Decompiled source of zhcnLoLModPak v1.1.1

modpak.dll

Decompiled 6 months ago
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Bootstrap;
using BepInEx.Configuration;
using BepInEx.Logging;
using BetterUI;
using EntityStates;
using EntityStates.Commando;
using EntityStates.Huntress;
using EntityStates.Huntress.HuntressWeapon;
using EntityStates.LemurianBruiserMonster;
using EntityStates.Mage;
using EntityStates.Merc;
using HG;
using HG.BlendableTypes;
using IL.RoR2;
using JetBrains.Annotations;
using KatarinaMod.Modules;
using KatarinaMod.Modules.Survivors;
using KatarinaMod.SkillStates;
using KatarinaMod.SkillStates.BaseStates;
using KatarinaMod.SkillStates.Katarina;
using KatarinaMod.SkillStates.Katarina.Weapon;
using KatarinaMod.Skills;
using KinematicCharacterController;
using Mono.Cecil.Cil;
using MonoMod.Cil;
using On.RoR2;
using On.RoR2.Projectile;
using On.RoR2.UI;
using R2API;
using R2API.Utils;
using RoR2;
using RoR2.Achievements;
using RoR2.Audio;
using RoR2.ContentManagement;
using RoR2.Orbs;
using RoR2.Projectile;
using RoR2.Skills;
using RoR2.UI;
using SettMod.Controllers;
using SettMod.Modules;
using SettMod.Modules.Survivors;
using SettMod.SkillStates;
using SettMod.SkillStates.BaseStates;
using SettMod.SkillStates.Emotes;
using SettMod.SkillStates.Keystone;
using SettMod.States;
using SettMod.States.Emotes;
using SettMod.UI;
using TMPro;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Networking;
using UnityEngine.Rendering;
using UnityEngine.Serialization;
using UnityEngine.UI;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETStandard,Version=v2.0", FrameworkDisplayName = "")]
[assembly: AssemblyCompany("Yuumi")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("Yuumi")]
[assembly: AssemblyTitle("Yuumi")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
namespace Yuumi
{
	internal class Assets
	{
		public static AssetBundle MainAssetBundle;

		public static void PopulateAssets()
		{
			if ((Object)(object)MainAssetBundle == (Object)null)
			{
				using Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("Yuumi.yuumiassets");
				MainAssetBundle = AssetBundle.LoadFromStream(stream);
			}
			using Stream stream2 = Assembly.GetExecutingAssembly().GetManifestResourceStream("Yuumi.Yuumi.bnk");
			byte[] array = new byte[stream2.Length];
			stream2.Read(array, 0, array.Length);
			SoundBanks.Add(array);
		}
	}
	internal class YuumiSkillDef : SkillDef
	{
		private class InstanceData : BaseSkillInstanceData
		{
			public AttachBehaviour behaviour;
		}

		public override BaseSkillInstanceData OnAssigned([NotNull] GenericSkill skillSlot)
		{
			return (BaseSkillInstanceData)(object)new InstanceData
			{
				behaviour = ((Component)skillSlot).GetComponent<AttachBehaviour>()
			};
		}

		internal static bool IsExecutable([NotNull] GenericSkill skillSlot)
		{
			AttachBehaviour behaviour = ((InstanceData)(object)skillSlot.skillInstanceData).behaviour;
			SkillLocator component = ((Component)skillSlot).GetComponent<SkillLocator>();
			if (component.GetSkillSlotIndex(skillSlot) == 0)
			{
				return behaviour.canExecutePrimary;
			}
			return behaviour.canExecute;
		}

		public override bool CanExecute([NotNull] GenericSkill skillSlot)
		{
			return IsExecutable(skillSlot) && ((SkillDef)this).CanExecute(skillSlot);
		}

		public override bool IsReady([NotNull] GenericSkill skillSlot)
		{
			return ((SkillDef)this).IsReady(skillSlot) && IsExecutable(skillSlot);
		}
	}
	internal static class BullseyeBossFilter
	{
		public static void FilterOutEnemies(this BullseyeSearch b, TeamIndex teamIndex)
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			//IL_0008: Unknown result type (might be due to invalid IL or missing references)
			b.candidatesEnumerable = b.candidatesEnumerable.Where((CandidateInfo v) => v.hurtBox.healthComponent.body.teamComponent.teamIndex == teamIndex);
		}
	}
	internal class AttachBehaviour : HuntressTracker
	{
		internal static SkillDef primaryOverride;

		private CharacterBody attachedBody;

		public bool enable = true;

		public bool canExecute = true;

		public bool canExecutePrimary = true;

		private float stopwatch;

		private GameObject attachment;

		private Inventory inventory;

		private Inventory yuumiInventory;

		public AimRequest aimRequest;

		private List<ItemIndex> itemBlacklist;

		public CharacterBody AttachedBody => Object.op_Implicit((Object)(object)attachedBody) ? attachedBody : null;

		public Transform attachmentPosition => Object.op_Implicit((Object)(object)attachment) ? attachment.GetComponent<ChildLocator>().FindChild("position") : null;

		public bool isAttached
		{
			get
			{
				YuumiGlobal.hasAttached = Object.op_Implicit((Object)(object)attachedBody);
				return Object.op_Implicit((Object)(object)attachedBody);
			}
		}

		public HurtBox target => Object.op_Implicit((Object)(object)base.trackingTarget) ? base.trackingTarget : null;

		private void Awake()
		{
			//IL_0014: Unknown result type (might be due to invalid IL or missing references)
			//IL_001e: Expected O, but got Unknown
			//IL_0037: Unknown result type (might be due to invalid IL or missing references)
			//IL_0048: Unknown result type (might be due to invalid IL or missing references)
			//IL_0059: Unknown result type (might be due to invalid IL or missing references)
			//IL_006a: Unknown result type (might be due to invalid IL or missing references)
			//IL_007b: Unknown result type (might be due to invalid IL or missing references)
			//IL_008c: Unknown result type (might be due to invalid IL or missing references)
			//IL_009d: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ae: Unknown result type (might be due to invalid IL or missing references)
			//IL_00bf: Unknown result type (might be due to invalid IL or missing references)
			((HuntressTracker)this).Awake();
			base.indicator = new Indicator(((Component)this).gameObject, Prefabs.yuumiIndicator);
			base.indicator.active = true;
			itemBlacklist = new List<ItemIndex>
			{
				Items.HealingPotion.itemIndex,
				Items.BearVoid.itemIndex,
				Items.ExtraLife.itemIndex,
				Items.ExtraLifeConsumed.itemIndex,
				Items.FragileDamageBonusConsumed.itemIndex,
				Items.HealingPotionConsumed.itemIndex,
				Items.RegeneratingScrapConsumed.itemIndex,
				Items.ExtraLifeVoid.itemIndex,
				Items.ExtraLifeVoidConsumed.itemIndex
			};
		}

		private void OnEnable()
		{
			YuumiGlobal.hasAttached = true;
			base.trackerUpdateFrequency = 10f;
			base.maxTrackingDistance = 100f;
		}

		public void Detach(CharacterBody newBody = null)
		{
			if (Object.op_Implicit((Object)(object)base.characterBody) && Object.op_Implicit((Object)(object)base.characterBody.skillLocator) && base.characterBody.skillLocator.primary.HasSkillOverrideOfPriority((SkillOverridePriority)4))
			{
				base.characterBody.skillLocator.primary.UnsetSkillOverride((object)this, primaryOverride, (SkillOverridePriority)4);
			}
			attachedBody = newBody;
			RemoveItems();
		}

		public void Attach()
		{
			//IL_00cc: Unknown result type (might be due to invalid IL or missing references)
			//IL_0111: Unknown result type (might be due to invalid IL or missing references)
			//IL_019c: Unknown result type (might be due to invalid IL or missing references)
			//IL_01a4: Unknown result type (might be due to invalid IL or missing references)
			//IL_01bb: Unknown result type (might be due to invalid IL or missing references)
			//IL_01c3: Unknown result type (might be due to invalid IL or missing references)
			if (Object.op_Implicit((Object)(object)base.characterBody) && Object.op_Implicit((Object)(object)base.characterBody.skillLocator))
			{
				base.characterBody.skillLocator.primary.SetSkillOverride((object)this, primaryOverride, (SkillOverridePriority)4);
			}
			if (!Object.op_Implicit((Object)(object)attachment))
			{
				attachment = Object.Instantiate<GameObject>(Prefabs.attachAttachment, target.healthComponent.body.transform);
			}
			else
			{
				attachment.transform.SetParent(target.healthComponent.body.transform);
			}
			attachment.transform.localPosition = ((Component)target.healthComponent.body.mainHurtBox).transform.localPosition;
			attachment.GetComponent<ChildLocator>().FindChild("position").localPosition = new Vector3(target.healthComponent.body.radius * 2f, 0f, 0f);
			attachedBody = target.healthComponent.body;
			if (!attachedBody.isPlayerControlled || MainPlugin.giveItemsToPlayers.Value)
			{
				inventory = (Object.op_Implicit((Object)(object)attachedBody.inventory) ? attachedBody.inventory : null);
				if (Object.op_Implicit((Object)(object)yuumiInventory) && NetworkServer.active)
				{
					for (int i = 0; i < yuumiInventory.itemStacks.Length; i++)
					{
						ItemIndex val = (ItemIndex)i;
						if (!itemBlacklist.Contains(val))
						{
							inventory.GiveItem(val, yuumiInventory.GetItemCount(val));
						}
					}
				}
			}
			canExecute = false;
		}

		private void FixedUpdate()
		{
			//IL_00a7: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b2: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d5: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e2: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e7: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f3: Unknown result type (might be due to invalid IL or missing references)
			//IL_016f: Unknown result type (might be due to invalid IL or missing references)
			((HuntressTracker)this).FixedUpdate();
			if (!Object.op_Implicit((Object)(object)yuumiInventory) && Object.op_Implicit((Object)(object)base.characterBody) && Object.op_Implicit((Object)(object)base.characterBody.inventory))
			{
				yuumiInventory = base.characterBody.inventory;
			}
			base.trackerUpdateStopwatch = 0f;
			if (!base.indicator.active)
			{
				return;
			}
			stopwatch += Time.fixedDeltaTime;
			if (stopwatch >= 0.1f)
			{
				stopwatch = 0f;
				Ray val = default(Ray);
				((Ray)(ref val))..ctor(base.inputBank.aimOrigin, base.inputBank.aimDirection);
				base.search.filterByLoS = true;
				base.search.searchOrigin = ((Ray)(ref val)).origin;
				base.search.searchDirection = ((Ray)(ref val)).direction;
				base.search.sortMode = (SortMode)1;
				base.search.maxDistanceFilter = base.maxTrackingDistance;
				base.search.maxAngleFilter = base.maxTrackingAngle;
				base.search.RefreshCandidates();
				base.search.FilterOutGameObject(((Component)this).gameObject);
				if (Object.op_Implicit((Object)(object)attachedBody))
				{
					base.search.FilterOutGameObject(((Component)attachedBody).gameObject);
				}
				base.search.FilterOutEnemies(base.teamComponent.teamIndex);
				base.trackingTarget = base.search.GetResults().FirstOrDefault();
				base.indicator.targetTransform = (Object.op_Implicit((Object)(object)base.trackingTarget) ? ((Component)base.trackingTarget).transform : null);
			}
		}

		public void RemoveItems()
		{
			//IL_002e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0035: Unknown result type (might be due to invalid IL or missing references)
			//IL_0049: Unknown result type (might be due to invalid IL or missing references)
			//IL_0050: Unknown result type (might be due to invalid IL or missing references)
			if (!Object.op_Implicit((Object)(object)inventory) || !Object.op_Implicit((Object)(object)yuumiInventory) || !NetworkServer.active)
			{
				return;
			}
			for (int i = 0; i < inventory.itemStacks.Length; i++)
			{
				ItemIndex val = (ItemIndex)i;
				if (!itemBlacklist.Contains(val))
				{
					inventory.RemoveItem(val, yuumiInventory.GetItemCount(val));
				}
			}
		}

		private void OnDisable()
		{
			if (Object.op_Implicit((Object)(object)attachment))
			{
				Object.Destroy((Object)(object)attachment);
			}
			RemoveItems();
			YuumiGlobal.hasAttached = false;
		}
	}
	internal class YuumiDisplayBehaviour : MonoBehaviour
	{
		private uint ID;

		private void OnEnable()
		{
			ID = AkSoundEngine.PostEvent(Sounds.Play_Yuumi_Respawn, ((Component)this).gameObject);
		}

