using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Security;
using System.Security.Permissions;
using Atlas;
using BepInEx;
using BepInEx.Logging;
using HarmonyLib;
using UnityEditor;
using UnityEngine;
using UnityEngine.AI;
using localpcnerd.SurvivalMode;
[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]
namespace Packer.SR_Department_of_Meat;
[BepInPlugin("Packer.SR_Department_of_Meat", "SR_Department_of_Meat", "0.1.2")]
[BepInProcess("h3vr.exe")]
[Description("Built with MeatKit")]
[BepInDependency("nrgill28.Atlas", "1.0.1")]
public class SR_Department_of_MeatPlugin : 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(), "Packer.SR_Department_of_Meat");
AtlasPlugin.RegisterScene(Path.Combine(BasePath, "sr_departmentofmeat"));
}
}
public class NavMeshCleaner2 : MonoBehaviour
{
private class Tri
{
public int i1;
public int i2;
public int i3;
public int min;
public int max;
public Tri(int i1, int i2, int i3)
{
this.i1 = i1;
this.i2 = i2;
this.i3 = i3;
min = Mathf.Min(new int[3] { i1, i2, i3 });
max = Mathf.Max(new int[3] { i1, i2, i3 });
}
}
private class Edge
{
public int i1;
public int i2;
public Edge(int i1, int i2)
{
this.i1 = i1;
this.i2 = i2;
}
}
[CustomEditor(typeof(NavMeshCleaner2))]
public class NavMeshCleanerEditor : Editor
{
private static class Styles
{
private static Dictionary<string, GUIStyle> texture = new Dictionary<string, GUIStyle>();
public static GUIStyle Get(string id)
{
//IL_001a: Unknown result type (might be due to invalid IL or missing references)
//IL_0020: Expected O, but got Unknown
if (!texture.TryGetValue(id, out var value))
{
value = new GUIStyle(GUIStyle.op_Implicit(id));
texture.Add(id, value);
}
return value;
}
}
private NavMeshCleaner2 m_Target;
private int m_OverPoint = -1;
private static float kEpsilon = 1E-06f;
private void OnEnable()
{
//IL_001e: Unknown result type (might be due to invalid IL or missing references)
//IL_0028: Expected O, but got Unknown
//IL_0028: Unknown result type (might be due to invalid IL or missing references)
//IL_0032: Expected O, but got Unknown
m_Target = (NavMeshCleaner2)(object)((Editor)this).target;
Undo.undoRedoPerformed = (UndoRedoCallback)Delegate.Combine((Delegate?)(object)Undo.undoRedoPerformed, (Delegate?)new UndoRedoCallback(OnUndoOrRedo));
}
private void OnDisable()
{
//IL_000d: Unknown result type (might be due to invalid IL or missing references)
//IL_0017: Expected O, but got Unknown
//IL_0017: Unknown result type (might be due to invalid IL or missing references)
//IL_0021: Expected O, but got Unknown
Undo.undoRedoPerformed = (UndoRedoCallback)Delegate.Remove((Delegate?)(object)Undo.undoRedoPerformed, (Delegate?)new UndoRedoCallback(OnUndoOrRedo));
}
private void OnUndoOrRedo()
{
((Editor)this).Repaint();
}
public override void OnInspectorGUI()
{
//IL_007c: 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)
//IL_00f2: Unknown result type (might be due to invalid IL or missing references)
//IL_00f9: Unknown result type (might be due to invalid IL or missing references)
//IL_00d5: Unknown result type (might be due to invalid IL or missing references)
//IL_00db: Unknown result type (might be due to invalid IL or missing references)
EditorGUILayout.HelpBox((m_OverPoint == -1) ? "Press Control and click to add a walkable point." : "Press Control and click to remove the point.", (MessageType)((m_Target.m_WalkablePoint.Count != 0) ? 1 : 2));
((Editor)this).OnInspectorGUI();
NavMeshCleaner2 navMeshCleaner = (NavMeshCleaner2)(object)((Editor)this).target;
if (navMeshCleaner.m_Child.Count > 0)
{
EditorGUI.BeginChangeCheck();
bool flag = EditorGUILayout.Toggle("Hide Temp Mesh Object In Hierarchy", ((((Object)navMeshCleaner.m_Child[0].gameObject).hideFlags & 1) != 0) ? true : false, (GUILayoutOption[])(object)new GUILayoutOption[0]);
if (EditorGUI.EndChangeCheck())
{
for (int i = 0; i < navMeshCleaner.m_Child.Count; i++)
{
((Object)navMeshCleaner.m_Child[i].gameObject).hideFlags = (HideFlags)((!flag) ? (((Object)navMeshCleaner.m_Child[i].gameObject).hideFlags & -2) : (((Object)navMeshCleaner.m_Child[i].gameObject).hideFlags | 1));
}
try
{
EditorApplication.RepaintHierarchyWindow();
EditorApplication.DirtyHierarchyWindowSorting();
}
catch
{
}
}
}
