using System; using System.Runtime.CompilerServices; using Cpp2IlInjected; namespace UnityEngine { // Token: 0x02000121 RID: 289 [Token(Token = "0x2000121")] public class WaitForSecondsRealtime : CustomYieldInstruction { // Token: 0x1700021F RID: 543 // (get) Token: 0x06000B22 RID: 2850 RVA: 0x00007D40 File Offset: 0x00005F40 // (set) Token: 0x06000B23 RID: 2851 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x1700021F")] public float waitTime { [Token(Token = "0x6000B22")] [Address(RVA = "0x5ABDD0", Offset = "0x5AADD0", VA = "0x1805ABDD0")] [CompilerGenerated] get { return 0f; } [Token(Token = "0x6000B23")] [Address(RVA = "0x5ABE90", Offset = "0x5AAE90", VA = "0x1805ABE90")] [CompilerGenerated] set { } } // Token: 0x17000220 RID: 544 // (get) Token: 0x06000B24 RID: 2852 RVA: 0x00007D58 File Offset: 0x00005F58 [Token(Token = "0x17000220")] public override bool keepWaiting { [Token(Token = "0x6000B24")] [Address(RVA = "0x33A44A0", Offset = "0x33A34A0", VA = "0x1833A44A0", Slot = "7")] get { return default(bool); } } // Token: 0x06000B25 RID: 2853 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000B25")] [Address(RVA = "0x33A4470", Offset = "0x33A3470", VA = "0x1833A4470")] public WaitForSecondsRealtime(float time) { } // Token: 0x04000480 RID: 1152 [FieldOffset(Offset = "0x14")] [Token(Token = "0x4000480")] private float m_WaitUntilTime; } }