		private void OnDisable()
		{
			AkSoundEngine.StopPlayingID(ID);
		}
	}
	internal class Hook
	{
		internal static void Hooks()
		{
			//IL_0008: Unknown result type (might be due to invalid IL or missing references)
			//IL_0012: Expected O, but got Unknown
			//IL_001a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0024: Expected O, but got Unknown
			//IL_002c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0036: Expected O, but got Unknown
			RecalculateStatsAPI.GetStatCoefficients += new StatHookEventHandler(RecalculateStatsAPI_GetStatCoefficients);
			ProjectileController.IgnoreCollisionsWithOwner += new hook_IgnoreCollisionsWithOwner(ProjectileController_IgnoreCollisionsWithOwner);
			ProjectileSingleTargetImpact.OnProjectileImpact += new hook_OnProjectileImpact(ProjectileSingleTargetImpact_OnProjectileImpact);
		}

		private static void ProjectileSingleTargetImpact_OnProjectileImpact(orig_OnProjectileImpact orig, ProjectileSingleTargetImpact self, ProjectileImpactInfo impactInfo)
		{
			//IL_0013: Unknown result type (might be due to invalid IL or missing references)
			//IL_004f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0026: Unknown result type (might be due to invalid IL or missing references)
			if ((Object)(object)self.impactEffect == (Object)(object)Prefabs.projectileHitEffect && Object.op_Implicit((Object)(object)impactInfo.collider))
			{
				HurtBox component = ((Component)impactInfo.collider).GetComponent<HurtBox>();
				if (!Object.op_Implicit((Object)(object)component))
				{
					self.impactEffect = Prefabs.projectileHitEffectWeak;
				}
			}
			orig.Invoke(self, impactInfo);
		}

		private static void ProjectileController_IgnoreCollisionsWithOwner(orig_IgnoreCollisionsWithOwner orig, ProjectileController self, bool shouldIgnore)
		{
			if (Object.op_Implicit((Object)(object)self.owner) && Object.op_Implicit((Object)(object)self.owner.GetComponent<AttachBehaviour>()))
			{
				AttachBehaviour component = self.owner.GetComponent<AttachBehaviour>();
				if (Object.op_Implicit((Object)(object)component) && Object.op_Implicit((Object)(object)component.AttachedBody))
				{
					ModelLocator component2 = ((Component)component.AttachedBody).GetComponent<ModelLocator>();
					if (!Object.op_Implicit((Object)(object)component2))
					{
						return;
					}
					Transform modelTransform = component2.modelTransform;
					if (!Object.op_Implicit((Object)(object)modelTransform))
					{
						return;
					}
					HurtBoxGroup component3 = ((Component)modelTransform).GetComponent<HurtBoxGroup>();
					if (!Object.op_Implicit((Object)(object)component3))
					{
						return;
					}
					HurtBox[] hurtBoxes = component3.hurtBoxes;
					for (int i = 0; i < hurtBoxes.Length; i++)
					{
						List<Collider> gameObjectComponents = GetComponentsCache<Collider>.GetGameObjectComponents(((Component)hurtBoxes[i]).gameObject);
						int j = 0;
						for (int count = gameObjectComponents.Count; j < count; j++)
						{
							Collider val = gameObjectComponents[j];
							for (int k = 0; k < self.myColliders.Length; k++)
							{
								Collider val2 = self.myColliders[k];
								Physics.IgnoreCollision(val, val2, shouldIgnore);
							}
						}
						GetComponentsCache<Collider>.ReturnBuffer(gameObjectComponents);
					}
				}
			}
			orig.Invoke(self, shouldIgnore);
		}

		private static void RecalculateStatsAPI_GetStatCoefficients(CharacterBody sender, StatHookEventArgs args)
		{
			if (sender.HasBuff(Prefabs.zoom))
			{
				args.moveSpeedMultAdd += 0.3f;
				args.damageMultAdd += YuumiGlobal.YuumiDamageCalc(sender);
			}
			if (sender.HasBuff(Prefabs.zoomies))
			{
				args.moveSpeedMultAdd += 0.2f;
				args.attackSpeedMultAdd += YuumiGlobal.YuumiAttackSpeedCalc(sender);
			}
		}
	}
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	[BepInPlugin("com.Dragonyck.Yuumi", "Yuumi", "1.0.1")]
	[NetworkCompatibility(/*Could not decode attribute arguments.*/)]
	public class MainPlugin : BaseUnityPlugin
	{
		public const string MODUID = "com.Dragonyck.Yuumi";

		public const string MODNAME = "Yuumi";

		public const string VERSION = "1.0.1";

		public const string SURVIVORNAME = "Yuumi";

		public const string SURVIVORNAMEKEY = "YUUMI";

		public static GameObject characterPrefab;

		private static readonly Color characterColor = new Color(0.35294f, 0.42745f, 0.83922f);

		public static ConfigEntry<bool> giveItemsToPlayers;

		private void Awake()
		{
			//IL_0011: Unknown result type (might be due to invalid IL or missing references)
			//IL_0022: Unknown result type (might be due to invalid IL or missing references)
			//IL_002c: Expected O, but got Unknown
			//IL_002c: Expected O, but got Unknown
			giveItemsToPlayers = ((BaseUnityPlugin)this).Config.Bind<bool>(new ConfigDefinition("Give Items To Attached Players", "Enable"), false, new ConfigDescription("This mechanic can be easily exploitable, so it's disabled by default.", (AcceptableValueBase)null, Array.Empty<object>()));
			Assets.PopulateAssets();
			Prefabs.CreatePrefabs();
			CreatePrefab();
			RegisterStates();
			RegisterCharacter();
			Hook.Hooks();
		}