if (GUILayout.Button((!navMeshCleaner.HasMesh()) ? "Calculate" : "Recalculate", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Height(30f) }))
{
navMeshCleaner.Build();
navMeshCleaner.SetMeshVisible(visible: true);
SceneView.RepaintAll();
}
if (navMeshCleaner.HasMesh() && GUILayout.Button((!navMeshCleaner.MeshVisible()) ? "Show Mesh" : "Hide Mesh", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Height(30f) }))
{
bool meshVisible = !navMeshCleaner.MeshVisible();
navMeshCleaner.SetMeshVisible(meshVisible);
SceneView.RepaintAll();
}
if (navMeshCleaner.HasMesh() && GUILayout.Button("Reset Mesh", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Height(30f) }))
{
navMeshCleaner.Reset();
SceneView.RepaintAll();
}
if (navMeshCleaner.HasMesh() && GUILayout.Button("Reset WalkablePoints", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Height(30f) }))
{
Undo.RecordObject(((Editor)this).target, "reset");
m_Target.m_WalkablePoint.Clear();
SceneView.RepaintAll();
}
}
private void DrawDisc(Vector3 p, Vector3 n, float radius)
{
//IL_0009: Unknown result type (might be due to invalid IL or missing references)
//IL_000a: Unknown result type (might be due to invalid IL or missing references)
//IL_000b: 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_0016: Unknown result type (might be due to invalid IL or missing references)
//IL_001b: Unknown result type (might be due to invalid IL or missing references)
//IL_0020: Unknown result type (might be due to invalid IL or missing references)
//IL_005d: 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_0067: Unknown result type (might be due to invalid IL or missing references)
Vector3[] array = (Vector3[])(object)new Vector3[20];
Matrix4x4 val = Matrix4x4.TRS(p, Quaternion.LookRotation(n), Vector3.one * radius);
for (int i = 0; i < 20; i++)
{
ref Vector3 reference = ref array[i];
reference = ((Matrix4x4)(ref val)).MultiplyPoint3x4(new Vector3(Mathf.Cos((float)Math.PI * 2f * (float)i / 19f), Mathf.Sin((float)Math.PI * 2f * (float)i / 19f), 0f));
}
Handles.DrawAAPolyLine(array);
}
private void OnSceneGUI()
{
//IL_000e: Unknown result type (might be due to invalid IL or missing references)
//IL_0014: Invalid comparison between Unknown and I4
//IL_00e3: Unknown result type (might be due to invalid IL or missing references)
//IL_00e9: Invalid comparison between Unknown and I4
//IL_0149: Unknown result type (might be due to invalid IL or missing references)
//IL_0128: 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_003e: Unknown result type (might be due to invalid IL or missing references)
//IL_0043: Unknown result type (might be due to invalid IL or missing references)
//IL_004f: 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_0062: 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_0154: Unknown result type (might be due to invalid IL or missing references)
//IL_015a: Invalid comparison between Unknown and I4
//IL_008b: Unknown result type (might be due to invalid IL or missing references)
//IL_0081: Unknown result type (might be due to invalid IL or missing references)
//IL_0185: Unknown result type (might be due to invalid IL or missing references)
//IL_018b: Unknown result type (might be due to invalid IL or missing references)
//IL_0191: Unknown result type (might be due to invalid IL or missing references)
//IL_0197: Invalid comparison between Unknown and I4
//IL_0160: Unknown result type (might be due to invalid IL or missing references)
//IL_0166: Invalid comparison between Unknown and I4
//IL_0095: Unknown result type (might be due to invalid IL or missing references)
//IL_0096: Unknown result type (might be due to invalid IL or missing references)
//IL_00a8: Unknown result type (might be due to invalid IL or missing references)
//IL_00a9: Unknown result type (might be due to invalid IL or missing references)
//IL_00aa: Unknown result type (might be due to invalid IL or missing references)
//IL_00b7: Unknown result type (might be due to invalid IL or missing references)
//IL_00bc: Unknown result type (might be due to invalid IL or missing references)
//IL_016c: Unknown result type (might be due to invalid IL or missing references)
//IL_0172: Invalid comparison between Unknown and I4
