using System; using Cpp2IlInjected; namespace UnityEngine.Playables { // Token: 0x02000289 RID: 649 [Token(Token = "0x2000289")] public struct FrameData { // Token: 0x0400084C RID: 2124 [FieldOffset(Offset = "0x0")] [Token(Token = "0x400084C")] internal ulong m_FrameID; // Token: 0x0400084D RID: 2125 [FieldOffset(Offset = "0x8")] [Token(Token = "0x400084D")] internal double m_DeltaTime; // Token: 0x0400084E RID: 2126 [FieldOffset(Offset = "0x10")] [Token(Token = "0x400084E")] internal float m_Weight; // Token: 0x0400084F RID: 2127 [FieldOffset(Offset = "0x14")] [Token(Token = "0x400084F")] internal float m_EffectiveWeight; // Token: 0x04000850 RID: 2128 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4000850")] internal double m_EffectiveParentDelay; // Token: 0x04000851 RID: 2129 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4000851")] internal float m_EffectiveParentSpeed; // Token: 0x04000852 RID: 2130 [FieldOffset(Offset = "0x24")] [Token(Token = "0x4000852")] internal float m_EffectiveSpeed; // Token: 0x04000853 RID: 2131 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4000853")] internal FrameData.Flags m_Flags; // Token: 0x04000854 RID: 2132 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4000854")] internal PlayableOutput m_Output; // Token: 0x0200028A RID: 650 [Token(Token = "0x200028A")] [Flags] internal enum Flags { // Token: 0x04000856 RID: 2134 [Token(Token = "0x4000856")] Evaluate = 1, // Token: 0x04000857 RID: 2135 [Token(Token = "0x4000857")] SeekOccured = 2, // Token: 0x04000858 RID: 2136 [Token(Token = "0x4000858")] Loop = 4, // Token: 0x04000859 RID: 2137 [Token(Token = "0x4000859")] Hold = 8, // Token: 0x0400085A RID: 2138 [Token(Token = "0x400085A")] EffectivePlayStateDelayed = 16, // Token: 0x0400085B RID: 2139 [Token(Token = "0x400085B")] EffectivePlayStatePlaying = 32 } } }