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 BepInEx;
using BepInEx.Logging;
using FistVR;
using HarmonyLib;
using OtherLoader;
using UnityEngine;
using theWNbotMods;
[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 Nikpo
{
public class ObjectLevelRotation : MonoBehaviour
{
private void Awake()
{
//IL_0007: Unknown result type (might be due to invalid IL or missing references)
((Component)this).transform.rotation = Quaternion.identity;
}
}
public class ObjectLookAtPlayer : MonoBehaviour
{
private void Awake()
{
//IL_0011: 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_0031: 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)
((Component)this).transform.LookAt(GM.CurrentPlayerBody.Head.position);
((Component)this).transform.localEulerAngles = new Vector3(0f, ((Component)this).transform.localEulerAngles.y, 0f);
}
}
public class UILookAtPlayer : MonoBehaviour
{
public Transform canvasToCheck;
public float scaleFactor = 0.05f;
public float minScale = 0.5f;
public float maxScale = 2f;
public float dotFadeThreshold = -0.8f;
public float fadeSpeed = 0.1f;
public float dotProductValue;
private CanvasGroup canvasGroup;
private void Start()
{
canvasGroup = ((Component)this).GetComponent<CanvasGroup>();
}
private void LateUpdate()
{
//IL_0011: 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_0030: 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_0063: 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_0078: Unknown result type (might be due to invalid IL or missing references)
//IL_0087: 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_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_00a0: Unknown result type (might be due to invalid IL or missing references)
//IL_00a5: 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_00ae: Unknown result type (might be due to invalid IL or missing references)
//IL_00b1: Unknown result type (might be due to invalid IL or missing references)
//IL_00b2: Unknown result type (might be due to invalid IL or missing references)
((Component)this).transform.LookAt(GM.CurrentPlayerBody.Head.position);
float num = Vector3.Distance(((Component)this).transform.position, GM.CurrentPlayerBody.Head.position);
num *= scaleFactor;
num = Mathf.Clamp(num, minScale, maxScale);
((Component)this).transform.localScale = Vector3.one * num;
float x = ((Component)this).transform.localScale.x;
Vector3 forward = canvasToCheck.forward;
Vector3 normalized = ((Vector3)(ref forward)).normalized;
Vector3 forward2 = GM.CurrentPlayerBody.Head.forward;
Vector3 normalized2 = ((Vector3)(ref forward2)).normalized;
dotProductValue = Vector3.Dot(normalized, normalized2);
if (x <= minScale)
{
FadeOut();
}
else if (dotProductValue <= dotFadeThreshold)
{
FadeIn();
}
else
{
FadeOut();
}
}
private void FadeIn()
{
canvasGroup.alpha = Mathf.Lerp(canvasGroup.alpha, 1f, fadeSpeed);
}
private void FadeOut()
{
canvasGroup.alpha = Mathf.Lerp(canvasGroup.alpha, 0.2f, fadeSpeed);
}
}
}
public class Nuclear_bomb : MonoBehaviour
{
[Range(1f, 256f)]
public float NukeDuration = 40f;
private float CurrentDuration;
public AnimationCurve SizeCurve;
[Range(1f, 1024f)]
public float SizeCurve_multiply;
public float LightRadius = 2048f;
public AnimationCurve LightRadius_curve;
public float LightPower = 64f;
public AnimationCurve LightPower_curve;
private float FinalCurveVaue;
private Vector3 finalShockWaveSize;
public float sizeSpeed = 1f;
private float finalShockSizeF;
public Transform ShockWaveTransform;
public Light BlastLight;
public ParticleSystem blowPart;
public MeshRenderer Mushrom;
public float Emmis_mush;
public float Emmis_steam;
public AnimationCurve Mat_SizeCurve;
public float _mat_SizeCurve_multiply;
private void Start()
{
//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)
finalShockWaveSize = new Vector3(0f, 0f, 0f);
CurrentDuration = 0f;
finalShockSizeF = 0f;
}
private void Update()
{
//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_003e: Unknown result type (might be due to invalid IL or missing references)
finalShockSizeF += Time.deltaTime * sizeSpeed;
finalShockWaveSize = new Vector3(finalShockSizeF, finalShockSizeF, finalShockSizeF);
ShockWaveTransform.localScale = finalShockWaveSize;
CurrentDuration += Time.deltaTime;
FinalCurveVaue = Mathf.Clamp01(CurrentDuration / NukeDuration);