SceneView currentDrawingSceneView = SceneView.currentDrawingSceneView;
Event current = Event.current;
if ((int)current.type == 7)
{
for (int i = 0; i < m_Target.m_WalkablePoint.Count; i++)
{
Vector3 val = ((Component)m_Target).transform.TransformPoint(m_Target.m_WalkablePoint[i]);
float num = WorldSize(1f, currentDrawingSceneView.camera, val);
Handles.color = Color.black;
DrawDisc(val, Vector3.up, num * 15f);
Handles.color = ((i != m_OverPoint) ? Color.green : Color.red);
Handles.DrawSolidDisc(val, Vector3.up, num * 10f);
Handles.DrawLine(val, val + Vector3.up * (num * 200f));
}
}
if ((int)current.type == 8 && current.control)
{
HandleUtility.AddDefaultControl(GUIUtility.GetControlID((FocusType)2));
}
if (current.control)
{
EditorGUIUtility.AddCursorRect(new Rect(0f, 0f, (float)Screen.width, (float)Screen.height), (MouseCursor)((m_OverPoint != -1) ? 12 : 11));
}
if (((int)current.type == 0 || (int)current.type == 3 || (int)current.type == 2 || (int)current.type == 1) && current.button == 0)
{
MouseEvent(current.type, current.mousePosition, (int)current.modifiers == 2);
}
}
private void MouseEvent(EventType type, Vector2 mouseposition, bool controldown)
{
//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_000d: 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_0010: Invalid comparison between Unknown and I4
//IL_00aa: Unknown result type (might be due to invalid IL or missing references)
//IL_0037: Unknown result type (might be due to invalid IL or missing references)
//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_004e: Unknown result type (might be due to invalid IL or missing references)
//IL_005d: 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_00ff: Unknown result type (might be due to invalid IL or missing references)
//IL_014d: Unknown result type (might be due to invalid IL or missing references)
//IL_0152: Unknown result type (might be due to invalid IL or missing references)
//IL_0166: Unknown result type (might be due to invalid IL or missing references)
//IL_016b: Unknown result type (might be due to invalid IL or missing references)
//IL_0137: Unknown result type (might be due to invalid IL or missing references)
//IL_013c: Unknown result type (might be due to invalid IL or missing references)
//IL_0175: Unknown result type (might be due to invalid IL or missing references)
//IL_0182: Unknown result type (might be due to invalid IL or missing references)
//IL_0195: Unknown result type (might be due to invalid IL or missing references)
//IL_01a8: Unknown result type (might be due to invalid IL or missing references)
//IL_01e8: Unknown result type (might be due to invalid IL or missing references)
//IL_01ef: Unknown result type (might be due to invalid IL or missing references)
//IL_01f6: Unknown result type (might be due to invalid IL or missing references)
//IL_01fb: Unknown result type (might be due to invalid IL or missing references)
//IL_0200: Unknown result type (might be due to invalid IL or missing references)
//IL_0218: Unknown result type (might be due to invalid IL or missing references)
//IL_021a: Unknown result type (might be due to invalid IL or missing references)
SceneView currentDrawingSceneView = SceneView.currentDrawingSceneView;
Ray val = HandleUtility.GUIPointToWorldRay(mouseposition);
if ((int)type == 2)
{
int num = -1;
for (int i = 0; i < m_Target.m_WalkablePoint.Count; i++)
{
Vector3 val2 = ((Component)m_Target).transform.TransformPoint(m_Target.m_WalkablePoint[i]);
float num2 = WorldSize(10f, currentDrawingSceneView.camera, val2) * 1.5f;
if (DistanceRayVsPoint(val, val2) < num2)
{
num = i;
break;
}
}
if (num != m_OverPoint)
{
m_OverPoint = num;
HandleUtility.Repaint();
}
}
if ((int)type != 0 || !controldown)
{
return;
}
if (m_OverPoint != -1)
{
Undo.RecordObject((Object)(object)m_Target, "Remove Point");
m_Target.m_WalkablePoint.RemoveAt(m_OverPoint);
m_OverPoint = -1;
}
else
{
float num3 = 1000f;
RaycastHit val3 = default(RaycastHit);
if (Physics.Raycast(val, ref val3, num3))
{
Undo.RecordObject((Object)(object)m_Target, "Add Point");
m_Target.m_WalkablePoint.Add(((Component)m_Target).transform.InverseTransformPoint(((RaycastHit)(ref val3)).point));
}
else
{
