Decompiled source of GunGame v1.0.1
GunGame.dll
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using System; using System.Collections; using System.Collections.Generic; using System.ComponentModel; using System.Diagnostics; using System.IO; using System.Linq; using System.Reflection; using System.Runtime.CompilerServices; using System.Security; using System.Security.Permissions; using Atlas; using BepInEx; using BepInEx.Logging; using FistVR; using GunGame.Scripts; using GunGame.Scripts.Options; using GunGame.Scripts.Weapons; using HarmonyLib; using Sodalite.Api; using Technie.PhysicsCreator.QHull; using UnityEditor; using UnityEngine; using UnityEngine.Events; using UnityEngine.UI; [assembly: Debuggable(DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("0.0.0.0")] [module: UnverifiableCode] public class CustomDebug : MonoBehaviourSingleton<CustomDebug> { public Text DebugWeaponText; public Text DebugAmmoText; } namespace GunGame.Scripts { public class CustomSosigSpawner : MonoBehaviour { public SosigOrder SpawnState; public int IFF; public SpawnedSosigInfo Spawn(SosigEnemyID SosigType) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0007: Expected O, but got Unknown //IL_0010: Unknown result type (might be due to invalid IL or missing references) //IL_003b: Unknown result type (might be due to invalid IL or missing references) //IL_004c: Unknown result type (might be due to invalid IL or missing references) //IL_0062: 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) //IL_007c: Unknown result type (might be due to invalid IL or missing references) //IL_0089: Unknown result type (might be due to invalid IL or missing references) //IL_008a: Unknown result type (might be due to invalid IL or missing references) SpawnOptions val = new SpawnOptions(); val.SpawnActivated = true; val.SpawnState = SpawnState; val.IFF = IFF; val.SpawnWithFullAmmo = true; val.EquipmentMode = (EquipmentSlots)7; val.SosigTargetPosition = ((Component)this).transform.position; val.SosigTargetRotation = ((Component)this).transform.eulerAngles; SpawnOptions val2 = val; SosigEnemyTemplate val3 = ManagerSingleton<IM>.Instance.odicSosigObjsByID[SosigType]; Sosig spawnedSosig = SosigAPI.Spawn(val3, val2, ((Component)this).transform.position, ((Component)this).transform.rotation); SpawnedSosigInfo result = default(SpawnedSosigInfo); result.SosigType = SosigType; result.SpawnedSosig = spawnedSosig; return result; } private void OnDrawGizmos() { //IL_0015: Unknown result type (might be due to invalid IL or missing references) //IL_0025: Unknown result type (might be due to invalid IL or missing references) //IL_003a: Unknown result type (might be due to invalid IL or missing references) //IL_0045: Unknown result type (might be due to invalid IL or missing references) //IL_0050: Unknown result type (might be due to invalid IL or missing references) //IL_005a: Unknown result type (might be due to invalid IL or missing references) //IL_005f: Unknown result type (might be due to invalid IL or missing references) Gizmos.color = new Color(0.8f, 0.2f, 0.2f, 0.5f); Gizmos.DrawSphere(((Component)this).transform.position, 0.1f); Gizmos.DrawLine(((Component)this).transform.position, ((Component)this).transform.position + ((Component)this).transform.forward * 0.25f); } } public struct SpawnedSosigInfo { public SosigEnemyID SosigType; public Sosig SpawnedSosig; } public class EndArea : MonoBehaviour { public Text TimeText; public Text KillsText; public Text DeathsText; public Transform EndPos; public void EndGame() { //IL_000c: Unknown result type (might be due to invalid IL or missing references) //IL_0018: Unknown result type (might be due to invalid IL or missing references) //IL_0023: Unknown result type (might be due to invalid IL or missing references) //IL_0028: Unknown result type (might be due to invalid IL or missing references) //IL_005e: Unknown result type (might be due to invalid IL or missing references) GM.CurrentMovementManager.TeleportToPoint(EndPos.position, true, ((Component)this).transform.position + ((Component)this).transform.forward); foreach (Transform playerSpawner in MonoBehaviourSingleton<GameManager>.Instance.PlayerSpawners) { ((Component)playerSpawner).transform.position = EndPos.position; } KillsText.text = "Kills: " + MonoBehaviourSingleton<GameManager>.Instance.Kills; DeathsText.text = "Deaths: " + MonoBehaviourSingleton<GameManager>.Instance.Deaths; TimeSpan timeSpan = TimeSpan.FromSeconds(MonoBehaviourSingleton<GameManager>.Instance.GameTime); TimeText.text = "Time: " + timeSpan.Hours.ToString("00") + ":" + timeSpan.Minutes.ToString("00") + ":" + timeSpan.Seconds.ToString("00"); } } public class GameManager : MonoBehaviourSingleton<GameManager> { [HideInInspector] public int Kills; [HideInInspector] public int Deaths; [HideInInspector] public bool GameEnded; public EndArea EndArea; public static Action BeforeGameStartedEvent; public static Action GameStartedEvent; public PlayerSpawner PlayerSpawner; public List<Transform> PlayerSpawners; private Progression _progression; private Harmony _harmony; private float _timer; public float GameTime => Time.time - _timer; public override void Awake() { base.Awake(); _progression = ((Component)this).GetComponent<Progression>(); _harmony = Harmony.CreateAndPatchAll(typeof(PlayerSpawner), (string)null); _harmony.PatchAll(typeof(SosigBehavior)); _harmony.PatchAll(typeof(Progression)); } public void StartGame() { GameEnded = false; if (BeforeGameStartedEvent != null) { BeforeGameStartedEvent(); } _progression.SpawnAndEquip(); PlayerSpawner.MovePlayerToRandomSpawn(); if (GameStartedEvent != null) { GameStartedEvent(); } _timer = Time.time; } public void RemovePausedTime(float timePaused) { _timer += timePaused; } public void EndGame() { EndArea.EndGame(); GameEnded = true; } public void DebugAdvanceWeapon() { _progression.Promote(); } public void DebugPreviousWeapon() { _progression.Demote(); } public void DebugTeleport() { PlayerSpawner.MovePlayerToRandomSpawn(); } public void DebugStart() { if (BeforeGameStartedEvent != null) { BeforeGameStartedEvent(); } _progression.SpawnAndEquip(); if (GameStartedEvent != null) { GameStartedEvent(); } _timer = Time.time; } private void OnDestroy() { _harmony.UnpatchSelf(); } } } public class GunsLeftUI : MonoBehaviour { private Text _gunsLeftText; private void Awake() { _gunsLeftText = ((Component)this).GetComponent<Text>(); Progression.WeaponChangedEvent = (Action)Delegate.Combine(Progression.WeaponChangedEvent, new Action(UpdateUI)); } private void UpdateUI() { int num = Mathf.Min(GameSettings.CurrentPool.GetWeaponCount(), WeaponCountOption.WeaponCount); int num2 = MonoBehaviourSingleton<Progression>.Instance.CurrentWeaponId + 1; int num3 = num - num2; _gunsLeftText.text = "Guns left: " + num3; } private void OnDestroy() { Progression.WeaponChangedEvent = (Action)Delegate.Remove(Progression.WeaponChangedEvent, new Action(UpdateUI)); } } namespace CustomScripts { public class LeverWrapper : MonoBehaviour { public UnityEvent LeverToggleEvent; public UnityEvent LeverOnEvent; public UnityEvent LeverOffEvent; public UnityEvent LeverHoldStartEvent; public UnityEvent LeverHoldEndEvent; private TrapLever _lever; private bool _isOn; private bool _isHeld; private void Awake() { _lever = ((Component)this).GetComponentInChildren<TrapLever>(); _lever.MessageTargets.Add(((Component)this).gameObject); } private void Update() { if (!_isHeld && ((FVRInteractiveObject)_lever).IsHeld) { OnHoldStart(); } else if (_isHeld && !((FVRInteractiveObject)_lever).IsHeld) { OnHoldEnd(); } } private void OnHoldStart() { _isHeld = true; if (LeverHoldStartEvent != null) { LeverHoldStartEvent.Invoke(); } } private void OnHoldEnd() { _isHeld = false; if (LeverHoldEndEvent != null) { LeverHoldEndEvent.Invoke(); } } public void ON() { if (!_isOn) { _isOn = true; if (LeverToggleEvent != null) { LeverToggleEvent.Invoke(); } if (LeverOnEvent != null) { LeverOnEvent.Invoke(); } } } public void OFF() { if (_isOn) { _isOn = false; if (LeverToggleEvent != null) { LeverToggleEvent.Invoke(); } if (LeverOffEvent != null) { LeverOffEvent.Invoke(); } } } } } namespace GunGame.Scripts { public class MonoBehaviourSingleton<T> : MonoBehaviour where T : Component { public static T Instance { get; private set; } public virtual void Awake() { if ((Object)(object)Instance == (Object)null) { Instance = (T)(object)((this is T) ? this : null); } else { Object.Destroy((Object)(object)((Component)this).gameObject); } } } } namespace GunGame.Scripts.Options { public class GameSettings : MonoBehaviourSingleton<GameSettings> { public static Action SettingsChanged; public static Action WeaponPoolChanged; public static bool DisabledAutoLoading; public static bool AlwaysChamberRounds; public static bool HealOnPromotion; public static bool AlwaysResetSosigs; [SerializeField] private Image DisabledAutoLoadingImage; [SerializeField] private Image AlwaysChamberRoundsImage; [SerializeField] private Image HealOnPromotionImage; [SerializeField] private Text MaxSosigCountText; public static int MaxSosigCount; public static WeaponPoolInterface CurrentPool { get; private set; } private void Start() { DisabledAutoLoading = false; AlwaysChamberRounds = false; HealOnPromotion = false; AlwaysResetSosigs = false; ResetMaxSosigCount(); } public void IncreaseMaxSosigCount() { MaxSosigCount++; MaxSosigCountText.text = MaxSosigCount.ToString(); if (SettingsChanged != null) { SettingsChanged(); } } public void DecreaseMaxSosigCount() { MaxSosigCount--; if (MaxSosigCount < 1) { MaxSosigCount = 1; } MaxSosigCountText.text = MaxSosigCount.ToString(); if (SettingsChanged != null) { SettingsChanged(); } } public void ResetMaxSosigCount() { MaxSosigCount = MonoBehaviourSingleton<SosigBehavior>.Instance.MaxSosigCount; MaxSosigCountText.text = MaxSosigCount.ToString(); if (SettingsChanged != null) { SettingsChanged(); } } public void ToggleAutoLoading() { DisabledAutoLoading = !DisabledAutoLoading; ((Behaviour)DisabledAutoLoadingImage).enabled = DisabledAutoLoading; if (SettingsChanged != null) { SettingsChanged(); } } public void ToggleAlwaysChamberRounds() { AlwaysChamberRounds = !AlwaysChamberRounds; ((Behaviour)AlwaysChamberRoundsImage).enabled = AlwaysChamberRounds; if (SettingsChanged != null) { SettingsChanged(); } } public void ToggleHealOnPromotion() { HealOnPromotion = !HealOnPromotion; ((Behaviour)HealOnPromotionImage).enabled = HealOnPromotion; if (SettingsChanged != null) { SettingsChanged(); } } public static void ChangeCurrentPool(WeaponPoolInterface newPool) { CurrentPool = newPool; CurrentPool.Initialize(); MonoBehaviourSingleton<Progression>.Instance.ProgressionType = CurrentPool.GetProgressionType(); if (WeaponPoolChanged != null) { WeaponPoolChanged(); } if (SettingsChanged != null) { SettingsChanged(); } } } public class KillsPerWeaponOption : MonoBehaviour { public Action OptionChanged; public int DefaultCount; public static int KillsPerWeaponCount; public static string Description; [SerializeField] private Text _counterText; [SerializeField] private Text _descriptionText; private void Awake() { OptionChanged = (Action)Delegate.Combine(OptionChanged, new Action(UpdateUI)); GameSettings.WeaponPoolChanged = (Action)Delegate.Combine(GameSettings.WeaponPoolChanged, new Action(ResetClicked)); } private void Start() { ResetClicked(); } public void ArrowLeftClicked() { KillsPerWeaponCount--; KillProgressionType progressionType = MonoBehaviourSingleton<Progression>.Instance.ProgressionType; if (KillsPerWeaponCount <= 1 && progressionType != KillProgressionType.Tiers) { KillsPerWeaponCount = 1; } else if (KillsPerWeaponCount <= 0) { KillsPerWeaponCount = 0; } if (OptionChanged != null) { OptionChanged(); } } public void ArrowRightClicked() { KillsPerWeaponCount++; if (OptionChanged != null) { OptionChanged(); } } public void ResetClicked() { UIData progressionTypeUIDefaults = MonoBehaviourSingleton<Progression>.Instance.GetProgressionTypeUIDefaults(); KillsPerWeaponCount = progressionTypeUIDefaults.Value; Description = progressionTypeUIDefaults.Text; if (OptionChanged != null) { OptionChanged(); } } private void UpdateUI() { _counterText.text = KillsPerWeaponCount.ToString(); _descriptionText.text = Description; } private void OnDestroy() { OptionChanged = (Action)Delegate.Remove(OptionChanged, new Action(UpdateUI)); GameSettings.WeaponPoolChanged = (Action)Delegate.Remove(GameSettings.WeaponPoolChanged, new Action(ResetClicked)); } } public class LeftHandOption : MonoBehaviour { public Action OptionChanged; public static bool LeftHandModeEnabled; [SerializeField] private Image EnabledImage; private void Awake() { OptionChanged = (Action)Delegate.Combine(OptionChanged, new Action(UpdateUI)); LeftHandModeEnabled = false; ((Behaviour)EnabledImage).enabled = false; } public void ToggleClicked() { LeftHandModeEnabled = !LeftHandModeEnabled; if (OptionChanged != null) { OptionChanged(); } } private void UpdateUI() { ((Behaviour)EnabledImage).enabled = LeftHandModeEnabled; } private void OnDestroy() { OptionChanged = (Action)Delegate.Remove(OptionChanged, new Action(UpdateUI)); } } public class MusicToggleOption : MonoBehaviour { public Action OptionChanged; public static bool MusicEnabled; public AudioSource MusicAudioSource; public bool MusicEnabledAtStart = false; [SerializeField] private Image EnabledImage; private void Awake() { OptionChanged = (Action)Delegate.Combine(OptionChanged, new Action(OnToggleMusic)); MusicEnabled = MusicEnabledAtStart; ((Behaviour)EnabledImage).enabled = MusicEnabled; OnToggleMusic(); } public void ToggleClicked() { MusicEnabled = !MusicEnabled; if (OptionChanged != null) { OptionChanged(); } } private void OnToggleMusic() { if (MusicEnabled) { MusicAudioSource.Play(); } else { MusicAudioSource.Stop(); } ((Behaviour)EnabledImage).enabled = MusicEnabled; } private void OnDestroy() { OptionChanged = (Action)Delegate.Remove(OptionChanged, new Action(OnToggleMusic)); } } public class QuickbeltOption : MonoBehaviour { public static FVRQuickBeltSlot AmmoQuickbeltSlot; public static FVRQuickBeltSlot ExtraQuickbeltSlot; private FVRPhysicalObject MagObject; private FVRPhysicalObject ExtraObject; public Transform MagSpawnPos; private string _magName = "MagazineStanag5rnd"; private string _extraName = "ReflexGamepointRDS"; private void Awake() { GameManager.BeforeGameStartedEvent = (Action)Delegate.Combine(GameManager.BeforeGameStartedEvent, new Action(OnGameStart)); } private IEnumerator Start() { yield return (object)new WaitForSeconds(0.2f); SpawnMag(); SpawnExtra(); } private void OnGameStart() { AmmoQuickbeltSlot = GM.CurrentPlayerBody.QBSlots_Internal[0]; ExtraQuickbeltSlot = GM.CurrentPlayerBody.QBSlots_Internal[1]; if (Object.op_Implicit((Object)(object)MagObject.QuickbeltSlot)) { Debug.Log((object)"Found mag slot item"); AmmoQuickbeltSlot = MagObject.QuickbeltSlot; } else if ((Object)(object)ExtraObject.QuickbeltSlot == (Object)(object)GM.CurrentPlayerBody.QBSlots_Internal[0]) { Debug.Log((object)"Default mag slot"); AmmoQuickbeltSlot = GM.CurrentPlayerBody.QBSlots_Internal[1]; } if (Object.op_Implicit((Object)(object)ExtraObject.QuickbeltSlot)) { Debug.Log((object)"Found extra slot item"); ExtraQuickbeltSlot = ExtraObject.QuickbeltSlot; } else if ((Object)(object)MagObject.QuickbeltSlot == (Object)(object)GM.CurrentPlayerBody.QBSlots_Internal[1]) { Debug.Log((object)"Default extra slot"); ExtraQuickbeltSlot = GM.CurrentPlayerBody.QBSlots_Internal[0]; } if (Object.op_Implicit((Object)(object)AmmoQuickbeltSlot.CurObject)) { AmmoQuickbeltSlot.CurObject.ClearQuickbeltState(); } if (Object.op_Implicit((Object)(object)ExtraQuickbeltSlot.CurObject)) { ExtraQuickbeltSlot.CurObject.ClearQuickbeltState(); } } private void SpawnMag() { //IL_0047: Unknown result type (might be due to invalid IL or missing references) //IL_004c: Unknown result type (might be due to invalid IL or missing references) //IL_0061: Unknown result type (might be due to invalid IL or missing references) //IL_0068: Unknown result type (might be due to invalid IL or missing references) FVRObject value = null; if (!IM.OD.TryGetValue(_magName, out value)) { Debug.LogError((object)("No object found with id: " + _magName)); return; } GameObject gameObject = ((AnvilAsset)value).GetGameObject(); Vector3 position = ((Component)MagSpawnPos).transform.position; position.z -= 0.2f; GameObject val = Object.Instantiate<GameObject>(gameObject, position, ((Component)this).transform.rotation); val.SetActive(true); MagObject = val.GetComponent<FVRPhysicalObject>(); } private void SpawnExtra() { //IL_0047: Unknown result type (might be due to invalid IL or missing references) //IL_004c: Unknown result type (might be due to invalid IL or missing references) //IL_0061: Unknown result type (might be due to invalid IL or missing references) //IL_0068: Unknown result type (might be due to invalid IL or missing references) FVRObject value = null; if (!IM.OD.TryGetValue(_extraName, out value)) { Debug.LogError((object)("No object found with id: " + _extraName)); return; } GameObject gameObject = ((AnvilAsset)value).GetGameObject(); Vector3 position = ((Component)MagSpawnPos).transform.position; position.z += 0.2f; GameObject val = Object.Instantiate<GameObject>(gameObject, position, ((Component)this).transform.rotation); val.SetActive(true); ExtraObject = val.GetComponent<FVRPhysicalObject>(); } private void OnDestroy() { GameManager.BeforeGameStartedEvent = (Action)Delegate.Remove(GameManager.BeforeGameStartedEvent, new Action(OnGameStart)); } } public class SelectedPoolUI : MonoBehaviour { public Text TitleText; public Text DescriptionText; private void Awake() { GameSettings.SettingsChanged = (Action)Delegate.Combine(GameSettings.SettingsChanged, new Action(OnSettingsChanged)); } private void OnSettingsChanged() { TitleText.text = GameSettings.CurrentPool.GetName(); DescriptionText.text = GameSettings.CurrentPool.GetDescription(); } private void OnDestroy() { GameSettings.SettingsChanged = (Action)Delegate.Remove(GameSettings.SettingsChanged, new Action(OnSettingsChanged)); } } public class StartingHealthOption : MonoBehaviour { public Action OptionChanged; public int[] PossibleHealth; private int _optionIndex = 1; public static int CurrentHealth = 1000; [SerializeField] private Text _healthText; private void Awake() { PossibleHealth = new int[5] { 100, 1000, 2000, 5000, 10000 }; OptionChanged = (Action)Delegate.Combine(OptionChanged, new Action(UpdateUI)); OptionChanged = (Action)Delegate.Combine(OptionChanged, new Action(UpdateHealth)); } private IEnumerator Start() { yield return (object)new WaitForSeconds(0.1f); ResetClicked(); } public void ArrowLeftClicked() { _optionIndex--; if (_optionIndex < 0) { _optionIndex = 0; } CurrentHealth = PossibleHealth[_optionIndex]; if (OptionChanged != null) { OptionChanged(); } } public void ArrowRightClicked() { _optionIndex++; if (_optionIndex >= PossibleHealth.Length) { _optionIndex = PossibleHealth.Length - 1; } CurrentHealth = PossibleHealth[_optionIndex]; if (OptionChanged != null) { OptionChanged(); } } public void ResetClicked() { _optionIndex = 1; CurrentHealth = PossibleHealth[_optionIndex]; if (OptionChanged != null) { OptionChanged(); } } private void UpdateHealth() { GM.CurrentPlayerBody.SetHealthThreshold((float)CurrentHealth); GM.CurrentPlayerBody.ResetHealth(); } private void UpdateUI() { _healthText.text = CurrentHealth.ToString(); } private void OnDestroy() { OptionChanged = (Action)Delegate.Remove(OptionChanged, new Action(UpdateUI)); OptionChanged = (Action)Delegate.Remove(OptionChanged, new Action(UpdateHealth)); } } public class WeaponCountOption : MonoBehaviour { public Action OptionChanged; public static int WeaponCount; [SerializeField] private Text _counterText; private void Awake() { OptionChanged = (Action)Delegate.Combine(OptionChanged, new Action(UpdateUI)); GameSettings.WeaponPoolChanged = (Action)Delegate.Combine(GameSettings.WeaponPoolChanged, new Action(ResetClicked)); } public void ArrowLeftClicked() { WeaponCount--; if (WeaponCount <= 1) { WeaponCount = 1; } if (OptionChanged != null) { OptionChanged(); } } public void ArrowRightClicked() { WeaponCount++; if (WeaponCount > GameSettings.CurrentPool.GetWeaponCount()) { WeaponCount = GameSettings.CurrentPool.GetWeaponCount(); } if (OptionChanged != null) { OptionChanged(); } } public void ArrowRight10Clicked() { WeaponCount += 20; if (WeaponCount > GameSettings.CurrentPool.GetWeaponCount()) { WeaponCount = GameSettings.CurrentPool.GetWeaponCount(); } if (OptionChanged != null) { OptionChanged(); } } public void ArrowLeft10Clicked() { WeaponCount -= 20; if (WeaponCount <= 1) { WeaponCount = 1; } if (OptionChanged != null) { OptionChanged(); } } public void ResetClicked() { WeaponCount = GameSettings.CurrentPool.GetWeaponCount(); if (OptionChanged != null) { OptionChanged(); } } private void UpdateUI() { _counterText.text = WeaponCount.ToString(); } private void OnDestroy() { OptionChanged = (Action)Delegate.Remove(OptionChanged, new Action(UpdateUI)); GameSettings.WeaponPoolChanged = (Action)Delegate.Remove(GameSettings.WeaponPoolChanged, new Action(ResetClicked)); } } } public class Pause : MonoBehaviour { [SerializeField] private Transform PauseWaypoint; [SerializeField] private Transform UnPauseWaypoint; [SerializeField] private Text TimeText; [SerializeField] private Text KillsText; [SerializeField] private Text DeathsText; private float _pauseTimer; public void PauseTheGame() { //IL_000c: Unknown result type (might be due to invalid IL or missing references) //IL_0018: Unknown result type (might be due to invalid IL or missing references) //IL_0023: Unknown result type (might be due to invalid IL or missing references) //IL_0028: Unknown result type (might be due to invalid IL or missing references) GM.CurrentMovementManager.TeleportToPoint(PauseWaypoint.position, true, ((Component)this).transform.position + ((Component)this).transform.forward); KillsText.text = "Kills: " + MonoBehaviourSingleton<GameManager>.Instance.Kills; DeathsText.text = "Deaths: " + MonoBehaviourSingleton<GameManager>.Instance.Deaths; TimeSpan timeSpan = TimeSpan.FromSeconds(MonoBehaviourSingleton<GameManager>.Instance.GameTime); TimeText.text = "Time: " + timeSpan.Hours.ToString("00") + ":" + timeSpan.Minutes.ToString("00") + ":" + timeSpan.Seconds.ToString("00"); _pauseTimer = Time.time; } public void UnpauseTheGame() { //IL_000c: Unknown result type (might be due to invalid IL or missing references) //IL_0018: Unknown result type (might be due to invalid IL or missing references) //IL_0023: Unknown result type (might be due to invalid IL or missing references) //IL_0028: Unknown result type (might be due to invalid IL or missing references) GM.CurrentMovementManager.TeleportToPoint(UnPauseWaypoint.position, true, ((Component)this).transform.position + ((Component)this).transform.forward); float timePaused = Time.time - _pauseTimer; MonoBehaviourSingleton<GameManager>.Instance.RemovePausedTime(timePaused); } } public class PlayerFollower : MonoBehaviour { private bool _isActive; private Transform _transform; private Transform _playerHeadTransform; private void Awake() { _transform = ((Component)this).GetComponent<Transform>(); } private IEnumerator Start() { yield return (object)new WaitForSeconds(0.1f); _playerHeadTransform = ((Component)GM.CurrentPlayerBody.Head).transform; _isActive = true; } private void Update() { //IL_001d: Unknown result type (might be due to invalid IL or missing references) //IL_002d: Unknown result type (might be due to invalid IL or missing references) //IL_0032: Unknown result type (might be due to invalid IL or missing references) //IL_0035: Unknown result type (might be due to invalid IL or missing references) //IL_003a: Unknown result type (might be due to invalid IL or missing references) //IL_0049: Unknown result type (might be due to invalid IL or missing references) //IL_004e: 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_0066: Unknown result type (might be due to invalid IL or missing references) //IL_0067: Unknown result type (might be due to invalid IL or missing references) if (_isActive) { _transform.position = _playerHeadTransform.position; Quaternion rotation = _playerHeadTransform.rotation; float y = ((Quaternion)(ref rotation)).eulerAngles.y; Quaternion rotation2 = _transform.rotation; Vector3 eulerAngles = ((Quaternion)(ref rotation2)).eulerAngles; eulerAngles.y = y; _transform.rotation = Quaternion.Euler(eulerAngles); } } } namespace GunGame.Scripts { public class PlayerSpawner : MonoBehaviourSingleton<PlayerSpawner> { public static Action BeingRevivedEvent; public Progression Progression; private IEnumerator Start() { yield return null; GM.CurrentSceneSettings.DeathResetPoint = ((Component)this).transform; GM.CurrentMovementManager.TeleportToPoint(((Component)this).transform.position, true, ((Component)this).transform.position + ((Component)this).transform.forward); } private IEnumerator DelayedRespawn() { MonoBehaviourSingleton<GameManager>.Instance.Deaths++; MonoBehaviourSingleton<Progression>.Instance.KillsWithCurrentWeapon = 0; MonoBehaviourSingleton<Progression>.Instance.CurrentTier = 0; yield return (object)new WaitForSeconds(3f); if (MonoBehaviourSingleton<Progression>.Instance.ProgressionType == KillProgressionType.Tiers || GameSettings.AlwaysResetSosigs) { ((MonoBehaviour)this).StartCoroutine(MonoBehaviourSingleton<SosigBehavior>.Instance.ClearSosigs()); } MonoBehaviourSingleton<Progression>.Instance.Demote(); GM.CurrentPlayerBody.ActivatePower((PowerupType)3, (PowerUpIntensity)0, (PowerUpDuration)2, false, false, -1f); GM.CurrentPlayerBody.HealPercent(100f); MovePlayerToRandomSpawn(); if (BeingRevivedEvent != null) { BeingRevivedEvent(); } } [HarmonyPatch(typeof(GM), "KillPlayer", new Type[] { typeof(bool) })] [HarmonyPostfix] private static void Postfix(bool KilledSelf) { MonoBehaviourSingleton<PlayerSpawner>.Instance.OnPlayerDeath(); } private void OnPlayerDeath() { ((MonoBehaviour)this).StartCoroutine(DelayedRespawn()); } public void MovePlayerToRandomSpawn() { //IL_002d: Unknown result type (might be due to invalid IL or missing references) //IL_0042: Unknown result type (might be due to invalid IL or missing references) //IL_004e: Unknown result type (might be due to invalid IL or missing references) //IL_0059: Unknown result type (might be due to invalid IL or missing references) //IL_005e: Unknown result type (might be due to invalid IL or missing references) int index = Random.Range(0, MonoBehaviourSingleton<GameManager>.Instance.PlayerSpawners.Count); ((Component)this).transform.position = MonoBehaviourSingleton<GameManager>.Instance.PlayerSpawners[index].position; GM.CurrentMovementManager.TeleportToPoint(((Component)this).transform.position, true, ((Component)this).transform.position + ((Component)this).transform.forward); } private void OnDrawGizmos() { //IL_0015: Unknown result type (might be due to invalid IL or missing references) //IL_0025: Unknown result type (might be due to invalid IL or missing references) //IL_003a: Unknown result type (might be due to invalid IL or missing references) //IL_0045: Unknown result type (might be due to invalid IL or missing references) //IL_0050: Unknown result type (might be due to invalid IL or missing references) //IL_005a: Unknown result type (might be due to invalid IL or missing references) //IL_005f: Unknown result type (might be due to invalid IL or missing references) Gizmos.color = new Color(0.2f, 0.8f, 0.2f, 0.5f); Gizmos.DrawSphere(((Component)this).transform.position, 0.1f); Gizmos.DrawLine(((Component)this).transform.position, ((Component)this).transform.position + ((Component)this).transform.forward * 0.25f); } } public class Progression : MonoBehaviourSingleton<Progression> { public static Action SosigDespawnedEvent; public static Action WeaponChangedEvent; public AudioSource EquipSound; [HideInInspector] public int KillsWithCurrentWeapon = 0; public static List<int> DeadSosigs = new List<int>(); private List<GameObject> _currentEquipment = new List<GameObject>(); private WeaponBuffer _weaponBuffer; [HideInInspector] public KillProgressionType ProgressionType = KillProgressionType.Count; [HideInInspector] private List<EnemyData> Enemies = new List<EnemyData>(); [HideInInspector] public int CurrentTier = 0; [HideInInspector] private int ProbabilityTotal = 0; [HideInInspector] private int InverseProbabilityTotal = 0; public int CurrentWeaponId { get; private set; } public override void Awake() { base.Awake(); _weaponBuffer = ((Component)this).GetComponent<WeaponBuffer>(); } public void Demote() { if (!MonoBehaviourSingleton<GameManager>.Instance.GameEnded) { CurrentWeaponId--; if (CurrentWeaponId < 0) { CurrentWeaponId = 0; } SpawnAndEquip(demotion: true); } } public void Promote() { if (!MonoBehaviourSingleton<GameManager>.Instance.GameEnded) { if (GameSettings.HealOnPromotion) { GM.CurrentPlayerBody.HealPercent(100f); } CurrentWeaponId++; KillsWithCurrentWeapon = 0; if (CurrentWeaponId >= GameSettings.CurrentPool.GetWeaponCount() || CurrentWeaponId >= WeaponCountOption.WeaponCount) { CurrentWeaponId = GameSettings.CurrentPool.GetWeaponCount() - 1; MonoBehaviourSingleton<GameManager>.Instance.EndGame(); } else { EquipSound.Play(); SpawnAndEquip(); } } } public void SpawnAndEquip(bool demotion = false) { DestroyOldEq(); if (((Component)MonoBehaviourSingleton<CustomDebug>.Instance.DebugWeaponText).gameObject.activeInHierarchy) { MonoBehaviourSingleton<CustomDebug>.Instance.DebugWeaponText.text = "Weapon " + GameSettings.CurrentPool.GetWeapon(CurrentWeaponId).GunName; MonoBehaviourSingleton<CustomDebug>.Instance.DebugAmmoText.text = "Ammo " + GameSettings.CurrentPool.GetWeapon(CurrentWeaponId).MagName; } FVRPhysicalObject fromBuffer = _weaponBuffer.GetFromBuffer(ObjectType.Gun, CurrentWeaponId, demotion); if ((Object)(object)fromBuffer == (Object)null) { Debug.LogError((object)"Trying to equip null gun! Probably the ObjectId is invalid. Attempting a fix by promoting the player"); Promote(); return; } _currentEquipment.Add(((Component)fromBuffer).gameObject); if (Utility.IsNullOrWhiteSpace(GameSettings.CurrentPool.GetWeapon(CurrentWeaponId).MagName)) { EquipWeapon(fromBuffer); _weaponBuffer.DestroyMagBuffer(); } else { FVRPhysicalObject fromBuffer2 = _weaponBuffer.GetFromBuffer(ObjectType.MagazineToLoad, CurrentWeaponId, demotion); if ((Object)(object)fromBuffer2 == (Object)null) { Debug.LogError((object)"Trying to equip null magazine! Probably the ObjectId is invalid. Attempting a fix by promoting the player"); Promote(); return; } fromBuffer2.UsesGravity = false; fromBuffer2.RootRigidbody.isKinematic = true; FVRPhysicalObject fromBuffer3 = _weaponBuffer.GetFromBuffer(ObjectType.MagazineForQuickbelt, CurrentWeaponId, demotion); _currentEquipment.Add(((Component)fromBuffer2).gameObject); _currentEquipment.Add(((Component)fromBuffer3).gameObject); if (!GameSettings.DisabledAutoLoading) { LoadTheGun(fromBuffer, fromBuffer2); } EquipWeapon(fromBuffer); FixAmmoRotation(); MoveMagazineToSlot(fromBuffer3); } if (!Utility.IsNullOrWhiteSpace(GameSettings.CurrentPool.GetWeapon(CurrentWeaponId).Extra)) { FVRPhysicalObject fromBuffer4 = _weaponBuffer.GetFromBuffer(ObjectType.Extra, CurrentWeaponId, demotion); _currentEquipment.Add(((Component)fromBuffer4).gameObject); MoveExtraToSlot(fromBuffer4); } _weaponBuffer.ClearBuffer(); _weaponBuffer.GenerateBuffer(CurrentWeaponId); if (WeaponChangedEvent != null) { WeaponChangedEvent(); } } private void DestroyOldEq() { for (int i = 0; i < _currentEquipment.Count; i++) { if (Object.op_Implicit((Object)(object)_currentEquipment[i]) && Object.op_Implicit((Object)(object)_currentEquipment[i].GetComponent<FVRPhysicalObject>())) { ((FVRInteractiveObject)_currentEquipment[i].GetComponent<FVRPhysicalObject>()).ForceBreakInteraction(); } Object.Destroy((Object)(object)_currentEquipment[i]); } _currentEquipment.Clear(); } private void MoveMagazineToSlot(FVRPhysicalObject magazine) { if (Object.op_Implicit((Object)(object)QuickbeltOption.AmmoQuickbeltSlot.CurObject)) { QuickbeltOption.AmmoQuickbeltSlot.CurObject.ClearQuickbeltState(); } magazine.ForceObjectIntoInventorySlot(QuickbeltOption.AmmoQuickbeltSlot); magazine.m_isSpawnLock = true; } private void MoveExtraToSlot(FVRPhysicalObject extra) { if (Object.op_Implicit((Object)(object)QuickbeltOption.ExtraQuickbeltSlot.CurObject)) { QuickbeltOption.ExtraQuickbeltSlot.CurObject.ClearQuickbeltState(); } extra.ForceObjectIntoInventorySlot(QuickbeltOption.ExtraQuickbeltSlot); } private void LoadTheGun(FVRPhysicalObject weapon, FVRPhysicalObject ammo) { //IL_0015: Unknown result type (might be due to invalid IL or missing references) //IL_008c: Unknown result type (might be due to invalid IL or missing references) //IL_0096: Expected O, but got Unknown //IL_01b3: Unknown result type (might be due to invalid IL or missing references) //IL_01c4: Unknown result type (might be due to invalid IL or missing references) //IL_01c9: Unknown result type (might be due to invalid IL or missing references) //IL_01cd: Unknown result type (might be due to invalid IL or missing references) if ((Object)(object)((ammo is FVRFireArmMagazine) ? ammo : null) != (Object)null) { try { ((FVRFireArmMagazine)ammo).Load((FVRFireArm)(object)((weapon is FVRFireArm) ? weapon : null)); } catch (Exception) { Debug.LogWarning((object)("Weapon failed to load magazine for gun " + weapon.ObjectWrapper.DisplayName + " with magazine " + ammo.ObjectWrapper.DisplayName)); } } else if (Object.op_Implicit((Object)(object)((Component)weapon).GetComponentInChildren<RevolverCylinder>()) && (Object)(object)((ammo is Speedloader) ? ammo : null) != (Object)null) { ((Component)weapon).GetComponentInChildren<RevolverCylinder>().LoadFromSpeedLoader((Speedloader)ammo); } else if (GameSettings.AlwaysChamberRounds || ((Object)(object)((ammo is FVRFireArmMagazine) ? ammo : null) == (Object)null && (Object)(object)((Component)weapon).GetComponentInChildren<FVRFireArmMagazine>() == (Object)null && (Object)(object)((weapon is FVRFireArm) ? weapon : null) != (Object)null)) { try { List<FVRFireArmChamber> chambers = ((Component)weapon).GetComponent<FVRFireArm>().GetChambers(); foreach (FVRFireArmChamber item in chambers) { FVRFireArmRound component = ((Component)_weaponBuffer.SpawnImmediate(ObjectType.MagazineToLoad, GameSettings.CurrentPool.GetWeapon(CurrentWeaponId))).GetComponent<FVRFireArmRound>(); item.SetRound(component, false); } BreakActionWeapon componentInChildren = ((Component)weapon).GetComponentInChildren<BreakActionWeapon>(); if ((Object)(object)componentInChildren != (Object)null) { componentInChildren.CockAllHammers(); } } catch (Exception) { Debug.LogWarning((object)("Error while trying to load gun chambers manually for a gun: " + ((Object)weapon).name + " and ammo: " + ((Object)ammo).name)); } } FVRFireArmMagazine componentInChildren2 = ((Component)weapon).GetComponentInChildren<FVRFireArmMagazine>(); if (Object.op_Implicit((Object)(object)componentInChildren2)) { FireArmRoundClass @class = AM.SRoundDisplayDataDic[componentInChildren2.RoundType].Classes[0].Class; componentInChildren2.ReloadMagWithType(@class); } } public void FixAmmoRotation() { //IL_0095: Unknown result type (might be due to invalid IL or missing references) if (Object.op_Implicit((Object)(object)_currentEquipment[0]) && Object.op_Implicit((Object)(object)_currentEquipment[1]) && Object.op_Implicit((Object)(object)_currentEquipment[0].GetComponent<FVRFireArm>()) && Object.op_Implicit((Object)(object)_currentEquipment[0].GetComponent<FVRFireArm>().MagazineMountPos)) { _currentEquipment[1].transform.rotation = ((Component)_currentEquipment[0].GetComponent<FVRFireArm>().MagazineMountPos).transform.rotation; } } private void EquipWeapon(FVRPhysicalObject weapon) { FVRViveHand val = GM.CurrentMovementManager.Hands[1]; if (LeftHandOption.LeftHandModeEnabled) { val = GM.CurrentMovementManager.Hands[0]; } val.RetrieveObject(weapon); } private static void OnSosigKilledByPlayer(Sosig killedSosig) { //IL_001e: Unknown result type (might be due to invalid IL or missing references) //IL_0023: 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_005c: Unknown result type (might be due to invalid IL or missing references) //IL_0107: Unknown result type (might be due to invalid IL or missing references) //IL_010c: Unknown result type (might be due to invalid IL or missing references) MonoBehaviourSingleton<GameManager>.Instance.Kills++; SosigEnemyID val = MonoBehaviourSingleton<SosigBehavior>.Instance.Sosigs[killedSosig]; if (MonoBehaviourSingleton<Progression>.Instance.ProgressionType == KillProgressionType.Points) { int num = 1; foreach (EnemyData enemy in MonoBehaviourSingleton<Progression>.Instance.Enemies) { if (enemy.EnemyName == val) { num = enemy.Value; break; } } MonoBehaviourSingleton<Progression>.Instance.KillsWithCurrentWeapon += num; if (MonoBehaviourSingleton<Progression>.Instance.KillsWithCurrentWeapon >= KillsPerWeaponOption.KillsPerWeaponCount) { MonoBehaviourSingleton<Progression>.Instance.Promote(); } } else if (MonoBehaviourSingleton<Progression>.Instance.ProgressionType == KillProgressionType.Tiers) { int num2 = -1; int num3 = -1; foreach (EnemyData enemy2 in MonoBehaviourSingleton<Progression>.Instance.Enemies) { num3++; if (enemy2.EnemyName == val) { num2 = num3; break; } } if (num2 == -1) { MonoBehaviourSingleton<Progression>.Instance.KillsWithCurrentWeapon = 0; MonoBehaviourSingleton<Progression>.Instance.CurrentTier = 0; MonoBehaviourSingleton<Progression>.Instance.Promote(); } else { if (num2 != MonoBehaviourSingleton<Progression>.Instance.CurrentTier) { return; } MonoBehaviourSingleton<Progression>.Instance.KillsWithCurrentWeapon++; if (MonoBehaviourSingleton<Progression>.Instance.KillsWithCurrentWeapon >= MonoBehaviourSingleton<Progression>.Instance.Enemies[MonoBehaviourSingleton<Progression>.Instance.CurrentTier].Value + KillsPerWeaponOption.KillsPerWeaponCount) { MonoBehaviourSingleton<Progression>.Instance.CurrentTier++; MonoBehaviourSingleton<Progression>.Instance.KillsWithCurrentWeapon = 0; if (MonoBehaviourSingleton<Progression>.Instance.CurrentTier == MonoBehaviourSingleton<Progression>.Instance.Enemies.Count) { MonoBehaviourSingleton<Progression>.Instance.CurrentTier = 0; MonoBehaviourSingleton<Progression>.Instance.Promote(); } } } } else { MonoBehaviourSingleton<Progression>.Instance.KillsWithCurrentWeapon++; if (MonoBehaviourSingleton<Progression>.Instance.KillsWithCurrentWeapon >= KillsPerWeaponOption.KillsPerWeaponCount) { MonoBehaviourSingleton<Progression>.Instance.Promote(); } } } [HarmonyPatch(typeof(Sosig), "SosigDies")] [HarmonyPostfix] private static void OnSosigDied(Sosig __instance, DamageClass damClass, SosigDeathType deathType) { //IL_0059: Unknown result type (might be due to invalid IL or missing references) //IL_005e: Unknown result type (might be due to invalid IL or missing references) //IL_0064: Unknown result type (might be due to invalid IL or missing references) if (!DeadSosigs.Contains(((Object)__instance).GetInstanceID())) { DeadSosigs.Add(((Object)__instance).GetInstanceID()); if (__instance.GetDiedFromIFF() == GM.CurrentPlayerBody.GetPlayerIFF()) { OnSosigKilledByPlayer(__instance); } __instance.DeSpawnSosig(); MonoBehaviourSingleton<SosigBehavior>.Instance.OnSosigKilled(__instance); SosigEnemyID nextSosigType = GetNextSosigType(); MonoBehaviourSingleton<SosigBehavior>.Instance.SpawnSosigRandomPlace(nextSosigType); } } public void InitEnemyProgression() { ProbabilityTotal = 0; InverseProbabilityTotal = 0; ProgressionType = GameSettings.CurrentPool.GetProgressionType(); Enemies = GameSettings.CurrentPool.GetEnemies(); foreach (EnemyData enemy in MonoBehaviourSingleton<Progression>.Instance.Enemies) { if (enemy.Value == 0) { enemy.Value = 1; } } if (MonoBehaviourSingleton<Progression>.Instance.ProgressionType == KillProgressionType.Points) { foreach (EnemyData enemy2 in MonoBehaviourSingleton<Progression>.Instance.Enemies) { InverseProbabilityTotal += Math.Max(1, (int)(1f / (float)enemy2.Value * 100f)); } } foreach (EnemyData enemy3 in MonoBehaviourSingleton<Progression>.Instance.Enemies) { ProbabilityTotal += enemy3.Value; } } public static SosigEnemyID GetNextSosigType() { //IL_0025: Unknown result type (might be due to invalid IL or missing references) //IL_0293: Unknown result type (might be due to invalid IL or missing references) //IL_007b: Unknown result type (might be due to invalid IL or missing references) //IL_0080: Unknown result type (might be due to invalid IL or missing references) //IL_028d: Unknown result type (might be due to invalid IL or missing references) //IL_0273: Unknown result type (might be due to invalid IL or missing references) //IL_0278: Unknown result type (might be due to invalid IL or missing references) //IL_017c: Unknown result type (might be due to invalid IL or missing references) //IL_0181: Unknown result type (might be due to invalid IL or missing references) //IL_00cb: Unknown result type (might be due to invalid IL or missing references) //IL_00d0: Unknown result type (might be due to invalid IL or missing references) //IL_0120: Unknown result type (might be due to invalid IL or missing references) //IL_0125: Unknown result type (might be due to invalid IL or missing references) //IL_01e9: Unknown result type (might be due to invalid IL or missing references) //IL_01ee: Unknown result type (might be due to invalid IL or missing references) //IL_023e: Unknown result type (might be due to invalid IL or missing references) //IL_0243: Unknown result type (might be due to invalid IL or missing references) if (MonoBehaviourSingleton<Progression>.Instance.Enemies.Count == 0) { Debug.Log((object)"No enemies loaded, make sure that your weaponpool is formatted correctly!"); return (SosigEnemyID)1200; } if (MonoBehaviourSingleton<Progression>.Instance.ProgressionType == KillProgressionType.Count) { if (MonoBehaviourSingleton<Progression>.Instance.ProbabilityTotal == 0) { Debug.Log((object)"All probabilities set to 0!"); return MonoBehaviourSingleton<Progression>.Instance.Enemies[Random.Range(0, MonoBehaviourSingleton<Progression>.Instance.Enemies.Count - 1)].EnemyName; } int num = Random.Range(0, MonoBehaviourSingleton<Progression>.Instance.ProbabilityTotal); int num2 = 0; foreach (EnemyData enemy in MonoBehaviourSingleton<Progression>.Instance.Enemies) { num2 += enemy.Value; if (num < num2) { return enemy.EnemyName; } } Debug.Log((object)"Default enemy selected"); return MonoBehaviourSingleton<Progression>.Instance.Enemies[MonoBehaviourSingleton<Progression>.Instance.Enemies.Count - 1].EnemyName; } if (MonoBehaviourSingleton<Progression>.Instance.ProgressionType == KillProgressionType.Points) { if (MonoBehaviourSingleton<Progression>.Instance.ProbabilityTotal == 0) { Debug.Log((object)"All probabilities set to 0!"); return MonoBehaviourSingleton<Progression>.Instance.Enemies[Random.Range(0, MonoBehaviourSingleton<Progression>.Instance.Enemies.Count - 1)].EnemyName; } int num3 = Random.Range(0, MonoBehaviourSingleton<Progression>.Instance.InverseProbabilityTotal); int num4 = 0; foreach (EnemyData enemy2 in MonoBehaviourSingleton<Progression>.Instance.Enemies) { num4 += Math.Max(1, (int)(1f / (float)enemy2.Value * 100f)); if (num3 < num4) { return enemy2.EnemyName; } } Debug.Log((object)"Default enemy selection"); return MonoBehaviourSingleton<Progression>.Instance.Enemies[MonoBehaviourSingleton<Progression>.Instance.Enemies.Count - 1].EnemyName; } if (MonoBehaviourSingleton<Progression>.Instance.ProgressionType == KillProgressionType.Tiers) { return MonoBehaviourSingleton<Progression>.Instance.Enemies[MonoBehaviourSingleton<Progression>.Instance.CurrentTier].EnemyName; } Debug.Log((object)"Progression type isn't handled correctly somehow, check that your weaponpool file is formatted correctly!"); return (SosigEnemyID)1210; } public UIData GetProgressionTypeUIDefaults() { UIData result = default(UIData); switch (GameSettings.CurrentPool.GetProgressionType()) { case KillProgressionType.Points: { result.Text = "Points to advance"; int num = 0; foreach (EnemyData enemy in GameSettings.CurrentPool.GetEnemies()) { num += enemy.Value; } result.Value = num; break; } case KillProgressionType.Tiers: result.Text = "Extra kills per tier"; result.Value = 0; break; default: result.Text = "Kills to advance"; result.Value = 3; break; } return result; } } public enum KillProgressionType { Count, Points, Tiers } public struct UIData { public string Text; public int Value; } public class SosigBehavior : MonoBehaviourSingleton<SosigBehavior> { public int MaxSosigCount = 8; [HideInInspector] public int RealSosigCount; [Header("Don't spawn sosigs too close or too far from the player")] public int IgnoredSpawnersCloseToPlayer = 2; public int IgnoredSpawnersFarFromPlayer = 0; public bool DespawnDistantSosigs = false; public float MaxSosigDistanceFromPlayer = 0f; public float HearRangeMultiplier = 1f; public float SightRangeMultiplier = 1f; public List<Transform> Waypoints; public List<CustomSosigSpawner> SosigSpawners; [HideInInspector] public Dictionary<Sosig, SosigEnemyID> Sosigs; public override void Awake() { base.Awake(); Sosigs = new Dictionary<Sosig, SosigEnemyID>(); GameManager.GameStartedEvent = (Action)Delegate.Combine(GameManager.GameStartedEvent, new Action(OnGameStarted)); } private void OnGameStarted() { //IL_001f: Unknown result type (might be due to invalid IL or missing references) MonoBehaviourSingleton<Progression>.Instance.InitEnemyProgression(); RealSosigCount = GameSettings.MaxSosigCount; for (int i = 0; i < RealSosigCount; i++) { SpawnSosigRandomPlace(Progression.GetNextSosigType()); } ((MonoBehaviour)this).StartCoroutine(UpdateWaypoints()); } [HarmonyPatch(typeof(Sosig), "Start")] [HarmonyPostfix] private static void SosigSpawned(Sosig __instance) { __instance.CanBeKnockedOut = false; __instance.m_maxUnconsciousTime = 0f; __instance.BleedRateMult = 0.1f; for (int i = 0; i < __instance.Links.Count; i++) { __instance.Links[i].SetIntegrity(__instance.Links[i].m_integrity * 0.65f); } __instance.Links[0].DamMult = 13.5f; __instance.Links[1].DamMult = 6f; __instance.Links[2].DamMult = 5f; __instance.Links[3].DamMult = 4f; __instance.MaxHearingRange *= MonoBehaviourSingleton<SosigBehavior>.Instance.HearRangeMultiplier; __instance.MaxSightRange *= MonoBehaviourSingleton<SosigBehavior>.Instance.SightRangeMultiplier; if (MonoBehaviourSingleton<SosigBehavior>.Instance.DespawnDistantSosigs) { ((MonoBehaviour)MonoBehaviourSingleton<SosigBehavior>.Instance).StartCoroutine(MonoBehaviourSingleton<SosigBehavior>.Instance.CheckSosigDistance(__instance)); } } private IEnumerator UpdateWaypoints() { while (true) { for (int i = 0; i < Sosigs.Count; i++) { if (i >= 0 && i < Sosigs.Count) { Sosig key = Sosigs.ElementAt(i).Key; if (!