// [TypeInfo RVA: 0x0]
private sealed class <EnableRoutine>d__4 : Object
{
	private int <>1__state; // 0x10
	private object <>2__current; // 0x18
	public EnableShadowsOnCamera <>4__this; // 0x20

	// RVA: 0x31FFEFC VA: 0x78188EAEFC
	public void .ctor(int <>1__state);
	/*
	 *   System.Object..ctor(this);
	 *   this.n_1_state = n_1_state;
	 *   return;
	 */
	// RVA: 0x32000F4 VA: 0x78188EB0F4
	private void System.IDisposable.Dispose();
	/*
	 *   return;
	 */
	// RVA: 0x32000F8 VA: 0x78188EB0F8
	private bool MoveNext();
	/*
	 *   undefined *puVar1;
	 *   bool bVar2;
	 *   ulong uVar3;
	 *   EnableShadowsOnCamera *this_00;
	 *   void *in_x3;
	 *   void *pvVar4;
	 *   undefined8 *puVar5;
	 *   undefined8 uVar6;
	 *   float seconds;
	 *   undefined1 auVar7 [16];
	 *
	 *   auVar7._8_8_ = methodInfo;
	 *   auVar7._0_8_ = this;
	 *   if ((bRam000000000754a786 & 1) == 0) {
	 *     func_0x031fdc8c(typeinfo_ptr_UnityEngine_CoreModule_Debug_6FC07A8);
	 *     func_0x031fdc8c(typeinfo_ptr_UnityEngine_CoreModule_Object_6FC07E8);
	 *     func_0x031fdc8c(typeinfo_ptr_UnityEngine_CoreModule_WaitForSeconds_6FC0B10);
	 *     func_0x031fdc8c(PTR_DAT_070c0ef8);
	 *     auVar7 = func_0x031fdc8c(PTR_DAT_070c0f00);
	 *     bRam000000000754a786 = 1;
	 *   }
	 *   pvVar4 = this.n_4_this;
	 *   if (this.n_1_state == 1) {
	 *     this.n_1_state = -1;
	 *     if (pvVar4 == null) goto LAB_033002c8;
	 *   }
	 *   else {
	 *     if (this.n_1_state != 0) {
	 *       return false;
	 *     }
	 *     this.n_1_state = -1;
	 *     if (pvVar4 == null) {
	 * LAB_033002c8:
	 *       IL2CPP.ThrowNullReferenceException();
	 *     }
	 *     seconds = *(float *)((long)pvVar4 + 0x28);
	 *     if (0.0 < seconds) {
	 *       pvVar4 = (void *)func_0x031fdf24(*(undefined8 *)
	 *                                         typeinfo_ptr_UnityEngine_CoreModule_WaitForSeconds_6FC0B10);
	 *       UnityEngine.WaitForSeconds..ctor(pvVar4,seconds);
	 *       this.n_2_current = pvVar4;
	 *       func_0x031fdc38(&this.n_2_current,pvVar4);
	 *       this.n_1_state = 1;
	 *       return true;
	 *     }
	 *   }
	 *   puVar1 = typeinfo_ptr_UnityEngine_CoreModule_Object_6FC07E8;
	 *   puVar5 = (undefined8 *)((long)pvVar4 + 0x20);
	 *   uVar6 = *puVar5;
	 *   if (*(int *)(*(long *)typeinfo_ptr_UnityEngine_CoreModule_Object_6FC07E8 + 0xe4) == 0) {
	 *     func_0x031fde08();
	 *   }
	 *   uVar3 = UnityEngine.Object.op_Equality(uVar6,null);
	 *   if ((uVar3 & 1) != 0) {
	 *     pvVar4 = UnityEngine.Camera.get_main();
	 *     *puVar5 = pvVar4;
	 *     func_0x031fdc38(puVar5,pvVar4);
	 *   }
	 *   uVar6 = *puVar5;
	 *   if (*(int *)(*(long *)puVar1 + 0xe4) == 0) {
	 *     func_0x031fde08();
	 *   }
	 *   this_00 = (EnableShadowsOnCamera *)UnityEngine.Object.op_Equality(uVar6,null);
	 *   if (((ulong)this_00 & 1) == 0) {
	 *     bVar2 = EnableShadowsOnCamera.TrySetUniversalCameraRenderShadows(this_00,(void *)*puVar5,true);
	 *     if (!bVar2) {
	 *       UnityEngine.QualitySettings.set_shadows(2);
	 *       if (*(int *)(*(long *)typeinfo_ptr_UnityEngine_CoreModule_Debug_6FC07A8 + 0xe4) == 0) {
	 *         func_0x031fde08();
	 *       }
	 *       UnityEngine.Debug.Log(*(void **)PTR_DAT_070c0f00);
	 *     }
	 *   }
	 *   else {
	 *     if (*(int *)(*(long *)typeinfo_ptr_UnityEngine_CoreModule_Debug_6FC07A8 + 0xe4) == 0) {
	 *       func_0x031fde08();
	 *     }
	 *     UnityEngine.Debug.LogWarning(*(void **)PTR_DAT_070c0ef8);
	 *   }
	 *   return false;
	 */
	// RVA: 0x32002CC VA: 0x78188EB2CC
	private object System.Collections.Generic.IEnumerator<System.Object>.get_Current();
	/*
	 *   return this.n_2_current;
	 */
	// RVA: 0x32002D4 VA: 0x78188EB2D4
	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_070c0f08);
	 *   IL2CPP.ThrowManagedException();
	 */
	// RVA: 0x320030C VA: 0x78188EB30C
	private object System.Collections.IEnumerator.get_Current();
	/*
	 *   return this.n_2_current;
	 */
}