NavMeshTriangulation val4 = NavMesh.CalculateTriangulation();
Vector3[] vertices = val4.vertices;
int[] indices = val4.indices;
Vector3 outNormal = Vector3.up;
for (int j = 0; j < indices.Length; j += 3)
{
num3 = IntersectTest(val, vertices[indices[j]], vertices[indices[j + 1]], vertices[indices[j + 2]], num3, ref outNormal);
}
if (num3 < 1000f)
{
Undo.RecordObject((Object)(object)m_Target, "Add Point");
Vector3 val5 = ((Ray)(ref val)).origin + ((Ray)(ref val)).direction * num3;
m_Target.m_WalkablePoint.Add(((Component)m_Target).transform.InverseTransformPoint(val5));
}
}
}
HandleUtility.Repaint();
}
private static float IntersectTest(Ray ray, Vector3 v0, Vector3 v1, Vector3 v2, float mint, ref Vector3 outNormal)
{
//IL_0001: Unknown result type (might be due to invalid IL or missing references)
//IL_0002: Unknown result type (might be due to invalid IL or missing references)
//IL_0003: 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_000a: Unknown result type (might be due to invalid IL or missing references)
//IL_000b: 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_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_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_001f: Unknown result type (might be due to invalid IL or missing references)
//IL_0020: 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_0058: Unknown result type (might be due to invalid IL or missing references)
//IL_005d: 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_008d: Unknown result type (might be due to invalid IL or missing references)
//IL_008f: Unknown result type (might be due to invalid IL or missing references)
//IL_0090: Unknown result type (might be due to invalid IL or missing references)
//IL_0095: Unknown result type (might be due to invalid IL or missing references)
//IL_009b: Unknown result type (might be due to invalid IL or missing references)
//IL_00a0: 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_00d1: Unknown result type (might be due to invalid IL or missing references)
//IL_00f5: Unknown result type (might be due to invalid IL or missing references)
//IL_00fc: Unknown result type (might be due to invalid IL or missing references)
//IL_0101: Unknown result type (might be due to invalid IL or missing references)
//IL_0106: Unknown result type (might be due to invalid IL or missing references)
//IL_010b: Unknown result type (might be due to invalid IL or missing references)
Vector3 val = v1 - v0;
Vector3 val2 = v2 - v0;
Vector3 val3 = Vector3.Cross(((Ray)(ref ray)).direction, val2);
float num = Vector3.Dot(val, val3);
if (num > 0f - kEpsilon && num < kEpsilon)
{
return mint;
}
float num2 = 1f / num;
Vector3 val4 = ((Ray)(ref ray)).origin - v0;
float num3 = num2 * Vector3.Dot(val4, val3);
if (num3 < 0f || num3 > 1f)
{
return mint;
}
Vector3 val5 = Vector3.Cross(val4, val);
float num4 = num2 * Vector3.Dot(((Ray)(ref ray)).direction, val5);
if (num4 < 0f || num3 + num4 > 1f)
{
return mint;
}
float num5 = num2 * Vector3.Dot(val2, val5);
if (num5 > kEpsilon && num5 < mint)
{
outNormal = Vector3.Normalize(Vector3.Cross(((Vector3)(ref val)).normalized, ((Vector3)(ref val2)).normalized));
return num5;
}
return mint;
}
private static float WorldSize(float screensize, Camera camera, Vector3 p)
{
//IL_0013: 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)
//IL_0019: Unknown result type (might be due to invalid IL or missing references)
if (!camera.orthographic)
{
Vector3 val = ((Component)camera).transform.InverseTransformPoint(p);
float num = Mathf.Tan(camera.fieldOfView * ((float)Math.PI / 180f) * 0.5f) * val.z;
return num * screensize / (float)camera.pixelHeight;
}
return camera.orthographicSize * screensize / (float)camera.pixelHeight;
}
private static float DistanceRayVsPoint(Ray mouseRay, Vector3 pos)
{
//IL_0001: Unknown result type (might be due to invalid IL or missing references)
//IL_0004: 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_0018: Unknown result type (might be due to invalid IL or missing references)
//IL_001d: 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)
Vector3 val = pos - ((Ray)(ref mouseRay)).origin;
return Mathf.Sqrt(Vector3.Dot(val, val) - Vector3.Dot(((Ray)(ref mouseRay)).direction, val) * Vector3.Dot(((Ray)(ref mouseRay)).direction, val));
