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