Decompiled source of SR Department of Meat v0.1.1

SR_Department_of_Meat.dll

Decompiled a year ago
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 UnityEngine;
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", "0.1.1")]
[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 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);
			}
		}
	}
}