}
private static Vector3 IntersectPlane(Vector3 inNormal, Vector3 inPoint, Ray mouseRay)
{
//IL_0003: Unknown result type (might be due to invalid IL or missing references)
//IL_0004: 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_001b: 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)
//IL_002a: 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_0036: 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_0046: 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_0051: Unknown result type (might be due to invalid IL or missing references)
Plane val = default(Plane);
((Plane)(ref val))..ctor(inNormal, inPoint);
float distanceToPoint = ((Plane)(ref val)).GetDistanceToPoint(((Ray)(ref mouseRay)).origin);
return ((Ray)(ref mouseRay)).origin + ((Ray)(ref mouseRay)).direction * (distanceToPoint / Vector3.Dot(-((Plane)(ref val)).normal, ((Ray)(ref mouseRay)).direction));
}
}
public List<Vector3> m_WalkablePoint = new List<Vector3>();
public float m_Height = 1f;
public float m_Offset = 0f;
public int m_MidLayerCount = 3;
private List<GameObject> m_Child = new List<GameObject>();
private void Awake()
{
SetMeshVisible(visible: false);
}
private void Reset()
{
Undo.RecordObject((Object)(object)this, "Reset");
for (int i = 0; i < m_Child.Count; i++)
{
Undo.DestroyObjectImmediate((Object)(object)m_Child[i]);
}
m_Child.Clear();
}
private void SetMeshVisible(bool visible)
{
for (int i = 0; i < m_Child.Count; i++)
{
m_Child[i].SetActive(visible);
}
}
public bool HasMesh()
{
return (m_Child.Count != 0) ? true : false;
}
public bool MeshVisible()
{
if (m_Child.Count > 0)
{
return m_Child[0].activeSelf;
}
return false;
}
private void Build()
{
//IL_002d: Unknown result type (might be due to invalid IL or missing references)
//IL_0033: Expected O, but got Unknown
//IL_0083: Unknown result type (might be due to invalid IL or missing references)
//IL_0093: Unknown result type (might be due to invalid IL or missing references)
//IL_00a3: Unknown result type (might be due to invalid IL or missing references)
//IL_00b4: Unknown result type (might be due to invalid IL or missing references)
//IL_00ba: Unknown result type (might be due to invalid IL or missing references)
//IL_0117: Unknown result type (might be due to invalid IL or missing references)
//IL_011c->IL011c: Incompatible stack types: O vs I4
//IL_0106->IL011c: Incompatible stack types: I4 vs O
//IL_0106->IL011c: Incompatible stack types: O vs I4
Mesh[] array = CreateMesh();
Undo.RegisterCreatedObjectUndo((Object)(object)this, "build");
for (int i = 0; i < array.Length || i == 0; i++)
{
GameObject val;
if (i >= m_Child.Count)
{
val = new GameObject();
((Object)val).name = ((Object)((Component)this).gameObject).name + "_Mesh(DontSave)";
val.AddComponent<MeshFilter>();
MeshRenderer val2 = val.AddComponent<MeshRenderer>();
((Renderer)val2).sharedMaterial = AssetDatabase.GetBuiltinExtraResource<Material>("Default-Diffuse.mat");
val.transform.parent = ((Component)this).transform;
val.transform.localScale = Vector3.one;
val.transform.localPosition = Vector3.zero;
val.transform.localRotation = Quaternion.identity;
GameObjectUtility.SetStaticEditorFlags(val, (StaticEditorFlags)(GameObjectUtility.GetStaticEditorFlags(((Component)this).gameObject) | 8));
GameObjectUtility.SetNavMeshArea(val, 1);
m_Child.Add(val);
Undo.RegisterCreatedObjectUndo((Object)(object)val, "");
}
else
{
val = m_Child[i].gameObject;
}
object obj = val;
int num;
if (i == 0)
{
num = 53;
obj = num;
num = (int)obj;
}
else
{
obj = ((Object)m_Child[0].gameObject).hideFlags;
num = (int)obj;
}
((Object)num).hideFlags = (HideFlags)obj;
MeshFilter component = m_Child[i].GetComponent<MeshFilter>();
Undo.RecordObject((Object)(object)component, "MeshUpdate");
component.sharedMesh = ((array.Length != 0) ? array[i] : null);
}
while (m_Child.Count > array.Length)
{
Undo.DestroyObjectImmediate((Object)(object)m_Child[m_Child.Count - 1]);
m_Child.RemoveAt(m_Child.Count - 1);
}
}
private static int Find(Vector3[] vtx, int left, int right, Vector3 v, float key)
{
//IL_0094: Unknown result type (might be due to invalid IL or missing references)
//IL_0083: 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_0024: Unknown result type (might be due to invalid IL or missing references)
