private void PlayerVariationSetup(int variationNumber)
 {
     this.playerVariation = variationNumber;
     if (this.ReceivedAllVariations)
     {
         CoopPlayerVariations component = base.GetComponent <CoopPlayerVariations>();
         component.UpdateSkinVariation(false, false, false, false);
     }
 }
 private void PlayerClothingVariationSetup(int clothingVariation)
 {
     this.playerClothingVariation = clothingVariation;
     if (this.ReceivedAllVariations)
     {
         CoopPlayerVariations component = base.GetComponent <CoopPlayerVariations>();
         component.UpdateSkinVariation(false, false, false, false);
     }
 }
 private void Awake()
 {
     this._instanceModel = UnityEngine.Object.Instantiate<CoopPlayerVariations>(this._baseModelPrefab);
     for (int i = this._instanceModel.transform.childCount - 1; i >= 0; i--)
     {
         Transform child = this._instanceModel.transform.GetChild(i);
         if (child.name != "player_BASE")
         {
             UnityEngine.Object.DestroyImmediate(child.gameObject);
         }
         else
         {
             MonoBehaviour[] components = child.GetComponents<MonoBehaviour>();
             MonoBehaviour[] array = components;
             for (int j = 0; j < array.Length; j++)
             {
                 MonoBehaviour obj = array[j];
                 UnityEngine.Object.DestroyImmediate(obj);
             }
             this._animator = child.GetComponent<Animator>();
         }
     }
     MonoBehaviour[] components2 = this._instanceModel.GetComponents<MonoBehaviour>();
     MonoBehaviour[] array2 = components2;
     for (int k = 0; k < array2.Length; k++)
     {
         MonoBehaviour monoBehaviour = array2[k];
         if (!(monoBehaviour is CoopPlayerVariations))
         {
             UnityEngine.Object.DestroyImmediate(monoBehaviour);
         }
     }
     itemConstrainToHand[] componentsInChildren = this._instanceModel.GetComponentsInChildren<itemConstrainToHand>();
     itemConstrainToHand[] array3 = componentsInChildren;
     for (int l = 0; l < array3.Length; l++)
     {
         itemConstrainToHand itemConstrainToHand = array3[l];
         if (!itemConstrainToHand.fixedItems)
         {
             UnityEngine.Object.DestroyImmediate(itemConstrainToHand.gameObject);
         }
     }
     this._instanceModel.transform.parent = base.transform;
     this._instanceModel.transform.localPosition = Vector3.zero;
     this._instanceModel.transform.localRotation = Quaternion.identity;
 }
 private void Awake()
 {
     this._instanceModel = UnityEngine.Object.Instantiate <CoopPlayerVariations>(this._baseModelPrefab);
     for (int i = this._instanceModel.transform.childCount - 1; i >= 0; i--)
     {
         Transform child = this._instanceModel.transform.GetChild(i);
         if (child.name != "player_BASE")
         {
             UnityEngine.Object.DestroyImmediate(child.gameObject);
         }
         else
         {
             MonoBehaviour[] components = child.GetComponents <MonoBehaviour>();
             MonoBehaviour[] array      = components;
             for (int j = 0; j < array.Length; j++)
             {
                 MonoBehaviour obj = array[j];
                 UnityEngine.Object.DestroyImmediate(obj);
             }
             this._animator = child.GetComponent <Animator>();
         }
     }
     MonoBehaviour[] components2 = this._instanceModel.GetComponents <MonoBehaviour>();
     MonoBehaviour[] array2      = components2;
     for (int k = 0; k < array2.Length; k++)
     {
         MonoBehaviour monoBehaviour = array2[k];
         if (!(monoBehaviour is CoopPlayerVariations))
         {
             UnityEngine.Object.DestroyImmediate(monoBehaviour);
         }
     }
     itemConstrainToHand[] componentsInChildren = this._instanceModel.GetComponentsInChildren <itemConstrainToHand>();
     itemConstrainToHand[] array3 = componentsInChildren;
     for (int l = 0; l < array3.Length; l++)
     {
         itemConstrainToHand itemConstrainToHand = array3[l];
         if (!itemConstrainToHand.fixedItems)
         {
             UnityEngine.Object.DestroyImmediate(itemConstrainToHand.gameObject);
         }
     }
     this._instanceModel.transform.parent        = base.transform;
     this._instanceModel.transform.localPosition = Vector3.zero;
     this._instanceModel.transform.localRotation = Quaternion.identity;
 }
    private void PlayerVariationSetupClean(int variationNumber)
    {
        CoopPlayerVariations component = base.GetComponent <CoopPlayerVariations>();

        component.UpdateSkinVariation(false, false, false, false);
    }