BlastLight.intensity = LightPower * LightPower_curve.Evaluate(FinalCurveVaue);
BlastLight.range = Mathf.Lerp(LightRadius, 0f, LightRadius_curve.Evaluate(FinalCurveVaue));
if (CurrentDuration > 40f)
{
Object.Destroy((Object)(object)((Component)this).gameObject);
}
}
}
public class NukeBomb : MonoBehaviour
{
public GameObject Prefab;
private void Start()
{
}
private void Update()
{
//IL_001d: 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)
if (Input.GetButtonDown("Fire1"))
{
Object.Instantiate<GameObject>(Prefab, ((Component)this).transform.position, ((Component)this).transform.rotation);
}
}
}
public class ShockWave : MonoBehaviour
{
public AudioSource shockwaveSound;
private void Start()
{
}
private void Update()
{
}
private void OnTriggerEnter(Collider other)
{
if (((Component)other).gameObject.tag == "Player")
{
shockwaveSound.Play();
}
}
}
namespace theWNbotMods
{
public class AirStrikeController : MonoBehaviour
{
[Serializable]
public class BombConfig
{
public Transform dropPoint;
public GameObject prefab;
public float delay = 2f;
public float forwardForce = 50f;
[Header("额外参数")]
public Vector3 spawnRotationOffset;
public float downwardForce = 20f;
}
[Header("飞行参数")]
public float flightSpeed = 80f;
public Transform pos1;
public Transform pos2;
[Header("贝塞尔控制点")]
public bool useAutoControlPoint = true;
public float bendHeight = 50f;
public float bendSide = 0f;
public Transform controlPoint;
[Header("多少个boomboom炸弹")]
public BombConfig[] bombs;
[Header("Flare 参数(机身自带隐藏的 Flare 对象)")]
public GameObject flareObject;
public float flareDelay = 5f;
[Header("生命周期")]
public float cleanupDelayAfterFlare = 5f;
private float elapsedTime = 0f;
private float totalTime = 0f;
private Vector3 p0;
private Vector3 p1;
private Vector3 p2;
private bool flareReleased = false;
private void Awake()
{
if ((Object)(object)pos1 == (Object)null || (Object)(object)pos2 == (Object)null)
{
Debug.LogError((object)"[AirStrikeController] 请在 Inspector 设置 pos1 和 pos2。脚本已禁用。");
((Behaviour)this).enabled = false;
}
else if ((Object)(object)flareObject != (Object)null)
{
flareObject.SetActive(false);
}
}
private void Start()
{
//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_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_0030: 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_003b: 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_004a: 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_0056: 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_0067: Unknown result type (might be due to invalid IL or missing references)
//IL_006c: Unknown result type (might be due to invalid IL or missing references)
//IL_006e: 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_0070: 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_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_00b6: Unknown result type (might be due to invalid IL or missing references)
//IL_00bb: Unknown result type (might be due to invalid IL or missing references)
//IL_00c8: Unknown result type (might be due to invalid IL or missing references)
//IL_00d3: Unknown result type (might be due to invalid IL or missing references)
//IL_00d9: Unknown result type (might be due to invalid IL or missing references)
p0 = pos1.position;
p2 = pos2.position;
if (useAutoControlPoint)
{
Vector3 val = (p0 + p2) * 0.5f;
Vector3 val2 = Vector3.right * bendSide;
Vector3 val3 = Vector3.up * bendHeight;
p1 = val + val3 + val2;
}
else
{
if ((Object)(object)controlPoint == (Object)null)
{
Debug.LogError((object)"[AirStrikeController] useAutoControlPoint = false 时必须指定 controlPoint。脚本已禁用。");
((Behaviour)this).enabled = false;
return;
}
p1 = controlPoint.position;
}
((Component)this).transform.position = p0;
float num = Vector3.Distance(p0, p2);
totalTime = Mathf.Max(0.01f, num / Mathf.Max(0.01f, flightSpeed));
BombConfig[] array = bombs;
foreach (BombConfig bombConfig in array)
{
if (bombConfig != null && (Object)(object)bombConfig.prefab != (Object)null && (Object)(object)bombConfig.dropPoint != (Object)null)
{
((MonoBehaviour)this).StartCoroutine(DropBombWithDelay(bombConfig));
}
}
}
private void Update()
{
//IL_0036: 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_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_005a: 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_0068: Unknown result type (might be due to invalid IL or missing references)