int num = (left + right) / 2;
if (num == left)
{
for (int i = left; i < vtx.Length && vtx[i].x <= key + 0.002f; i++)
{
if (Vector3.Magnitude(vtx[i] - v) <= 0.01f)
{
return i;
}
}
return -1;
}
if (key <= vtx[num].x)
{
return Find(vtx, left, num, v, key);
}
return Find(vtx, num, right, v, key);
}
private static bool Find(Edge[] edge, int left, int right, int i1, int i2)
{
int num = (left + right) / 2;
if (num == left)
{
for (int j = left; j < edge.Length && edge[j].i1 <= i1; j++)
{
if (edge[j].i1 == i1 && edge[j].i2 == i2)
{
return true;
}
}
return false;
}
if (i1 <= edge[num].i1)
{
return Find(edge, left, num, i1, i2);
}
return Find(edge, num, right, i1, i2);
}
private Mesh[] CreateMesh()
{
//IL_0001: Unknown result type (might be due to invalid IL or missing references)
//IL_0006: Unknown result type (might be due to invalid IL or missing references)
//IL_0073: Unknown result type (might be due to invalid IL or missing references)
//IL_0716: Unknown result type (might be due to invalid IL or missing references)
//IL_0721: Unknown result type (might be due to invalid IL or missing references)
//IL_0726: Unknown result type (might be due to invalid IL or missing references)
//IL_072b: Unknown result type (might be due to invalid IL or missing references)
//IL_0618: Unknown result type (might be due to invalid IL or missing references)
//IL_061d: Unknown result type (might be due to invalid IL or missing references)
//IL_0628: Unknown result type (might be due to invalid IL or missing references)
//IL_062d: Unknown result type (might be due to invalid IL or missing references)
//IL_0632: Unknown result type (might be due to invalid IL or missing references)
//IL_0757: Unknown result type (might be due to invalid IL or missing references)
//IL_075c: Unknown result type (might be due to invalid IL or missing references)
//IL_0767: Unknown result type (might be due to invalid IL or missing references)
//IL_076c: Unknown result type (might be due to invalid IL or missing references)
//IL_0a2d: Unknown result type (might be due to invalid IL or missing references)
//IL_0a32: Unknown result type (might be due to invalid IL or missing references)
//IL_0a42: Unknown result type (might be due to invalid IL or missing references)
//IL_0a47: Unknown result type (might be due to invalid IL or missing references)
//IL_0a57: Unknown result type (might be due to invalid IL or missing references)
//IL_0a5c: Unknown result type (might be due to invalid IL or missing references)
//IL_0a5e: Unknown result type (might be due to invalid IL or missing references)
//IL_0a63: Unknown result type (might be due to invalid IL or missing references)
//IL_0a73: Unknown result type (might be due to invalid IL or missing references)
//IL_0a78: Unknown result type (might be due to invalid IL or missing references)
//IL_0a7a: Unknown result type (might be due to invalid IL or missing references)
//IL_0a7f: Unknown result type (might be due to invalid IL or missing references)
NavMeshTriangulation val = NavMesh.CalculateTriangulation();
Vector3[] vertices = val.vertices;
List<Vector3> list = new List<Vector3>();
list.AddRange(vertices);
list.Sort((Vector3 v1, Vector3 v2) => (v1.x == v2.x) ? ((v1.z != v2.z) ? ((!(v1.z < v2.z)) ? 1 : (-1)) : 0) : ((!(v1.x < v2.x)) ? 1 : (-1)));
Vector3[] vtx = list.ToArray();
int[] array = new int[val.vertices.Length];
for (int i = 0; i < array.Length; i++)
{
array[i] = Find(vtx, 0, list.Count, vertices[i], vertices[i].x - 0.001f);
if (i % 100 == 0)
{
EditorUtility.DisplayProgressBar($"Export Nav-Mesh (Phase #1/3) {i}/{array.Length}", "Weld Vertex", Mathf.InverseLerp(0f, (float)array.Length, (float)i));
}
}
int[] indices = val.indices;
List<Tri> list2 = new List<Tri>();
for (int j = 0; j < indices.Length; j += 3)
{
list2.Add(new Tri(array[indices[j]], array[indices[j + 1]], array[indices[j + 2]]));
}
list2.Sort((Tri t1, Tri t2) => (t1.min != t2.min) ? ((t1.min >= t2.min) ? 1 : (-1)) : 0);
int[] array2 = new int[(list2.Count + 127) / 128];
int[] array3 = new int[array2.Length];
int num = 0;
int num2 = 0;
while (num < list2.Count)
{
int num3 = list2[num].min;
int num4 = list2[num].max;
