using System; using Cpp2IlInjected; using UnityEngine.Bindings; using UnityEngine.Scripting; namespace UnityEngine { // Token: 0x02000008 RID: 8 [Token(Token = "0x2000008")] [RequiredByNativeCode] [NativeClass("ScriptingContactPoint2D", "struct ScriptingContactPoint2D;")] [NativeHeader("Modules/Physics2D/Public/PhysicsScripting2D.h")] public struct ContactPoint2D { // Token: 0x0400001E RID: 30 [FieldOffset(Offset = "0x0")] [Token(Token = "0x400001E")] [NativeName("point")] private Vector2 m_Point; // Token: 0x0400001F RID: 31 [FieldOffset(Offset = "0x8")] [Token(Token = "0x400001F")] [NativeName("normal")] private Vector2 m_Normal; // Token: 0x04000020 RID: 32 [FieldOffset(Offset = "0x10")] [Token(Token = "0x4000020")] [NativeName("relativeVelocity")] private Vector2 m_RelativeVelocity; // Token: 0x04000021 RID: 33 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4000021")] [NativeName("separation")] private float m_Separation; // Token: 0x04000022 RID: 34 [FieldOffset(Offset = "0x1C")] [Token(Token = "0x4000022")] [NativeName("normalImpulse")] private float m_NormalImpulse; // Token: 0x04000023 RID: 35 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4000023")] [NativeName("tangentImpulse")] private float m_TangentImpulse; // Token: 0x04000024 RID: 36 [FieldOffset(Offset = "0x24")] [Token(Token = "0x4000024")] [NativeName("collider")] private int m_Collider; // Token: 0x04000025 RID: 37 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4000025")] [NativeName("otherCollider")] private int m_OtherCollider; // Token: 0x04000026 RID: 38 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x4000026")] [NativeName("rigidbody")] private int m_Rigidbody; // Token: 0x04000027 RID: 39 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4000027")] [NativeName("otherRigidbody")] private int m_OtherRigidbody; // Token: 0x04000028 RID: 40 [FieldOffset(Offset = "0x34")] [Token(Token = "0x4000028")] [NativeName("enabled")] private int m_Enabled; } }