		internal static void CreatePrefab()
		{
			//IL_0006: Unknown result type (might be due to invalid IL or missing references)
			//IL_000b: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b4: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ba: Expected O, but got Unknown
			//IL_00e5: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f6: Unknown result type (might be due to invalid IL or missing references)
			//IL_0116: Unknown result type (might be due to invalid IL or missing references)
			//IL_0126: Unknown result type (might be due to invalid IL or missing references)
			//IL_012c: Expected O, but got Unknown
			//IL_0153: Unknown result type (might be due to invalid IL or missing references)
			//IL_0164: Unknown result type (might be due to invalid IL or missing references)
			//IL_0175: Unknown result type (might be due to invalid IL or missing references)
			//IL_0198: Unknown result type (might be due to invalid IL or missing references)
			//IL_01b4: Unknown result type (might be due to invalid IL or missing references)
			//IL_01c1: Unknown result type (might be due to invalid IL or missing references)
			//IL_01da: Unknown result type (might be due to invalid IL or missing references)
			//IL_01df: Unknown result type (might be due to invalid IL or missing references)
			//IL_0257: Unknown result type (might be due to invalid IL or missing references)
			//IL_0388: Unknown result type (might be due to invalid IL or missing references)
			//IL_03c2: Unknown result type (might be due to invalid IL or missing references)
			//IL_03c7: Unknown result type (might be due to invalid IL or missing references)
			//IL_042b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0430: Unknown result type (might be due to invalid IL or missing references)
			//IL_045d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0462: Unknown result type (might be due to invalid IL or missing references)
			//IL_04eb: Unknown result type (might be due to invalid IL or missing references)
			//IL_051b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0528: Unknown result type (might be due to invalid IL or missing references)
			//IL_063b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0658: Unknown result type (might be due to invalid IL or missing references)
			//IL_0675: Unknown result type (might be due to invalid IL or missing references)
			//IL_0692: Unknown result type (might be due to invalid IL or missing references)
			//IL_06af: Unknown result type (might be due to invalid IL or missing references)
			//IL_06cc: Unknown result type (might be due to invalid IL or missing references)
			//IL_06e9: Unknown result type (might be due to invalid IL or missing references)
			//IL_08de: Unknown result type (might be due to invalid IL or missing references)
			//IL_08f5: Unknown result type (might be due to invalid IL or missing references)
			//IL_08fa: Unknown result type (might be due to invalid IL or missing references)
			//IL_0902: Unknown result type (might be due to invalid IL or missing references)
			//IL_0960: Unknown result type (might be due to invalid IL or missing references)
			//IL_0a1c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0a21: Unknown result type (might be due to invalid IL or missing references)
			//IL_0a4f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0a54: Unknown result type (might be due to invalid IL or missing references)
			//IL_0a7d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0a82: Unknown result type (might be due to invalid IL or missing references)
			//IL_0a93: Unknown result type (might be due to invalid IL or missing references)
			//IL_0a98: Unknown result type (might be due to invalid IL or missing references)
			GameObject val = Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/Commando/CommandoBody.prefab").WaitForCompletion();
			characterPrefab = PrefabAPI.InstantiateClone(val, "YuumiBody", true);
			characterPrefab.GetComponent<NetworkIdentity>().localPlayerAuthority = true;
			characterPrefab.AddComponent<AttachBehaviour>();
			Object.Destroy((Object)(object)((Component)characterPrefab.transform.Find("ModelBase")).gameObject);
			Object.Destroy((Object)(object)((Component)characterPrefab.transform.Find("CameraPivot")).gameObject);
			Object.Destroy((Object)(object)((Component)characterPrefab.transform.Find("AimOrigin")).gameObject);
			GameObject val2 = Assets.MainAssetBundle.LoadAsset<GameObject>("yuumi");
			GameObject val3 = new GameObject("ModelBase");
			val3.transform.parent = characterPrefab.transform;
			val3.transform.localPosition = new Vector3(0f, -0.7f, 0f);
			val3.transform.localRotation = Quaternion.identity;
			val3.transform.localScale = new Vector3(1f, 1f, 1f);
			GameObject val4 = new GameObject("AimOrigin");
			val4.transform.parent = val3.transform;
			val4.transform.localPosition = new Vector3(0f, 1f, 0f);
			val4.transform.localRotation = Quaternion.identity;
			val4.transform.localScale = Vector3.one;
			Transform transform = val2.transform;
			transform.parent = val3.transform;
			transform.localPosition = Vector3.zero;
			transform.localScale = new Vector3(1f, 1f, 1f);
			transform.localRotation = Quaternion.identity;
			CharacterDirection component = characterPrefab.GetComponent<CharacterDirection>();
			component.moveVector = Vector3.zero;
			component.targetTransform = val3.transform;
			component.overrideAnimatorForwardTransform = null;
			component.rootMotionAccumulator = null;
			component.modelAnimator = val2.GetComponentInChildren<Animator>();
			component.driveFromRootRotation = false;
			component.turnSpeed = 720f;
			CharacterBody component2 = characterPrefab.GetComponent<CharacterBody>();
			((Object)component2).name = "YuumiBody";
			component2.baseNameToken = "YUUMI_NAME";
			component2.subtitleNameToken = "YUUMI_SUBTITLE";
			component2.bodyFlags = (BodyFlags)17;
			component2.rootMotionInMainState = false;
			component2.mainRootSpeed = 0f;
			component2.baseMaxHealth = 100f;
			component2.levelMaxHealth = 35f;
			component2.baseRegen = 1f;
			component2.levelRegen = 0.33f;
			component2.baseMaxShield = 0f;
			component2.levelMaxShield = 0f;
			component2.baseMoveSpeed = 7f;
			component2.levelMoveSpeed = 0f;
			component2.baseAcceleration = 110f;
			component2.baseJumpPower = 15f;
			component2.levelJumpPower = 0f;
			component2.baseDamage = 12f;
			component2.levelDamage = 2.4f;
			component2.baseAttackSpeed = 1f;
			component2.levelAttackSpeed = 0f;
			component2.baseCrit = 1f;
			component2.levelCrit = 0f;
			component2.baseArmor = 0f;
			component2.levelArmor = 0f;
			component2.baseJumpCount = 1;
			component2.sprintingSpeedMultiplier = 1.45f;
			component2.wasLucky = false;
			component2.hideCrosshair = false;
			component2.aimOriginTransform = val4.transform;
			component2.hullClassification = (HullClassification)0;
			component2.portraitIcon = (Texture)(object)Assets.MainAssetBundle.LoadAsset<Sprite>("portrait").texture;
			component2.isChampion = false;
			component2.currentVehicle = null;
			component2.skinIndex = 0u;
			component2.bodyColor = characterColor;
			CharacterMotor component3 = characterPrefab.GetComponent<CharacterMotor>();
			component3.walkSpeedPenaltyCoefficient = 1f;
			component3.characterDirection = component;
			component3.muteWalkMotion = false;
			component3.mass = 160f;
			component3.airControl = 0.25f;
			component3.disableAirControlUntilCollision = false;
			component3.generateParametersOnAwake = true;
			InputBankTest component4 = characterPrefab.GetComponent<InputBankTest>();
			component4.moveVector = Vector3.zero;
			CameraTargetParams component5 = characterPrefab.GetComponent<CameraTargetParams>();
			component5.cameraParams = val.GetComponent<CameraTargetParams>().cameraParams;
			component5.cameraPivotTransform = null;
			component5.recoil = Vector2.zero;
			component5.dontRaycastToPivot = false;
			ModelLocator component6 = characterPrefab.GetComponent<ModelLocator>();
			component6.modelTransform = transform;
			component6.modelBaseTransform = val3.transform;
			component6.dontReleaseModelOnDeath = false;
			component6.autoUpdateModelTransform = true;
			component6.dontDetatchFromParent = false;
			component6.noCorpse = false;
			component6.normalizeToFloor = false;
			component6.preserveModel = false;
			ChildLocator component7 = val2.GetComponent<ChildLocator>();
			CharacterModel val5 = val2.AddComponent<CharacterModel>();
			SkinnedMeshRenderer[] componentsInChildren = val2.GetComponentsInChildren<SkinnedMeshRenderer>();
			List<RendererInfo> list = new List<RendererInfo>();
			for (int i = 0; i < componentsInChildren.Length; i++)
			{
				list.Add(new RendererInfo
				{
					renderer = (Renderer)(object)componentsInChildren[i],
					defaultMaterial = Utils.InstantiateMaterial(((Renderer)componentsInChildren[i]).material.mainTexture),
					defaultShadowCastingMode = (ShadowCastingMode)1,
					ignoreOverlays = false
				});
			}
			RendererInfo[] array = list.ToArray();
			val5.body = component2;
			val5.baseRendererInfos = array;
			val5.autoPopulateLightInfos = true;
			val5.invisibilityCount = 0;
			val5.temporaryOverlays = new List<TemporaryOverlay>();
			Reflection.SetFieldValue<SkinnedMeshRenderer>((object)val5, "mainSkinnedMeshRenderer", componentsInChildren[0]);
			GameObject gameObject = ((Component)transform).gameObject;
			CharacterModel component8 = gameObject.GetComponent<CharacterModel>();
			ModelSkinController val6 = gameObject.AddComponent<ModelSkinController>();
			ChildLocator component9 = gameObject.GetComponent<ChildLocator>();
			LanguageAPI.Add("YUUMIBODY_DEFAULT_SKIN_NAME", "Default");
			LanguageAPI.Add("YUUMIBODY_SKIN01_NAME", "Battle Principal");
			LanguageAPI.Add("YUUMIBODY_SKIN02_NAME", "Heartseeker");
			LanguageAPI.Add("YUUMIBODY_SKIN03_NAME", "Yuubee");
			LanguageAPI.Add("YUUMIBODY_SKIN04_NAME", "Bewitching");
			LanguageAPI.Add("YUUMIBODY_SKIN05_NAME", "EDG");
			LanguageAPI.Add("YUUMIBODY_SKIN06_NAME", "Shiba");
			val6.skins = (SkinDef[])(object)new SkinDef[7]
			{
				LoadoutAPI.CreateNewSkinDef(Utils.CreateNewSkinDefInfo(componentsInChildren, gameObject, "YUUMIBODY_DEFAULT_SKIN_NAME", "base", array)),
				LoadoutAPI.CreateNewSkinDef(Utils.CreateNewSkinDefInfo(componentsInChildren, gameObject, "YUUMIBODY_SKIN01_NAME", "skin01", array)),
				LoadoutAPI.CreateNewSkinDef(Utils.CreateNewSkinDefInfo(componentsInChildren, gameObject, "YUUMIBODY_SKIN02_NAME", "skin02", array)),
				LoadoutAPI.CreateNewSkinDef(Utils.CreateNewSkinDefInfo(componentsInChildren, gameObject, "YUUMIBODY_SKIN03_NAME", "skin03", array)),
				LoadoutAPI.CreateNewSkinDef(Utils.CreateNewSkinDefInfo(componentsInChildren, gameObject, "YUUMIBODY_SKIN04_NAME", "skin04", array)),
				LoadoutAPI.CreateNewSkinDef(Utils.CreateNewSkinDefInfo(componentsInChildren, gameObject, "YUUMIBODY_SKIN05_NAME", "skin05", array)),
				LoadoutAPI.CreateNewSkinDef(Utils.CreateNewSkinDefInfo(componentsInChildren, gameObject, "YUUMIBODY_SKIN06_NAME", "skin06", array))
			};
			HealthComponent component10 = characterPrefab.GetComponent<HealthComponent>();
			component10.health = component2.baseMaxHealth;
			component10.shield = 0f;
			component10.barrier = 0f;
			component10.magnetiCharge = 0f;
			component10.body = null;
			component10.dontShowHealthbar = false;
			component10.globalDeathEventChanceCoefficient = 1f;
			characterPrefab.GetComponent<Interactor>().maxInteractionDistance = 3f;
			characterPrefab.GetComponent<InteractionDriver>().highlightInteractor = true;
			SfxLocator component11 = characterPrefab.GetComponent<SfxLocator>();
			component11.deathSound = "Play_ui_player_death";
			component11.barkSound = "";
			component11.openSound = "";
			component11.landingSound = "";
			component11.fallDamageSound = "Play_char_land_fall_damage";
			component11.aliveLoopStart = "";
			component11.aliveLoopStop = "";
			Rigidbody component12 = characterPrefab.GetComponent<Rigidbody>();
			component12.mass = 100f;
			component12.drag = 0f;
			component12.angularDrag = 0f;
			component12.useGravity = false;
			component12.isKinematic = true;
			component12.interpolation = (RigidbodyInterpolation)0;
			component12.collisionDetectionMode = (CollisionDetectionMode)0;
			component12.constraints = (RigidbodyConstraints)0;
			CapsuleCollider component13 = ((Component)component7.FindChild("collider")).GetComponent<CapsuleCollider>();
			((Collider)component13).isTrigger = false;
			((Collider)component13).material = null;
			KinematicCharacterMotor component14 = characterPrefab.GetComponent<KinematicCharacterMotor>();
			component14.CharacterController = (BaseCharacterController)(object)component3;
			component14.Capsule = component13;
			component14.Rigidbody = component12;
			component14.DetectDiscreteCollisions = false;
			component14.GroundDetectionExtraDistance = 0f;
			component14.MaxStepHeight = 0.2f;
			component14.MinRequiredStepDepth = 0.1f;
			component14.MaxStableSlopeAngle = 55f;
			component14.MaxStableDistanceFromLedge = 0.5f;
			component14.PreventSnappingOnLedges = false;
			component14.MaxStableDenivelationAngle = 55f;
			component14.RigidbodyInteractionType = (RigidbodyInteractionType)0;
			component14.PreserveAttachedRigidbodyMomentum = true;
			component14.HasPlanarConstraint = false;
			component14.PlanarConstraintAxis = Vector3.up;
			component14.StepHandling = (StepHandlingMethod)0;
			component14.LedgeHandling = true;
			component14.InteractiveRigidbodyHandling = true;
			component14.SafeMovement = false;
			HurtBoxGroup val7 = val2.AddComponent<HurtBoxGroup>();
			HurtBox val8 = ((Component)component13).gameObject.AddComponent<HurtBox>();
			((Component)val8).gameObject.layer = LayerIndex.entityPrecise.intVal;
			val8.healthComponent = component10;
			val8.isBullseye = true;
			val8.damageModifier = (DamageModifier)0;
			val8.hurtBoxGroup = val7;
			val8.indexInGroup = 0;
			val7.hurtBoxes = (HurtBox[])(object)new HurtBox[1] { val8 };
			val7.mainHurtBox = val8;
			val7.bullseyeCount = 1;
			AimAnimator val9 = val2.AddComponent<AimAnimator>();
			val9.inputBank = component4;
			val9.directionComponent = component;
			val9.pitchRangeMax = 55f;
			val9.pitchRangeMin = -50f;
			val9.yawRangeMin = -44f;
			val9.yawRangeMax = 44f;
			val9.pitchGiveupRange = 30f;
			val9.yawGiveupRange = 10f;
			val9.giveupDuration = 8f;
			EntityStateMachine component15 = ((Component)component2).GetComponent<EntityStateMachine>();
			component15.mainStateType = new SerializableEntityStateType(typeof(CharacterMain));
			CharacterDeathBehavior component16 = characterPrefab.GetComponent<CharacterDeathBehavior>();
			component16.deathStateMachine = characterPrefab.GetComponent<EntityStateMachine>();
			component16.deathState = new SerializableEntityStateType(typeof(GenericCharacterDeath));
			EntityStateMachine val10 = characterPrefab.AddComponent<EntityStateMachine>();
			val10.customName = "Attach";
			val10.initialStateType = new SerializableEntityStateType(typeof(Idle));
			val10.mainStateType = new SerializableEntityStateType(typeof(Idle));
			NetworkStateMachine component17 = ((Component)component2).GetComponent<NetworkStateMachine>();
			List<EntityStateMachine> list2 = component17.stateMachines.ToList();
			list2.Add(val10);
			component17.stateMachines = list2.ToArray();
			ContentAddition.AddBody(characterPrefab);
		}

		private void RegisterCharacter()
		{
			//IL_00bb: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c0: Unknown result type (might be due to invalid IL or missing references)
			//IL_012a: Unknown result type (might be due to invalid IL or missing references)
			//IL_012f: Unknown result type (might be due to invalid IL or missing references)
			string text = "<style=cSub>\r\n\r\n< ! > 附身状态下按空格脱离附身 " + Environment.NewLine + "<style=cSub>\r\n\r\n< ! > 悠米的技能加成同时受悠米和附身友军的属性影响 " + Environment.NewLine + "<style=cSub>\r\n\r\n< ! > 奔跑状态下附身会保留奔跑状态 " + Environment.NewLine + "<style=cSub>\r\n\r\n< ! > 一旦在附身状态攻击,奔跑状态会被取消 ";
			string text2 = "..于是它离开了,仍在寻找它弄丢的主人。";
			string text3 = "..and so she vanished, off to wait for another gray screen.";
			LanguageAPI.Add("YUUMI_NAME", "Yuumi");
			LanguageAPI.Add("YUUMI_DESCRIPTION", text);
			LanguageAPI.Add("YUUMI_SUBTITLE", "");
			LanguageAPI.Add("YUUMI_OUTRO", text2);
			LanguageAPI.Add("YUUMI_FAIL", text3);
			SurvivorDef val = ScriptableObject.CreateInstance<SurvivorDef>();
			val.cachedName = "YUUMI_NAME";
			val.unlockableDef = null;
			val.descriptionToken = "YUUMI_DESCRIPTION";
			val.primaryColor = characterColor;
			val.bodyPrefab = characterPrefab;
			val.displayPrefab = Utils.NewDisplayModel(((Component)characterPrefab.GetComponent<ModelLocator>().modelBaseTransform).gameObject, "YuumiDisplay");
			val.outroFlavorToken = "YUUMI_OUTRO";
			val.desiredSortPosition = 16f;
			val.mainEndingEscapeFailureFlavorToken = "YUUMI_FAIL";
			ContentAddition.AddSurvivorDef(val);
			SkillSetup();
			GameObject val2 = PrefabAPI.InstantiateClone(Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/Commando/CommandoMonsterMaster.prefab").WaitForCompletion(), "YuumiMaster", true);
			ContentAddition.AddMaster(val2);
			CharacterMaster component = val2.GetComponent<CharacterMaster>();
			component.bodyPrefab = characterPrefab;
		}

		private void RegisterStates()
		{
			//IL_0003: Unknown result type (might be due to invalid IL or missing references)
			//IL_000b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0013: Unknown result type (might be due to invalid IL or missing references)
			//IL_001b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0023: Unknown result type (might be due to invalid IL or missing references)
			//IL_002b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0033: Unknown result type (might be due to invalid IL or missing references)
			//IL_003b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0043: Unknown result type (might be due to invalid IL or missing references)
			//IL_004b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0053: Unknown result type (might be due to invalid IL or missing references)
			//IL_005b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0063: Unknown result type (might be due to invalid IL or missing references)
			bool flag = default(bool);
			ContentAddition.AddEntityState<Primary>(ref flag);
			ContentAddition.AddEntityState<Secondary>(ref flag);
			ContentAddition.AddEntityState<SecondaryBuff>(ref flag);
			ContentAddition.AddEntityState<SecondaryAlt>(ref flag);
			ContentAddition.AddEntityState<Utility>(ref flag);
			ContentAddition.AddEntityState<UtilityDash>(ref flag);
			ContentAddition.AddEntityState<UtilityEnd>(ref flag);
			ContentAddition.AddEntityState<DashTowardsBody>(ref flag);
			ContentAddition.AddEntityState<Special>(ref flag);
			ContentAddition.AddEntityState<SpecialAlt>(ref flag);
			ContentAddition.AddEntityState<CharacterMain>(ref flag);
			ContentAddition.AddEntityState<AttachState>(ref flag);
			ContentAddition.AddEntityState<Cancel>(ref flag);
		}

		private void SkillSetup()
		{
			GenericSkill[] componentsInChildren = characterPrefab.GetComponentsInChildren<GenericSkill>();
			foreach (GenericSkill val in componentsInChildren)
			{
				Object.DestroyImmediate((Object)(object)val);
			}
			PassiveSetup();
			PrimarySetup();
			SecondarySetup();
			UtilitySetup();
			SpecialSetup();
		}