//IL_006d: 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_0079: 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_0093: Unknown result type (might be due to invalid IL or missing references)
//IL_0098: Unknown result type (might be due to invalid IL or missing references)
//IL_009d: 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_00b0: Unknown result type (might be due to invalid IL or missing references)
//IL_00b5: 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_00bf: Unknown result type (might be due to invalid IL or missing references)
//IL_00c4: Unknown result type (might be due to invalid IL or missing references)
//IL_00de: Unknown result type (might be due to invalid IL or missing references)
elapsedTime += Time.deltaTime;
float num = Mathf.Clamp01(elapsedTime / totalTime);
Vector3 position = (1f - num) * (1f - num) * p0 + 2f * (1f - num) * num * p1 + num * num * p2;
((Component)this).transform.position = position;
Vector3 val = 2f * (1f - num) * (p1 - p0) + 2f * num * (p2 - p1);
if (((Vector3)(ref val)).sqrMagnitude > 1E-06f)
{
((Component)this).transform.forward = ((Vector3)(ref val)).normalized;
}
if (!flareReleased && elapsedTime >= flareDelay)
{
flareReleased = true;
DeployFlare();
if (cleanupDelayAfterFlare > 0f)
{
Object.Destroy((Object)(object)((Component)this).gameObject, cleanupDelayAfterFlare);
}
}
}
private IEnumerator DropBombWithDelay(BombConfig bomb)
{
yield return (object)new WaitForSeconds(bomb.delay);
Quaternion spawnRot = bomb.dropPoint.rotation * Quaternion.Euler(bomb.spawnRotationOffset);
GameObject newBomb = Object.Instantiate<GameObject>(bomb.prefab, bomb.dropPoint.position, spawnRot);
Rigidbody rb = newBomb.GetComponent<Rigidbody>();
if ((Object)(object)rb != (Object)null)
{
rb.velocity = ((Component)this).transform.forward * bomb.forwardForce;
rb.AddForce(Vector3.down * bomb.downwardForce, (ForceMode)2);
}
}
private void DeployFlare()
{
if ((Object)(object)flareObject == (Object)null)
{
Debug.LogWarning((object)"[AirStrikeController] 未设置 flareObject,跳过 Flare 释放。");
return;
}
flareObject.SetActive(true);
flareObject.SendMessage("StartDeploy", (SendMessageOptions)1);
}
private void OnValidate()
{
flightSpeed = Mathf.Max(0.01f, flightSpeed);
flareDelay = Mathf.Max(0f, flareDelay);
cleanupDelayAfterFlare = Mathf.Max(0f, cleanupDelayAfterFlare);
}
}
public class AirburstClusterScripts : MonoBehaviour
{
public enum StrikeMode
{
Airburst,
Cluster
}
[Header("General Settings")]
public StrikeMode mode = StrikeMode.Airburst;
public GameObject fragmentPrefab;
public GameObject subBombPrefab;
public int count = 10;
public float delay = 2f;
public float initialSpeed = 20f;
[Header("Cone Settings (for Airburst)")]
public Transform pos1;
public Transform pos2;
public float coneRadius = 10f;
private bool triggered = false;
private void Start()
{
((MonoBehaviour)this).StartCoroutine(SpawnRoutine());
}
private IEnumerator SpawnRoutine()
{
yield return (object)new WaitForSeconds(delay);
TriggerSpawn();
}
public void TriggerSpawn()
{
if (!triggered)
{
triggered = true;
if (mode == StrikeMode.Airburst)
{
SpawnAirburst();
}
else if (mode == StrikeMode.Cluster)
{
SpawnCluster();
}
}
}
private void SpawnAirburst()
{
//IL_0039: 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)
//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_0051: Unknown result type (might be due to invalid IL or missing references)
//IL_0056: 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_0068: 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_00cd: 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_00d5: Unknown result type (might be due to invalid IL or missing references)
//IL_00de: Unknown result type (might be due to invalid IL or missing references)
//IL_00e3: Unknown result type (might be due to invalid IL or missing references)
//IL_00ec: Unknown result type (might be due to invalid IL or missing references)
//IL_00f1: Unknown result type (might be due to invalid IL or missing references)
//IL_00f8: Unknown result type (might be due to invalid IL or missing references)
//IL_00fd: Unknown result type (might be due to invalid IL or missing references)
//IL_0102: 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: Unknown result type (might be due to invalid IL or missing references)
