using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using CementGB.Mod.Modules.PoolingModule;
using CementGB.Mod.Utilities;
using HarmonyLib;
using Il2CppFemur;
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(Gore), "Gore", "0.0.2", "dotpy", null)]
[assembly: MelonGame("Boneloaf", "Gang Beasts")]
[assembly: TargetFramework(".NETCoreApp,Version=v6.0", FrameworkDisplayName = ".NET 6.0")]
[assembly: AssemblyCompany("Gore")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("Gore")]
[assembly: AssemblyTitle("Gore")]
[assembly: AssemblyVersion("1.0.0.0")]
public class Gore : MelonMod
{
[HarmonyPatch(typeof(CollisionHandeler), "OnCollisionEnter")]
private static class CollisionHandlerPatch
{
public static void Prefix(CollisionHandeler __instance, Collision collision)
{
//IL_0031: Unknown result type (might be due to invalid IL or missing references)
//IL_0036: Unknown result type (might be due to invalid IL or missing references)
//IL_0052: Unknown result type (might be due to invalid IL or missing references)
//IL_0057: Unknown result type (might be due to invalid IL or missing references)
//IL_0060: Unknown result type (might be due to invalid IL or missing references)
//IL_0065: Unknown result type (might be due to invalid IL or missing references)
//IL_006c: Unknown result type (might be due to invalid IL or missing references)
//IL_0071: Unknown result type (might be due to invalid IL or missing references)
try
{
CollisionHandeler componentInParent = collision.gameObject.GetComponentInParent<CollisionHandeler>();
if ((Object)(object)componentInParent != (Object)null && (Object)(object)__instance.actor != (Object)(object)componentInParent.actor)
{
Vector3 relativeVelocity = collision.relativeVelocity;
float magnitude = ((Vector3)(ref relativeVelocity)).magnitude;
if (!(magnitude < cachedVelocityThreshold))
{
ContactPoint contact = collision.GetContact(0);
GameObject gameObject = Pool.Instantiate(bloodParticlePrefab, ((ContactPoint)(ref contact)).point, Quaternion.FromToRotation(Vector3.up, ((ContactPoint)(ref contact)).normal));
AddBloodToPool(gameObject);
}
}
}
catch (Exception ex)
{
Melon<Gore>.Logger.Error((object)ex);
}
}
}
public static float cachedVelocityThreshold;
private static GameObject bloodParticlePrefab;
private static float particleDuration;
private static Dictionary<GameObject, float> bloodToPool = new Dictionary<GameObject, float>();
public override void OnLateInitializeMelon()
{
AssetBundle val = EmbeddedUtilities.LoadEmbeddedAssetBundle(Assembly.GetExecutingAssembly(), "Gore.gore");
bloodParticlePrefab = AssetUtilities.LoadPersistentAsset<GameObject>(val, "Blood Particles");
val.Unload(false);
particleDuration = bloodParticlePrefab.GetComponent<ParticleSystem>().main.duration;
Pool.RegisterPrefab(bloodParticlePrefab, (Action<GameObject>)ResetBlood);
CacheVelocityThreshold();
}
public static void AddBloodToPool(GameObject gameObject)
{
bloodToPool[gameObject] = particleDuration + 0.5f;
}
private void CacheVelocityThreshold()
{
cachedVelocityThreshold = 14f;
}
public void ResetBlood(GameObject bloodParticles)
{
ParticleSystem component = bloodParticles.GetComponent<ParticleSystem>();
component.Clear();
component.Play();
}
public override void OnUpdate()
{
foreach (GameObject key in bloodToPool.Keys)
{
if (bloodToPool[key] < 0f)
{
Pool.PoolObject(key);
bloodToPool.Remove(key);
}
else
{
bloodToPool[key] -= Time.deltaTime;
}
}
}
}