using System; using Cpp2IlInjected; using UnityEngine.Bindings; using UnityEngine.Scripting; namespace UnityEngine { // Token: 0x0200000F RID: 15 [Token(Token = "0x200000F")] [RequiredByNativeCode] [NativeHeader("Modules/Animation/AnimatorInfo.h")] public struct AnimatorTransitionInfo { // Token: 0x04000033 RID: 51 [FieldOffset(Offset = "0x0")] [Token(Token = "0x4000033")] [NativeName("fullPathHash")] private int m_FullPath; // Token: 0x04000034 RID: 52 [FieldOffset(Offset = "0x4")] [Token(Token = "0x4000034")] [NativeName("userNameHash")] private int m_UserName; // Token: 0x04000035 RID: 53 [FieldOffset(Offset = "0x8")] [Token(Token = "0x4000035")] [NativeName("nameHash")] private int m_Name; // Token: 0x04000036 RID: 54 [FieldOffset(Offset = "0xC")] [Token(Token = "0x4000036")] [NativeName("hasFixedDuration")] private bool m_HasFixedDuration; // Token: 0x04000037 RID: 55 [FieldOffset(Offset = "0x10")] [Token(Token = "0x4000037")] [NativeName("duration")] private float m_Duration; // Token: 0x04000038 RID: 56 [FieldOffset(Offset = "0x14")] [Token(Token = "0x4000038")] [NativeName("normalizedTime")] private float m_NormalizedTime; // Token: 0x04000039 RID: 57 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4000039")] [NativeName("anyState")] private bool m_AnyState; // Token: 0x0400003A RID: 58 [FieldOffset(Offset = "0x1C")] [Token(Token = "0x400003A")] [NativeName("transitionType")] private int m_TransitionType; } }