// [TypeInfo RVA: 0x0]
private sealed class <ShakeCoroutine>d__26 : Object
{
	private int <>1__state; // 0x10
	private object <>2__current; // 0x18
	public TMPShake <>4__this; // 0x20
	public float duration; // 0x28
	public float posMult; // 0x2C
	public float rotMult; // 0x30
	private float <elapsed>5__2; // 0x34
	private float <localPosFreq>5__3; // 0x38
	private float <localRotFreq>5__4; // 0x3C

	// RVA: 0x325FE2C VA: 0x781894AE2C
	public void .ctor(int <>1__state);
	/*
	 *   System.Object..ctor(this);
	 *   this.n_1_state = n_1_state;
	 *   return;
	 */
	// RVA: 0x325FECC VA: 0x781894AECC
	private void System.IDisposable.Dispose();
	/*
	 *   return;
	 */
	// RVA: 0x325FED0 VA: 0x781894AED0
	private bool MoveNext();
	/*
	 *   void *methodInfo_00;
	 *   TMPShake *this_00;
	 *   float fVar1;
	 *   float fVar2;
	 *   float fVar3;
	 *   float fVar4;
	 *   float fVar5;
	 *   float fVar6;
	 *   float fVar7;
	 *   undefined4 uVar8;
	 *   undefined4 uVar9;
	 *   undefined4 uVar10;
	 *   float fVar11;
	 *   undefined4 uVar12;
	 *   undefined4 uVar13;
	 *   undefined4 uVar14;
	 *   float fVar15;
	 *   undefined4 uVar16;
	 *   undefined4 uVar17;
	 *   float fVar18;
	 *   float fVar19;
	 *   UnityEngine_Vector3 localPos;
	 *   UnityEngine_Vector3 localEuler;
	 *
	 *   this_00 = this.n_4_this;
	 *   if (this.n_1_state == 1) {
	 *     fVar1 = this.elapsed_5_2;
	 *     this.n_1_state = -1;
	 *   }
	 *   else {
	 *     if (this.n_1_state != 0) {
	 *       return false;
	 *     }
	 *     this.elapsed_5_2 = 0.0;
	 *     this.n_1_state = -1;
	 *     if (this_00 == null) goto LAB_03360140;
	 *     fVar7 = this_00->rotationFrequency;
	 *     fVar1 = 0.0;
	 *     this.localPosFreq_5_3 = this_00->positionFrequency;
	 *     this.localRotFreq_5_4 = fVar7;
	 *   }
	 *   if (fVar1 < this.duration) {
	 *     fVar1 = fVar1 / this.duration;
	 *     fVar7 = 1.0;
	 *     if (fVar1 <= 1.0) {
	 *       fVar7 = fVar1;
	 *     }
	 *     fVar2 = 0.0;
	 *     if (0.0 <= fVar1) {
	 *       fVar2 = fVar7;
	 *     }
	 *     if ((this_00 != null) && (this_00->intensityOverTime != null)) {
	 *       fVar1 = UnityEngine.AnimationCurve.Evaluate(this_00->intensityOverTime,fVar2);
	 *       fVar7 = UnityEngine.Time.get_time();
	 *       fVar2 = UnityEngine.Mathf.PerlinNoise(this_00->seedPosX,fVar7 * this.localPosFreq_5_3);
	 *       fVar3 = UnityEngine.Mathf.PerlinNoise(this_00->seedPosY,fVar7 * this.localPosFreq_5_3);
	 *       fVar4 = UnityEngine.Mathf.PerlinNoise(this_00->seedPosZ,fVar7 * this.localPosFreq_5_3);
	 *       fVar5 = UnityEngine.Mathf.PerlinNoise(this_00->seedRotX,fVar7 * this.localRotFreq_5_4);
	 *       fVar6 = UnityEngine.Mathf.PerlinNoise(this_00->seedRotY,fVar7 * this.localRotFreq_5_4);
	 *       fVar7 = UnityEngine.Mathf.PerlinNoise(this_00->seedRotZ,fVar7 * this.localRotFreq_5_4);
	 *       fVar18 = this_00->rotationIntensity;
	 *       uVar10 = (this_00->maxRotationOffset).x;
	 *       uVar13 = (this_00->maxRotationOffset).y;
	 *       uVar8 = (this_00->maxPositionOffset).x;
	 *       uVar9 = (this_00->maxPositionOffset).y;
	 *       fVar15 = this.posMult;
	 *       fVar19 = this.rotMult;
	 *       fVar11 = this_00->positionIntensity;
	 *       uVar12 = (this_00->initialLocalPos).x;
	 *       uVar14 = (this_00->initialLocalPos).y;
	 *       uVar16 = (this_00->initialLocalRot).x;
	 *       uVar17 = (this_00->initialLocalRot).y;
	 *       localPos.x = (fVar2 + -0.5 + fVar2 + -0.5) * (float)uVar8 * fVar11 * fVar15 * fVar1 +
	 *                    (float)uVar12;
	 *       localEuler.x = (fVar5 + -0.5 + fVar5 + -0.5) * (float)uVar10 * fVar18 * fVar19 * fVar1 +
	 *                      (float)uVar16;
	 *       localEuler.z = fVar1 * (fVar7 + -0.5 + fVar7 + -0.5) * (this_00->maxRotationOffset).z * fVar18
	 *                              * fVar19 + (this_00->initialLocalRot).z;
	 *       localPos.z = fVar1 * (fVar4 + -0.5 + fVar4 + -0.5) * (this_00->maxPositionOffset).z * fVar11 *
	 *                            fVar15 + (this_00->initialLocalPos).z;
	 *       localPos.y = (fVar3 + -0.5 + fVar3 + -0.5) * (float)uVar9 * fVar11 * fVar15 * fVar1 +
	 *                    (float)uVar14;
	 *       localEuler.y = (fVar6 + -0.5 + fVar6 + -0.5) * (float)uVar13 * fVar18 * fVar19 * fVar1 +
	 *                      (float)uVar17;
	 *       TMPShake.ApplyOffsets(this_00,localPos,localEuler);
	 *       fVar7 = this.elapsed_5_2;
	 *       fVar1 = UnityEngine.Time.get_deltaTime();
	 *       this.elapsed_5_2 = fVar7 + fVar1;
	 *       this.n_2_current = null;
	 *       func_0x031fdc38(&this.n_2_current,0);
	 *       this.n_1_state = 1;
	 *       return true;
	 *     }
	 *   }
	 *   else if (this_00 != null) {
	 *     TMPShake.ResetToInitial(this_00);
	 *     this_00->runningShake = null;
	 *     func_0x031fdc38(&this_00->runningShake,0);
	 *     return false;
	 *   }
	 * LAB_03360140:
	 *   IL2CPP.ThrowNullReferenceException();
	 */
	// RVA: 0x3260144 VA: 0x781894B144
	private object System.Collections.Generic.IEnumerator<System.Object>.get_Current();
	/*
	 *   return this.n_2_current;
	 */
	// RVA: 0x326014C VA: 0x781894B14C
	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_070c4d98);
	 *   IL2CPP.ThrowManagedException();
	 */
	// RVA: 0x3260184 VA: 0x781894B184
	private object System.Collections.IEnumerator.get_Current();
	/*
	 *   return this.n_2_current;
	 */
}