//IL_0141: Unknown result type (might be due to invalid IL or missing references)
//IL_0149: Unknown result type (might be due to invalid IL or missing references)
if ((Object)(object)pos1 == (Object)null || (Object)(object)pos2 == (Object)null)
{
Debug.LogError((object)"Airburst mode requires pos1 and pos2 to define cone.");
return;
}
Vector3 val = pos2.position - pos1.position;
Vector3 normalized = ((Vector3)(ref val)).normalized;
float num = Vector3.Distance(pos1.position, pos2.position);
float num2 = Mathf.Atan2(coneRadius, num);
OrthonormalBasis(normalized, out var u, out var v);
for (int i = 0; i < count; i++)
{
float num3 = Mathf.Lerp(1f, Mathf.Cos(num2), Random.value);
float num4 = Mathf.Sqrt(1f - num3 * num3);
float num5 = Random.Range(0f, (float)Math.PI * 2f);
Vector3 val2 = normalized * num3 + (u * Mathf.Cos(num5) + v * Mathf.Sin(num5)) * num4;
((Vector3)(ref val2)).Normalize();
GameObject val3 = Object.Instantiate<GameObject>(fragmentPrefab, pos1.position, Quaternion.identity);
Rigidbody component = val3.GetComponent<Rigidbody>();
if ((Object)(object)component != (Object)null)
{
component.velocity = val2 * initialSpeed;
}
}
}
private void SpawnCluster()
{
//IL_0015: Unknown result type (might be due to invalid IL or missing references)
//IL_001a: 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)
for (int i = 0; i < count; i++)
{
GameObject val = Object.Instantiate<GameObject>(subBombPrefab, ((Component)this).transform.position, Quaternion.identity);
Rigidbody component = val.GetComponent<Rigidbody>();
if ((Object)(object)component != (Object)null)
{
component.velocity = Random.insideUnitSphere * initialSpeed;
}
}
}
private static void OrthonormalBasis(Vector3 axis, out Vector3 u, out Vector3 v)
{
//IL_0021: 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_0026: 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_0029: 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_0034: 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_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_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)
Vector3 val = ((!(Mathf.Abs(axis.y) < 0.99f)) ? Vector3.right : Vector3.up);
u = Vector3.Normalize(Vector3.Cross(val, axis));
v = Vector3.Normalize(Vector3.Cross(axis, u));
}
private void OnDrawGizmosSelected()
{
//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_0043: Unknown result type (might be due to invalid IL or missing references)
//IL_0053: 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_0063: 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_006b: Unknown result type (might be due to invalid IL or missing references)
//IL_0070: 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_0085: 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)
//IL_0091: 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_009b: Unknown result type (might be due to invalid IL or missing references)
//IL_00c1: Unknown result type (might be due to invalid IL or missing references)
//IL_00c6: Unknown result type (might be due to invalid IL or missing references)
//IL_00ce: Unknown result type (might be due to invalid IL or missing references)
//IL_00d3: 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)
//IL_00e0: Unknown result type (might be due to invalid IL or missing references)
//IL_00eb: Unknown result type (might be due to invalid IL or missing references)
//IL_00f0: 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_00f7: 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_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)
//IL_0112: Unknown result type (might be due to invalid IL or missing references)
//IL_0114: Unknown result type (might be due to invalid IL or missing references)
if (!((Object)(object)pos1 == (Object)null) && !((Object)(object)pos2 == (Object)null))
{
Gizmos.color = Color.yellow;
Gizmos.DrawLine(pos1.position, pos2.position);
Vector3 val = pos2.position - pos1.position;
Vector3 normalized = ((Vector3)(ref val)).normalized;
OrthonormalBasis(normalized, out var u, out var v);
int num = 36;
Vector3 val2 = pos2.position + u * coneRadius;
for (int i = 1; i <= num; i++)
{
float num2 = (float)i / (float)num * (float)Math.PI * 2f;
Vector3 val3 = pos2.position + (u * Mathf.Cos(num2) + v * Mathf.Sin(num2)) * coneRadius;
