using System; using System.Collections.Generic; using Cpp2IlInjected; using UnityEngine; namespace Pathfinding { // Token: 0x020000CC RID: 204 [Token(Token = "0x2000076")] [AddComponentMenu("Pathfinding/Modifiers/Simple Smooth")] [RequireComponent(typeof(Seeker))] [HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_simple_smooth_modifier.php")] [Serializable] public class SimpleSmoothModifier : MonoModifier { // Token: 0x17000115 RID: 277 // (get) Token: 0x0600073C RID: 1852 RVA: 0x0000560C File Offset: 0x0000380C [Token(Token = "0x170000EB")] public override int Order { [Token(Token = "0x6000609")] [Address(RVA = "0x9C2520", Offset = "0x9C1520", VA = "0x1809C2520", Slot = "15")] get { return 0; } } // Token: 0x0600073D RID: 1853 RVA: 0x00002082 File Offset: 0x00000282 [Token(Token = "0x600060A")] [Address(RVA = "0x9C00C0", Offset = "0x9BF0C0", VA = "0x1809C00C0", Slot = "17")] public override void Apply(Path p) { } // Token: 0x0600073E RID: 1854 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x600060B")] [Address(RVA = "0x9C01E0", Offset = "0x9BF1E0", VA = "0x1809C01E0")] public List CurvedNonuniform(List path) { return null; } // Token: 0x0600073F RID: 1855 RVA: 0x00005624 File Offset: 0x00003824 [Token(Token = "0x600060C")] [Address(RVA = "0x9C0AC0", Offset = "0x9BFAC0", VA = "0x1809C0AC0")] public static Vector3 GetPointOnCubic(Vector3 a, Vector3 b, Vector3 tan1, Vector3 tan2, float t) { return default(Vector3); } // Token: 0x06000740 RID: 1856 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x600060D")] [Address(RVA = "0x9C12B0", Offset = "0x9C02B0", VA = "0x1809C12B0")] public List SmoothOffsetSimple(List path) { return null; } // Token: 0x06000741 RID: 1857 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x600060E")] [Address(RVA = "0x9C1E10", Offset = "0x9C0E10", VA = "0x1809C1E10")] public List SmoothSimple(List path) { return null; } // Token: 0x06000742 RID: 1858 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x600060F")] [Address(RVA = "0x9C0D10", Offset = "0x9BFD10", VA = "0x1809C0D10")] public List SmoothBezier(List path) { return null; } // Token: 0x06000743 RID: 1859 RVA: 0x00002082 File Offset: 0x00000282 [Token(Token = "0x6000610")] [Address(RVA = "0x9C24E0", Offset = "0x9C14E0", VA = "0x1809C24E0")] public SimpleSmoothModifier() { } // Token: 0x040004DC RID: 1244 [FieldOffset(Offset = "0x28")] [Token(Token = "0x400037C")] public SimpleSmoothModifier.SmoothType smoothType; // Token: 0x040004DD RID: 1245 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x400037D")] [Tooltip("The number of times to subdivide (divide in half) the path segments. [0...inf] (recommended [1...10])")] public int subdivisions; // Token: 0x040004DE RID: 1246 [FieldOffset(Offset = "0x30")] [Token(Token = "0x400037E")] [Tooltip("Number of times to apply smoothing")] public int iterations; // Token: 0x040004DF RID: 1247 [FieldOffset(Offset = "0x34")] [Token(Token = "0x400037F")] [Tooltip("Determines how much smoothing to apply in each smooth iteration. 0.5 usually produces the nicest looking curves")] [Range(0f, 1f)] public float strength; // Token: 0x040004E0 RID: 1248 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4000380")] [Tooltip("Toggle to divide all lines in equal length segments")] public bool uniformLength; // Token: 0x040004E1 RID: 1249 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x4000381")] [Tooltip("The length of each segment in the smoothed path. A high value yields rough paths and low value yields very smooth paths, but is slower")] public float maxSegmentLength; // Token: 0x040004E2 RID: 1250 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4000382")] [Tooltip("Length factor of the bezier curves' tangents")] public float bezierTangentLength; // Token: 0x040004E3 RID: 1251 [FieldOffset(Offset = "0x44")] [Token(Token = "0x4000383")] [Tooltip("Offset to apply in each smoothing iteration when using Offset Simple")] public float offset; // Token: 0x040004E4 RID: 1252 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4000384")] [Tooltip("How much to smooth the path. A higher value will give a smoother path, but might take the character far off the optimal path.")] public float factor; // Token: 0x020000CD RID: 205 [Token(Token = "0x200012A")] public enum SmoothType { // Token: 0x040004E6 RID: 1254 [Token(Token = "0x40006D9")] Simple, // Token: 0x040004E7 RID: 1255 [Token(Token = "0x40006DA")] Bezier, // Token: 0x040004E8 RID: 1256 [Token(Token = "0x40006DB")] OffsetSimple, // Token: 0x040004E9 RID: 1257 [Token(Token = "0x40006DC")] CurvedNonuniform } } }