// [TypeInfo RVA: 0x0]
private sealed class <TemporaryAcceleration>d__90 : Object
{
	private int <>1__state; // 0x10
	private object <>2__current; // 0x18
	public UnityEngine.AI.NavMeshAgent a; // 0x20
	public AdvancedAI_Final <>4__this; // 0x28
	public float targetSpeed; // 0x30
	private float <origAcc>5__2; // 0x34
	private float <origSpeed>5__3; // 0x38

	// RVA: 0x31F6530 VA: 0x78188E1530
	public void .ctor(int <>1__state);
	/*
	 *   System.Object..ctor(this);
	 *   this.n_1_state = n_1_state;
	 *   return;
	 */
	// RVA: 0x31F86BC VA: 0x78188E36BC
	private void System.IDisposable.Dispose();
	/*
	 *   return;
	 */
	// RVA: 0x31F86C0 VA: 0x78188E36C0
	private bool MoveNext();
	/*
	 *   void *pvVar1;
	 *   undefined *puVar2;
	 *   long lVar3;
	 *   ulong uVar4;
	 *   void *pvVar5;
	 *   void *extraout_x1;
	 *   float fVar6;
	 *
	 *   if ((bRam000000000754a749 & 1) == 0) {
	 *     func_0x031fdc8c(typeinfo_ptr_UnityEngine_CoreModule_Object_6FC07E8);
	 *     func_0x031fdc8c(typeinfo_ptr_UnityEngine_CoreModule_WaitForSeconds_6FC0B10);
	 *     bRam000000000754a749 = 1;
	 *     methodInfo = extraout_x1;
	 *   }
	 *   puVar2 = typeinfo_ptr_UnityEngine_CoreModule_Object_6FC07E8;
	 *   if (this.n_1_state == 1) {
	 *     pvVar5 = this.a;
	 *     this.n_1_state = -1;
	 *     lVar3 = *(long *)puVar2;
	 *     if (*(int *)(lVar3 + 0xe4) == 0) {
	 *       func_0x031fde08(lVar3,methodInfo);
	 *     }
	 *     uVar4 = UnityEngine.Object.op_Inequality(pvVar5,null);
	 *     if ((uVar4 & 1) != 0) {
	 *       if (this.a != null) {
	 *         UnityEngine.AI.NavMeshAgent.set_acceleration(this.a,this.origAcc_5_2);
	 *         if (this.a != null) {
	 *           UnityEngine.AI.NavMeshAgent.set_speed(this.a,this.origSpeed_5_3);
	 *           return false;
	 *         }
	 *       }
	 * LAB_032f884c:
	 *       IL2CPP.ThrowNullReferenceException();
	 *     }
	 *   }
	 *   else if (this.n_1_state == 0) {
	 *     pvVar5 = this.a;
	 *     pvVar1 = this.n_4_this;
	 *     this.n_1_state = -1;
	 *     lVar3 = *(long *)puVar2;
	 *     if (*(int *)(lVar3 + 0xe4) == 0) {
	 *       func_0x031fde08(lVar3,methodInfo);
	 *     }
	 *     uVar4 = UnityEngine.Object.op_Equality(pvVar5,null);
	 *     if ((uVar4 & 1) == 0) {
	 *       if (this.a != null) {
	 *         fVar6 = UnityEngine.AI.NavMeshAgent.get_acceleration(this.a);
	 *         this.origAcc_5_2 = fVar6;
	 *         if (this.a != null) {
	 *           fVar6 = UnityEngine.AI.NavMeshAgent.get_speed(this.a);
	 *           this.origSpeed_5_3 = fVar6;
	 *           if ((pvVar1 != null) && (this.a != null)) {
	 *             UnityEngine.AI.NavMeshAgent.set_acceleration(this.a,*(float *)((long)pvVar1 + 0x6c));
	 *             if (this.a != null) {
	 *               UnityEngine.AI.NavMeshAgent.set_speed(this.a,this.targetSpeed);
	 *               fVar6 = *(float *)((long)pvVar1 + 0x70);
	 *               pvVar5 = (void *)func_0x031fdf24(*(undefined8 *)
	 *                                                 typeinfo_ptr_UnityEngine_CoreModule_WaitForSeconds_6FC0B10
	 *                                               );
	 *               UnityEngine.WaitForSeconds..ctor(pvVar5,fVar6);
	 *               this.n_2_current = pvVar5;
	 *               func_0x031fdc38(&this.n_2_current,pvVar5);
	 *               this.n_1_state = 1;
	 *               return true;
	 *             }
	 *           }
	 *         }
	 *       }
	 *       goto LAB_032f884c;
	 *     }
	 *   }
	 *   return false;
	 */
	// RVA: 0x31F8850 VA: 0x78188E3850
	private object System.Collections.Generic.IEnumerator<System.Object>.get_Current();
	/*
	 *   return this.n_2_current;
	 */
	// RVA: 0x31F8858 VA: 0x78188E3858
	private void System.Collections.IEnumerator.Reset();
	/*
	 *   void *this_00;
	 *   undefined8 uVar1;
	 *
	 *   func_0x031fdca0(PTR_DAT_070c0ad0);
	 *   this_00 = (void *)func_0x031fdf24();
	 *   System.NotSupportedException..ctor(this_00);
	 *   uVar1 = func_0x031fdca0(PTR_DAT_070c0b18);
	 *   IL2CPP.ThrowManagedException();
	 */
	// RVA: 0x31F8890 VA: 0x78188E3890
	private object System.Collections.IEnumerator.get_Current();
	/*
	 *   return this.n_2_current;
	 */
}