Gizmos.DrawLine(val2, val3);
Gizmos.DrawLine(pos1.position, val3);
val2 = val3;
}
}
}
}
}
public class Clustershit : MonoBehaviour
{
public FVRDestroyableObject DO;
public string bname;
private void OnCollisionEnter(Collision collision)
{
if (((Object)((Component)collision.collider).gameObject).name != bname)
{
DO.m_isDestroyed = true;
}
}
}
namespace theWNbotMods
{
public class DSSEagleStorm : MonoBehaviour
{
[Header("生成设置")]
public GameObject[] eaglePrefabs;
public Transform floorPos;
public float spawnRadius = 50f;
public float spawnInterval = 1f;
public float stormDuration = 10f;
[Header("角度设置")]
public bool randomRotation = true;
public Vector3 fixedRotationEuler;
private void Start()
{
((MonoBehaviour)this).StartCoroutine(StormRoutine());
}
private IEnumerator StormRoutine()
{
float startTime = Time.time;
while (Time.time - startTime < stormDuration)
{
SpawnEagle();
yield return (object)new WaitForSeconds(spawnInterval);
}
}
private void SpawnEagle()
{
//IL_0094: Unknown result type (might be due to invalid IL or missing references)
//IL_0099: Unknown result type (might be due to invalid IL or missing references)
//IL_009a: Unknown result type (might be due to invalid IL or missing references)
//IL_009f: 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_00da: Unknown result type (might be due to invalid IL or missing references)
//IL_00df: Unknown result type (might be due to invalid IL or missing references)
//IL_00c6: 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_00e3: Unknown result type (might be due to invalid IL or missing references)
//IL_00e5: Unknown result type (might be due to invalid IL or missing references)
if (eaglePrefabs != null && eaglePrefabs.Length != 0 && !((Object)(object)floorPos == (Object)null))
{
GameObject val = eaglePrefabs[Random.Range(0, eaglePrefabs.Length)];
float num = Random.Range(0f, 360f);
float num2 = Random.Range(0f, spawnRadius);
Vector3 val2 = default(Vector3);
((Vector3)(ref val2))..ctor(Mathf.Cos(num * ((float)Math.PI / 180f)) * num2, 0f, Mathf.Sin(num * ((float)Math.PI / 180f)) * num2);
Vector3 val3 = floorPos.position + val2;
Quaternion val4 = ((!randomRotation) ? Quaternion.Euler(fixedRotationEuler) : Quaternion.Euler(0f, Random.Range(0f, 360f), 0f));
Object.Instantiate<GameObject>(val, val3, val4);
}
}
}
}
namespace calafex.Factory
{
public class DamageArea : MonoBehaviour
{
private Dictionary<Collider, IFVRDamageable> _trackedDamageables = new Dictionary<Collider, IFVRDamageable>();
public int Damage = 25;
public DamageAreaType DamageAreaType;
public bool IsContinuous = false;
public float DamageFrequency = 0.5f;
private float _timeUntilNextHit = 0f;
public bool PlaySoundOnHit = false;
public AudioSource AudioSource;
public AudioClip[] AudioClips;
private float _timeAfterLastSoundPlay = 0f;
private void Start()
{
_timeUntilNextHit = DamageFrequency;
}
private void OnTriggerEnter(Collider col)
{
Component component = ((Component)col).gameObject.GetComponent(typeof(IFVRDamageable));
if (!Object.op_Implicit((Object)(object)component))
{
return;
}
IFVRDamageable val = (IFVRDamageable)(object)((component is IFVRDamageable) ? component : null);
if (!IsAffectable(col, val))
{
return;
}
ApplyDamage(col, val);
if (IsContinuous && !_trackedDamageables.ContainsKey(col))
{
_trackedDamageables.Add(col, val);
}
if (((Component)col).gameObject.layer == 15)
{
if (GM.CurrentPlayerBody.GetPlayerHealthRaw() <= Damage)
{
GM.CurrentPlayerBody.KillPlayer(false);
}
else if (GM.CurrentPlayerBody.GetPlayerHealthRaw() > Damage)
{
FVRPlayerBody currentPlayerBody = GM.CurrentPlayerBody;
currentPlayerBody.Health -= (float)Damage;
GM.CurrentPlayerBody.HitEffect();
}
}
}
private void OnTriggerExit(Collider col)
{
if (IsContinuous && _trackedDamageables.ContainsKey(col))
{
_trackedDamageables.Remove(col);
}
}
private void Update()
{
if (_timeAfterLastSoundPlay < 1f)
{
_timeAfterLastSoundPlay += Time.deltaTime;
}
if (!IsContinuous)
{
return;
}
_timeUntilNextHit -= Time.deltaTime;
if (_timeUntilNextHit > 0f)
{
return;
}
_trackedDamageables = _trackedDamageables.Where((KeyValuePair<Collider, IFVRDamageable> kvp) => (Object)(object)kvp.Key != (Object)null).ToDictionary((KeyValuePair<Collider, IFVRDamageable> kvp) => kvp.Key, (KeyValuePair<Collider, IFVRDamageable> kvp) => kvp.Value);
