using System; namespace UnityEngine { // Token: 0x0200018D RID: 397 public struct ColliderDistance2D { // Token: 0x1700068B RID: 1675 // (get) Token: 0x06001E1A RID: 7706 RVA: 0x00025218 File Offset: 0x00023418 // (set) Token: 0x06001E1B RID: 7707 RVA: 0x00025234 File Offset: 0x00023434 public Vector2 pointA { get { return this.m_PointA; } set { this.m_PointA = value; } } // Token: 0x1700068C RID: 1676 // (get) Token: 0x06001E1C RID: 7708 RVA: 0x00025240 File Offset: 0x00023440 // (set) Token: 0x06001E1D RID: 7709 RVA: 0x0002525C File Offset: 0x0002345C public Vector2 pointB { get { return this.m_PointB; } set { this.m_PointB = value; } } // Token: 0x1700068D RID: 1677 // (get) Token: 0x06001E1E RID: 7710 RVA: 0x00025268 File Offset: 0x00023468 public Vector2 normal { get { return this.m_Normal; } } // Token: 0x1700068E RID: 1678 // (get) Token: 0x06001E1F RID: 7711 RVA: 0x00025284 File Offset: 0x00023484 // (set) Token: 0x06001E20 RID: 7712 RVA: 0x000252A0 File Offset: 0x000234A0 public float distance { get { return this.m_Distance; } set { this.m_Distance = value; } } // Token: 0x1700068F RID: 1679 // (get) Token: 0x06001E21 RID: 7713 RVA: 0x000252AC File Offset: 0x000234AC public bool isOverlapped { get { return this.m_Distance < 0f; } } // Token: 0x17000690 RID: 1680 // (get) Token: 0x06001E22 RID: 7714 RVA: 0x000252D0 File Offset: 0x000234D0 // (set) Token: 0x06001E23 RID: 7715 RVA: 0x000252F4 File Offset: 0x000234F4 public bool isValid { get { return this.m_IsValid != 0; } set { this.m_IsValid = ((!value) ? 0 : 1); } } // Token: 0x0400044E RID: 1102 private Vector2 m_PointA; // Token: 0x0400044F RID: 1103 private Vector2 m_PointB; // Token: 0x04000450 RID: 1104 private Vector2 m_Normal; // Token: 0x04000451 RID: 1105 private float m_Distance; // Token: 0x04000452 RID: 1106 private int m_IsValid; } }