((Object)(object)key == (Object)null)) { key.SetCurrentOrder((SosigOrder)7); key.CommandAssaultPoint(Waypoints[Random.Range(0, Waypoints.Count)].position); } } } yield return (object)new WaitForSeconds((float)Random.Range(12, 25)); } } private IEnumerator CheckSosigDistance(Sosig sosig) { WaitForSeconds delay = new WaitForSeconds(6f); while ((Object)(object)sosig != (Object)null) { yield return delay; if (Vector3.Distance(((Component)GM.CurrentPlayerBody).transform.position, ((Component)sosig).transform.position) > MaxSosigDistanceFromPlayer) { if (!Progression.DeadSosigs.Contains(((Object)sosig).GetInstanceID())) { SosigEnemyID sosigtype = Sosigs[sosig]; Sosigs.Remove(sosig); sosig.DeSpawnSosig(); MonoBehaviourSingleton<SosigBehavior>.Instance.SpawnSosigRandomPlace(sosigtype); } break; } } } public void SpawnSosigRandomPlace(SosigEnemyID sosigtype) { //IL_0095: Unknown result type (might be due to invalid IL or missing references) //IL_00ab: Unknown result type (might be due to invalid IL or missing references) List<CustomSosigSpawner> list = SosigSpawners.OrderBy((CustomSosigSpawner spawner) => Vector3.Distance(((Component)spawner).transform.position, ((Component)GM.CurrentPlayerBody).transform.position)).ToList(); if (IgnoredSpawnersCloseToPlayer > list.Count || IgnoredSpawnersFarFromPlayer > list.Count || IgnoredSpawnersCloseToPlayer + IgnoredSpawnersFarFromPlayer > list.Count) { Debug.LogError((object)"Ignoring more spawners than available, aborting"); } int index = Random.Range(IgnoredSpawnersCloseToPlayer, list.Count - IgnoredSpawnersFarFromPlayer); SpawnedSosigInfo spawnedSosigInfo = list[index].Spawn(sosigtype); Sosigs.Add(spawnedSosigInfo.SpawnedSosig, spawnedSosigInfo.SosigType); } public void OnSosigKilled(Sosig sosig) { Sosigs.Remove(sosig); } public IEnumerator ClearSosigs() { List<Sosig> TempSosigsList = new List<Sosig>(); foreach (Sosig key in Sosigs.Keys) { TempSosigsList.Add(key); } foreach (Sosig sosig in TempSosigsList) { Sosigs.Remove(sosig); sosig.DeSpawnSosig(); SosigEnemyID sosigType = Progression.GetNextSosigType(); yield return (object)new WaitForSeconds(1f); MonoBehaviourSingleton<SosigBehavior>.Instance.SpawnSosigRandomPlace(sosigType); } } private void OnDestroy() { GameManager.GameStartedEvent = (Action)Delegate.Remove(GameManager.GameStartedEvent, new Action(OnGameStarted)); } } } namespace GunGame.Scripts.Weapons { [Serializable] public class EnemyData { public SosigEnemyID EnemyName = (SosigEnemyID)1; public string EnemyNameString = ""; public int Value = 0; public EnemyData(SosigEnemyID InputEnum, int InputValue) { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0021: Unknown result type (might be due to invalid IL or missing references) //IL_0022: Unknown result type (might be due to invalid IL or missing references) EnemyName = InputEnum; Value = InputValue; } public EnemyData(string InputNameString, int InputValue) { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0023: Unknown result type (might be due to invalid IL or missing references) //IL_0028: Unknown result type (might be due to invalid IL or missing references) EnemyName = StringToSosigID(InputNameString); Value = InputValue; } private SosigEnemyID StringToSosigID(string InputString) { //IL_0032: Unknown result type (might be due to invalid IL or missing references) //IL_0013: Unknown result type (might be due to invalid IL or missing references) //IL_0018: Unknown result type (might be due to invalid IL or missing references) //IL_0039: Unknown result type (might be due to invalid IL or missing references) //IL_003a: Unknown result type (might be due to invalid IL or missing references) //IL_0040: Unknown result type (might be due to invalid IL or missing references) try { return (SosigEnemyID)Enum.Parse(typeof(SosigEnemyID), InputString, ignoreCase: true); } catch (Exception) { Debug.LogError((object)(InputString + " is not a valid SosigEnemyID, please check your weapon pool format")); return (SosigEnemyID)1; } } } [Serializable] public class GunData { public string GunName; public string MagName; public List<string> MagNames; public string Extra; public int CategoryID; public override string ToString() { return "Name: " + GunName + ", MagName: " + MagName + ", Extra: " + Extra; } } public class PoolChoice : MonoBehaviour { public Text TitleText; public Button Button; private WeaponPoolInterface _weaponPool; public void Initialize(WeaponPoolInterface weaponPool) { //IL_0030: Unknown result type (might be due to invalid IL or missing references) //IL_003a: Expected O, but got Unknown _weaponPool = weaponPool; TitleText.text = _weaponPool.GetName(); ((UnityEvent)Button.onClick).AddListener(new UnityAction(OnClick)); } public void OnClick() { GameSettings.ChangeCurrentPool(_weaponPool); } } public class WeaponBuffer : MonoBehaviour { public Transform BufferSpawnPos; private FVRPhysicalObject _gun; private FVRPhysicalObject _magazineToLoad; private FVRPhysicalObject _magazineForQuickbelt; private FVRPhysicalObject GetBufferObject(ObjectType type) { return (FVRPhysicalObject)(type switch { ObjectType.Gun => _gun, ObjectType.MagazineToLoad => _magazineToLoad, ObjectType.MagazineForQuickbelt => _magazineForQuickbelt, _ => null, }); } public FVRPhysicalObject GetFromBuffer(ObjectType type, int index, bool demoted) { FVRPhysicalObject bufferObject = GetBufferObject(type); if (demoted) { if (Object.op_Implicit((Object)(object)bufferObject)) { Object.Destroy((Object)(object)((Component)bufferObject).gameObject); } return SpawnImmediate(type, GameSettings.CurrentPool.GetWeapon(index)); } FVRPhysicalObject val = bufferObject; if ((Object)(object)val == (Object)null) { val = SpawnImmediate(type, GameSettings.CurrentPool.GetWeapon(index)); } return val; } public void ClearBuffer() { _gun = null; _magazineToLoad = null; _magazineForQuickbelt = null; } public void DestroyMagBuffer() { if (Object.op_Implicit((Object)(object)_magazineToLoad)) { Object.Destroy((Object)(object)((Component)_magazineToLoad).gameObject); } if (Object.op_Implicit((Object)(object)_magazineForQuickbelt)) { Object.Destroy((Object)(object)((Component)_magazineForQuickbelt).gameObject); } } public void GenerateBuffer(int currentIndex) { if (currentIndex + 1 < GameSettings.CurrentPool.GetWeaponCount()) { ((MonoBehaviour)this).StartCoroutine(SpawnAsync(ObjectType.Gun, GameSettings.CurrentPool.GetWeapon(currentIndex + 1))); ((MonoBehaviour)this).StartCoroutine(SpawnAsync(ObjectType.MagazineToLoad, GameSettings.CurrentPool.GetWeapon(currentIndex + 1))); ((MonoBehaviour)this).StartCoroutine(SpawnAsync(ObjectType.MagazineForQuickbelt, GameSettings.CurrentPool.GetWeapon(currentIndex + 1))); } } private IEnumerator SpawnAsync(ObjectType type, GunData gunData) { string weaponString = ""; if (type == ObjectType.Gun) { weaponString = gunData.GunName; } if (type == ObjectType.MagazineToLoad || type == ObjectType.MagazineForQuickbelt) { weaponString = gunData.MagName; } FVRObject newObj = null; if (!IM.OD.TryGetValue(weaponString, out newObj)) { Debug.LogError((object)("No object found with id: " + weaponString)); yield break; } AnvilCallback<GameObject> callback = ((AnvilAsset)newObj).GetGameObjectAsync(); yield return callback; Vector3 spawnOffset = Vector3.left * (float)type; switch (type) { case ObjectType.Gun: _gun = Object.Instantiate<GameObject>(callback.Result, BufferSpawnPos.position + spawnOffset, BufferSpawnPos.rotation).GetComponent<FVRPhysicalObject>(); ((Component)_gun).gameObject.SetActive(true); break; case ObjectType.MagazineToLoad: _magazineToLoad = Object.Instantiate<GameObject>(callback.Result, BufferSpawnPos.position + spawnOffset, BufferSpawnPos.rotation).GetComponent<FVRPhysicalObject>(); ((Component)_magazineToLoad).gameObject.SetActive(true); _magazineToLoad.UsesGravity = false; _magazineToLoad.RootRigidbody.isKinematic = true; break; case ObjectType.MagazineForQuickbelt: _magazineForQuickbelt = Object.Instantiate<GameObject>(callback.Result, BufferSpawnPos.position + spawnOffset, BufferSpawnPos.rotation).GetComponent<FVRPhysicalObject>(); ((Component)_magazineForQuickbelt).gameObject.SetActive(true); break; } } public FVRPhysicalObject SpawnImmediate(ObjectType objectType, GunData gunData) { //IL_0071: Unknown result type (might be due to invalid IL or missing references) //IL_0076: Unknown result type (might be due to invalid IL or missing references) //IL_007b: Unknown result type (might be due to invalid IL or missing references) //IL_0086: Unknown result type (might be due to invalid IL or missing references) string text = ""; if (objectType == ObjectType.Gun) { text = gunData.GunName; } if (objectType == ObjectType.MagazineToLoad || objectType == ObjectType.MagazineForQuickbelt) { text = gunData.MagName; } if (objectType == ObjectType.Extra) { text = gunData.Extra; } FVRObject value = null; if (!IM.OD.TryGetValue(text, out value)) { Debug.LogError((object)("No object found with id: " + text)); return null; } GameObject gameObject = ((AnvilAsset)value).GetGameObject(); GameObject val = Object.Instantiate<GameObject>(gameObject, ((Component)this).transform.position + Vector3.up, ((Component)this).transform.rotation); val.SetActive(true); return val.GetComponent<FVRPhysicalObject>(); } } public enum ObjectType { Gun, MagazineToLoad, MagazineForQuickbelt, Extra } [Serializable] public class WeaponPool : WeaponPoolInterface { public string Name; public string Description; public OrderType OrderType; public string EnemyType = "M_Swat_Scout"; public int CurrentIndex; public List<GunData> Guns = new List<GunData>(); [NonSerialized] public List<EnemyData> Enemies = new List<EnemyData>(); [HideInInspector] public List<string> GunNames = new List<string>(); [HideInInspector] public List<string> MagNames = new List<string>(); [HideInInspector] public List<int> CategoryIDs = new List<int>(); public string GetName() { return Name; } public string GetDescription() { return Description; } public GunData GetNextWeapon() { if (CurrentIndex + 1 >= GunNames.Count) { return null; } return Guns[CurrentIndex + 1]; } public GunData GetWeapon(int index) { return Guns[index]; } public int GetWeaponCount() { return Guns.Count; } public int GetCurrentWeaponIndex() { return CurrentIndex; } public GunData GetCurrentWeapon() { return Guns[CurrentIndex]; } public KillProgressionType GetProgressionType() { return KillProgressionType.Count; } public List<EnemyData> GetEnemies() { return Enemies; } public bool IncrementProgress() { CurrentIndex++; if (CurrentIndex == Guns.Count) { return true; } return false; } public void DecrementProgress() { if (CurrentIndex > 0) { CurrentIndex--; } } public void Initialize() { SetGunOrder(); SeedEnemyList(); CurrentIndex = 0; } private void SetGunOrder() { if (OrderType == OrderType.Random) { IListExtensions.Shuffle<GunData>((IList<GunData>)Guns); } if (OrderType == OrderType.RandomWithinCategory) { IListExtensions.Shuffle<GunData>((IList<GunData>)Guns); Guns = Guns.OrderBy((GunData x) => x.CategoryID).ToList(); } } private void SeedEnemyList() { Enemies.Add(new EnemyData(EnemyType, 1)); } private void SetSpawners() { } } [Serializable] public class WeaponPoolAdvanced : WeaponPoolInterface { public string Name = ""; public string Description = ""; public OrderType OrderType = OrderType.Fixed; public string EnemyType = "M_Swat_Scout"; public int CurrentIndex = 0; public string WeaponPoolType = ""; public KillProgressionType EnemyProgressionType = KillProgressionType.Count; public List<GunData> Guns = new List<GunData>(); public List<EnemyData> Enemies = new List<EnemyData>(); [HideInInspector] public List<string> GunNames = new List<string>(); [HideInInspector] public List<string> MagNames = new List<string>(); [HideInInspector] public List<int> CategoryIDs = new List<int>(); public string GetName() { return Name; } public string GetDescription() { return Description; } public GunData GetNextWeapon() { return Guns[CurrentIndex]; } public GunData GetWeapon(int index) { return Guns[index]; } public int GetWeaponCount() { return Guns.Count; } public int GetCurrentWeaponIndex() { return CurrentIndex; } public GunData GetCurrentWeapon() { return Guns[CurrentIndex]; } public KillProgressionType GetProgressionType() { return EnemyProgressionType; } public List<EnemyData> GetEnemies() { return Enemies; } public bool IncrementProgress() { CurrentIndex++; if (CurrentIndex == Guns.Count) { return true; } return false; } public void DecrementProgress() { if (CurrentIndex > 0) { CurrentIndex--; } } public void Initialize() { SetGunOrder(); SeedRandomMagazines(); CurrentIndex = 0; AutofillEnemyData(); } private void SetGunOrder() { if (OrderType == OrderType.Random) { IListExtensions.Shuffle<GunData>((IList<GunData>)Guns); } if (OrderType == OrderType.RandomWithinCategory) { IListExtensions.Shuffle<GunData>((IList<GunData>)Guns); Guns = Guns.OrderBy((GunData x) => x.CategoryID).ToList(); } } private void AutofillEnemyData() { //IL_0044: Unknown result type (might be due to invalid IL or missing references) //IL_0049: Unknown result type (might be due to invalid IL or missing references) foreach (EnemyData enemy in Enemies) { if (!Utility.IsNullOrWhiteSpace(enemy.EnemyNameString)) { enemy.EnemyName = (SosigEnemyID)Enum.Parse(typeof(SosigEnemyID), enemy.EnemyNameString, ignoreCase: true); } } } private void SeedRandomMagazines() { Random.InitState((int)Convert.ToInt16(Time.time)); int num = Random.Range(0, 10); foreach (GunData gun in Guns) { if (gun.MagNames.Count > 0) { gun.MagName = gun.MagNames[num % gun.MagNames.Count]; } num++; } } } public interface WeaponPoolInterface { string GetName(); string GetDescription(); int GetWeaponCount(); int GetCurrentWeaponIndex(); GunData GetWeapon(int index); GunData GetCurrentWeapon(); GunData GetNextWeapon(); KillProgressionType GetProgressionType(); List<EnemyData> GetEnemies(); bool IncrementProgress(); void DecrementProgress(); void Initialize(); } public enum OrderType { Fixed, Random, RandomWithinCategory } public class WeaponPoolLoader : MonoBehaviourSingleton<WeaponPoolLoader> { public static Action WeaponLoadedEvent; public Transform ChoicesListParent; public PoolChoice ChoicePrefab; public List<WeaponPool> DebugWeaponPools; private List<string> _loadedWeaponPoolsLocations = new List<string>(); private List<WeaponPoolInterface> _weaponPools = new List<WeaponPoolInterface>(); private List<PoolChoice> _choices = new List<PoolChoice>(); public void SaveDebugWeaponPools() { for (int i = 0; i < DebugWeaponPools.Count; i++) { DebugWeaponPools[i].GunNames.Clear(); DebugWeaponPools[i].MagNames.Clear(); DebugWeaponPools[i].CategoryIDs.Clear(); for (int j = 0; j < DebugWeaponPools[i].Guns.Count; j++) { DebugWeaponPools[i].GunNames.Add(DebugWeaponPools[i].Guns[j].GunName); DebugWeaponPools[i].MagNames.Add(DebugWeaponPools[i].Guns[j].MagName); DebugWeaponPools[i].CategoryIDs.Add(DebugWeaponPools[i].Guns[j].CategoryID); } DebugWeaponPools[i].Guns.Clear(); } foreach (WeaponPool debugWeaponPool in DebugWeaponPools) { WriteWeaponPool(Application.dataPath + "/GunGame//GunGameWeaponPool_" + debugWeaponPool.Name + ".json", debugWeaponPool); } } public override void Awake() { base.Awake(); _loadedWeaponPoolsLocations = GetWeaponPoolLocations(); _weaponPools = new List<WeaponPoolInterface>(); if (_loadedWeaponPoolsLocations.Count == 0) { Debug.LogError((object)"No weapon pools found!"); return; } for (int i = 0; i < _loadedWeaponPoolsLocations.Count; i++) { WeaponPoolInterface weaponPoolInterface = LoadWeaponPool(_loadedWeaponPoolsLocations[i]); if (weaponPoolInterface != null) { _weaponPools.Add(weaponPoolInterface); Debug.Log((object)("Weapon pool loaded with name: " + weaponPoolInterface.GetName() + " and count: " + weaponPoolInterface.GetWeaponCount())); } else { Debug.Log((object)("Failed to load Weapon pool at location: " + _loadedWeaponPoolsLocations[i])); } } for (int j = 0; j < _weaponPools.Count; j++) { PoolChoice poolChoice = Object.Instantiate<PoolChoice>(ChoicePrefab, ChoicesListParent); poolChoice.Initialize(_weaponPools[j]); _choices.Add(poolChoice); } WeaponPoolInterface newPool = _weaponPools[0]; GameSettings.ChangeCurrentPool(newPool); if (WeaponLoadedEvent != null) { WeaponLoadedEvent(); } } public WeaponPoolInterface LoadWeaponPool(string path) { using StreamReader streamReader = new StreamReader(path); string text = streamReader.ReadToEnd(); WeaponPoolAdvanced newWeaponPoolAdvanced = null; try { newWeaponPoolAdvanced = JsonUtility.FromJson<WeaponPoolAdvanced>(text); } catch (Exception ex) { Debug.Log((object)ex.Message); return null; } if (newWeaponPoolAdvanced.WeaponPoolType == "Advanced") { if (_weaponPools.FirstOrDefault((WeaponPoolInterface x) => x.GetName() == newWeaponPoolAdvanced.GetName()) != null) { return null; } Debug.Log((object)("Loaded advanced weapon pool: " + newWeaponPoolAdvanced.GetName())); return newWeaponPoolAdvanced; } WeaponPool newWeaponPool = JsonUtility.FromJson<WeaponPool>(text); if (_weaponPools.FirstOrDefault((WeaponPoolInterface x) => x.GetName() == newWeaponPool.GetName()) != null) { return null; } newWeaponPool.Guns.Clear(); for (int i = 0; i < newWeaponPool.GunNames.Count; i++) { GunData gunData = new GunData(); gunData.GunName = newWeaponPool.GunNames[i]; gunData.MagName = newWeaponPool.MagNames[i]; gunData.CategoryID = newWeaponPool.CategoryIDs[i]; GunData item = gunData; newWeaponPool.Guns.Add(item); } Debug.Log((object)("Loaded basic weapon pool: " + newWeaponPoolAdvanced.GetName())); return newWeaponPool; } public void WriteWeaponPool(string path, WeaponPool weaponPool) { using StreamWriter streamWriter = new StreamWriter(path); string value = JsonUtility.ToJson((object)weaponPool, true); streamWriter.Write(value); } private List<string> GetWeaponPoolLocations() { string pluginPath = Paths.PluginPath; List<string> list = Directory.GetFiles(pluginPath, "GunGameWeaponPool*.json", SearchOption.AllDirectories).ToList(); List<string> collection = Directory.GetFiles(pluginPath, "AdvancedGunGameWeaponPool*.json", SearchOption.AllDirectories).ToList(); list.AddRange(collection); return list; } } } namespace Kodeman.GunGame { [BepInPlugin("Kodeman.GunGame", "GunGame", "1.0.3")] [BepInProcess("h3vr.exe")] [Description("Built with MeatKit")] [BepInDependency("nrgill28.Atlas", "1.0.1")] public class GunGamePlugin : BaseUnityPlugin { private static readonly string BasePath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); internal static ManualLogSource Logger; private void Awake() { Logger = ((BaseUnityPlugin)this).Logger; LoadAssets(); } private void LoadAssets() { Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly(), "Kodeman.GunGame"); AtlasPlugin.RegisterScene(Path.Combine(BasePath, "gungame")); } } } namespace Technie.PhysicsCreator { public class AxisAlignedBoxFitter { public void Fit(Hull hull, Vector3[] meshVertices, int[] meshIndices) { //IL_000a: Unknown result type (might be due to invalid IL or missing references) //IL_000f: Unknown result type (might be due to invalid IL or missing references) //IL_0014: Unknown result type (might be due to invalid IL or missing references) Vector3[] selectedVertices = FaceAlignmentBoxFitter.GetSelectedVertices(hull, meshVertices, meshIndices); ConstructionPlane plane = new ConstructionPlane(Vector3.zero, Vector3.up, Vector3.right); RotatedBox computedBox = RotatedBoxFitter.FindTightestBox(plane, selectedVertices); RotatedBoxFitter.ApplyToHull(computedBox, hull); } } public class Pose { public Vector3 forward; public Vector3 up; public Vector3 right; } public class Triangle { public Vector3 normal; public float area; public Vector3 center; public Triangle(Vector3 p0, Vector3 p1, Vector3 p2) { //IL_0007: Unknown result type (might be due to invalid IL or missing references) //IL_0008: Unknown result type (might be due to invalid IL or missing references) //IL_0009: Unknown result type (might be due to invalid IL or missing references) //IL_000e: Unknown result type (might be due to invalid IL or missing references) //IL_000f: Unknown result type (might be due to invalid IL or missing references) //IL_0010: Unknown result type (might be due to invalid IL or missing references) //IL_0011: Unknown result type (might be due to invalid IL or missing references) //IL_0016: Unknown result type (might be due to invalid IL or missing references) //IL_0017: Unknown result type (might be due to invalid IL or missing references) //IL_0018: Unknown result type (might be due to invalid IL or missing references) //IL_0019: Unknown result type (might be due to invalid IL or missing references) //IL_001e: Unknown result type (might be due to invalid IL or missing references) //IL_0035: Unknown result type (might be due to invalid IL or missing references) //IL_003a: Unknown result type (might be due to invalid IL or missing references) //IL_0040: Unknown result type (might be due to invalid IL or missing references) //IL_0041: Unknown result type (might be due to invalid IL or missing references) //IL_0042: Unknown result type (might be due to invalid IL or missing references) //IL_0047: Unknown result type (might be due to invalid IL or missing references) //IL_0048: 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) Vector3 val = p1 - p0; Vector3 val2 = p2 - p0; Vector3 val3 = Vector3.Cross(val, val2); area = ((Vector3)(ref val3)).magnitude * 0.5f; normal = ((Vector3)(ref val3)).normalized; center = (p0 + p1 + p2) / 3f; } } public class TriangleBucket { private List<Triangle> triangles; private Vector3 averagedNormal; private Vector3 averagedCenter; private float totalArea; public float Area => totalArea; public TriangleBucket(Triangle initialTriangle) { triangles = new List<Triangle>(); triangles.Add(initialTriangle); CalculateNormal(); CalcTotalArea(); } public void Add(Triangle t) { triangles.Add(t); CalculateNormal(); CalcTotalArea(); } public void Add(TriangleBucket otherBucket) { foreach (Triangle triangle in otherBucket.triangles) { triangles.Add(triangle); } CalculateNormal(); CalcTotalArea(); } private void CalculateNormal() { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0007: 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) //IL_002f: Unknown result type (might be due to invalid IL or missing references) //IL_003a: Unknown result type (might be due to invalid IL or missing references) //IL_003f: Unknown result type (might be due to invalid IL or missing references) //IL_0044: Unknown result type (might be due to invalid IL or missing references) averagedNormal = Vector3.zero; foreach (Triangle triangle in triangles) { averagedNormal += triangle.normal * triangle.area; } ((Vector3)(ref averagedNormal)).Normalize(); } public Vector3 GetAverageNormal() { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0007: Unknown result type (might be due to invalid IL or missing references) //IL_000d: Unknown result type (might be due to invalid IL or missing references) return averagedNormal; } public Vector3 GetAverageCenter() { //IL_000d: Unknown result type (might be due to invalid IL or missing references) //IL_0012: Unknown result type (might be due to invalid IL or missing references) //IL_0018: Unknown result type (might be due to invalid IL or missing references) return triangles[0].center; } private void CalcTotalArea() { totalArea = 0f; foreach (Triangle triangle in triangles) { totalArea += triangle.area; } } } public class TriangleAreaSorter : IComparer<Triangle> { public int Compare(Triangle lhs, Triangle rhs) { if (lhs.area < rhs.area) { return 1; } if (lhs.area > rhs.area) { return -1; } return 0; } } public class TriangleBucketSorter : IComparer<TriangleBucket> { public int Compare(TriangleBucket lhs, TriangleBucket rhs) { if (lhs.Area < rhs.Area) { return 1; } if (lhs.Area > rhs.Area) { return -1; } return 0; } } public class FaceAlignmentBoxFitter { public void Fit(Hull hull, Vector3[] meshVertices, int[] meshIndices) { if (meshIndices.Length < 3) { return; } List<Triangle> list = FindTriangles(meshVertices, meshIndices, hull.selectedFaces); list.Sort(new TriangleAreaSorter()); List<TriangleBucket> list2 = new List<TriangleBucket>(); foreach (Triangle item in list) { TriangleBucket triangleBucket = FindBestBucket(item, 30f, list2); if (triangleBucket != null) { triangleBucket.Add(item); continue; } triangleBucket = new TriangleBucket(item); list2.Add(triangleBucket); } while (list2.Count > 3) { MergeClosestBuckets(list2); } list2.Sort(new TriangleBucketSorter()); Vector3[] selectedVertices = GetSelectedVertices(hull, meshVertices, meshIndices); ConstructionPlane plane = CreateConstructionPlane(list2[0], (list2.Count <= 1) ? null : list2[1], (list2.Count <= 2) ? null : list2[2]); RotatedBox computedBox = RotatedBoxFitter.FindTightestBox(plane, selectedVertices); RotatedBoxFitter.ApplyToHull(computedBox, hull); } public static List<Triangle> FindTriangles(Vector3[] meshVertices, int[] meshIndices, List<int> selectedFaces) { //IL_003c: Unknown result type (might be due to invalid IL or missing references) //IL_0041: Unknown result type (might be due to invalid IL or missing references) //IL_004b: Unknown result type (might be due to invalid IL or missing references) //IL_0050: Unknown result type (might be due to invalid IL or missing references) //IL_005a: Unknown result type (might be due to invalid IL or missing references) //IL_005f: Unknown result type (might be due to invalid IL or missing references) //IL_0061: Unknown result type (might be due to invalid IL or missing references) //IL_0063: 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) List<Triangle> list = new List<Triangle>(); foreach (int selectedFace in selectedFaces) { int num = meshIndices[selectedFace * 3]; int num2 = meshIndices[selectedFace * 3 + 1]; int num3 = meshIndices[selectedFace * 3 + 2]; Vector3 p = meshVertices[num]; Vector3 p2 = meshVertices[num2]; Vector3 p3 = meshVertices[num3]; Triangle item = new Triangle(p, p2, p3); list.Add(item); } return list; } public static void FindTriangles(Hull hull, Vector3[] meshVertices, int[] meshIndices, out Vector3[] hullVertices, out int[] hullIndices) { //IL_0041: Unknown result type (might be due to invalid IL or missing references) //IL_0046: Unknown result type (might be due to invalid IL or missing references) //IL_0050: Unknown result type (might be due to invalid IL or missing references) //IL_0055: Unknown result type (might be due to invalid IL or missing references) //IL_005f: Unknown result type (might be due to invalid IL or missing references) //IL_0064: Unknown result type (might be due to invalid IL or missing references) //IL_0067: Unknown result type (might be due to invalid IL or missing references) //IL_006f: Unknown result type (might be due to invalid IL or missing references) //IL_0077: Unknown result type (might be due to invalid IL or missing references) List<Vector3> list = new List<Vector3>(); foreach (int selectedFace in hull.selectedFaces) { int num = meshIndices[selectedFace * 3]; int num2 = meshIndices[selectedFace * 3 + 1]; int num3 = meshIndices[selectedFace * 3 + 2]; Vector3 item = meshVertices[num]; Vector3 item2 = meshVertices[num2]; Vector3 item3 = meshVertices[num3]; list.Add(item); list.Add(item2); list.Add(item3); } hullVertices = list.ToArray(); hullIndices = new int[hullVertices.Length]; for (int i = 0; i < hullIndices.Length; i++) { hullIndices[i] = i; } } public static Vector3[] GetSelectedVertices(Hull hull, Vector3[] meshVertices, int[] meshIndices) { //IL_00a4: Unknown result type (might be due to invalid IL or missing references) Dictionary<int, int> dictionary = new Dictionary<int, int>(); foreach (int selectedFace in hull.selectedFaces) { int num = meshIndices[selectedFace * 3]; int num2 = meshIndices[selectedFace * 3 + 1]; int num3 = meshIndices[selectedFace * 3 + 2]; dictionary[num] = num; dictionary[num2] = num2; dictionary[num3] = num3; } List<Vector3> list = new List<Vector3>(); foreach (int key in dictionary.Keys) { list.Add(meshVertices[key]); } return list.ToArray(); } private TriangleBucket FindBestBucket(Triangle tri, float thresholdAngleDeg, List<TriangleBucket> buckets) { //IL_0020: Unknown result type (might be due to invalid IL or missing references) //IL_0026: Unknown result type (might be due to invalid IL or missing references) //IL_0050: Unknown result type (might be due to invalid IL or missing references) //IL_005a: 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_007f: Unknown result type (might be due to invalid IL or missing references) //IL_0089: Unknown result type (might be due to invalid IL or missing references) //IL_008e: Unknown result type (might be due to invalid IL or missing references) TriangleBucket result = null; float num = float.PositiveInfinity; foreach (TriangleBucket bucket in buckets) { float num2 = Vector3.Angle(tri.normal, bucket.GetAverageNormal()); if (num2 < thresholdAngleDeg && num2 < num) { num = num2; result = bucket; continue; } float num3 = Vector3.Angle(tri.normal * -1f, bucket.GetAverageNormal()); if (num3 < thresholdAngleDeg && num3 < num) { tri.normal *= -1f; num = num3; result = bucket; } } return result; } private void MergeClosestBuckets(List<TriangleBucket> buckets) { //IL_0033: Unknown result type (might be due to invalid IL or missing references) //IL_003a: Unknown result type (might be due to invalid IL or missing references) TriangleBucket triangleBucket = null; TriangleBucket triangleBucket2 = null; float num = float.PositiveInfinity; for (int i = 0; i < buckets.Count; i++) { for (int j = i + 1; j < buckets.Count; j++) { TriangleBucket triangleBucket3 = buckets[i]; TriangleBucket triangleBucket4 = buckets[j]; float num2 = Vector3.Angle(triangleBucket3.GetAverageNormal(), triangleBucket4.GetAverageNormal()); if (num2 < num) { num = num2; triangleBucket = triangleBucket3; triangleBucket2 = triangleBucket4; } } } if (triangleBucket != null && triangleBucket2 != null) { buckets.Remove(triangleBucket2); triangleBucket.Add(triangleBucket2); } } private ConstructionPlane CreateConstructionPlane(TriangleBucket primaryBucket, TriangleBucket secondaryBucket, TriangleBucket tertiaryBucket) { //IL_0041: Unknown result type (might be due to invalid IL or missing references) //IL_0046: Unknown result type (might be due to invalid IL or missing references) //IL_0049: Unknown result type (might be due to invalid IL or missing references) //IL_004e: Unknown result type (might be due to invalid IL or missing references) //IL_0050: 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_0054: Unknown result type (might be due to invalid IL or missing references) //IL_0011: Unknown result type (might be due to invalid IL or missing references) //IL_0016: Unknown result type (might be due to invalid IL or missing references) //IL_0017: Unknown result type (might be due to invalid IL or missing references) //IL_0019: Unknown result type (might be due to invalid IL or missing references) //IL_001e: Unknown result type (might be due to invalid IL or missing references) //IL_0023: Unknown result type (might be due to invalid IL or missing references) //IL_0025: Unknown result type (might be due to invalid IL or missing references) //IL_002a: Unknown result type (might be due to invalid IL or missing references) //IL_002b: Unknown result type (might be due to invalid IL or missing references) //IL_002c: Unknown result type (might be due to invalid IL or missing references) //IL_002d: Unknown result type (might be due to invalid IL or missing references) //IL_0072: Unknown result type (might be due to invalid IL or missing references) //IL_0068: Unknown result type (might be due to invalid IL or missing references) //IL_0077: Unknown result type (might be due to invalid IL or missing references) //IL_007c: Unknown result type (might be due to invalid IL or missing references) //IL_007e: Unknown result type (might be due to invalid IL or missing references) //IL_0080: Unknown result type (might be due to invalid IL or missing references) //IL_0082: Unknown result type (might be due to invalid IL or missing references) if (primaryBucket != null && secondaryBucket != null) { Vector3 averageNormal = primaryBucket.GetAverageNormal(); Vector3 t = Vector3.Cross(averageNormal, secondaryBucket.GetAverageNormal()); Vector3 averageCenter = primaryBucket.GetAverageCenter(); return new ConstructionPlane(averageCenter, averageNormal, t); } if (primaryBucket != null) { Vector3 averageNormal2 = primaryBucket.GetAverageNormal(); Vector3 averageCenter2 = primaryBucket.GetAverageCenter(); Vector3 t2 = Vector3.Cross(averageNormal2, (!(Vector3.Dot(averageNormal2, Vector3.up) > 0.5f)) ? Vector3.up : Vector3.right); return new ConstructionPlane(averageCenter2, averageNormal2, t2); } return null; } } public class GizmoUtils { public static void ToggleGizmos(bool gizmosOn) { int num = (gizmosOn ? 