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using System;
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using Cpp2IlInjected;
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using UnityEngine;
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namespace RRUI.Animation
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{
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// Token: 0x0200103A RID: 4154
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[Token(Token = "0x200103A")]
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[MMOINKHEKJF("Position/Offset", "Tween from the current position to a relative offset")]
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[Serializable]
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public class PositionOffsetTransition : PositionTransition
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{
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// Token: 0x06005E1E RID: 24094 RVA: 0x0014BC20 File Offset: 0x00149E20
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[Token(Token = "0x6005E1E")]
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[Address(RVA = "0x1063680", Offset = "0x1062480", VA = "0x181063680", Slot = "6")]
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protected override PIPDAMDIAPC Execute()
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{
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GameObject gameObject = this.<MonoBehaviour>k__BackingField.gameObject;
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Transform transform = this.gameObjectOverride.transform;
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float z = this.offset.z;
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Vector3 vector;
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float z2 = vector.z;
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Vector3 vector2;
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float z3 = vector2.z;
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GameObject gameObject2 = this.<MonoBehaviour>k__BackingField.gameObject;
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Transform transform2 = this.gameObjectOverride.transform;
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HMIPJEAODAB.JOMGGPNCMFK easeFunction = this.easeFunction;
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MonoBehaviour <MonoBehaviour>k__BackingField = this.<MonoBehaviour>k__BackingField;
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throw new NullReferenceException();
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}
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// Token: 0x06005E1F RID: 24095 RVA: 0x0014BC94 File Offset: 0x00149E94
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[Token(Token = "0x6005E1F")]
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[Address(RVA = "0x1063840", Offset = "0x1062640", VA = "0x181063840")]
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public PositionOffsetTransition()
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{
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float z = Vector3.zero.z;
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this.offset.z = z;
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base..ctor();
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}
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// Token: 0x04003EBD RID: 16061
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x4003EBD")]
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[SerializeField]
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private Vector3 offset;
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}
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}
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