using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using GoldenPanMod;
using Il2CppInterop.Runtime.InteropTypes.Arrays;
using Il2CppSystem;
using Il2CppSystem.Collections;
using MelonLoader;
using UnityEngine;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: MelonInfo(typeof(GoldenPan), "GoldenPan", "1.0.0", "Wake", null)]
[assembly: MelonGame("Stress Level Zero", "BONELAB")]
[assembly: AssemblyTitle("oldenPan")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("goldenPan")]
[assembly: AssemblyCopyright("Copyright © 2024")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("a1f65a20-123d-4eeb-bd8b-0fed1540911f")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace GoldenPanMod;
public class GoldenPan : MelonMod
{
private GameObject fryingPan;
private HashSet<GameObject> goldenizedObjects;
private Coroutine checkCoroutine;
public override void OnInitializeMelon()
{
MelonLogger.Msg("GoldenPanMod loaded!");
goldenizedObjects = new HashSet<GameObject>();
MelonCoroutines.Start(FindAndModifyFryingPan());
}
private IEnumerator FindAndModifyFryingPan()
{
int retryCount = 0;
while ((Object)(object)fryingPan == (Object)null && retryCount < 1000)
{
fryingPan = GameObject.Find("FryingPan [0]");
if ((Object)(object)fryingPan != (Object)null)
{
MelonLogger.Msg("Frying pan found!");
MeshCollider meshCollider2 = fryingPan.GetComponent<MeshCollider>();
if ((Object)(object)meshCollider2 == (Object)null)
{
meshCollider2 = fryingPan.AddComponent<MeshCollider>();
meshCollider2.convex = true;
MelonLogger.Msg("MeshCollider added to the frying pan.");
}
Renderer[] fryPanRenderers = Il2CppArrayBase<Renderer>.op_Implicit(fryingPan.GetComponentsInChildren<Renderer>());
if (fryPanRenderers.Length != 0)
{
ApplyGoldTextureToAll(fryPanRenderers);
}
checkCoroutine = (Coroutine)MelonCoroutines.Start(CheckNearbyObjects());
yield break;
}
MelonLogger.Msg("Frying pan not found, retrying...");
retryCount++;
yield return (object)new WaitForSeconds(1f);
}
if ((Object)(object)fryingPan == (Object)null)
{
MelonLogger.Error("Failed to find frying pan after multiple attempts.");
}
}
private IEnumerator CheckNearbyObjects()
{
float checkRadius = 0.2f;
int layerMask = 1 << LayerMask.NameToLayer("Default");
while (true)
{
Collider[] nearbyColliders = Il2CppArrayBase<Collider>.op_Implicit((Il2CppArrayBase<Collider>)(object)Physics.OverlapSphere(fryingPan.transform.position, checkRadius, layerMask));
Collider[] array = nearbyColliders;
foreach (Collider collider in array)
{
GameObject objWithRenderer = FindRendererObject(((Component)collider).gameObject);
if (!((Object)(object)objWithRenderer == (Object)null) && !goldenizedObjects.Contains(objWithRenderer))
{
ApplyGoldTextureRecursively(objWithRenderer);
goldenizedObjects.Add(objWithRenderer);
MelonLogger.Msg("Applied gold texture to: " + ((Object)objWithRenderer).name);
}
}
yield return (object)new WaitForSeconds(0.5f);
}
}
private GameObject FindRendererObject(GameObject obj)
{
if ((Object)(object)obj == (Object)null)
{
MelonLogger.Msg("Object is null, skipping...");
return null;
}
GameObject val = null;
Transform val2 = obj.transform;
while ((Object)(object)val2 != (Object)null)
{
if ((Object)(object)((Component)val2).GetComponent<Renderer>() != (Object)null)
{
val = ((Component)val2).gameObject;
break;
}
val2 = val2.parent;
}
if ((Object)(object)val == (Object)null)
{
val = FindRendererInChildren(obj);
}
if ((Object)(object)val != (Object)null && (Object)(object)val.GetComponent<Transform>() != (Object)null)
{
return val;
}
MelonLogger.Msg("Skipping invalid object " + ((Object)obj).name + ". No valid Transform component found.");
return null;
}
private GameObject FindRendererInChildren(GameObject obj)
{
//IL_0034: Unknown result type (might be due to invalid IL or missing references)
//IL_003a: Expected O, but got Unknown
if ((Object)(object)obj == (Object)null)
{
MelonLogger.Msg("Object is null in children search, skipping...");
return null;
}
IEnumerator enumerator = obj.transform.GetEnumerator();
try
{
while (enumerator.MoveNext())
{
Transform val = (Transform)enumerator.Current;
if ((Object)(object)val != (Object)null && (Object)(object)((Component)val).GetComponent<Renderer>() != (Object)null)
{
return ((Component)val).gameObject;
}
GameObject val2 = FindRendererInChildren(((Component)val).gameObject);
if ((Object)(object)val2 != (Object)null)
{
return val2;
}
}
}
finally
{
if (enumerator is IDisposable disposable)
{
disposable.Dispose();
}
}
return null;
}
private void ApplyGoldTextureRecursively(GameObject obj)
{
if ((Object)(object)obj == (Object)null || (Object)(object)obj.GetComponent<Renderer>() == (Object)null)
{
MelonLogger.Msg("Skipping invalid object " + ((Object)obj).name + ". No Renderer component found.");
return;
}
Renderer[] array = Il2CppArrayBase<Renderer>.op_Implicit(obj.GetComponentsInChildren<Renderer>(true));
if (array.Length != 0)
{
ApplyGoldTextureToAll(array);
}
IEnumerator enumerator = obj.transform.GetEnumerator();
while (enumerator.MoveNext())
{
Object current = enumerator.Current;
Transform val = (Transform)(object)((current is Transform) ? current : null);
if ((Object)(object)val != (Object)null)
{
ApplyGoldTextureRecursively(((Component)val).gameObject);
}
}
}
public void ApplyGoldTextureToAll(Renderer[] renderers)
{
Texture2D val = LoadGoldTextureFromFile();
if ((Object)(object)val != (Object)null)
{
foreach (Renderer val2 in renderers)
{
if ((Object)(object)val2 == (Object)null || (Object)(object)val2.material == (Object)null)
{
continue;
}
foreach (Material item in (Il2CppArrayBase<Material>)(object)val2.materials)
{
item.mainTexture = (Texture)(object)val;
}
}
}
else
{
MelonLogger.Error("Failed to load or apply gold texture.");
}
}
public Texture2D LoadGoldTextureFromFile()
{
//IL_004c: Unknown result type (might be due to invalid IL or missing references)
//IL_0052: Expected O, but got Unknown
string directoryName = Path.GetDirectoryName(Application.dataPath);
string text = Path.Combine(directoryName, "Textures", "GoldTexture.jpg");
if (!File.Exists(text))
{
MelonLogger.Error("Texture file not found at: " + text);
return null;
}
byte[] array = File.ReadAllBytes(text);
Texture2D val = new Texture2D(2, 2);
if (!ImageConversion.LoadImage(val, Il2CppStructArray<byte>.op_Implicit(array)))
{
MelonLogger.Error("Failed to load texture image.");
return null;
}
return val;
}
public override void OnSceneWasLoaded(int buildIndex, string sceneName)
{
if (checkCoroutine != null)
{
MelonCoroutines.Stop((object)checkCoroutine);
checkCoroutine = null;
}
MelonCoroutines.Start(FindAndModifyFryingPan());
}
}