foreach (KeyValuePair<Collider, IFVRDamageable> trackedDamageable in _trackedDamageables)
{
ApplyDamage(trackedDamageable.Key, trackedDamageable.Value);
}
_timeUntilNextHit = DamageFrequency;
}
private bool IsAffectable(Collider col, IFVRDamageable damageable)
{
bool result = false;
if (DamageAreaType == DamageAreaType.Fire)
{
if ((Object)(object)((Component)col).gameObject.GetComponent<FVRIgnitable>() != (Object)null)
{
result = true;
}
if (damageable is FVRMatchhead)
{
result = true;
}
if (damageable is HairsprayCan || damageable is HairsprayIgnitionTrigger)
{
result = true;
}
if (damageable is RotrwCharcoal)
{
result = true;
}
}
if (DamageAreaType == DamageAreaType.Piercing)
{
if (damageable is UberShatterable)
{
result = true;
}
if (damageable is SodaCan)
{
result = true;
}
}
if (damageable is FVRPlayerHitbox)
{
result = true;
}
if (damageable is SosigLink)
{
result = true;
}
if (damageable is MeatCrab)
{
result = true;
}
if (damageable is JerryCan)
{
result = true;
}
if (damageable is LightFluid)
{
result = true;
}
if (damageable is Molotov)
{
result = true;
}
return result;
}
private void ApplyDamage(Collider col, IFVRDamageable damageable)
{
//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_0012: 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)
Vector3 hitPoint = col.ClosestPoint(((Component)this).transform.position);
damageable.Damage(GetDamage(hitPoint));
if (DamageAreaType == DamageAreaType.Fire)
{
FVRIgnitable component = ((Component)col).gameObject.GetComponent<FVRIgnitable>();
if (Object.op_Implicit((Object)(object)component))
{
FXM.Ignite(component, Random.Range(0.5f, 1.5f));
}
}
if (PlaySoundOnHit)
{
PlaySound();
}
}
private void PlaySound()
{
if (_timeAfterLastSoundPlay > 0.2f)
{
AudioSource.PlayOneShot(AudioClips[Random.Range(0, AudioClips.Length)]);
_timeAfterLastSoundPlay = 0f;
}
}
private Damage GetDamage(Vector3 hitPoint)
{
//IL_0001: Unknown result type (might be due to invalid IL or missing references)
//IL_0007: Expected O, but got Unknown
//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_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_0020: 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_0048: 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)
Damage val = new Damage();
val.point = hitPoint;
val.hitNormal = Vector3.up;
val.strikeDir = ((Component)this).transform.up;
Damage val2 = val;
switch (DamageAreaType)
{
case DamageAreaType.Fire:
val2.Class = (DamageClass)0;
val2.Dam_Thermal = Damage;
val2.Dam_TotalEnergetic = Damage;
break;
case DamageAreaType.Piercing:
val2.Class = (DamageClass)3;
val2.Dam_Piercing = Damage;
val2.Dam_TotalKinetic = Damage;
break;
}
return val2;
}
}
public enum DamageAreaType
{
Fire = 1,
Piercing
}
}
namespace theWNbotMods
{
public class DelayedExplosion : MonoBehaviour
{
[Header("爆炸参数")]
public float delay = 0.5f;
public GameObject[] explosionPrefabs;
public Transform spawnPoint;
[Header("插入地表参数")]
public float embedDepth = 0.5f;
private void Start()
{
Debug.Log((object)"[DelayedExplosion] 出生,开始延迟爆炸倒计时");
((MonoBehaviour)this).StartCoroutine(ExplodeAfterDelay());
}
private IEnumerator ExplodeAfterDelay()
{
yield return (object)new WaitForSeconds(delay);
Transform transform = ((Component)this).transform;
transform.position += Vector3.down * embedDepth;
GameObject[] array = explosionPrefabs;
foreach (GameObject val in array)
{
if ((Object)(object)val != (Object)null)
{
Vector3 val2 = ((!((Object)(object)spawnPoint != (Object)null)) ? ((Component)this).transform.position : spawnPoint.position);
Quaternion val3 = ((!((Object)(object)spawnPoint != (Object)null)) ? Quaternion.identity : spawnPoint.rotation);
GameObject val4 = Object.Instantiate<GameObject>(val, val2, val3);
ParticleSystem[] componentsInChildren = val4.GetComponentsInChildren<ParticleSystem>();
foreach (ParticleSystem val5 in componentsInChildren)
{
val5.Play();
}
AudioSource[] componentsInChildren2 = val4.GetComponentsInChildren<AudioSource>();
foreach (AudioSource val6 in componentsInChildren2)
{
val6.Play();
}
}
}
Object.Destroy((Object)(object)((Component)this).gameObject);
}
}
}
namespace JerryComponent
{
public class DestroyerAimmingSystem : MonoBehaviour
{
public LaserLight laserL;
public Transform nearestAI;
public Transform nearestEntity;
public List<SosigLink> currentAI = null;
