| void .ctor(object object, long method) | Public+1 flags | | 0x08 |
| void Invoke(float duration, float shakeSpeed, float shakeRange, const Vector3& shakeMainDirection, bool randomizeDirection, const Vector3& shakeAltDirection, bool randomizeDirectionOnPlay, bool randomizeDirectionX, bool randomizeDirectionY, bool randomizeDirectionZ, bool addDirectionalNoise, const Vector3& directionalNoiseStrengthMin, const Vector3& directionalNoiseStrengthMax, const Vector3& randomnessSeed, bool randomizeSeedOnShake, bool useAttenuation, AnimationCurve attenuationCurve, bool useRange, float rangeDistance, bool useRangeFalloff, AnimationCurve rangeFalloff, const Vector2& remapRangeFalloff, const Vector3& rangePosition, float feedbacksIntensity, MMChannelData channelData, bool resetShakerValuesAfterShake, bool resetTargetValuesAfterShake, bool forwardDirection, const TimescaleModes& timescaleMode, bool stop, bool restore) | Public+2 flags | | 0x0C |
| IAsyncResult BeginInvoke(float duration, float shakeSpeed, float shakeRange, const Vector3& shakeMainDirection, bool randomizeDirection, const Vector3& shakeAltDirection, bool randomizeDirectionOnPlay, bool randomizeDirectionX, bool randomizeDirectionY, bool randomizeDirectionZ, bool addDirectionalNoise, const Vector3& directionalNoiseStrengthMin, const Vector3& directionalNoiseStrengthMax, const Vector3& randomnessSeed, bool randomizeSeedOnShake, bool useAttenuation, AnimationCurve attenuationCurve, bool useRange, float rangeDistance, bool useRangeFalloff, AnimationCurve rangeFalloff, const Vector2& remapRangeFalloff, const Vector3& rangePosition, float feedbacksIntensity, MMChannelData channelData, bool resetShakerValuesAfterShake, bool resetTargetValuesAfterShake, bool forwardDirection, const TimescaleModes& timescaleMode, bool stop, bool restore, AsyncCallback callback, object object) | Public+2 flags | | 0x0C |
| void EndInvoke(IAsyncResult result) | Public+2 flags | | 0x08 |