using System; using UnityEngine; // Token: 0x02000058 RID: 88 [ExecuteInEditMode] public class Wings : MonoBehaviour { // Token: 0x06000B14 RID: 2836 RVA: 0x000DCB58 File Offset: 0x000DAD58 private void Start() { if (!this.r) { this.r = base.gameObject.GetComponent(); this.startValue1 = Random.Range(0f, 100f); this.startValue2 = Random.Range(0f, 100f); this.startValue3 = Random.Range(0f, 100f); this.t1 = this.startValue1 / 100f; this.t2 = this.startValue2 / 100f; this.t3 = this.startValue3 / 100f; this.targetValue1 = 100f; this.targetValue2 = 100f; this.targetValue3 = 100f; if (Random.Range(0, 2) == 0) { this.targetValue1 = 0f; this.t1 = 1f - this.t1; } if (Random.Range(0, 2) == 0) { this.targetValue2 = 0f; this.t2 = 1f - this.t2; } if (Random.Range(0, 2) == 0) { this.targetValue3 = 0f; this.t3 = 1f - this.t3; } } } // Token: 0x06000B15 RID: 2837 RVA: 0x000DCC90 File Offset: 0x000DAE90 private void Update() { float num = 0.5f; this.t1 += Time.deltaTime * num; this.value = Mathf.Lerp(this.startValue1, this.targetValue1, this.t1); this.r.SetBlendShapeWeight(0, this.value); if (this.value >= this.targetValue1 && this.targetValue1 > 50f) { this.targetValue1 = Random.Range(0f, 20f); this.startValue1 = this.value; this.t1 = 0f; } if (this.value <= this.targetValue1 && this.targetValue1 < 50f) { this.startValue1 = this.value; this.targetValue1 = Random.Range(70f, 100f); this.t1 = 0f; } this.t2 += Time.deltaTime * num; this.value = Mathf.Lerp(this.startValue2, this.targetValue2, this.t2); this.r.SetBlendShapeWeight(1, this.value); if (this.value >= this.targetValue2 && this.targetValue2 > 50f) { this.targetValue2 = Random.Range(0f, 20f); this.startValue2 = this.value; this.t2 = 0f; } if (this.value <= this.targetValue2 && this.targetValue2 < 50f) { this.startValue2 = this.value; this.targetValue2 = Random.Range(70f, 100f); this.t2 = 0f; } this.t3 += Time.deltaTime * num; this.value = Mathf.Lerp(this.startValue3, this.targetValue3, this.t3); this.r.SetBlendShapeWeight(2, this.value); if (this.value >= this.targetValue3 && this.targetValue3 > 50f) { this.targetValue3 = Random.Range(0f, 20f); this.startValue3 = this.value; this.t3 = 0f; } if (this.value <= this.targetValue2 && this.targetValue3 < 50f) { this.startValue3 = this.value; this.targetValue3 = Random.Range(70f, 100f); this.t3 = 0f; } } // Token: 0x04001001 RID: 4097 private SkinnedMeshRenderer r; // Token: 0x04001002 RID: 4098 private float startValue1; // Token: 0x04001003 RID: 4099 private float startValue2; // Token: 0x04001004 RID: 4100 private float startValue3; // Token: 0x04001005 RID: 4101 private float t1; // Token: 0x04001006 RID: 4102 private float t2; // Token: 0x04001007 RID: 4103 private float t3; // Token: 0x04001008 RID: 4104 private float value; // Token: 0x04001009 RID: 4105 private float targetValue1; // Token: 0x0400100A RID: 4106 private float targetValue2; // Token: 0x0400100B RID: 4107 private float targetValue3; }