[Token(Token = "0x400124F")]
private int g_iEffFootWaveIndex;
// Token: 0x04001250 RID: 4688
[FieldOffset(Offset = "0x1E8")]
[Token(Token = "0x4001250")]
private Transform[] g_FootWave;
// Token: 0x04001251 RID: 4689
[FieldOffset(Offset = "0x1F0")]
[Token(Token = "0x4001251")]
private bool[] g_bFootWave;
// Token: 0x04001252 RID: 4690
[FieldOffset(Offset = "0x1F8")]
[Token(Token = "0x4001252")]
private float[] g_bFootWaveRadius;
// Token: 0x04001253 RID: 4691
[FieldOffset(Offset = "0x200")]
[Token(Token = "0x4001253")]
private bool[] g_bFootWave_Collision;
}