		private void PassiveSetup()
		{
			SkillLocator component = characterPrefab.GetComponent<SkillLocator>();
			LanguageAPI.Add("YUUMI_PASSIVE_NAME", "魔典之灵");
			LanguageAPI.Add("YUUMI_PASSIVE_DESCRIPTION", "魔典庇护悠米,使其免受掉落伤害。");
			component.passiveSkill.enabled = false;
			component.passiveSkill.skillNameToken = "YUUMI_PASSIVE_NAME";
			component.passiveSkill.skillDescriptionToken = "YUUMI_PASSIVE_DESCRIPTION";
			component.passiveSkill.icon = Assets.MainAssetBundle.LoadAsset<Sprite>("yuumiw2");
		}

		private void PrimarySetup()
		{
			//IL_005d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0062: Unknown result type (might be due to invalid IL or missing references)
			//IL_009b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0150: Unknown result type (might be due to invalid IL or missing references)
			//IL_0168: Unknown result type (might be due to invalid IL or missing references)
			//IL_0172: Expected O, but got Unknown
			//IL_0173: Unknown result type (might be due to invalid IL or missing references)
			//IL_0175: Unknown result type (might be due to invalid IL or missing references)
			//IL_019a: Unknown result type (might be due to invalid IL or missing references)
			//IL_019f: Unknown result type (might be due to invalid IL or missing references)
			//IL_01f4: Unknown result type (might be due to invalid IL or missing references)
			SkillLocator component = characterPrefab.GetComponent<SkillLocator>();
			LanguageAPI.Add("YUUMI_M1", "摸鱼飞弹");
			LanguageAPI.Add("YUUMI_M1_DESCRIPTION", "悠米快速发射一道法术飞弹,造成<style=cIsDamage>150%</style>伤害。在附身时,这个技能会得到强化。\n强化飞弹\n悠米发射一道追踪飞弹,造成<style=cIsDamage>600%</style>伤害。");
			LanguageAPI.Add("YUUMI_M1ALT", "摸鱼飞弹(强化)");
			LanguageAPI.Add("YUUMI_M1ALT_DESCRIPTION", "悠米发射一道追踪飞弹,造成<style=cIsDamage>600%</style>伤害。");
			YuumiSkillDef yuumiSkillDef = ScriptableObject.CreateInstance<YuumiSkillDef>();
			((SkillDef)yuumiSkillDef).activationState = new SerializableEntityStateType(typeof(Primary));
			((SkillDef)yuumiSkillDef).activationStateMachineName = "Weapon";
			((SkillDef)yuumiSkillDef).baseMaxStock = 0;
			((SkillDef)yuumiSkillDef).baseRechargeInterval = 0f;
			((SkillDef)yuumiSkillDef).beginSkillCooldownOnSkillEnd = true;
			((SkillDef)yuumiSkillDef).canceledFromSprinting = false;
			((SkillDef)yuumiSkillDef).fullRestockOnAssign = true;
			((SkillDef)yuumiSkillDef).interruptPriority = (InterruptPriority)0;
			((SkillDef)yuumiSkillDef).isCombatSkill = true;
			((SkillDef)yuumiSkillDef).mustKeyPress = false;
			((SkillDef)yuumiSkillDef).cancelSprintingOnActivation = true;
			((SkillDef)yuumiSkillDef).rechargeStock = 0;
			((SkillDef)yuumiSkillDef).requiredStock = 0;
			((SkillDef)yuumiSkillDef).stockToConsume = 0;
			((SkillDef)yuumiSkillDef).icon = Assets.MainAssetBundle.LoadAsset<Sprite>("yuumiq");
			((SkillDef)yuumiSkillDef).skillDescriptionToken = "YUUMI_M1_DESCRIPTION";
			((SkillDef)yuumiSkillDef).skillName = "YUUMI_M1";
			((SkillDef)yuumiSkillDef).skillNameToken = "YUUMI_M1";
			ContentAddition.AddSkillDef((SkillDef)(object)yuumiSkillDef);
			component.primary = characterPrefab.AddComponent<GenericSkill>();
			SkillFamily val = ScriptableObject.CreateInstance<SkillFamily>();
			val.variants = (Variant[])(object)new Variant[1];
			Reflection.SetFieldValue<SkillFamily>((object)component.primary, "_skillFamily", val);
			SkillFamily skillFamily = component.primary.skillFamily;
			Variant[] variants = skillFamily.variants;
			Variant val2 = new Variant
			{
				skillDef = (SkillDef)(object)yuumiSkillDef
			};
			((Variant)(ref val2)).viewableNode = new Node(((SkillDef)yuumiSkillDef).skillNameToken, false, (Node)null);
			variants[0] = val2;
			ContentAddition.AddSkillFamily(skillFamily);
			AttachBehaviour.primaryOverride = (SkillDef)(object)ScriptableObject.CreateInstance<YuumiSkillDef>();
			AttachBehaviour.primaryOverride.activationState = new SerializableEntityStateType(typeof(Primary));
			AttachBehaviour.primaryOverride.activationStateMachineName = "Weapon";
			AttachBehaviour.primaryOverride.baseMaxStock = 1;
			AttachBehaviour.primaryOverride.baseRechargeInterval = 3f;
			AttachBehaviour.primaryOverride.beginSkillCooldownOnSkillEnd = false;
			AttachBehaviour.primaryOverride.canceledFromSprinting = false;
			AttachBehaviour.primaryOverride.fullRestockOnAssign = true;
			AttachBehaviour.primaryOverride.interruptPriority = (InterruptPriority)0;
			AttachBehaviour.primaryOverride.isCombatSkill = true;
			AttachBehaviour.primaryOverride.mustKeyPress = false;
			AttachBehaviour.primaryOverride.cancelSprintingOnActivation = true;
			AttachBehaviour.primaryOverride.rechargeStock = 1;
			AttachBehaviour.primaryOverride.requiredStock = 1;
			AttachBehaviour.primaryOverride.stockToConsume = 1;
			AttachBehaviour.primaryOverride.icon = Assets.MainAssetBundle.LoadAsset<Sprite>("yuumiq2");
			AttachBehaviour.primaryOverride.skillDescriptionToken = "YUUMI_M1ALT_DESCRIPTION";
			AttachBehaviour.primaryOverride.skillName = "YUUMI_M1ALT";
			AttachBehaviour.primaryOverride.skillNameToken = "YUUMI_M1ALT";
			ContentAddition.AddSkillDef(AttachBehaviour.primaryOverride);
		}

		private void SecondarySetup()
		{
			//IL_005d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0062: Unknown result type (might be due to invalid IL or missing references)
			//IL_009b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0150: Unknown result type (might be due to invalid IL or missing references)
			//IL_0168: Unknown result type (might be due to invalid IL or missing references)
			//IL_0172: Expected O, but got Unknown
			//IL_0173: Unknown result type (might be due to invalid IL or missing references)
			//IL_0175: Unknown result type (might be due to invalid IL or missing references)
			//IL_0192: Unknown result type (might be due to invalid IL or missing references)
			//IL_0197: Unknown result type (might be due to invalid IL or missing references)
			//IL_01d0: Unknown result type (might be due to invalid IL or missing references)
			//IL_0264: Unknown result type (might be due to invalid IL or missing references)
			//IL_0284: Unknown result type (might be due to invalid IL or missing references)
			//IL_028e: Expected O, but got Unknown
			//IL_028f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0291: Unknown result type (might be due to invalid IL or missing references)
			SkillLocator component = characterPrefab.GetComponent<SkillLocator>();
			LanguageAPI.Add("YUUMI_M2", "旺盛精力");
			LanguageAPI.Add("YUUMI_M2_DESCRIPTION", "悠米获得相当于悠米<style=cIsHealth>20%最大生命值</style>的<style=cIsDamage>屏障</style>,并获得<style=cIsDamage>75%(+1% 每 10%暴击率)攻速</style>和<style=cIsDamage>20%加速</style>。在附身时,这个技能会转而影响附身的友军,并且屏障会额外增加(相当于该友军20%最大生命值)。");
			LanguageAPI.Add("YUUMI_M2ALT", "最佳搭档");
			LanguageAPI.Add("YUUMI_M2ALT_DESCRIPTION", "悠米治疗相当于悠米<style=cIsHealth>15%最大生命值</style>,并获得<style=cIsDamage>30%加速</style>以及<style=cIsDamage>0%(+ 10% 每 100点 最大生命值)伤害增幅</style>。在附身时,这个技能会转而影响附身的友军,并且治疗量会增加(相当于目标友军15%最大生命值)。");
			YuumiSkillDef yuumiSkillDef = ScriptableObject.CreateInstance<YuumiSkillDef>();
			((SkillDef)yuumiSkillDef).activationState = new SerializableEntityStateType(typeof(Secondary));
			((SkillDef)yuumiSkillDef).activationStateMachineName = "Slide";
			((SkillDef)yuumiSkillDef).baseMaxStock = 1;
			((SkillDef)yuumiSkillDef).baseRechargeInterval = 20f;
			((SkillDef)yuumiSkillDef).beginSkillCooldownOnSkillEnd = true;
			((SkillDef)yuumiSkillDef).canceledFromSprinting = false;
			((SkillDef)yuumiSkillDef).fullRestockOnAssign = false;
			((SkillDef)yuumiSkillDef).interruptPriority = (InterruptPriority)0;
			((SkillDef)yuumiSkillDef).isCombatSkill = false;
			((SkillDef)yuumiSkillDef).mustKeyPress = true;
			((SkillDef)yuumiSkillDef).cancelSprintingOnActivation = false;
			((SkillDef)yuumiSkillDef).rechargeStock = 1;
			((SkillDef)yuumiSkillDef).requiredStock = 1;
			((SkillDef)yuumiSkillDef).stockToConsume = 1;
			((SkillDef)yuumiSkillDef).icon = Assets.MainAssetBundle.LoadAsset<Sprite>("yuumip");
			((SkillDef)yuumiSkillDef).skillDescriptionToken = "YUUMI_M2_DESCRIPTION";
			((SkillDef)yuumiSkillDef).skillName = "YUUMI_M2";
			((SkillDef)yuumiSkillDef).skillNameToken = "YUUMI_M2";
			ContentAddition.AddSkillDef((SkillDef)(object)yuumiSkillDef);
			component.secondary = characterPrefab.AddComponent<GenericSkill>();
			SkillFamily val = ScriptableObject.CreateInstance<SkillFamily>();
			val.variants = (Variant[])(object)new Variant[1];
			Reflection.SetFieldValue<SkillFamily>((object)component.secondary, "_skillFamily", val);
			SkillFamily skillFamily = component.secondary.skillFamily;
			Variant[] variants = skillFamily.variants;
			Variant val2 = new Variant
			{
				skillDef = (SkillDef)(object)yuumiSkillDef
			};
			((Variant)(ref val2)).viewableNode = new Node(((SkillDef)yuumiSkillDef).skillNameToken, false, (Node)null);
			variants[0] = val2;
			ContentAddition.AddSkillFamily(skillFamily);
			yuumiSkillDef = ScriptableObject.CreateInstance<YuumiSkillDef>();
			((SkillDef)yuumiSkillDef).activationState = new SerializableEntityStateType(typeof(SecondaryAlt));
			((SkillDef)yuumiSkillDef).activationStateMachineName = "Slide";
			((SkillDef)yuumiSkillDef).baseMaxStock = 1;
			((SkillDef)yuumiSkillDef).baseRechargeInterval = 20f;
			((SkillDef)yuumiSkillDef).beginSkillCooldownOnSkillEnd = true;
			((SkillDef)yuumiSkillDef).canceledFromSprinting = false;
			((SkillDef)yuumiSkillDef).fullRestockOnAssign = false;
			((SkillDef)yuumiSkillDef).interruptPriority = (InterruptPriority)0;
			((SkillDef)yuumiSkillDef).isCombatSkill = true;
			((SkillDef)yuumiSkillDef).mustKeyPress = true;
			((SkillDef)yuumiSkillDef).cancelSprintingOnActivation = false;
			((SkillDef)yuumiSkillDef).rechargeStock = 1;
			((SkillDef)yuumiSkillDef).requiredStock = 1;
			((SkillDef)yuumiSkillDef).stockToConsume = 1;
			((SkillDef)yuumiSkillDef).icon = Assets.MainAssetBundle.LoadAsset<Sprite>("Yuumi_Zoomies_old");
			((SkillDef)yuumiSkillDef).skillDescriptionToken = "YUUMI_M2ALT_DESCRIPTION";
			((SkillDef)yuumiSkillDef).skillName = "YUUMI_M2ALT";
			((SkillDef)yuumiSkillDef).skillNameToken = "YUUMI_M2ALT";
			ContentAddition.AddSkillDef((SkillDef)(object)yuumiSkillDef);
			Array.Resize(ref skillFamily.variants, skillFamily.variants.Length + 1);
			Variant[] variants2 = skillFamily.variants;
			int num = skillFamily.variants.Length - 1;
			val2 = new Variant
			{
				skillDef = (SkillDef)(object)yuumiSkillDef,
				unlockableDef = null
			};
			((Variant)(ref val2)).viewableNode = new Node(((SkillDef)yuumiSkillDef).skillNameToken, false, (Node)null);
			variants2[num] = val2;
		}

