using System; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using Cpp2IlInjected; using UnityEngine; namespace RecRoom.Avatar.Face { // Token: 0x020021CC RID: 8652 [Token(Token = "0x20021CC")] [StructLayout(3)] public abstract class FaceFeature : FaceFeatureBase { // Token: 0x170027F4 RID: 10228 // (get) Token: 0x0600EE6E RID: 61038 RVA: 0x0000220F File Offset: 0x0000040F // (set) Token: 0x0600EE6F RID: 61039 RVA: 0x00388874 File Offset: 0x00386A74 [Token(Token = "0x170027F4")] public Vector2 JitteredAnchor { [Token(Token = "0x600EE6E")] [Address(RVA = "0xCDE7D0", Offset = "0xCDD1D0", VA = "0x180CDE7D0")] [CompilerGenerated] get { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } [Token(Token = "0x600EE6F")] [Address(RVA = "0xCDE8B0", Offset = "0xCDD2B0", VA = "0x180CDE8B0")] [CompilerGenerated] private set { this.k__BackingField = value; this.k__BackingField.y = (float)0; } } // Token: 0x0600EE70 RID: 61040 RVA: 0x00388894 File Offset: 0x00386A94 [Token(Token = "0x600EE70")] [Address(RVA = "0x12A3320", Offset = "0x12A1D20", VA = "0x1812A3320", Slot = "5")] public override void NewJitter() { base.NewJitter(); float y = this.DefaultAnchor.y; float num = y; float num2 = global::UnityEngine.Random.Range(num, y); this.k__BackingField = num; this.k__BackingField.y = num2; } // Token: 0x0600EE71 RID: 61041 RVA: 0x003888D0 File Offset: 0x00386AD0 [Token(Token = "0x600EE71")] [Address(RVA = "0x12A33B0", Offset = "0x12A1DB0", VA = "0x1812A33B0")] protected FaceFeature() { Vector2 vector = Vector2.one * 0.5f; this.DefaultAnchor = vector; this.DefaultAnchor.y = (float)0; Vector2 vector2 = Vector2.one * 0.025f; this.MaxJitterAnchor = vector2; this.MaxJitterAnchor.y = (float)0; base..ctor(); } // Token: 0x04009E57 RID: 40535 [global::Cpp2IlInjected.FieldOffset(Offset = "0x48")] [Token(Token = "0x4009E57")] public Vector2 DefaultAnchor; // Token: 0x04009E58 RID: 40536 [global::Cpp2IlInjected.FieldOffset(Offset = "0x50")] [Token(Token = "0x4009E58")] public Vector2 MaxJitterAnchor; } }