private void UpdatePosition(float p_deltaTime, Vector2 p_destination)
        {
            mg_if_EHookMovement mg_if_EHookMovement2 = mg_if_EHookMovement.NOT_MOVING;

            if (!Mathf.Approximately(p_destination.y, base.transform.localPosition.y))
            {
                Vector2 vector = base.transform.localPosition;
                if (p_destination.y > base.transform.localPosition.y)
                {
                    vector.y             = Mathf.Min(m_top.y, p_destination.y, base.transform.localPosition.y + m_hookSpeed * p_deltaTime);
                    mg_if_EHookMovement2 = mg_if_EHookMovement.MOVING_UP;
                }
                else
                {
                    vector.y             = Mathf.Max(m_bottom.y, p_destination.y, base.transform.localPosition.y - m_hookSpeed * p_deltaTime);
                    mg_if_EHookMovement2 = mg_if_EHookMovement.MOVING_DOWN;
                }
                if (m_hookJustDropped)
                {
                    vector.y          = p_destination.y;
                    m_hookJustDropped = false;
                }
                if ((mg_if_EHookMovement2 == mg_if_EHookMovement.MOVING_DOWN && vector.y < p_destination.y) || (mg_if_EHookMovement2 == mg_if_EHookMovement.MOVING_UP && vector.y > p_destination.y))
                {
                    vector.y             = p_destination.y;
                    mg_if_EHookMovement2 = mg_if_EHookMovement.NOT_MOVING;
                }
                else if (Mathf.Approximately(vector.y, m_bottom.y) || Mathf.Approximately(vector.y, m_top.y))
                {
                    mg_if_EHookMovement2 = mg_if_EHookMovement.NOT_MOVING;
                }
                base.transform.localPosition = vector;
            }
            SetMovement(mg_if_EHookMovement2);
        }
 private void SetMovement(mg_if_EHookMovement p_newMovement)
 {
     if (p_newMovement != m_movement)
     {
         m_movement = p_newMovement;
         StopSFX();
         if (m_movement == mg_if_EHookMovement.MOVING_DOWN)
         {
             MinigameManager.GetActive().PlaySFX("mg_if_sfx_LineLowerLoop");
         }
         else if (m_movement == mg_if_EHookMovement.MOVING_UP)
         {
             MinigameManager.GetActive().PlaySFX("mg_if_sfx_LineRaiseLoop");
         }
     }
 }