private float[] GetDirections() { float[] array = new float[0]; if (dashDirection == DashDirection.PerpendicularToTarget) { float num = (m_aiActor.TargetRigidbody.GetUnitCenter(ColliderType.Ground) - m_aiActor.specRigidbody.UnitCenter).ToAngle(); array = new float[] { num + 90f, num - 90f }; BraveUtility.RandomizeArray(array, 0, -1); } else if (dashDirection == DashDirection.KindaTowardTarget) { float num2 = (m_aiActor.TargetRigidbody.GetUnitCenter(ColliderType.Ground) - m_aiActor.specRigidbody.UnitCenter).ToAngle(); array = new float[] { num2, (num2 - quantizeDirection), (num2 + quantizeDirection) }; BraveUtility.RandomizeArray(array, 1, -1); } else if (dashDirection == DashDirection.TowardTarget) { float num3 = (m_aiActor.TargetRigidbody.GetUnitCenter(ColliderType.Ground) - m_aiActor.specRigidbody.UnitCenter).ToAngle(); array = new float[] { num3 }; } else if (dashDirection == DashDirection.Random) { if (quantizeDirection <= 0f) { array = new float[16]; for (int i = 0; i < array.Length; i++) { array[i] = UnityEngine.Random.Range(0f, 360f); } } else { int num4 = Mathf.RoundToInt(360f / quantizeDirection); array = new float[num4]; for (int j = 0; j < array.Length; j++) { array[j] = (j * quantizeDirection); } BraveUtility.RandomizeArray(array, 0, -1); } } else if (dashDirection == DashDirection.Random) { if (quantizeDirection <= 0f) { array = new float[16]; for (int k = 0; k < array.Length; k++) { array[k] = UnityEngine.Random.Range(0f, 360f); } } else { int num5 = Mathf.RoundToInt(360f / quantizeDirection); array = new float[num5]; for (int l = 0; l < array.Length; l++) { array[l] = (l * quantizeDirection); } BraveUtility.RandomizeArray(array, 0, -1); } } if (quantizeDirection > 0f) { for (int m = 0; m < array.Length; m++) { array[m] = BraveMathCollege.QuantizeFloat(array[m], quantizeDirection); } } return(array); }