165 lines
4.5 KiB
C#
165 lines
4.5 KiB
C#
using System;
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using Cpp2IlInjected;
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using UnityEngine;
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// Token: 0x0200000D RID: 13
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[Token(Token = "0x200000D")]
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public class Eff_GhostA_AttackComboA01 : MonoBehaviour
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{
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// Token: 0x06000046 RID: 70 RVA: 0x00002BCC File Offset: 0x00000DCC
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[Token(Token = "0x6000046")]
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[Address(RVA = "0x159AAA0", Offset = "0x1599AA0", VA = "0x18159AAA0")]
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private void Start()
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{
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Material material = base.GetComponent<MeshRenderer>().GetMaterial();
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this.g_Mat = material;
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Material material2 = this.g_Mat;
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int num = 0;
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material2.SetFloat("_Alpha", (float)num);
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Material material3 = this.g_Mat;
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int num2 = 0;
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material3.SetFloat("_TimeScale", (float)num2);
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}
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// Token: 0x06000047 RID: 71 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6000047")]
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[Address(RVA = "0x159AB60", Offset = "0x1599B60", VA = "0x18159AB60")]
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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: 0x06000048 RID: 72 RVA: 0x00002C20 File Offset: 0x00000E20
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[Token(Token = "0x6000048")]
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[Address(RVA = "0x159A9A0", Offset = "0x15999A0", VA = "0x18159A9A0")]
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public void ResetData()
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{
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float lifeTime = this.LifeTime;
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this.g_Time = lifeTime;
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float startAlpha = this.StartAlpha;
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this.g_Alpha = startAlpha;
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float continueAlpha = this.ContinueAlpha;
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this.g_ContinueAlpha = continueAlpha;
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float gradientXStart = this.GradientXStart;
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this.g_GradientX = gradientXStart;
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float gradientYStart = this.GradientYStart;
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this.g_GradientY = gradientYStart;
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Material material = this.g_Mat;
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float stageTimeScale = Game.GetStageTimeScale();
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material.SetFloat("_TimeScale", stageTimeScale);
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}
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// Token: 0x06000049 RID: 73 RVA: 0x00002C9C File Offset: 0x00000E9C
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[Token(Token = "0x6000049")]
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[Address(RVA = "0x159A990", Offset = "0x1599990", VA = "0x18159A990")]
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public void PlayEffect(bool bLoop = false)
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{
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this.Loop = bLoop;
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this.g_bPlay = true;
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this.ResetData();
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}
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// Token: 0x0600004A RID: 74 RVA: 0x00002CC0 File Offset: 0x00000EC0
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[Token(Token = "0x600004A")]
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[Address(RVA = "0x159AB50", Offset = "0x1599B50", VA = "0x18159AB50")]
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public void StopEffect()
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{
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this.Loop = false;
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}
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// Token: 0x0600004B RID: 75 RVA: 0x00002CD4 File Offset: 0x00000ED4
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[Token(Token = "0x600004B")]
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[Address(RVA = "0x159AA40", Offset = "0x1599A40", VA = "0x18159AA40")]
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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: 0x0600004C RID: 76 RVA: 0x00002CF8 File Offset: 0x00000EF8
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[Token(Token = "0x600004C")]
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[Address(RVA = "0x159ACC0", Offset = "0x1599CC0", VA = "0x18159ACC0")]
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public Eff_GhostA_AttackComboA01()
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{
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}
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// Token: 0x04000065 RID: 101
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[FieldOffset(Offset = "0x18")]
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[Token(Token = "0x4000065")]
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private Material g_Mat;
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// Token: 0x04000066 RID: 102
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[FieldOffset(Offset = "0x20")]
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[Token(Token = "0x4000066")]
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public bool Loop = true;
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// Token: 0x04000067 RID: 103
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[FieldOffset(Offset = "0x24")]
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[Token(Token = "0x4000067")]
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public float LifeTime = 2f;
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// Token: 0x04000068 RID: 104
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x4000068")]
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private float g_Time;
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// Token: 0x04000069 RID: 105
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[FieldOffset(Offset = "0x2C")]
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[Token(Token = "0x4000069")]
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public float StartAlpha = 0.95f;
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// Token: 0x0400006A RID: 106
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x400006A")]
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public float ContinueAlpha = 0.5f;
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// Token: 0x0400006B RID: 107
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[FieldOffset(Offset = "0x34")]
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[Token(Token = "0x400006B")]
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public float FadeOutAlpha = 1f;
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// Token: 0x0400006C RID: 108
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x400006C")]
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private float g_Alpha;
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// Token: 0x0400006D RID: 109
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[FieldOffset(Offset = "0x3C")]
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[Token(Token = "0x400006D")]
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private float g_ContinueAlpha;
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// Token: 0x0400006E RID: 110
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x400006E")]
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public float GradientXStart;
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// Token: 0x0400006F RID: 111
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[FieldOffset(Offset = "0x44")]
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[Token(Token = "0x400006F")]
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public float GradientYStart;
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// Token: 0x04000070 RID: 112
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[FieldOffset(Offset = "0x48")]
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[Token(Token = "0x4000070")]
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public float GradientXSpeed;
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// Token: 0x04000071 RID: 113
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[FieldOffset(Offset = "0x4C")]
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[Token(Token = "0x4000071")]
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public float GradientYSpeed;
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// Token: 0x04000072 RID: 114
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[FieldOffset(Offset = "0x50")]
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[Token(Token = "0x4000072")]
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private float g_GradientX;
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// Token: 0x04000073 RID: 115
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[FieldOffset(Offset = "0x54")]
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[Token(Token = "0x4000073")]
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private float g_GradientY;
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// Token: 0x04000074 RID: 116
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[FieldOffset(Offset = "0x58")]
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[Token(Token = "0x4000074")]
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private bool g_bPlay;
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}
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