text: // Autogenerated from CppHeaderCreator
  // Created by Sc2ad
  // =========================================================================
  #pragma once
  // Begin includes
  #include <initializer_list>
  // Including type: System.ValueType
  #include "System/ValueType.hpp"
  // Completed includes
  // Begin il2cpp-utils forward declares
  template<class T>
  struct Array;
  // Completed il2cpp-utils forward declares
  // Type namespace: UnityEngine
  namespace UnityEngine {
    // Size: 0x0
    #pragma pack(push, 1)
    // WARNING Layout: Sequential may not be correctly taken into account!
    // Autogenerated type: UnityEngine.Mathf
    // [NativeHeaderAttribute] Offset: D8F8FC
    // [NativeHeaderAttribute] Offset: D8F8FC
    // [NativeHeaderAttribute] Offset: D8F8FC
    // [NativeHeaderAttribute] Offset: D8F8FC
    struct Mathf/*, public System::ValueType*/ {
      public:
      // Creating value type constructor for type: Mathf
      constexpr Mathf() noexcept {}
      // Creating interface conversion operator: operator System::ValueType
      operator System::ValueType() noexcept {
        return *reinterpret_cast<System::ValueType*>(this);
      }
      // Get static field: static public readonly System.Single Epsilon
      static float _get_Epsilon();
      // Set static field: static public readonly System.Single Epsilon
      static void _set_Epsilon(float value);
      // static public System.Int32 NextPowerOfTwo(System.Int32 value)
      // Offset: 0x1BF493C
      static int NextPowerOfTwo(int value);
      // static public System.Single GammaToLinearSpace(System.Single value)
      // Offset: 0x1BF497C
      static float GammaToLinearSpace(float value);
      // static public System.Single LinearToGammaSpace(System.Single value)
      // Offset: 0x1BF49C0
      static float LinearToGammaSpace(float value);
      // static public System.Single PerlinNoise(System.Single x, System.Single y)
      // Offset: 0x1BF4A04
      static float PerlinNoise(float x, float y);
      // static public System.Single Sin(System.Single f)
      // Offset: 0x1BF4A50
      static float Sin(float f);
      // static public System.Single Cos(System.Single f)
      // Offset: 0x1BF4AC4
      static float Cos(float f);
      // static public System.Single Tan(System.Single f)
      // Offset: 0x1BF4B38
      static float Tan(float f);
      // static public System.Single Asin(System.Single f)
      // Offset: 0x1BF4BAC
      static float Asin(float f);
      // static public System.Single Acos(System.Single f)
      // Offset: 0x1BF4C20
      static float Acos(float f);
      // static public System.Single Atan(System.Single f)
      // Offset: 0x1BF4C94
      static float Atan(float f);
      // static public System.Single Atan2(System.Single y, System.Single x)
      // Offset: 0x1BF4D08
      static float Atan2(float y, float x);
      // static public System.Single Sqrt(System.Single f)
      // Offset: 0x1BF4D84
      static float Sqrt(float f);
      // static public System.Single Abs(System.Single f)
      // Offset: 0x1BF4E0C
      static float Abs(float f);
      // static public System.Int32 Abs(System.Int32 value)
      // Offset: 0x1BF4E78
      static int Abs(int value);
      // static public System.Single Min(System.Single a, System.Single b)
      // Offset: 0x1BF4EE0
      static float Min(float a, float b);
      // static public System.Int32 Min(System.Int32 a, System.Int32 b)
      // Offset: 0x1BF4EEC
      static int Min(int a, int b);
      // static public System.Single Max(System.Single a, System.Single b)
      // Offset: 0x1BF4EF8
      static float Max(float a, float b);
      // static public System.Single Max(params System.Single[] values)
      // Offset: 0x1BF4F04
      static float Max(::Array<float>* values);
      // Creating initializer_list -> params proxy for: System.Single Max(params System.Single[] values)
      static float Max(std::initializer_list<float> values);
      // Creating TArgs -> initializer_list proxy for: System.Single Max(params System.Single[] values)
      template<class ...TParams>
      static float Max(TParams&&... values) {
        return Max({values...});
      }
      // static public System.Int32 Max(System.Int32 a, System.Int32 b)