		private void UtilitySetup()
		{
			//IL_003d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0042: Unknown result type (might be due to invalid IL or missing references)
			//IL_007b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0130: Unknown result type (might be due to invalid IL or missing references)
			//IL_0148: Unknown result type (might be due to invalid IL or missing references)
			//IL_0152: Expected O, but got Unknown
			//IL_0153: Unknown result type (might be due to invalid IL or missing references)
			//IL_0155: Unknown result type (might be due to invalid IL or missing references)
			SkillLocator component = characterPrefab.GetComponent<SkillLocator>();
			LanguageAPI.Add("YUUMI_UTIL", "悠米出动");
			LanguageAPI.Add("YUUMI_UTIL_DESCRIPTION", "悠米<style=cIsUtility>附身</style>至目标友军。如果目标是非玩家角色,悠米会将自己的物品复制给目标。如果没有目标,悠米转而向前冲刺一段距离。");
			YuumiSkillDef yuumiSkillDef = ScriptableObject.CreateInstance<YuumiSkillDef>();
			((SkillDef)yuumiSkillDef).activationState = new SerializableEntityStateType(typeof(Utility));
			((SkillDef)yuumiSkillDef).activationStateMachineName = "Attach";
			((SkillDef)yuumiSkillDef).baseMaxStock = 1;
			((SkillDef)yuumiSkillDef).baseRechargeInterval = 5f;
			((SkillDef)yuumiSkillDef).beginSkillCooldownOnSkillEnd = true;
			((SkillDef)yuumiSkillDef).canceledFromSprinting = false;
			((SkillDef)yuumiSkillDef).fullRestockOnAssign = false;
			((SkillDef)yuumiSkillDef).interruptPriority = (InterruptPriority)0;
			((SkillDef)yuumiSkillDef).isCombatSkill = false;
			((SkillDef)yuumiSkillDef).mustKeyPress = true;
			((SkillDef)yuumiSkillDef).cancelSprintingOnActivation = false;
			((SkillDef)yuumiSkillDef).rechargeStock = 1;
			((SkillDef)yuumiSkillDef).requiredStock = 1;
			((SkillDef)yuumiSkillDef).stockToConsume = 1;
			((SkillDef)yuumiSkillDef).icon = Assets.MainAssetBundle.LoadAsset<Sprite>("yuumiw");
			((SkillDef)yuumiSkillDef).skillDescriptionToken = "YUUMI_UTIL_DESCRIPTION";
			((SkillDef)yuumiSkillDef).skillName = "YUUMI_UTIL";
			((SkillDef)yuumiSkillDef).skillNameToken = "YUUMI_UTIL";
			ContentAddition.AddSkillDef((SkillDef)(object)yuumiSkillDef);
			component.utility = characterPrefab.AddComponent<GenericSkill>();
			SkillFamily val = ScriptableObject.CreateInstance<SkillFamily>();
			val.variants = (Variant[])(object)new Variant[1];
			Reflection.SetFieldValue<SkillFamily>((object)component.utility, "_skillFamily", val);
			SkillFamily skillFamily = component.utility.skillFamily;
			Variant[] variants = skillFamily.variants;
			Variant val2 = new Variant
			{
				skillDef = (SkillDef)(object)yuumiSkillDef
			};
			((Variant)(ref val2)).viewableNode = new Node(((SkillDef)yuumiSkillDef).skillNameToken, false, (Node)null);
			variants[0] = val2;
			ContentAddition.AddSkillFamily(skillFamily);
		}

		private void SpecialSetup()
		{
			//IL_005d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0062: Unknown result type (might be due to invalid IL or missing references)
			//IL_009b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0150: Unknown result type (might be due to invalid IL or missing references)
			//IL_0168: Unknown result type (might be due to invalid IL or missing references)
			//IL_0172: Expected O, but got Unknown
			//IL_0173: Unknown result type (might be due to invalid IL or missing references)
			//IL_0175: Unknown result type (might be due to invalid IL or missing references)
			//IL_0192: Unknown result type (might be due to invalid IL or missing references)
			//IL_0197: Unknown result type (might be due to invalid IL or missing references)
			//IL_01d0: Unknown result type (might be due to invalid IL or missing references)
			//IL_0264: Unknown result type (might be due to invalid IL or missing references)
			//IL_0284: Unknown result type (might be due to invalid IL or missing references)
			//IL_028e: Expected O, but got Unknown
			//IL_028f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0291: Unknown result type (might be due to invalid IL or missing references)
			SkillLocator component = characterPrefab.GetComponent<SkillLocator>();
			LanguageAPI.Add("YUUMI_SPEC", "魔典终章");
			LanguageAPI.Add("YUUMI_SPEC_DESCRIPTION", "悠米在<style=cIsUtility>3.5</style>秒内向指定方向发射7道冲击波,每道冲击波造成<style=cIsDamage>200%</style>伤害。");
			LanguageAPI.Add("YUUMI_SPECALT", "终末魔典");
			LanguageAPI.Add("YUUMI_SPECALT_DESCRIPTION", "悠米在<style=cIsUtility>3.5</style>秒内向指定方向发射5道冲击波,每道冲击波造成<style=cIsDamage>280%</style>伤害并减速敌人。");
			YuumiSkillDef yuumiSkillDef = ScriptableObject.CreateInstance<YuumiSkillDef>();
			((SkillDef)yuumiSkillDef).activationState = new SerializableEntityStateType(typeof(Special));
			((SkillDef)yuumiSkillDef).activationStateMachineName = "Attach";
			((SkillDef)yuumiSkillDef).baseMaxStock = 1;
			((SkillDef)yuumiSkillDef).baseRechargeInterval = 8f;
			((SkillDef)yuumiSkillDef).beginSkillCooldownOnSkillEnd = true;
			((SkillDef)yuumiSkillDef).canceledFromSprinting = false;
			((SkillDef)yuumiSkillDef).fullRestockOnAssign = false;
			((SkillDef)yuumiSkillDef).interruptPriority = (InterruptPriority)0;
			((SkillDef)yuumiSkillDef).isCombatSkill = true;
			((SkillDef)yuumiSkillDef).mustKeyPress = true;
			((SkillDef)yuumiSkillDef).cancelSprintingOnActivation = false;
			((SkillDef)yuumiSkillDef).rechargeStock = 1;
			((SkillDef)yuumiSkillDef).requiredStock = 1;
			((SkillDef)yuumiSkillDef).stockToConsume = 1;
			((SkillDef)yuumiSkillDef).icon = Assets.MainAssetBundle.LoadAsset<Sprite>("yuumir");
			((SkillDef)yuumiSkillDef).skillDescriptionToken = "YUUMI_SPEC_DESCRIPTION";
			((SkillDef)yuumiSkillDef).skillName = "YUUMI_SPEC";
			((SkillDef)yuumiSkillDef).skillNameToken = "YUUMI_SPEC";
			ContentAddition.AddSkillDef((SkillDef)(object)yuumiSkillDef);
			component.special = characterPrefab.AddComponent<GenericSkill>();
			SkillFamily val = ScriptableObject.CreateInstance<SkillFamily>();
			val.variants = (Variant[])(object)new Variant[1];
			Reflection.SetFieldValue<SkillFamily>((object)component.special, "_skillFamily", val);
			SkillFamily skillFamily = component.special.skillFamily;
			Variant[] variants = skillFamily.variants;
			Variant val2 = new Variant
			{
				skillDef = (SkillDef)(object)yuumiSkillDef
			};
			((Variant)(ref val2)).viewableNode = new Node(((SkillDef)yuumiSkillDef).skillNameToken, false, (Node)null);
			variants[0] = val2;
			ContentAddition.AddSkillFamily(skillFamily);
			yuumiSkillDef = ScriptableObject.CreateInstance<YuumiSkillDef>();
			((SkillDef)yuumiSkillDef).activationState = new SerializableEntityStateType(typeof(SpecialAlt));
			((SkillDef)yuumiSkillDef).activationStateMachineName = "Slide";
			((SkillDef)yuumiSkillDef).baseMaxStock = 1;
			((SkillDef)yuumiSkillDef).baseRechargeInterval = 8f;
			((SkillDef)yuumiSkillDef).beginSkillCooldownOnSkillEnd = true;
			((SkillDef)yuumiSkillDef).canceledFromSprinting = false;
			((SkillDef)yuumiSkillDef).fullRestockOnAssign = false;
			((SkillDef)yuumiSkillDef).interruptPriority = (InterruptPriority)0;
			((SkillDef)yuumiSkillDef).isCombatSkill = true;
			((SkillDef)yuumiSkillDef).mustKeyPress = true;
			((SkillDef)yuumiSkillDef).cancelSprintingOnActivation = false;
			((SkillDef)yuumiSkillDef).rechargeStock = 1;
			((SkillDef)yuumiSkillDef).requiredStock = 1;
			((SkillDef)yuumiSkillDef).stockToConsume = 1;
			((SkillDef)yuumiSkillDef).icon = Assets.MainAssetBundle.LoadAsset<Sprite>("yuumip2");
			((SkillDef)yuumiSkillDef).skillDescriptionToken = "YUUMI_SPECALT_DESCRIPTION";
			((SkillDef)yuumiSkillDef).skillName = "YUUMI_SPECALT";
			((SkillDef)yuumiSkillDef).skillNameToken = "YUUMI_SPECALT";
			ContentAddition.AddSkillDef((SkillDef)(object)yuumiSkillDef);
			Array.Resize(ref skillFamily.variants, skillFamily.variants.Length + 1);
			Variant[] variants2 = skillFamily.variants;
			int num = skillFamily.variants.Length - 1;
			val2 = new Variant
			{
				skillDef = (SkillDef)(object)yuumiSkillDef,
				unlockableDef = null
			};
			((Variant)(ref val2)).viewableNode = new Node(((SkillDef)yuumiSkillDef).skillNameToken, false, (Node)null);
			variants2[num] = val2;
		}
	}
	internal class Prefabs
	{
		internal static GameObject ultHitEffect;

		internal static GameObject attackHitEffect;

		internal static GameObject projectileHitEffect;

		internal static GameObject yuumiAttackProjectile;

		internal static GameObject yuumiAttackProjectileGhost;

		internal static GameObject yuumiProwlingProjectile;

		internal static GameObject yuumiProwlingProjectileGhost;

		internal static GameObject yuumiUltProjectile;

		internal static GameObject yuumiUltProjectileGhost;

		internal static GameObject yuumiUltIndicator;

		internal static GameObject yuumiHealEffect;

		internal static GameObject yuumiShieldEffect;

		internal static GameObject AttachEffect;

		internal static GameObject attachAttachment;

		internal static GameObject DashTrailEffect;

		internal static GameObject DashTrailEffectQuick;

		internal static GameObject projectileHitEffectWeak;

		internal static GameObject yuumiIndicator;

		internal static LoopSoundDef projectileLoopDef;

		internal static BuffDef zoom;

		internal static BuffDef zoomies;