public List<AIEntity> currentEntity = null;
public GameObject lookAtObj;
public float distanceNearest = 0f;
public Transform player;
public OrbitalStrikeController con;
public float cd = 0.75f;
public bool ed = false;
private void OnTriggerEnter(Collider other)
{
if (((Object)((Component)other).gameObject).name == "Sosig_Torso")
{
currentAI.Add(((Component)other).gameObject.GetComponent<SosigLink>());
}
}
private void Update()
{
//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_0040: 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_021b: Unknown result type (might be due to invalid IL or missing references)
//IL_0256: Unknown result type (might be due to invalid IL or missing references)
//IL_025b: Unknown result type (might be due to invalid IL or missing references)
//IL_0271: Unknown result type (might be due to invalid IL or missing references)
//IL_0281: Unknown result type (might be due to invalid IL or missing references)
if ((Object)(object)nearestEntity != (Object)null)
{
AxisLookAt(lookAtObj.transform, nearestEntity.position, Vector3.forward);
distanceNearest = Vector3.Distance(((Component)this).gameObject.transform.position, ((Component)nearestEntity).transform.position);
if (ed)
{
laserL.IsActive = false;
}
if (!ed)
{
if (cd > 0f)
{
cd -= Time.deltaTime;
}
if (cd <= 0f)
{
laserL.IsActive = true;
con.shouldFire = true;
ed = true;
}
}
}
if (currentEntity != null)
{
for (int i = 0; i < currentEntity.Count; i++)
{
if ((Object)(object)currentEntity[i] == (Object)null)
{
currentEntity.Remove(currentEntity[i]);
}
}
nearestEntity = GetNearestGameObjectAI(player, currentEntity);
}
if (currentAI == null)
{
AIEntity[] array = Object.FindObjectsOfType<AIEntity>();
AIEntity[] array2 = array;
foreach (AIEntity val in array2)
{
if (!currentEntity.Contains(val) && val.IFFCode != GM.CurrentPlayerBody.GetPlayerIFF())
{
currentEntity.Add(val);
}
}
}
if ((Object)(object)nearestEntity == (Object)null || currentEntity == null || currentAI == null || (Object)(object)nearestAI == (Object)null || distanceNearest > 1500f)
{
lookAtObj.transform.localEulerAngles = new Vector3(0f, 0f, 0f);
laserL.IsActive = false;
}
if ((Object)(object)nearestAI != (Object)null)
{
AxisLookAt(lookAtObj.transform, nearestAI.position, Vector3.forward);
distanceNearest = Vector3.Distance(((Component)this).gameObject.transform.position, ((Component)nearestAI).transform.position);
if (ed)
{
laserL.IsActive = false;
}
if (!ed)
{
if (cd > 0f)
{
cd -= Time.deltaTime;
}
if (cd <= 0f)
{
laserL.IsActive = true;
con.shouldFire = true;
ed = true;
}
}
}
if (currentAI == null)
{
return;
}
if (currentAI.Count <= 0)
{
AIEntity[] array3 = Object.FindObjectsOfType<AIEntity>();
AIEntity[] array4 = array3;
foreach (AIEntity item in array4)
{
if (!currentEntity.Contains(item))
{
currentEntity.Add(item);
}
}
}
else
{
if (currentAI.Count <= 0)
{
return;
}
nearestEntity = null;
currentEntity = null;
for (int l = 0; l < currentAI.Count; l++)
{
if ((Object)(object)currentAI[l] == (Object)null)
{
currentAI.Remove(currentAI[l]);
}
}
nearestAI = GetNearestGameObject(player, currentAI);
}
}
private void AxisLookAt(Transform tr_self, Vector3 lookPos, Vector3 directionAxis)
{
//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_0008: 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_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_001c: 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)
//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)
//IL_0029: 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_0033: Unknown result type (might be due to invalid IL or missing references)
//IL_0034: 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_0045: 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_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_0061: 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_0074: Unknown result type (might be due to invalid IL or missing references)
Quaternion rotation = tr_self.rotation;
Vector3 val = lookPos - tr_self.position;
Vector3 val2 = tr_self.rotation * directionAxis;
Vector3 val3 = Vector3.Cross(val2, val);
Vector3 normalized = ((Vector3)(ref val3)).normalized;
float num = Vector3.Angle(val2, val);
tr_self.rotation = Quaternion.AngleAxis(num, normalized) * rotation;
