public void FadeOut() { //IL_002c: Unknown result type (might be due to invalid IL or missing references) //IL_0031: Unknown result type (might be due to invalid IL or missing references) //IL_0032: 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_004a: 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_0050: Unknown result type (might be due to invalid IL or missing references) //IL_0051: 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) //IL_0091: Unknown result type (might be due to invalid IL or missing references) //IL_0092: 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_00ae: 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) float charaFadeTime = MonoBehaviourSingleton <OutGameSettingsManager> .I.storyScene.charaFadeTime; renderTex.FadeOutDisable(charaFadeTime); float charaFadeMoveX = MonoBehaviourSingleton <OutGameSettingsManager> .I.storyScene.charaFadeMoveX; Vector3 val = Vector3.get_zero(); Vector3 end_value = val; if (dir == StoryDirector.POS.LEFT) { val = MonoBehaviourSingleton <OutGameSettingsManager> .I.storyScene.leftStandPos; end_value = val; end_value.x -= charaFadeMoveX; } else if (dir == StoryDirector.POS.RIGHT) { val = MonoBehaviourSingleton <OutGameSettingsManager> .I.storyScene.leftStandPos; val.x = 0f - val.x; end_value = val; end_value.x += charaFadeMoveX; } animPos.Set(charaFadeTime, val, end_value, null, default(Vector3), null); animPos.Play(); }