		internal static void CreatePrefabs()
		{
			//IL_004d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0052: Unknown result type (might be due to invalid IL or missing references)
			//IL_0095: Unknown result type (might be due to invalid IL or missing references)
			//IL_009a: Unknown result type (might be due to invalid IL or missing references)
			//IL_00af: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b4: Unknown result type (might be due to invalid IL or missing references)
			//IL_00eb: Unknown result type (might be due to invalid IL or missing references)
			//IL_0282: Unknown result type (might be due to invalid IL or missing references)
			//IL_0287: Unknown result type (might be due to invalid IL or missing references)
			//IL_02bc: Unknown result type (might be due to invalid IL or missing references)
			//IL_02c1: Unknown result type (might be due to invalid IL or missing references)
			//IL_02f6: Unknown result type (might be due to invalid IL or missing references)
			//IL_02fb: Unknown result type (might be due to invalid IL or missing references)
			//IL_0330: Unknown result type (might be due to invalid IL or missing references)
			//IL_0335: Unknown result type (might be due to invalid IL or missing references)
			//IL_0394: Unknown result type (might be due to invalid IL or missing references)
			//IL_0399: Unknown result type (might be due to invalid IL or missing references)
			//IL_044b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0450: Unknown result type (might be due to invalid IL or missing references)
			//IL_0585: Unknown result type (might be due to invalid IL or missing references)
			//IL_058a: Unknown result type (might be due to invalid IL or missing references)
			//IL_05f6: Unknown result type (might be due to invalid IL or missing references)
			//IL_0611: Unknown result type (might be due to invalid IL or missing references)
			//IL_065f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0664: Unknown result type (might be due to invalid IL or missing references)
			//IL_012f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0141: Unknown result type (might be due to invalid IL or missing references)
			//IL_014b: Unknown result type (might be due to invalid IL or missing references)
			//IL_016c: Unknown result type (might be due to invalid IL or missing references)
			projectileLoopDef = ScriptableObject.CreateInstance<LoopSoundDef>();
			projectileLoopDef.startSoundName = "Play_Yuumi_Projectile_Mis";
			zoom = ScriptableObject.CreateInstance<BuffDef>();
			zoom.iconSprite = Assets.MainAssetBundle.LoadAsset<Sprite>("yuumip2");
			zoom.canStack = false;
			zoom.buffColor = Color.white;
			ContentAddition.AddBuffDef(zoom);
			zoomies = ScriptableObject.CreateInstance<BuffDef>();
			zoomies.iconSprite = Assets.MainAssetBundle.LoadAsset<Sprite>("yuumip2");
			zoomies.canStack = false;
			zoomies.buffColor = Color.white;
			ContentAddition.AddBuffDef(zoomies);
			yuumiIndicator = PrefabAPI.InstantiateClone(Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/Huntress/HuntressTrackingIndicator.prefab").WaitForCompletion(), "YuumiIndicator", false);
			SpriteRenderer[] componentsInChildren = yuumiIndicator.GetComponentsInChildren<SpriteRenderer>();
			foreach (SpriteRenderer val in componentsInChildren)
			{
				val.color = Color.clear;
				if (((Component)val).transform.parent.GetSiblingIndex() == 0)
				{
					val.sprite = Assets.MainAssetBundle.LoadAsset<Sprite>("indicator2");
					((Component)val).transform.localPosition = Vector3.zero;
					((Component)val).transform.localScale = Vector3.one * 0.1f;
					val.color = new Color(1f, 1f, 1f, 0.21569f);
				}
			}
			DashTrailEffect = PrefabAPI.InstantiateClone(Assets.MainAssetBundle.LoadAsset<GameObject>("DashTrailEffect"), "YuumiAttachTrailEffect", false);
			Utils.RegisterEffect(DashTrailEffect, 1.2f);
			DashTrailEffectQuick = PrefabAPI.InstantiateClone(Assets.MainAssetBundle.LoadAsset<GameObject>("DashTrailEffect"), "YuumiDashrailEffectQuick", false);
			Utils.RegisterEffect(DashTrailEffectQuick, 0.55f);
			AttachEffect = PrefabAPI.InstantiateClone(Assets.MainAssetBundle.LoadAsset<GameObject>("AttachEffect"), "YuumiAttachEffect", false);
			AttachEffect.AddComponent<DestroyOnTimer>().duration = 2f;
			yuumiHealEffect = PrefabAPI.InstantiateClone(Assets.MainAssetBundle.LoadAsset<GameObject>("HealEffect"), "YuumiHealEffect", false);
			yuumiShieldEffect = PrefabAPI.InstantiateClone(Assets.MainAssetBundle.LoadAsset<GameObject>("ShieldEffect"), "YuumiShieldEffect", false);
			yuumiUltIndicator = Assets.MainAssetBundle.LoadAsset<GameObject>("UltIndicator");
			ultHitEffect = PrefabAPI.InstantiateClone(Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/Treebot/OmniImpactVFXSlashSyringe.prefab").WaitForCompletion(), "YuumiUltHitEffect", false);
			Utils.RegisterEffect(ultHitEffect, 1f, "Play_Yuumi_R_Hit");
			projectileHitEffect = PrefabAPI.InstantiateClone(Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/Common/VFX/OmniImpactVFXSlash.prefab").WaitForCompletion(), "YuumiProjectileHitEffect", false);
			Utils.RegisterEffect(projectileHitEffect, 1f, "Play_Yuumi_Projectile_Hit");
			projectileHitEffectWeak = PrefabAPI.InstantiateClone(Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/Common/VFX/OmniImpactVFXSlash.prefab").WaitForCompletion(), "YuumiProjectileHitEffectWeak", false);
			Utils.RegisterEffect(projectileHitEffectWeak, 1f, "Play_Yuumi_Projectile_Hit_Weak");
			attackHitEffect = PrefabAPI.InstantiateClone(Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/Common/VFX/OmniImpactVFX.prefab").WaitForCompletion(), "YuumiAttackHitEffect", false);
			Utils.RegisterEffect(attackHitEffect, 1f, "Play_Yuumi_Attack_Hit");
			yuumiAttackProjectileGhost = PrefabAPI.InstantiateClone(Assets.MainAssetBundle.LoadAsset<GameObject>("BasicProjectile"), "YuumiBasicProjectileGhost", false);
			yuumiAttackProjectileGhost.AddComponent<ProjectileGhostController>();
			yuumiAttackProjectile = PrefabAPI.InstantiateClone(Addressables.LoadAssetAsync<GameObject>((object)"RoR2/DLC1/Railgunner/RailgunnerPistolProjectile.prefab").WaitForCompletion(), "YuumiAttackProjectile", true);
			yuumiAttackProjectile.GetComponent<ProjectileController>().ghostPrefab = yuumiAttackProjectileGhost;
			yuumiAttackProjectile.GetComponent<ProjectileSimple>().lifetime = 1f;
			Object.Destroy((Object)(object)yuumiAttackProjectile.GetComponent<ProjectileDirectionalTargetFinder>());
			yuumiAttackProjectile.GetComponent<ProjectileSimple>().desiredForwardSpeed = 80f;
			yuumiAttackProjectile.GetComponent<ProjectileSingleTargetImpact>().impactEffect = attackHitEffect;
			ContentAddition.AddProjectile(yuumiAttackProjectile);
			yuumiProwlingProjectileGhost = PrefabAPI.InstantiateClone(Assets.MainAssetBundle.LoadAsset<GameObject>("ProwlingProjectile"), "YuumiProwlingProjectileGhost", false);
			yuumiProwlingProjectileGhost.AddComponent<ProjectileGhostController>();
			yuumiProwlingProjectile = PrefabAPI.InstantiateClone(Addressables.LoadAssetAsync<GameObject>((object)"RoR2/DLC1/Railgunner/RailgunnerPistolProjectile.prefab").WaitForCompletion(), "YuumiProwlingProjectile", true);
			ProjectileController component = yuumiProwlingProjectile.GetComponent<ProjectileController>();
			component.ghostPrefab = yuumiProwlingProjectileGhost;
			yuumiProwlingProjectile.GetComponent<ProjectileSteerTowardTarget>().rotationSpeed = 90f;
			yuumiProwlingProjectile.GetComponent<ProjectileDirectionalTargetFinder>().lookRange = 25f;
			yuumiProwlingProjectile.GetComponent<ProjectileDirectionalTargetFinder>().lookCone = 20f;
			yuumiProwlingProjectile.GetComponent<ProjectileSimple>().lifetime = 1.4f;
			yuumiProwlingProjectile.GetComponent<ProjectileSimple>().desiredForwardSpeed = 80f;
			yuumiProwlingProjectile.GetComponent<ProjectileSingleTargetImpact>().impactEffect = projectileHitEffect;
			ContentAddition.AddProjectile(yuumiProwlingProjectile);
			yuumiUltProjectileGhost = PrefabAPI.InstantiateClone(Assets.MainAssetBundle.LoadAsset<GameObject>("UltProjectile"), "YuumiUltProjectile", false);
			ObjectScaleCurve val2 = ((Component)((Component)yuumiUltProjectileGhost.transform).GetComponent<ChildLocator>().FindChild("trail")).gameObject.AddComponent<ObjectScaleCurve>();
			val2.timeMax = 0.23f;
			val2.useOverallCurveOnly = true;
			val2.overallCurve = AnimationCurve.Linear(0f, 0f, 1f, 1f);
			yuumiUltProjectileGhost.AddComponent<ProjectileGhostController>();
			yuumiUltProjectile = PrefabAPI.InstantiateClone(Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/Commando/FMJRamping.prefab").WaitForCompletion(), "YuumiUltProjectile", true);
			yuumiUltProjectile.GetComponent<ProjectileController>().ghostPrefab = yuumiUltProjectileGhost;
			yuumiUltProjectile.GetComponent<ProjectileSimple>().lifetime = 0.6f;
			Transform transform = ((Component)yuumiUltProjectile.GetComponent<HitBoxGroup>().hitBoxes[0]).gameObject.transform;
			transform.localScale = new Vector3(8f, 4f, 22f);
			transform.localPosition = new Vector3(0f, 0f, -8f);
			yuumiUltProjectile.GetComponent<ProjectileOverlapAttack>().impactEffect = ultHitEffect;
			ContentAddition.AddProjectile(yuumiUltProjectile);
			attachAttachment = Assets.MainAssetBundle.LoadAsset<GameObject>("attachment");
			((Renderer)attachAttachment.GetComponentInChildren<MeshRenderer>(true)).material = Addressables.LoadAssetAsync<Material>((object)"RoR2/DLC1/EliteEarth/matAffixEarthSphereIndicator.mat").WaitForCompletion();
		}
	}
	internal class CharacterMain : GenericCharacterMain
	{
	}
	internal class MeleeSkillState : BaseSkillState
	{
		internal float hitPauseDuration;

		internal float hopVelocity = Assaulter.smallHopVelocity;

		internal string animParameter = "";

		internal float hitPauseTimer;

		internal bool isInHitPause;

		internal HitStopCachedState hitStopCachedState;

		internal Animator animator;

		internal float stopwatch;

		internal OverlapAttack attack;

		internal bool hitCallback;

		internal float damage;

		internal GameObject hitEffectPrefab;

		internal HitBoxGroup hitBoxGroup;

		internal DamageType damageType = (DamageType)0;

		internal DamageColorIndex damageColor = (DamageColorIndex)0;

		internal Vector3 forceVector = Vector3.back * 100f;

		internal float attackStopwatch;

		public override void OnEnter()
		{
			((BaseState)this).OnEnter();
			animator = ((EntityState)this).GetModelAnimator();
			isInHitPause = false;
			hitPauseDuration = GroundLight.hitPauseDuration / ((BaseState)this).attackSpeedStat;
		}

		internal OverlapAttack NewOverlapAttack()
		{
			//IL_0001: Unknown result type (might be due to invalid IL or missing references)
			//IL_0007: Expected O, but got Unknown
			//IL_000d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0042: Unknown result type (might be due to invalid IL or missing references)
			//IL_0047: Unknown result type (might be due to invalid IL or missing references)
			//IL_0066: Unknown result type (might be due to invalid IL or missing references)
			//IL_006b: Unknown result type (might be due to invalid IL or missing references)
			//IL_008f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0094: Unknown result type (might be due to invalid IL or missing references)
			//IL_009b: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a0: Unknown result type (might be due to invalid IL or missing references)
			OverlapAttack val = new OverlapAttack();
			val.procChainMask = default(ProcChainMask);
			val.procCoefficient = 1f;
			val.attacker = ((EntityState)this).gameObject;
			val.inflictor = ((EntityState)this).gameObject;
			val.teamIndex = ((EntityState)this).characterBody.teamComponent.teamIndex;
			val.damage = ((EntityState)this).characterBody.damage * damage;
			val.forceVector = forceVector;
			val.hitEffectPrefab = hitEffectPrefab;
			val.isCrit = ((EntityState)this).characterBody.RollCrit();
			val.damageColorIndex = damageColor;
			val.damageType = damageType;
			val.maximumOverlapTargets = 100;
			val.hitBoxGroup = hitBoxGroup;
			return val;
		}

		public override void FixedUpdate()
		{
			//IL_00cf: Unknown result type (might be due to invalid IL or missing references)
			//IL_007c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0081: Unknown result type (might be due to invalid IL or missing references)
			((EntityState)this).FixedUpdate();
			hitPauseTimer -= Time.fixedDeltaTime;
			if (hitCallback && !isInHitPause)
			{
				if (!((BaseState)this).isGrounded)
				{
					((BaseState)this).SmallHop(((EntityState)this).characterMotor, hopVelocity);
				}
				if (!Utility.IsNullOrWhiteSpace(animParameter))
				{
					hitStopCachedState = ((BaseState)this).CreateHitStopCachedState(((EntityState)this).characterMotor, animator, animParameter);
				}
				hitPauseTimer = hitPauseDuration / ((BaseState)this).attackSpeedStat;
				isInHitPause = true;
			}
			if (!Utility.IsNullOrWhiteSpace(animParameter) && hitPauseTimer <= 0f && isInHitPause)
			{
				((BaseState)this).ConsumeHitStopCachedState(hitStopCachedState, ((EntityState)this).characterMotor, animator);
				isInHitPause = false;
			}
			if (!isInHitPause)
			{
				attackStopwatch += Time.fixedDeltaTime;
				stopwatch += Time.fixedDeltaTime;
				if (Object.op_Implicit((Object)(object)animator))
				{
					animator.speed = 1f;
				}
			}
			else if (Object.op_Implicit((Object)(object)animator))
			{
				animator.speed = 0f;
			}
		}
	}
	internal class Primary : YuumiState
	{
		private float duration;

		private float baseDuration = 0.45f;

		private float minFireDuration;

		private float baseFireDuration = 0.15f;

		private GameObject projectilePrefab;

		private float damageCoefficient = 1.5f;

		private string anim;

		private bool fired;