for (int k = 1; k < 128 && num + k < list2.Count; k++)
{
num3 = Mathf.Min(list2[num + k].min, num3);
num4 = Mathf.Max(list2[num + k].max, num4);
}
array2[num2] = num3;
array3[num2] = num4;
num += 128;
num2++;
}
int[] array4 = new int[indices.Length];
for (int l = 0; l < array4.Length; l += 3)
{
array4[l] = list2[l / 3].i1;
array4[l + 1] = list2[l / 3].i2;
array4[l + 2] = list2[l / 3].i3;
}
List<int> list3 = new List<int>();
List<int> list4 = new List<int>();
int[] array5 = new int[array4.Length / 3];
for (int m = 0; m < array4.Length; m += 3)
{
int num5 = -1;
int num6 = Mathf.Max(new int[3]
{
array4[m],
array4[m + 1],
array4[m + 2]
});
int num7 = Mathf.Min(new int[3]
{
array4[m],
array4[m + 1],
array4[m + 2]
});
int num8 = 0;
int num9 = 0;
while (num8 < m)
{
if (array2[num9] <= num6 && array3[num9] >= num7)
{
for (int n = num8; n < m && n < num8 + 384 && list2[n / 3].min <= num6; n += 3)
{
if (list2[n / 3].max < num7 || list3[array5[n / 3]] == num5)
{
continue;
}
for (int num10 = 0; num10 < 3; num10++)
{
int num11 = array4[n + num10];
if (array4[m] != num11 && array4[m + 1] != num11 && array4[m + 2] != num11)
{
continue;
}
if (num5 == -1)
{
num5 = list3[array5[n / 3]];
array5[m / 3] = num5;
break;
}
int num12 = list3[array5[n / 3]];
for (int num13 = 0; num13 < list3.Count; num13++)
{
if (list3[num13] == num12)
{
list3[num13] = num5;
}
}
break;
}
}
}
num8 += 384;
num9++;
}
if (num5 == -1)
{
num5 = list3.Count;
array5[m / 3] = num5;
list3.Add(num5);
list4.Add(0);
}
if (m / 3 % 100 == 0)
{
EditorUtility.DisplayProgressBar("Collect (Phase #2/3)", "Classification Group", Mathf.InverseLerp(0f, (float)array4.Length, (float)m));
}
}
for (int num14 = 0; num14 < array4.Length; num14 += 3)
{
array5[num14 / 3] = list3[array5[num14 / 3]];
list4[array5[num14 / 3]]++;
}
List<Mesh> list5 = new List<Mesh>();
List<Vector3> list6 = new List<Vector3>();
List<int> list7 = new List<int>();
int[] array6 = new int[list.Count];
for (int num15 = 0; num15 < array6.Length; num15++)
{
array6[num15] = -1;
}
Vector3[] points = m_WalkablePoint.ToArray();
for (int num16 = 0; num16 < list4.Count; num16++)
{
if (list4[num16] == 0)
{
continue;
}
List<Vector3> list8 = new List<Vector3>();
List<int> list9 = new List<int>();
for (int num17 = 0; num17 < array4.Length; num17 += 3)
{
if (array5[num17 / 3] != num16)
{
continue;
}
for (int num18 = 0; num18 < 3; num18++)
{
int num19 = array4[num17 + num18];
if (array6[num19] == -1)
{
array6[num19] = list8.Count;
list8.Add(((Component)this).transform.InverseTransformPoint(list[num19] + Vector3.up * m_Offset));
}
}
list9.Add(array6[array4[num17]]);
list9.Add(array6[array4[num17 + 1]]);
list9.Add(array6[array4[num17 + 2]]);
}
if (Contains(list8.ToArray(), list9.ToArray(), points))
{
continue;
}
int num20 = 32768;
if (list6.Count > num20 || list6.Count + list8.Count * (2 + m_MidLayerCount) >= 65536)
{
list5.Add(CreateMesh(list6.ToArray(), list7.ToArray()));
list6.Clear();
list7.Clear();
}
Vector3 val2 = ((Component)this).transform.InverseTransformVector(Vector3.up * m_Height);
int count = list6.Count;
int num21 = 2 + m_MidLayerCount;
for (int num22 = 0; num22 < list8.Count; num22++)
{
for (int num23 = 0; num23 < num21; num23++)
{
list6.Add(list8[num22] + val2 * ((float)num23 / (float)(num21 - 1)));
}
}
for (int num24 = 0; num24 < list9.Count; num24 += 3)
{
for (int num25 = 0; num25 < num21; num25++)
{
if (num25 == 0)
{
list7.AddRange(new int[3]
{
count + list9[num24] * num21 + num25,
count + list9[num24 + 2] * num21 + num25,
count + list9[num24 + 1] * num21 + num25
});
}
else
{
list7.AddRange(new int[3]
{
count + list9[num24] * num21 + num25,
count + list9[num24 + 1] * num21 + num25,
count + list9[num24 + 2] * num21 + num25
});
}
}
}
if (m_Height > 0f)
{
List<Edge> list10 = new List<Edge>();
for (int num26 = 0; num26 < list9.Count; num26 += 3)
{
list10.Add(new Edge(list9[num26], list9[num26 + 1]));
list10.Add(new Edge(list9[num26 + 1], list9[num26 + 2]));
list10.Add(new Edge(list9[num26 + 2], list9[num26]));
}
list10.Sort((Edge e1, Edge e2) => (e1.i1 != e2.i1) ? ((e1.i1 >= e2.i1) ? 1 : (-1)) : 0);
Edge[] edge = list10.ToArray();
for (int num27 = 0; num27 < list9.Count; num27 += 3)
{
int num28 = 2;
int num29 = 0;
while (num29 < 3)
{
