private bool HasMoved()
{
float magnitude = 0f;
if (this.m_RigidBody3D != null)
{
Vector3 vector = this.m_RigidBody3D.position - this.m_PrevPosition;
magnitude = vector.magnitude;
}
else if (this.m_RigidBody2D != null)
{
Vector2 vector2 = this.m_RigidBody2D.position - this.m_PrevPosition;
magnitude = vector2.magnitude;
}
else
{
Vector3 vector3 = base.transform.position - this.m_PrevPosition;
magnitude = vector3.magnitude;
}
if (magnitude > 1E-05f)
{
return true;
}
if (this.m_RigidBody3D != null)
{
magnitude = Quaternion.Angle(this.m_RigidBody3D.rotation, this.m_PrevRotation);
}
else if (this.m_RigidBody2D != null)
{
magnitude = Math.Abs((float) (this.m_RigidBody2D.rotation - this.m_PrevRotation2D));
}
else
{
magnitude = Quaternion.Angle(base.transform.rotation, this.m_PrevRotation);
}
if (magnitude > 1E-05f)
{
return true;
}
if (this.m_RigidBody3D != null)
{
magnitude = Mathf.Abs((float) (this.m_RigidBody3D.velocity.sqrMagnitude - this.m_PrevVelocity));
}
else if (this.m_RigidBody2D != null)
{
magnitude = Mathf.Abs((float) (this.m_RigidBody2D.velocity.sqrMagnitude - this.m_PrevVelocity));
}
return (magnitude > 1E-05f);
}