      // Offset: 0x1BF4F58
      static int Max(int a, int b);
      // static public System.Single Pow(System.Single f, System.Single p)
      // Offset: 0x1BF4F64
      static float Pow(float f, float p);
      // static public System.Single Log(System.Single f, System.Single p)
      // Offset: 0x1BF4FE4
      static float Log(float f, float p);
      // static public System.Single Log(System.Single f)
      // Offset: 0x1BF5064
      static float Log(float f);
      // static public System.Single Ceil(System.Single f)
      // Offset: 0x1BF50D8
      static float Ceil(float f);
      // static public System.Single Floor(System.Single f)
      // Offset: 0x1BF5144
      static float Floor(float f);
      // static public System.Single Round(System.Single f)
      // Offset: 0x1BF51B0
      static float Round(float f);
      // static public System.Int32 CeilToInt(System.Single f)
      // Offset: 0x1BF5288
      static int CeilToInt(float f);
      // static public System.Int32 FloorToInt(System.Single f)
      // Offset: 0x1BF52F4
      static int FloorToInt(float f);
      // static public System.Int32 RoundToInt(System.Single f)
      // Offset: 0x1BF5360
      static int RoundToInt(float f);
      // static public System.Single Sign(System.Single f)
      // Offset: 0x1BF5438
      static float Sign(float f);
      // static public System.Single Clamp(System.Single value, System.Single min, System.Single max)
      // Offset: 0x1BF544C
      static float Clamp(float value, float min, float max);
      // static public System.Int32 Clamp(System.Int32 value, System.Int32 min, System.Int32 max)
      // Offset: 0x1BF5468
      static int Clamp(int value, int min, int max);
      // static public System.Single Clamp01(System.Single value)
      // Offset: 0x1BF5484
      static float Clamp01(float value);
      // static public System.Single Lerp(System.Single a, System.Single b, System.Single t)
      // Offset: 0x1BF54A0
      static float Lerp(float a, float b, float t);
      // static public System.Single LerpUnclamped(System.Single a, System.Single b, System.Single t)
      // Offset: 0x1BF5538
      static float LerpUnclamped(float a, float b, float t);
      // static public System.Single LerpAngle(System.Single a, System.Single b, System.Single t)
      // Offset: 0x1BF5548
      static float LerpAngle(float a, float b, float t);
      // static public System.Single MoveTowards(System.Single current, System.Single target, System.Single maxDelta)
      // Offset: 0x1BF56B0
      static float MoveTowards(float current, float target, float maxDelta);
      // static public System.Boolean Approximately(System.Single a, System.Single b)
      // Offset: 0x1BF576C
      static bool Approximately(float a, float b);
      // static public System.Single SmoothDamp(System.Single current, System.Single target, ref System.Single currentVelocity, System.Single smoothTime)
      // Offset: 0x1BF581C
      static float SmoothDamp(float current, float target, float& currentVelocity, float smoothTime);
      // static public System.Single SmoothDamp(System.Single current, System.Single target, ref System.Single currentVelocity, System.Single smoothTime, System.Single maxSpeed, System.Single deltaTime)
      // Offset: 0x1BF58C0
      static float SmoothDamp(float current, float target, float& currentVelocity, float smoothTime, float maxSpeed, float deltaTime);
      // static public System.Single Repeat(System.Single t, System.Single length)
      // Offset: 0x1BF5620
      static float Repeat(float t, float length);
      // static public System.Single InverseLerp(System.Single a, System.Single b, System.Single value)
      // Offset: 0x1BF5A14
      static float InverseLerp(float a, float b, float value);
      // static public System.Single DeltaAngle(System.Single current, System.Single target)
      // Offset: 0x1BF5AB8
      static float DeltaAngle(float current, float target);
      // static private System.Void .cctor()
      // Offset: 0x1BF5B50
      static void _cctor();
    }; // UnityEngine.Mathf
    #pragma pack(pop)
  }
  #include "extern/beatsaber-hook/shared/utils/il2cpp-type-check.hpp"
  DEFINE_IL2CPP_ARG_TYPE(UnityEngine::Mathf, "UnityEngine", "Mathf");
  