int num30 = list9[num27 + num28];
int num31 = list9[num27 + num29];
if (!Find(edge, 0, list10.Count, num31, num30))
{
if (list6.Count + 4 >= 65536)
{
list5.Add(CreateMesh(list6.ToArray(), list7.ToArray()));
list6.Clear();
list7.Clear();
}
list7.AddRange(new int[6]
{
list6.Count,
list6.Count + 1,
list6.Count + 3,
list6.Count,
list6.Count + 3,
list6.Count + 2
});
list6.AddRange((IEnumerable<Vector3>)(object)new Vector3[4]
{
list8[num30],
list8[num31],
list8[num30] + val2,
list8[num31] + val2
});
}
num28 = num29++;
}
if (num27 % 600 == 0)
{
EditorUtility.DisplayProgressBar("Collect (Phase #3/3)", "Create Mesh", Mathf.InverseLerp(0f, (float)(list4.Count * 100), (float)(num16 * 100 + num27 * 100 / (num27 - list9.Count))));
}
}
}
EditorUtility.DisplayProgressBar("Collect (Phase #3/3)", "Create Mesh", Mathf.InverseLerp(0f, (float)list4.Count, (float)num16));
}
if (list6.Count > 0)
{
list5.Add(CreateMesh(list6.ToArray(), list7.ToArray()));
}
EditorUtility.ClearProgressBar();
return list5.ToArray();
}
private static Mesh CreateMesh(Vector3[] vtx, int[] indices)
{
//IL_0001: Unknown result type (might be due to invalid IL or missing references)
//IL_0007: Expected O, but got Unknown
Mesh val = new Mesh();
((Object)val).hideFlags = (HideFlags)52;
val.vertices = vtx;
val.SetIndices(indices, (MeshTopology)0, 0);
val.RecalculateNormals();
val.RecalculateBounds();
return val;
}
private static bool Contains(Vector3[] vtx, int[] indices, Vector3[] points)
{
//IL_0010: Unknown result type (might be due to invalid IL or missing references)
//IL_0015: 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_0065: Unknown result type (might be due to invalid IL or missing references)
//IL_0075: Unknown result type (might be due to invalid IL or missing references)
//IL_007a: Unknown result type (might be due to invalid IL or missing references)
foreach (Vector3 p in points)
{
for (int j = 0; j < indices.Length; j += 3)
{
if (indices[j] != indices[j + 1] && indices[j] != indices[j + 2] && indices[j + 1] != indices[j + 2] && PointInTriangle(vtx[indices[j]], vtx[indices[j + 2]], vtx[indices[j + 1]], p))
{
return true;
}
}
}
return false;
}
private static bool PointInTriangle(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 p)
{
//IL_0001: Unknown result type (might be due to invalid IL or missing references)
//IL_0002: Unknown result type (might be due to invalid IL or missing references)
//IL_0003: 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_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)
//IL_0015: 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_001c: Unknown result type (might be due to invalid IL or missing references)
//IL_001d: 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_0028: Unknown result type (might be due to invalid IL or missing references)
//IL_0038: 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_003f: 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_0046: 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_005b: 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_005d: 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_0063: 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_0069: Unknown result type (might be due to invalid IL or missing references)
//IL_006e: Unknown result type (might be due to invalid IL or missing references)
Vector3 val = Vector3.Cross(v3 - v1, v2 - v1);
if (Vector3.Dot(Vector3.Cross(p - v1, v2 - v1), val) > 0f && Vector3.Dot(Vector3.Cross(p - v2, v3 - v2), val) > 0f && Vector3.Dot(Vector3.Cross(p - v3, v1 - v3), val) > 0f)
{
return true;
}
return false;
}
}
public class SM_RoundGameObjects : MonoBehaviour
{
[Tooltip("What round these gameObjects get set")]
public int roundTrigger = 0;
[Tooltip("What state the gameObjects are set to")]
public bool setGameObjects = false;
[Tooltip("All affected gameObjects")]
public GameObject[] gameObjects;
private void Start()
{
}
private void Update()
{
}
public void EndOfRound()
{
if (SurvivalManager.Instance.currentRound + 1 == roundTrigger)
{
TriggerRoundChange();
}
}
private void TriggerRoundChange()
{
for (int i = 0; i < gameObjects.Length; i++)
{
if ((Object)(object)gameObjects[i] != (Object)null)
{
gameObjects[i].SetActive(setGameObjects);
}
}
}
}