// Token: 0x06000E59 RID: 3673 RVA: 0x00046D40 File Offset: 0x00044F40
 private void AddPoint()
 {
     DamageTrail.TrailPoint item = new DamageTrail.TrailPoint
     {
         position       = this.transform.position,
         localStartTime = this.localTime,
         localEndTime   = this.localTime + this.pointLifetime
     };
     if (this.segmentPrefab)
     {
         item.segmentTransform = UnityEngine.Object.Instantiate <GameObject>(this.segmentPrefab, this.transform).transform;
     }
     this.pointsList.Add(item);
 }
 // Token: 0x06000E55 RID: 3669 RVA: 0x000468A0 File Offset: 0x00044AA0
 private void FixedUpdate()
 {
     this.localTime += Time.fixedDeltaTime;
     if (this.localTime >= this.nextUpdate)
     {
         this.nextUpdate += this.updateInterval;
         this.UpdateTrail();
     }
     if (this.pointsList.Count > 0)
     {
         DamageTrail.TrailPoint trailPoint = this.pointsList[this.pointsList.Count - 1];
         trailPoint.position     = this.transform.position;
         trailPoint.localEndTime = this.localTime + this.pointLifetime;
         this.pointsList[this.pointsList.Count - 1] = trailPoint;
         if (trailPoint.segmentTransform)
         {
             trailPoint.segmentTransform.position = this.transform.position;
         }
         if (this.lineRenderer)
         {
             this.lineRenderer.SetPosition(this.pointsList.Count - 1, trailPoint.position);
         }
     }
     if (this.segmentPrefab)
     {
         Vector3 position = this.transform.position;
         for (int i = this.pointsList.Count - 1; i >= 0; i--)
         {
             Transform segmentTransform = this.pointsList[i].segmentTransform;
             segmentTransform.LookAt(position, Vector3.up);
             Vector3 a = this.pointsList[i].position - position;
             segmentTransform.position = position + a * 0.5f;
             float   num        = Mathf.Clamp01(Mathf.InverseLerp(this.pointsList[i].localStartTime, this.pointsList[i].localEndTime, this.localTime));
             Vector3 localScale = new Vector3(this.radius * (1f - num), this.radius * (1f - num), a.magnitude);
             segmentTransform.localScale = localScale;
             position = this.pointsList[i].position;
         }
     }
 }