// Token: 0x06000019 RID: 25 RVA: 0x00002810 File Offset: 0x00000A10
        public static StatusEffectFamily MakeStatusEffectFamiliy(string familyName, StatusEffectFamily.StackBehaviors stackBehavior, int maxStackCount, StatusEffectFamily.LengthTypes lengthType, UID?uid = null, string modGUID = null)
        {
            StatusEffectFamily statusEffectFamily = new StatusEffectFamily();

            uid = new UID?(uid ?? ((modGUID != null) ? TinyUIDManager.MakeUID(familyName, modGUID, "Status Effect Family") : UID.Generate()));
            At.SetValue <UID>(uid.Value, typeof(StatusEffectFamily), statusEffectFamily, "m_uid");
            statusEffectFamily.Name          = familyName;
            statusEffectFamily.StackBehavior = stackBehavior;
            statusEffectFamily.MaxStackCount = maxStackCount;
            statusEffectFamily.LengthType    = lengthType;
            return(statusEffectFamily);
        }
        // Token: 0x06000018 RID: 24 RVA: 0x000025D0 File Offset: 0x000007D0
        public static StatusEffect MakeStatusEffectPrefab(string effectName, string familyName, string description, float lifespan, float refreshRate, StatusEffectFamily.StackBehaviors stackBehavior, string targetStatusName, bool isMalusEffect, string tagID = null, UID?uid = null, string modGUID = null)
        {
            Dictionary <string, StatusEffect> dictionary = At.GetValue(typeof(ResourcesPrefabManager), null, "STATUSEFFECT_PREFABS") as Dictionary <string, StatusEffect>;
            StatusEffectFamily statusEffectFamily        = TinyEffectManager.MakeStatusEffectFamiliy(familyName, stackBehavior, -1, StatusEffectFamily.LengthTypes.Short, null, null);
            GameObject         gameObject   = TinyEffectManager.InstantiateClone(dictionary[targetStatusName].gameObject, effectName, false, true);
            StatusEffect       statusEffect = dictionary[effectName] = (gameObject.GetComponent <StatusEffect>() ?? gameObject.AddComponent <StatusEffect>());

            At.SetValue <string>(effectName, typeof(StatusEffect), statusEffect, "m_identifierName");
            At.SetValue <StatusEffectFamily>(statusEffectFamily, typeof(StatusEffect), statusEffect, "m_bindFamily");
            At.SetValue <string>(effectName, typeof(StatusEffect), statusEffect, "m_nameLocKey");
            At.SetValue <string>(description, typeof(StatusEffect), statusEffect, "m_descriptionLocKey");
            statusEffect.RefreshRate   = refreshRate;
            statusEffect.IsMalusEffect = isMalusEffect;
            At.SetValue <StatusEffect.EffectSignatureModes>(StatusEffect.EffectSignatureModes.Reference, typeof(StatusEffect), statusEffect, "m_effectSignatureMode");
            At.SetValue <StatusEffect.FamilyModes>(StatusEffect.FamilyModes.Bind, typeof(StatusEffect), statusEffect, "m_familyMode");
            TagSourceSelector value = (tagID != null) ? new TagSourceSelector(TagSourceManager.Instance.GetTag(tagID)) : new TagSourceSelector();

            At.SetValue <TagSourceSelector>(value, typeof(StatusEffect), statusEffect, "m_effectType");
            StatusData statusData = statusEffect.StatusData = new StatusData(statusEffect.StatusData);

            statusData.LifeSpan = lifespan;
            List <StatusData> list = At.GetValue(typeof(StatusEffect), statusEffect, "m_statusStack") as List <StatusData>;

            list[0] = statusData;
            UnityEngine.Object.Destroy(gameObject.GetComponentInChildren <EffectSignature>().gameObject);
            EffectSignature effectSignature = statusEffectFamily.EffectSignature = (statusData.EffectSignature = TinyEffectManager.MakeFreshObject("Signature", true, true, null).AddComponent <EffectSignature>());

            effectSignature.name         = "Signature";
            effectSignature.SignatureUID = (uid ?? ((modGUID != null) ? TinyUIDManager.MakeUID(effectName, modGUID, "Status Effect") : UID.Generate()));
            StatusEffectFamilySelector statusEffectFamilySelector = new StatusEffectFamilySelector();

            statusEffectFamilySelector.Set(statusEffectFamily);
            At.SetValue <StatusEffectFamilySelector>(statusEffectFamilySelector, typeof(StatusEffect), statusEffect, "m_stackingFamily");
            return(statusEffect);
        }