		public override void OnEnter()
		{
			base.OnEnter();
			((BaseState)this).StartAimMode(2f, false);
			duration = baseDuration / ((BaseState)this).attackSpeedStat;
			minFireDuration = baseFireDuration / ((BaseState)this).attackSpeedStat;
			anim = "Attack";
			projectilePrefab = Prefabs.yuumiAttackProjectile;
			if (Object.op_Implicit((Object)(object)attachedBody))
			{
				anim = "Attack";
				projectilePrefab = Prefabs.yuumiProwlingProjectile;
				damageCoefficient = 6f;
				AkSoundEngine.PostEvent(Sounds.Play_Yuumi_Projectile_Cast, ((EntityState)this).gameObject);
			}
			else
			{
				AkSoundEngine.PostEvent(Sounds.Play_Yuumi_Attack_Cast, ((EntityState)this).gameObject);
			}
			((EntityState)this).PlayAnimation("FullBody, Override", anim, "M1", duration);
		}

		public override void FixedUpdate()
		{
			//IL_0032: Unknown result type (might be due to invalid IL or missing references)
			//IL_0037: Unknown result type (might be due to invalid IL or missing references)
			//IL_003d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0042: Unknown result type (might be due to invalid IL or missing references)
			//IL_006c: Unknown result type (might be due to invalid IL or missing references)
			//IL_009b: Unknown result type (might be due to invalid IL or missing references)
			//IL_00bd: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c2: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ce: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e5: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ea: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ef: Unknown result type (might be due to invalid IL or missing references)
			//IL_010c: Unknown result type (might be due to invalid IL or missing references)
			//IL_010e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0115: Unknown result type (might be due to invalid IL or missing references)
			((EntityState)this).FixedUpdate();
			if (((EntityState)this).fixedAge >= minFireDuration && !fired)
			{
				fired = true;
				Ray aimRay = ((BaseState)this).GetAimRay();
				EffectManager.SimpleMuzzleFlash(Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/Common/VFX/Muzzleflash1.prefab").WaitForCompletion(), ((EntityState)this).gameObject, "pawMuzzle", false);
				if (((EntityState)this).isAuthority)
				{
					FireProjectileInfo val = default(FireProjectileInfo);
					val.crit = ((BaseState)this).RollCrit();
					val.damage = ((EntityState)this).characterBody.damage * damageCoefficient;
					val.damageColorIndex = (DamageColorIndex)0;
					val.force = 500f;
					val.owner = ((EntityState)this).gameObject;
					val.position = ((Ray)(ref aimRay)).origin;
					val.procChainMask = default(ProcChainMask);
					val.projectilePrefab = projectilePrefab;
					val.rotation = Util.QuaternionSafeLookRotation(((Ray)(ref aimRay)).direction);
					val.useFuseOverride = false;
					val.useSpeedOverride = false;
					val.target = null;
					FireProjectileInfo val2 = val;
					ProjectileManager.instance.FireProjectile(val2);
				}
			}
			if (((EntityState)this).fixedAge >= duration && ((EntityState)this).isAuthority)
			{
				((EntityState)this).outer.SetNextStateToMain();
			}
		}

		public override void OnExit()
		{
			((EntityState)this).OnExit();
		}

		public override InterruptPriority GetMinimumInterruptPriority()
		{
			//IL_0002: Unknown result type (might be due to invalid IL or missing references)
			//IL_0005: Unknown result type (might be due to invalid IL or missing references)
			return (InterruptPriority)2;
		}
	}
	internal class SecondaryBuff : YuumiState
	{
		private float duration;

		private float baseDuration = 0.65f;

		public BuffDef buff;

		public override void OnEnter()
		{
			base.OnEnter();
			duration = baseDuration / ((BaseState)this).attackSpeedStat;
			string text = "HealDetached";
			if (Object.op_Implicit((Object)(object)attachedBody))
			{
				text = "HealAttached";
				if (NetworkServer.active)
				{
					attachedBody.AddTimedBuff(buff, 12f);
				}
			}
			else if (NetworkServer.active)
			{
				((EntityState)this).characterBody.AddTimedBuff(buff, 12f);
			}
			((EntityState)this).PlayAnimation("FullBody, Override", text, "M2", duration);
			AkSoundEngine.PostEvent(Sounds.Play_Yuumi_Heal, ((EntityState)this).gameObject);
		}

		public override void FixedUpdate()
		{
			((EntityState)this).FixedUpdate();
			if (((EntityState)this).fixedAge >= duration && ((EntityState)this).isAuthority)
			{
				((EntityState)this).outer.SetNextStateToMain();
			}
		}

		public override void OnExit()
		{
			((EntityState)this).OnExit();
		}

		public override InterruptPriority GetMinimumInterruptPriority()
		{
			//IL_0002: Unknown result type (might be due to invalid IL or missing references)
			//IL_0005: Unknown result type (might be due to invalid IL or missing references)
			return (InterruptPriority)1;
		}
	}
	internal class Secondary : SecondaryBuff
	{
		public override void OnEnter()
		{
			//IL_0011: Unknown result type (might be due to invalid IL or missing references)
			//IL_0016: Unknown result type (might be due to invalid IL or missing references)
			//IL_004b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0050: Unknown result type (might be due to invalid IL or missing references)
			//IL_0036: Unknown result type (might be due to invalid IL or missing references)
			//IL_003b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0057: Unknown result type (might be due to invalid IL or missing references)
			//IL_005c: Unknown result type (might be due to invalid IL or missing references)
			//IL_006d: Unknown result type (might be due to invalid IL or missing references)
			buff = Prefabs.zoomies;
			base.OnEnter();
			Vector3 zero = Vector3.zero;
			Transform transform;
			if (Object.op_Implicit((Object)(object)attachedBody))
			{
				transform = ((Component)attachedBody).transform;
				zero = attachedBody.corePosition;
			}
			else
			{
				transform = ((EntityState)this).transform;
				zero = ((EntityState)this).characterBody.corePosition;
			}
			GameObject obj = Object.Instantiate<GameObject>(Prefabs.yuumiShieldEffect, transform.position, Quaternion.identity, (Transform)null);
			obj.transform.localPosition = zero;
			obj.transform.SetParent(transform);
			Object.Destroy((Object)(object)obj, 2f);
			float num = ((EntityState)this).healthComponent.fullHealth * 0.2f;
			if (NetworkServer.active)
			{
				if (Object.op_Implicit((Object)(object)attachedBody))
				{
					attachedBody.healthComponent.AddBarrier(attachedBody.healthComponent.fullHealth * 0.2f + num);
				}
				else
				{
					((EntityState)this).healthComponent.AddBarrier(num);
				}
			}
		}

		public override InterruptPriority GetMinimumInterruptPriority()
		{
			//IL_0002: Unknown result type (might be due to invalid IL or missing references)
			//IL_0005: Unknown result type (might be due to invalid IL or missing references)
			return (InterruptPriority)1;
		}
	}
	internal class SecondaryAlt : SecondaryBuff
	{
		public override void OnEnter()
		{
			//IL_0039: Unknown result type (might be due to invalid IL or missing references)
			//IL_003e: Unknown result type (might be due to invalid IL or missing references)
			//IL_005b: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d2: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d8: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ba: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c0: Unknown result type (might be due to invalid IL or missing references)
			buff = Prefabs.zoom;
			base.OnEnter();
			Transform val = ((!Object.op_Implicit((Object)(object)attachedBody)) ? ((EntityState)this).transform : ((Component)attachedBody).transform);
			GameObject obj = Object.Instantiate<GameObject>(Prefabs.yuumiHealEffect, val.position, Quaternion.identity, (Transform)null);
			obj.transform.SetParent(val);
			obj.transform.localPosition = Vector3.zero;
			Object.Destroy((Object)(object)obj, 2f);
			float num = ((EntityState)this).healthComponent.fullHealth * 0.15f;
			if (NetworkServer.active)
			{
				if (Object.op_Implicit((Object)(object)attachedBody))
				{
					attachedBody.healthComponent.Heal(attachedBody.healthComponent.fullHealth * 0.15f + num, default(ProcChainMask), true);
				}
				else
				{
					((EntityState)this).healthComponent.Heal(num, default(ProcChainMask), true);
				}
			}
		}

		public override InterruptPriority GetMinimumInterruptPriority()
		{
			//IL_0002: Unknown result type (might be due to invalid IL or missing references)
			//IL_0005: Unknown result type (might be due to invalid IL or missing references)
			return (InterruptPriority)1;
		}
	}
	internal class Special : YuumiState
	{
		private float duration;

		public float baseDuration = 3.5f;

		public int waveCount = 7;

		private int firedCount = 0;

		private float stopwatch;

		public GameObject projectilePrefab = Prefabs.yuumiUltProjectile;

		public DamageType damageType = (DamageType)0;

		public float damageCoefficient = 2f;

		private Vector3 direction;

		private Transform childTransform;

		private GameObject indicator;

		private Transform indicatorChild;

		public override void OnEnter()
		{
			//IL_0029: Unknown result type (might be due to invalid IL or missing references)
			//IL_007d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0082: Unknown result type (might be due to invalid IL or missing references)
			//IL_0085: Unknown result type (might be due to invalid IL or missing references)
			//IL_008a: Unknown result type (might be due to invalid IL or missing references)
			base.OnEnter();
			indicator = Object.Instantiate<GameObject>(Prefabs.yuumiUltIndicator, ((EntityState)this).transform);
			indicator.transform.localPosition = Vector3.zero;
			indicatorChild = indicator.transform.GetChild(0);
			((BaseState)this).StartAimMode(duration, false);
			duration = baseDuration / Mathf.Clamp(((BaseState)this).attackSpeedStat, 1f, 16f);
			Ray aimRay = ((BaseState)this).GetAimRay();
			direction = ((Ray)(ref aimRay)).direction;
			childTransform = ((BaseState)this).FindModelChild("pawMuzzle");
			Fire();
			((EntityState)this).PlayAnimation("FullBody, Override", "Ult", "Special", 0.45f);
			AkSoundEngine.PostEvent(Sounds.Play_Yuumi_R_Cast, ((EntityState)this).gameObject);
			behaviour.canExecutePrimary = false;
			CameraZoomOut();
		}

		public override void Update()
		{
			//IL_001e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0023: Unknown result type (might be due to invalid IL or missing references)
			//IL_0028: Unknown result type (might be due to invalid IL or missing references)
			//IL_002d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0030: Unknown result type (might be due to invalid IL or missing references)
			//IL_0035: Unknown result type (might be due to invalid IL or missing references)
			//IL_0041: Unknown result type (might be due to invalid IL or missing references)
			//IL_004c: Unknown result type (might be due to invalid IL or missing references)
			((EntityState)this).Update();
			if (Object.op_Implicit((Object)(object)indicatorChild))
			{
				Quaternion val = Quaternion.LookRotation(((EntityState)this).inputBank.aimDirection, Vector3.up);
				Vector3 eulerAngles = ((Quaternion)(ref val)).eulerAngles;
				indicatorChild.localRotation = Quaternion.Euler(0f, eulerAngles.y, 0f);
			}
		}

		public override void FixedUpdate()
		{
			((EntityState)this).FixedUpdate();
			UpdateDirection();
			stopwatch += Time.fixedDeltaTime;
			if (stopwatch >= duration / (float)waveCount && firedCount < waveCount)
			{
				stopwatch = 0f;
				Fire();
			}
			if (((EntityState)this).fixedAge >= duration && ((EntityState)this).isAuthority)
			{
				((EntityState)this).outer.SetNextStateToMain();
			}
		}

		protected virtual void UpdateDirection()
		{
			//IL_0003: Unknown result type (might be due to invalid IL or missing references)
			//IL_0008: Unknown result type (might be due to invalid IL or missing references)
			//IL_000b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0010: Unknown result type (might be due to invalid IL or missing references)
			//IL_001b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0020: Unknown result type (might be due to invalid IL or missing references)
			//IL_0025: Unknown result type (might be due to invalid IL or missing references)
			//IL_0026: Unknown result type (might be due to invalid IL or missing references)
			//IL_0027: Unknown result type (might be due to invalid IL or missing references)
			//IL_003e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0049: Unknown result type (might be due to invalid IL or missing references)
			//IL_004f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0054: Unknown result type (might be due to invalid IL or missing references)
			//IL_0058: Unknown result type (might be due to invalid IL or missing references)
			//IL_005d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0076: Unknown result type (might be due to invalid IL or missing references)
			//IL_0077: Unknown result type (might be due to invalid IL or missing references)
			Ray aimRay = ((BaseState)this).GetAimRay();
			direction = ((Ray)(ref aimRay)).direction;
			Vector2 val = Util.Vector3XZToVector2XY(((EntityState)this).inputBank.aimDirection);
			if (val != Vector2.zero)
			{
				((Vector2)(ref val)).Normalize();
				Vector3 val2 = new Vector3(val.x, 0f, val.y);
				Vector3 normalized = ((Vector3)(ref val2)).normalized;
				if (Object.op_Implicit((Object)(object)((EntityState)this).characterDirection))
				{
					((EntityState)this).characterDirection.moveVector = normalized;
				}
			}
		}

