protected override void CopyTo(ClubPenguin.Actions.Action _destAction)
    {
        WarpTunnelAction warpTunnelAction = _destAction as WarpTunnelAction;

        warpTunnelAction.Waypoints             = Waypoints;
        warpTunnelAction.EnterAnimTrigger      = EnterAnimTrigger;
        warpTunnelAction.ExitAnimTrigger       = ExitAnimTrigger;
        warpTunnelAction.StopAtEndPoint        = StopAtEndPoint;
        warpTunnelAction.SnapToStart           = SnapToStart;
        warpTunnelAction.StartAccel            = StartAccel;
        warpTunnelAction.TravelDelay           = TravelDelay;
        warpTunnelAction.TravelStartSpeed      = TravelStartSpeed;
        warpTunnelAction.TravelSpeed           = TravelSpeed;
        warpTunnelAction.TravelAccelCurve      = TravelAccelCurve;
        warpTunnelAction.TurnSmoothing         = TurnSmoothing;
        warpTunnelAction.Curvature             = Curvature;
        warpTunnelAction.Steps                 = Steps;
        warpTunnelAction.UseWorldUp            = UseWorldUp;
        warpTunnelAction.Is3DSpace             = Is3DSpace;
        warpTunnelAction.FakeVehicle           = FakeVehicle;
        warpTunnelAction.VehiclePrefab         = VehiclePrefab;
        warpTunnelAction.VehicleSpawnTransform = VehicleSpawnTransform;
        warpTunnelAction.SeatName              = SeatName;
        warpTunnelAction.IsChatEnabled         = IsChatEnabled;
        base.CopyTo(_destAction);
    }
 private Dictionary <GameObject, Transform> getZiplineEndpoints()
 {
     if (ziplineEndpoints == null)
     {
         SetZiplineLocomotionAction[] array = Object.FindObjectsOfType <SetZiplineLocomotionAction>();
         ziplineEndpoints = new Dictionary <GameObject, Transform>(array.Length);
         for (int i = 0; i < array.Length; i++)
         {
             WarpTunnelAction component            = array[i].gameObject.GetComponent <WarpTunnelAction>();
             Transform[]      componentsInChildren = component.Waypoints.GetComponentsInChildren <Transform>(includeInactive: true);
             ziplineEndpoints.Add(component.gameObject, componentsInChildren[componentsInChildren.Length - 1]);
         }
     }
     return(ziplineEndpoints);
 }