1 : 0); Assembly assembly = Assembly.GetAssembly(typeof(Editor)); Type type = assembly.GetType("UnityEditor.AnnotationUtility"); if ((object)type == null) { return; } MethodInfo method = type.GetMethod("GetAnnotations", BindingFlags.Static | BindingFlags.NonPublic); MethodInfo method2 = type.GetMethod("SetGizmoEnabled", BindingFlags.Static | BindingFlags.NonPublic); MethodInfo method3 = type.GetMethod("SetIconEnabled", BindingFlags.Static | BindingFlags.NonPublic); object obj = method.Invoke(null, null); foreach (object item in (IEnumerable)obj) { Type type2 = item.GetType(); FieldInfo field = type2.GetField("classID", BindingFlags.Instance | BindingFlags.Public); FieldInfo field2 = type2.GetField("scriptClass", BindingFlags.Instance | BindingFlags.Public); if ((object)field == null || (object)field2 == null) { continue; } int num2 = (int)field.GetValue(item); string text = (string)field2.GetValue(item); if (text == "HullPainter") { switch (method2.GetParameters().Length) { case 3: method2.Invoke(null, new object[3] { num2, text, num }); break; case 4: method2.Invoke(null, new object[4] { num2, text, num, true }); break; } int num3 = method3.GetParameters().Length; if (num3 == 3) { method3.Invoke(null, new object[3] { num2, text, num }); } } } } } public class HullData : ScriptableObject { } public class HullMapping { public Hull sourceHull; public Collider generatedCollider; public MeshCollider[] autoGeneratedColliders; public HullPainterChild targetChild; public HullPainterChild[] targetAutoGeneratedChilds; public void AddAutoChild(HullPainterChild newChild, MeshCollider newCollider) { if ((Object)(object)newChild != (Object)null) { List<HullPainterChild> list = new List<HullPainterChild>(); if (targetAutoGeneratedChilds != null) { list.AddRange(targetAutoGeneratedChilds); } if (!list.Contains(newChild)) { list.Add(newChild); targetAutoGeneratedChilds = list.ToArray(); } } if ((Object)(object)newCollider != (Object)null) { List<MeshCollider> list2 = new List<MeshCollider>(); if (autoGeneratedColliders != null) { list2.AddRange(autoGeneratedColliders); } if (!list2.Contains(newCollider)) { list2.Add(newCollider); autoGeneratedColliders = list2.ToArray(); } } } } public class HullPainter : MonoBehaviour { public PaintingData paintingData; public HullData hullData; private List<HullMapping> hullMapping; private Mesh debugMesh; private void OnDestroy() { SceneView.RepaintAll(); } public void CreateColliderComponents(Mesh[] autoHulls) { CreateHullMapping(); foreach (Hull hull in paintingData.hulls) { UpdateCollider(hull); } foreach (Hull hull2 in paintingData.hulls) { CreateAutoHulls(hull2, autoHulls); } } public void RemoveAllColliders() { if (hullMapping == null) { return; } foreach (HullMapping item in hullMapping) { DestroyImmediateWithUndo((Object)(object)item.generatedCollider); if (item.autoGeneratedColliders != null) { MeshCollider[] autoGeneratedColliders = item.autoGeneratedColliders; foreach (MeshCollider obj in autoGeneratedColliders) { DestroyImmediateWithUndo((Object)(object)obj); } } } for (int num = hullMapping.Count - 1; num >= 0; num--) { if ((Object)(object)hullMapping[num].targetChild != (Object)null) { hullMapping.RemoveAt(num); } } } public void RemoveAllGenerated() { CreateHullMapping(); foreach (HullMapping item in hullMapping) { DestroyImmediateWithUndo((Object)(object)item.generatedCollider); if ((Object)(object)item.targetChild != (Object)null) { DestroyImmediateWithUndo((Object)(object)((Component)item.targetChild).gameObject); } if (item.autoGeneratedColliders != null) { MeshCollider[] autoGeneratedColliders = item.autoGeneratedColliders; foreach (MeshCollider obj in autoGeneratedColliders) { DestroyImmediateWithUndo((Object)(object)obj); } } if (item.targetAutoGeneratedChilds == null) { continue; } HullPainterChild[] targetAutoGeneratedChilds = item.targetAutoGeneratedChilds; foreach (HullPainterChild hullPainterChild in targetAutoGeneratedChilds) { GameObject gameObject = ((Component)hullPainterChild).gameObject; DestroyImmediateWithUndo((Object)(object)hullPainterChild); if (gameObject.transform.childCount == 0 && gameObject.GetComponents<Component>().Length == 1) { DestroyImmediateWithUndo((Object)(object)gameObject); } } } } private static bool IsDeletable(GameObject obj) { Component[] components = obj.GetComponents<Component>(); int num = 0; Component[] array = components; foreach (Component val in array) { if (val is Transform || val is Collider || val is HullPainter || val is HullPainterChild) { num++; } } return components.Length == num; } private static void DestroyImmediateWithUndo(Object obj) { if (!(obj == (Object)null)) { Undo.DestroyObjectImmediate(obj); } } private void CreateHullMapping() { //IL_04c7: Unknown result type (might be due to invalid IL or missing references) //IL_04ce: Unknown result type (might be due to invalid IL or missing references) //IL_04e4: Unknown result type (might be due to invalid IL or missing references) //IL_04eb: Unknown result type (might be due to invalid IL or missing references) //IL_0526: Unknown result type (might be due to invalid IL or missing references) //IL_052d: Unknown result type (might be due to invalid IL or missing references) //IL_05d6: Unknown result type (might be due to invalid IL or missing references) //IL_05dd: Unknown result type (might be due to invalid IL or missing references) //IL_05ee: Unknown result type (might be due to invalid IL or missing references) //IL_05f5: Unknown result type (might be due to invalid IL or missing references) if (this.hullMapping == null) { this.hullMapping = new List<HullMapping>(); } for (int num = this.hullMapping.Count - 1; num >= 0; num--) { HullMapping hullMapping = this.hullMapping[num]; if (hullMapping == null || hullMapping.sourceHull == null || ((Object)(object)hullMapping.generatedCollider == (Object)null && (Object)(object)hullMapping.targetChild == (Object)null)) { this.hullMapping.RemoveAt(num); } } foreach (Hull hull4 in paintingData.hulls) { if (IsMapped(hull4)) { Collider val = FindExistingCollider(this.hullMapping, hull4); bool flag = hull4.type == HullType.ConvexHull && val is MeshCollider; bool flag2 = hull4.type == HullType.Box && val is BoxCollider; bool flag3 = hull4.type == HullType.Sphere && val is SphereCollider; bool flag4 = hull4.type == HullType.Face && val is MeshCollider; bool flag5 = hull4.type == HullType.FaceAsBox && val is BoxCollider; bool flag6 = hull4.type == HullType.Auto && val is MeshCollider && hull4.autoMeshes != null && hull4.autoMeshes.Length > 0; bool flag7 = flag || flag2 || flag3 || flag4 || flag5 || flag6; bool flag8 = (Object)(object)val == (Object)null || hull4.isChildCollider == ((Object)(object)((Component)val).transform.parent == (Object)(object)((Component)this).transform) || hull4.type == HullType.Auto; if (!flag7 || !flag8) { DestroyImmediateWithUndo((Object)(object)val); RemoveMapping(hull4); } } } List<Hull> list = new List<Hull>(); List<Collider> list2 = new List<Collider>(); List<HullPainterChild> list3 = new List<HullPainterChild>(); foreach (Hull hull5 in paintingData.hulls) { if (!IsMapped(hull5)) { list.Add(hull5); } } foreach (Collider item in FindLocal<Collider>()) { if (!IsMapped(item)) { list2.Add(item); } } foreach (HullPainterChild item2 in FindLocal<HullPainterChild>()) { if (!IsMapped(item2)) { list3.Add(item2); } } for (int num2 = list.Count - 1; num2 >= 0; num2--) { Hull hull = list[num2]; bool flag9 = false; for (int num3 = list2.Count - 1; num3 >= 0; num3--) { Collider val2 = list2[num3]; MeshCollider val3 = (MeshCollider)(object)((val2 is MeshCollider) ? val2 : null); BoxCollider val4 = (BoxCollider)(object)((val2 is BoxCollider) ? val2 : null); SphereCollider val5 = (SphereCollider)(object)((val2 is SphereCollider) ? val2 : null); HullPainterChild hullPainterChild = null; if ((Object)(object)((Component)val2).transform.parent == (Object)(object)((Component)this).transform) { hullPainterChild = ((Component)val2).gameObject.GetComponent<HullPainterChild>(); } bool flag10 = hull.isChildCollider && (Object)(object)((Component)val2).transform.parent == (Object)(object)((Component)this).transform; if ((Object)(object)hullPainterChild != (Object)null && hullPainterChild.isAutoHull && hull.type == HullType.Auto && (Object)(object)val3 != (Object)null && hull.ContainsAutoMesh(val3.sharedMesh)) { HullMapping hullMapping2 = FindMapping(hull); if (hullMapping2 == null) { hullMapping2 = new HullMapping(); hullMapping2.sourceHull = hull; this.hullMapping.Add(hullMapping2); } hullMapping2.AddAutoChild(hullPainterChild, (MeshCollider)(object)((val2 is MeshCollider) ? val2 : null)); hullPainterChild.parent = this; list2.RemoveAt(num3); list3.Remove(hullPainterChild); flag9 = true; } else if (flag10) { bool flag11 = hull.type == HullType.Box && val2 is BoxCollider && Approximately(((Bounds)(ref hull.collisionBox)).center, val4.center) && Approximately(((Bounds)(ref hull.collisionBox)).size, val4.size); bool flag12 = hull.type == HullType.Sphere && val2 is SphereCollider && hull.collisionSphere != null && Approximately(hull.collisionSphere.center, val5.center) && Approximately(hull.collisionSphere.radius, val5.radius); bool flag13 = hull.type == HullType.ConvexHull && val2 is MeshCollider && (Object)(object)val3.sharedMesh == (Object)(object)hull.collisionMesh; bool flag14 = hull.type == HullType.Face && val2 is MeshCollider && (Object)(object)val3.sharedMesh == (Object)(object)hull.faceCollisionMesh; bool flag15 = hull.type == HullType.FaceAsBox && val2 is BoxCollider && Approximately(hull.faceBoxCenter, val4.center) && Approximately(hull.faceBoxSize, val4.size); if (flag11 || flag12 || flag13 || flag14 || flag15) { AddMapping(hull, val2, hullPainterChild); list.RemoveAt(num2); list2.RemoveAt(num3); for (int i = 0; i < list3.Count; i++) { if ((Object)(object)list3[i] == (Object)(object)hullPainterChild) { list3.RemoveAt(i); break; } } break; } } } if (flag9) { list.RemoveAt(num2); } } for (int num4 = list.Count - 1; num4 >= 0; num4--) { Hull hull2 = list[num4]; if (hull2.isChildCollider) { for (int num5 = list3.Count - 1; num5 >= 0; num5--) { HullPainterChild child = list3[num5]; HullMapping hullMapping3 = FindMapping(child); if (hullMapping3 != null && hullMapping3.sourceHull != null) { if ((Object)(object)hullMapping3.generatedCollider == (Object)null) { RecreateChildCollider(hullMapping3); } list.RemoveAt(num4); list3.RemoveAt(num5); break; } } } } for (int num6 = list.Count - 1; num6 >= 0; num6--) { Hull hull3 = list[num6]; if (hull3.isChildCollider && hull3.type == HullType.Auto) { bool flag16 = false; for (int num7 = list3.Count - 1; num7 >= 0; num7--) { HullPainterChild hullPainterChild2 = list3[num7]; if (hullPainterChild2.isAutoHull && ((Object)((Component)hullPainterChild2).gameObject).name.StartsWith(hull3.name)) { HullMapping hullMapping4 = FindMapping(hull3); if (hullMapping4 == null) { hullMapping4 = new HullMapping(); hullMapping4.sourceHull = hull3; this.hullMapping.Add(hullMapping4); } hullMapping4.AddAutoChild(hullPainterChild2, null); list3.RemoveAt(num7); flag16 = true; } } if (flag16) { list.RemoveAt(num6); } } } foreach (HullMapping item3 in this.hullMapping) { if ((Object)(object)item3.targetChild != (Object)null && (Object)(object)item3.generatedCollider == (Object)null) { RecreateChildCollider(item3); } } foreach (HullMapping item4 in this.hullMapping) { if ((Object)(object)item4.targetChild == (Object)null && (Object)(object)item4.generatedCollider != (Object)null && (Object)(object)((Component)item4.generatedCollider).transform.parent == (Object)(object)((Component)this).transform) { HullPainterChild hullPainterChild3 = AddComponent<HullPainterChild>(((Component)item4.generatedCollider).gameObject); hullPainterChild3.parent = this; item4.targetChild = hullPainterChild3; } } foreach (Hull item5 in list) { if (item5.type == HullType.Box) { CreateCollider<BoxCollider>(item5); } else if (item5.type == HullType.Sphere) { CreateCollider<SphereCollider>(item5); } else if (item5.type == HullType.ConvexHull) { CreateCollider<MeshCollider>(item5); } else if (item5.type == HullType.Face) { CreateCollider<MeshCollider>(item5); } else if (item5.type == HullType.FaceAsBox) { CreateCollider<BoxCollider>(item5); } } foreach (Collider item6 in list2) { if ((Object)(object)item6 == (Object)null) { continue; } if ((Object)(object)((Component)item6).gameObject == (Object)(object)((Component)this).gameObject) { DestroyImmediateWithUndo((Object)(object)item6);