using System; using Cpp2IlInjected; namespace UnityEngine.Rendering { // Token: 0x02000080 RID: 128 [Token(Token = "0x2000053")] public interface IBitArray { // Token: 0x17000077 RID: 119 // (get) Token: 0x060002A9 RID: 681 [Token(Token = "0x1700004B")] uint capacity { [Token(Token = "0x60001F0")] [Address(Slot = "0")] get; } // Token: 0x17000078 RID: 120 // (get) Token: 0x060002AA RID: 682 [Token(Token = "0x1700004C")] bool allFalse { [Token(Token = "0x60001F1")] [Address(Slot = "1")] get; } // Token: 0x17000079 RID: 121 // (get) Token: 0x060002AB RID: 683 [Token(Token = "0x1700004D")] bool allTrue { [Token(Token = "0x60001F2")] [Address(Slot = "2")] get; } // Token: 0x1700007A RID: 122 [Token(Token = "0x1700004E")] bool this[uint index] { [Token(Token = "0x60001F3")] [Address(Slot = "3")] get; [Token(Token = "0x60001F4")] [Address(Slot = "4")] set; } // Token: 0x1700007B RID: 123 // (get) Token: 0x060002AE RID: 686 [Token(Token = "0x1700004F")] string humanizedData { [Token(Token = "0x60001F5")] [Address(Slot = "5")] get; } // Token: 0x060002AF RID: 687 [Token(Token = "0x60001F6")] [Address(Slot = "6")] IBitArray BitAnd(IBitArray other); // Token: 0x060002B0 RID: 688 [Token(Token = "0x60001F7")] [Address(Slot = "7")] IBitArray BitOr(IBitArray other); // Token: 0x060002B1 RID: 689 [Token(Token = "0x60001F8")] [Address(Slot = "8")] IBitArray BitNot(); } }