public void InitEffect(HealingGraphicEffectInputs tankEffectInput, WeaponHealingGraphicEffectInputs weaponEffectInputs)
 {
     base.enabled            = false;
     this.tankEffectInput    = tankEffectInput;
     this.weaponEffectInputs = weaponEffectInputs;
     this.InitTankPartInputs(tankEffectInput);
     this.InitTankPartInputs(weaponEffectInputs);
     this.phaseTimer = 0f;
 }
        private void UpdateFrontCoeff(float coeff, WeaponHealingGraphicEffectInputs inputs)
        {
            Material[] materials = inputs.Renderer.materials;
            int        length    = materials.Length;
            float      num2      = -0.01745329f * inputs.RotationTransform.localEulerAngles.y;

            for (int i = 0; i < length; i++)
            {
                Material material = materials[i];
                material.SetFloat("_RepairRotationAngle", num2);
                material.SetFloat("_EmergencyProtectionFrontCoeff", coeff);
            }
        }