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

207 lines
5.8 KiB
C#

using System;
using Cpp2IlInjected;
using UnityEngine;
// Token: 0x02000106 RID: 262
[Token(Token = "0x2000106")]
public class LightningBullet : MonoBehaviour
{
// Token: 0x06000D5B RID: 3419 RVA: 0x0001F570 File Offset: 0x0001D770
[Token(Token = "0x6000D5B")]
[Address(RVA = "0x418850", Offset = "0x417850", VA = "0x180418850")]
private void Start()
{
LineRenderer component = base.GetComponent<LineRenderer>();
this.g_LR = component;
float randomRange = this.RandomRange;
LineRenderer lineRenderer = this.g_LR;
this.g_fStartRandomRange = randomRange;
float randomSamllRange = this.RandomSamllRange;
this.g_fStartRandomSamllRange = randomSamllRange;
Material material = lineRenderer.GetMaterial();
this.g_Mat = material;
float widthMultiplier = this.g_LR.widthMultiplier;
bool loop = this.Loop;
float z = this.EndPos.z;
float z2 = this.StartPos.z;
this.g_fOriginalWidth = widthMultiplier;
float num = this.g_fStartRandomRange;
LineRenderer lineRenderer2 = this.g_LR;
float num2 = this.g_fOriginalWidth;
this.RandomRange = num;
float num3 = this.g_fStartRandomSamllRange;
this.RandomSamllRange = num3;
float frequency = this.Frequency;
this.g_fFrequency = frequency;
float duration = this.Duration;
this.StartPos.z = z2;
this.EndPos.z = z;
this.g_fDuration = duration;
this.g_fWidth = num2;
lineRenderer2.widthMultiplier = num2;
Color matColor = this.MatColor;
Material material2 = this.g_Mat;
this.g_MatColor = matColor;
material2.SetColor("_TintColor", matColor);
this.Loop = loop;
this.g_fLife = 0f;
base.gameObject.SetActive(true);
}
// Token: 0x06000D5C RID: 3420 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6000D5C")]
[Address(RVA = "0x418A10", Offset = "0x417A10", VA = "0x180418A10")]
private void Update()
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06000D5D RID: 3421 RVA: 0x0001F6BC File Offset: 0x0001D8BC
[Token(Token = "0x6000D5D")]
[Address(RVA = "0x418740", Offset = "0x417740", VA = "0x180418740")]
public void NewUse(Vector3 Start, Vector3 End, bool bLoop = false, float fLife = 5f)
{
float z = Start.z;
LineRenderer lineRenderer = this.g_LR;
float num = this.g_fOriginalWidth;
this.StartPos.z = z;
float z2 = End.z;
this.EndPos.z = z2;
float num2 = this.g_fStartRandomRange;
this.RandomRange = num2;
float num3 = this.g_fStartRandomSamllRange;
this.RandomSamllRange = num3;
float frequency = this.Frequency;
this.g_fFrequency = frequency;
float duration = this.Duration;
this.g_fDuration = duration;
this.g_fWidth = num;
lineRenderer.widthMultiplier = num;
Color matColor = this.MatColor;
Material material = this.g_Mat;
this.g_MatColor = matColor;
material.SetColor("_TintColor", matColor);
this.g_fLife = (float)0;
this.Loop = bLoop;
base.gameObject.SetActive(true);
}
// Token: 0x06000D5E RID: 3422 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6000D5E")]
[Address(RVA = "0x419590", Offset = "0x418590", VA = "0x180419590")]
public LightningBullet()
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x04001618 RID: 5656
[FieldOffset(Offset = "0x18")]
[Token(Token = "0x4001618")]
private LineRenderer g_LR;
// Token: 0x04001619 RID: 5657
[FieldOffset(Offset = "0x20")]
[Token(Token = "0x4001619")]
public Vector3 StartPos;
// Token: 0x0400161A RID: 5658
[FieldOffset(Offset = "0x2C")]
[Token(Token = "0x400161A")]
public Vector3 EndPos;
// Token: 0x0400161B RID: 5659
[FieldOffset(Offset = "0x38")]
[Token(Token = "0x400161B")]
public int NodeNum;
// Token: 0x0400161C RID: 5660
[FieldOffset(Offset = "0x3C")]
[Token(Token = "0x400161C")]
public int NodeSmallNum;
// Token: 0x0400161D RID: 5661
[FieldOffset(Offset = "0x40")]
[Token(Token = "0x400161D")]
public float RandomRange;
// Token: 0x0400161E RID: 5662
[FieldOffset(Offset = "0x44")]
[Token(Token = "0x400161E")]
public float RandomSamllRange;
// Token: 0x0400161F RID: 5663
[FieldOffset(Offset = "0x48")]
[Token(Token = "0x400161F")]
public Vector3 RandomScale;
// Token: 0x04001620 RID: 5664
[FieldOffset(Offset = "0x54")]
[Token(Token = "0x4001620")]
public float Frequency;
// Token: 0x04001621 RID: 5665
[FieldOffset(Offset = "0x58")]
[Token(Token = "0x4001621")]
public bool Loop;
// Token: 0x04001622 RID: 5666
[FieldOffset(Offset = "0x5C")]
[Token(Token = "0x4001622")]
public float Duration;
// Token: 0x04001623 RID: 5667
[FieldOffset(Offset = "0x60")]
[Token(Token = "0x4001623")]
public float FadOutSpeed;
// Token: 0x04001624 RID: 5668
[FieldOffset(Offset = "0x64")]
[Token(Token = "0x4001624")]
public Color MatColor;
// Token: 0x04001625 RID: 5669
[FieldOffset(Offset = "0x74")]
[Token(Token = "0x4001625")]
private float g_fStartRandomRange;
// Token: 0x04001626 RID: 5670
[FieldOffset(Offset = "0x78")]
[Token(Token = "0x4001626")]
private float g_fStartRandomSamllRange;
// Token: 0x04001627 RID: 5671
[FieldOffset(Offset = "0x7C")]
[Token(Token = "0x4001627")]
private float g_fFrequency;
// Token: 0x04001628 RID: 5672
[FieldOffset(Offset = "0x80")]
[Token(Token = "0x4001628")]
private float g_fDuration;
// Token: 0x04001629 RID: 5673
[FieldOffset(Offset = "0x84")]
[Token(Token = "0x4001629")]
private float g_fOriginalWidth;
// Token: 0x0400162A RID: 5674
[FieldOffset(Offset = "0x88")]
[Token(Token = "0x400162A")]
private float g_fWidth;
// Token: 0x0400162B RID: 5675
[FieldOffset(Offset = "0x8C")]
[Token(Token = "0x400162B")]
private Color g_MatColor;
// Token: 0x0400162C RID: 5676
[FieldOffset(Offset = "0x9C")]
[Token(Token = "0x400162C")]
private float g_fLife;
// Token: 0x0400162D RID: 5677
[FieldOffset(Offset = "0xA0")]
[Token(Token = "0x400162D")]
private Material g_Mat;
}