using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using UnityEngine;
using UnityEngine.SceneManagement;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: AssemblyTitle("Guild")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Guild")]
[assembly: AssemblyCopyright("Copyright © 2025")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("ba17b609-0f9b-40d4-af88-2ee23a0554ae")]
[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")]
[BepInPlugin("com.reckss.erenshor.disablebuiltinDPS", "Disable Built-in DPS UI", "1.0.2")]
public class DisableBuiltInDPS : BaseUnityPlugin
{
[CompilerGenerated]
private sealed class <DisableCoroutine>d__6 : IEnumerator<object>, IDisposable, IEnumerator
{
private int <>1__state;
private object <>2__current;
public DisableBuiltInDPS <>4__this;
private string <current>5__1;
private float <elapsed>5__2;
private GameObject <target>5__3;
private GameObject <uiRoot>5__4;
private Transform <t>5__5;
object IEnumerator<object>.Current
{
[DebuggerHidden]
get
{
return <>2__current;
}
}
object IEnumerator.Current
{
[DebuggerHidden]
get
{
return <>2__current;
}
}
[DebuggerHidden]
public <DisableCoroutine>d__6(int <>1__state)
{
this.<>1__state = <>1__state;
}
[DebuggerHidden]
void IDisposable.Dispose()
{
<current>5__1 = null;
<target>5__3 = null;
<uiRoot>5__4 = null;
<t>5__5 = null;
<>1__state = -2;
}
private bool MoveNext()
{
//IL_0024: Unknown result type (might be due to invalid IL or missing references)
//IL_0029: Unknown result type (might be due to invalid IL or missing references)
switch (<>1__state)
{
default:
return false;
case 0:
{
<>1__state = -1;
Scene activeScene = SceneManager.GetActiveScene();
<current>5__1 = ((Scene)(ref activeScene)).name;
if (Array.IndexOf(<>4__this._skipScenes, <current>5__1) >= 0)
{
return false;
}
<elapsed>5__2 = 0f;
<target>5__3 = null;
break;
}
case 1:
<>1__state = -1;
<elapsed>5__2 += Time.unscaledDeltaTime;
<uiRoot>5__4 = null;
break;
}
if (<elapsed>5__2 < 5f)
{
<uiRoot>5__4 = GameObject.Find("UI");
if ((Object)(object)<uiRoot>5__4 != (Object)null)
{
<t>5__5 = <uiRoot>5__4.transform.Find("UIElements/DPSMeters/DPSPAR");
if ((Object)(object)<t>5__5 != (Object)null)
{
<target>5__3 = ((Component)<t>5__5).gameObject;
goto IL_0121;
}
<t>5__5 = null;
}
<>2__current = null;
<>1__state = 1;
return true;
}
goto IL_0121;
IL_0121:
if ((Object)(object)<target>5__3 != (Object)null)
{
<target>5__3.SetActive(false);
((BaseUnityPlugin)<>4__this).Logger.LogInfo((object)$"[DisableBuiltInDPS] Disabled built-in DPS UI after {<elapsed>5__2:F2}s on scene '{<current>5__1}'");
}
else
{
((BaseUnityPlugin)<>4__this).Logger.LogWarning((object)string.Format("[DisableBuiltInDPS] Could not find DPSPAR under '{0}/{1}' after {2}s on scene '{3}'", "UI", "UIElements/DPSMeters/DPSPAR", 5f, <current>5__1));
}
return false;
}
bool IEnumerator.MoveNext()
{
//ILSpy generated this explicit interface implementation from .override directive in MoveNext
return this.MoveNext();
}
[DebuggerHidden]
void IEnumerator.Reset()
{
throw new NotSupportedException();
}
}
private const string UiRootName = "UI";
private const string PathFromUi = "UIElements/DPSMeters/DPSPAR";
private const float MaxRetryTime = 5f;
private readonly string[] _skipScenes = new string[2] { "Menu", "LoadScene" };
private void Awake()
{
SceneManager.sceneLoaded += OnSceneLoaded;
((MonoBehaviour)this).StartCoroutine(DisableCoroutine());
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
if (Array.IndexOf(_skipScenes, ((Scene)(ref scene)).name) < 0)
{
((MonoBehaviour)this).StartCoroutine(DisableCoroutine());
}
}
[IteratorStateMachine(typeof(<DisableCoroutine>d__6))]
private IEnumerator DisableCoroutine()
{
//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
return new <DisableCoroutine>d__6(0)
{
<>4__this = this
};
}
}