		private void Fire()
		{
			//IL_002f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0034: Unknown result type (might be due to invalid IL or missing references)
			//IL_006f: Unknown result type (might be due to invalid IL or missing references)
			//IL_009e: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d1: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d6: Unknown result type (might be due to invalid IL or missing references)
			//IL_00da: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ea: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ef: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f4: Unknown result type (might be due to invalid IL or missing references)
			//IL_0100: Unknown result type (might be due to invalid IL or missing references)
			//IL_0116: Unknown result type (might be due to invalid IL or missing references)
			//IL_011b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0120: Unknown result type (might be due to invalid IL or missing references)
			//IL_013d: Unknown result type (might be due to invalid IL or missing references)
			//IL_013e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0144: Unknown result type (might be due to invalid IL or missing references)
			firedCount++;
			((EntityState)this).PlayAnimation("Ult, Override", "UltFire", "Special", 0.4f);
			EffectManager.SimpleMuzzleFlash(Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/Common/VFX/Muzzleflash1.prefab").WaitForCompletion(), ((EntityState)this).gameObject, "bookMuzzle", false);
			AkSoundEngine.PostEvent(Sounds.Play_Yuumi_R_MisCast, ((EntityState)this).gameObject);
			if (((EntityState)this).isAuthority)
			{
				FireProjectileInfo val = default(FireProjectileInfo);
				val.crit = ((BaseState)this).RollCrit();
				val.damage = ((EntityState)this).characterBody.damage * damageCoefficient;
				val.damageTypeOverride = damageType;
				val.damageColorIndex = (DamageColorIndex)0;
				val.force = 500f;
				val.owner = ((EntityState)this).gameObject;
				Ray aimRay = ((BaseState)this).GetAimRay();
				val.position = ((Ray)(ref aimRay)).origin + direction * 8f;
				val.procChainMask = default(ProcChainMask);
				val.projectilePrefab = projectilePrefab;
				val.rotation = Util.QuaternionSafeLookRotation(direction);
				val.useFuseOverride = false;
				val.useSpeedOverride = false;
				val.target = null;
				FireProjectileInfo val2 = val;
				ProjectileManager.instance.FireProjectile(val2);
			}
		}

		public override void OnExit()
		{
			((EntityState)this).OnExit();
			CameraZoomIn();
			behaviour.canExecutePrimary = true;
			if (Object.op_Implicit((Object)(object)indicator))
			{
				EntityState.Destroy((Object)(object)indicator);
			}
			((EntityState)this).GetModelAnimator().SetTrigger("ultOver");
		}

		public override InterruptPriority GetMinimumInterruptPriority()
		{
			//IL_0002: Unknown result type (might be due to invalid IL or missing references)
			//IL_0005: Unknown result type (might be due to invalid IL or missing references)
			return (InterruptPriority)1;
		}
	}
	internal class SpecialAlt : Special
	{
		protected override void UpdateDirection()
		{
		}

		public override void OnEnter()
		{
			//IL_000a: Unknown result type (might be due to invalid IL or missing references)
			waveCount = 5;
			damageType = (DamageType)8;
			damageCoefficient = 2.8f;
			base.OnEnter();
		}

		public override InterruptPriority GetMinimumInterruptPriority()
		{
			//IL_0002: Unknown result type (might be due to invalid IL or missing references)
			//IL_0005: Unknown result type (might be due to invalid IL or missing references)
			return (InterruptPriority)1;
		}
	}
	internal class Utility : YuumiState
	{
		public override void OnEnter()
		{
			base.OnEnter();
			if (((!Object.op_Implicit((Object)(object)behaviour.target) && !behaviour.isAttached) || !((EntityState)this).characterBody.isPlayerControlled) && ((EntityState)this).isAuthority)
			{
				((EntityState)this).outer.SetNextState((EntityState)(object)new UtilityDash());
			}
			else if (Object.op_Implicit((Object)(object)attachedBody))
			{
				if (!Object.op_Implicit((Object)(object)behaviour.target))
				{
					AkSoundEngine.PostEvent(Sounds.Play_Yuumi_Detach, ((EntityState)this).gameObject);
					behaviour.Detach();
					if (((EntityState)this).isAuthority)
					{
						((EntityState)this).GetComponent<EntityStateMachine>().SetNextStateToMain();
						((EntityState)this).outer.SetNextState((EntityState)(object)new UtilityEnd());
					}
				}
				else if ((Object)(object)behaviour.target.healthComponent.body != (Object)(object)attachedBody)
				{
					EntityStateMachine component = ((EntityState)this).GetComponent<EntityStateMachine>();
					if (Object.op_Implicit((Object)(object)component) && component.state is AttachState attachState)
					{
						attachState.setPos = false;
					}
					behaviour.Detach(behaviour.target.healthComponent.body);
					Attach();
				}
			}
			else
			{
				Attach();
			}
		}

		private void Attach()
		{
			behaviour.Attach();
			if (((EntityState)this).isAuthority)
			{
				((EntityState)this).outer.SetNextState((EntityState)(object)new DashTowardsBody());
			}
		}

		public override void FixedUpdate()
		{
			((EntityState)this).FixedUpdate();
		}

		public override void OnExit()
		{
			((EntityState)this).OnExit();
		}

		public override InterruptPriority GetMinimumInterruptPriority()
		{
			//IL_0002: Unknown result type (might be due to invalid IL or missing references)
			//IL_0005: Unknown result type (might be due to invalid IL or missing references)
			return (InterruptPriority)1;
		}
	}
	internal class UtilityDash : YuumiState
	{
		private Vector3 direction;

		public float duration = 0.25f;

		private AnimationCurve curve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);

		private float speed = 12f;

		public override void OnEnter()
		{
			//IL_0093: Unknown result type (might be due to invalid IL or missing references)
			//IL_0098: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b7: Unknown result type (might be due to invalid IL or missing references)
			//IL_00aa: Unknown result type (might be due to invalid IL or missing references)
			//IL_00bc: Unknown result type (might be due to invalid IL or missing references)
			//IL_00bf: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c4: Unknown result type (might be due to invalid IL or missing references)
			base.OnEnter();
			((EntityState)this).PlayAnimation("FullBody, Override", "Attach", "Utility", duration);
			CharacterBody component = ((EntityState)this).GetComponent<CharacterBody>();
			if (Object.op_Implicit((Object)(object)component) && Object.op_Implicit((Object)(object)component.currentVehicle) && NetworkServer.active)
			{
				component.currentVehicle.EjectPassenger();
			}
			if (!((BaseState)this).isGrounded)
			{
				((BaseState)this).SmallHop(((EntityState)this).characterMotor, 5f);
			}
			AkSoundEngine.PostEvent(Sounds.Play_Yuumi_Attach_Cast, ((EntityState)this).gameObject);
			Vector3 val = ((((EntityState)this).inputBank.moveVector == Vector3.zero) ? ((EntityState)this).characterDirection.forward : ((EntityState)this).inputBank.moveVector);
			direction = ((Vector3)(ref val)).normalized;
			EffectManager.SimpleMuzzleFlash(Prefabs.DashTrailEffectQuick, ((EntityState)this).gameObject, "neck", false);
		}

		public override void FixedUpdate()
		{
			//IL_005c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0062: Unknown result type (might be due to invalid IL or missing references)
			//IL_0075: Unknown result type (might be due to invalid IL or missing references)
			//IL_007a: Unknown result type (might be due to invalid IL or missing references)
			//IL_007f: Unknown result type (might be due to invalid IL or missing references)
			((EntityState)this).FixedUpdate();
			((EntityState)this).characterBody.isSprinting = true;
			if (Object.op_Implicit((Object)(object)((EntityState)this).characterMotor) && Object.op_Implicit((Object)(object)((EntityState)this).characterDirection))
			{
				float num = curve.Evaluate(((EntityState)this).fixedAge / duration) * speed;
				CharacterMotor characterMotor = ((EntityState)this).characterMotor;
				characterMotor.rootMotion += direction * (((BaseState)this).moveSpeedStat * num * Time.fixedDeltaTime);
			}
			if (((EntityState)this).fixedAge >= duration && ((EntityState)this).isAuthority)
			{
				((EntityState)this).outer.SetNextStateToMain();
			}
		}

		public override void OnExit()
		{
			((EntityState)this).OnExit();
			((EntityState)this).GetModelAnimator().SetTrigger("dashSkip");
		}

		public override InterruptPriority GetMinimumInterruptPriority()
		{
			//IL_0002: Unknown result type (might be due to invalid IL or missing references)
			//IL_0005: Unknown result type (might be due to invalid IL or missing references)
			return (InterruptPriority)1;
		}
	}
	internal class DashTowardsBody : YuumiState
	{
		private Transform position;

		private float speed = 15f;

		private bool isAttached;

		private EntityStateMachine stateMachine;

		private AttachState state;

		public override void OnEnter()
		{
			base.OnEnter();
			stateMachine = ((EntityState)this).GetComponent<EntityStateMachine>();
			if (Object.op_Implicit((Object)(object)stateMachine) && (state = stateMachine.state as AttachState) != null)
			{
				isAttached = true;
				state.setPos = false;
			}
			EffectManager.SimpleMuzzleFlash(Prefabs.DashTrailEffect, ((EntityState)this).gameObject, "neck", false);
			((EntityState)this).skillLocator.utility.RunRecharge(4.5f);
			AkSoundEngine.PostEvent(Sounds.Play_Yuumi_Attach_Cast, ((EntityState)this).gameObject);
			((EntityState)this).PlayAnimation("FullBody, Override", "Attach", "Utility", 0.4f);
			position = behaviour.attachmentPosition;
			((BaseCharacterController)((EntityState)this).characterMotor).Motor.ForceUnground();
			((BaseState)this).SmallHop(((EntityState)this).characterMotor, 100f);
			CameraZoomOut();
		}

		private Vector3 direction()
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			//IL_0012: Unknown result type (might be due to invalid IL or missing references)
			//IL_0017: Unknown result type (might be due to invalid IL or missing references)
			//IL_001c: Unknown result type (might be due to invalid IL or missing references)
			//IL_001f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0024: Unknown result type (might be due to invalid IL or missing references)
			//IL_0027: Unknown result type (might be due to invalid IL or missing references)
			Vector3 val = position.position - ((EntityState)this).transform.position;
			return ((Vector3)(ref val)).normalized;
		}

		public override void FixedUpdate()
		{
			//IL_002e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0039: Unknown result type (might be due to invalid IL or missing references)
			//IL_0056: Unknown result type (might be due to invalid IL or missing references)
			//IL_005b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0062: Unknown result type (might be due to invalid IL or missing references)
			//IL_0067: Unknown result type (might be due to invalid IL or missing references)
			//IL_0073: Unknown result type (might be due to invalid IL or missing references)
			//IL_0078: Unknown result type (might be due to invalid IL or missing references)
			//IL_007f: Unknown result type (might be due to invalid IL or missing references)
			//IL_008a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0094: Unknown result type (might be due to invalid IL or missing references)
			//IL_0099: Unknown result type (might be due to invalid IL or missing references)
			//IL_009e: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a3: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a4: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a9: Unknown result type (might be due to invalid IL or missing references)
			//IL_00aa: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ab: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c4: Unknown result type (might be due to invalid IL or missing references)
			//IL_00cf: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d5: Unknown result type (might be due to invalid IL or missing references)
			//IL_00da: Unknown result type (might be due to invalid IL or missing references)
			//IL_00de: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e3: Unknown result type (might be due to invalid IL or missing references)
			//IL_00fd: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ff: Unknown result type (might be due to invalid IL or missing references)
			((EntityState)this).FixedUpdate();
			if (Object.op_Implicit((Object)(object)position))
			{
				if (Object.op_Implicit((Object)(object)((EntityState)this).characterMotor) && Vector3.Distance(((EntityState)this).transform.position, position.position) > 5f)
				{
					Vector3 val = direction();
					((EntityState)this).characterMotor.velocity = Vector3.zero;
					CharacterMotor characterMotor = ((EntityState)this).characterMotor;
					characterMotor.rootMotion += val * ((BaseState)this).moveSpeedStat * speed * Time.fixedDeltaTime;
					Vector2 val2 = Util.Vector3XZToVector2XY(val);
					if (val2 != Vector2.zero)
					{
						((Vector2)(ref val2)).Normalize();
						Vector3 val3 = new Vector3(val2.x, 0f, val2.y);
						Vector3 normalized = ((Vector3)(ref val3)).normalized;
						if (Object.op_Implicit((Object)(object)((EntityState)this).characterDirection))
						{
							((EntityState)this).characterDirection.moveVector = normalized;
						}
					}
					return;
				}
				if (isAttached && state != null)
				{
					state.setPos = true;
				}
				if (((EntityState)this).isAuthority)
				{
					if (!isAttached)
					{
						stateMachine.SetNextState((EntityState)(object)new AttachState());
					}
					((EntityState)this).outer.SetNextS