tr_self.localEulerAngles = new Vector3(tr_self.localEulerAngles.x, tr_self.localEulerAngles.y, 0f);
}
public Transform GetNearestGameObject(Transform player, List<SosigLink> objects)
{
//IL_0032: 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_0057: 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)
Transform val = null;
if (objects == null || (Object)(object)val == (Object)null)
{
}
if (objects.Count > 1)
{
val = ((Component)objects[0]).transform;
float num = Vector3.Distance(player.position, ((Component)objects[0]).transform.position);
for (int i = 1; i < objects.Count; i++)
{
float num2 = Vector3.Distance(player.position, ((Component)objects[i]).transform.position);
if (num > num2)
{
num = num2;
val = ((Component)objects[i]).transform;
}
}
}
else if (objects.Count == 1)
{
val = ((Component)objects[0]).transform;
}
return val;
}
public Transform GetNearestGameObjectAI(Transform player, List<AIEntity> objects)
{
//IL_0032: 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_0057: 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)
Transform val = null;
if (objects == null || (Object)(object)val == (Object)null)
{
}
if (objects.Count > 1)
{
val = ((Component)objects[0]).transform;
float num = Vector3.Distance(player.position, ((Component)objects[0]).transform.position);
for (int i = 1; i < objects.Count; i++)
{
float num2 = Vector3.Distance(player.position, ((Component)objects[i]).transform.position);
if (num > num2)
{
num = num2;
val = ((Component)objects[i]).transform;
}
}
}
else if (objects.Count == 1)
{
val = ((Component)objects[0]).transform;
}
return val;
}
}
public class DestroyerLaser : MonoBehaviour
{
public LineRenderer LR;
public DestroyerAimmingSystem DAS;
public GameObject HitPoint;
public GameObject DamagePoint;
public Vector3 RefHit;
public GameObject Aperture;
public LayerMask lm;
public bool Started = false;
public bool Started2 = false;
public bool StartLaser = false;
public bool StartLaser2 = false;
public AudioEvent On;
public float cd = 0.1f;
public AudioEvent Off;
public GameObject FirePrefab;
private void Update()
{
//IL_0013: 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_0177: 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_01a1: Unknown result type (might be due to invalid IL or missing references)
//IL_01c2: Unknown result type (might be due to invalid IL or missing references)
//IL_01c7: Unknown result type (might be due to invalid IL or missing references)
//IL_01dc: Unknown result type (might be due to invalid IL or missing references)
//IL_01ec: Unknown result type (might be due to invalid IL or missing references)
//IL_01f9: Unknown result type (might be due to invalid IL or missing references)
//IL_0132: Unknown result type (might be due to invalid IL or missing references)
//IL_030a: Unknown result type (might be due to invalid IL or missing references)
//IL_0324: Unknown result type (might be due to invalid IL or missing references)
//IL_0334: Unknown result type (might be due to invalid IL or missing references)
//IL_0355: Unknown result type (might be due to invalid IL or missing references)
//IL_035a: Unknown result type (might be due to invalid IL or missing references)
//IL_036f: Unknown result type (might be due to invalid IL or missing references)
//IL_037f: Unknown result type (might be due to invalid IL or missing references)
//IL_038c: Unknown result type (might be due to invalid IL or missing references)
//IL_021b: Unknown result type (might be due to invalid IL or missing references)
//IL_03ae: Unknown result type (might be due to invalid IL or missing references)
//IL_0265: Unknown result type (might be due to invalid IL or missing references)
//IL_027e: Unknown result type (might be due to invalid IL or missing references)
//IL_03f8: Unknown result type (might be due to invalid IL or missing references)
//IL_0411: Unknown result type (might be due to invalid IL or missing references)
//IL_02c8: Unknown result type (might be due to invalid IL or missing references)
//IL_045b: Unknown result type (might be due to invalid IL or missing references)
LR.SetPosition(0, Aperture.transform.position);
LR.SetPosition(1, DamagePoint.transform.position);
if ((Object)(object)DAS.nearestAI != (Object)null && DAS.ed)
{
StartLaser = true;
}
if ((Object)(object)DAS.nearestEntity != (Object)null && DAS.ed)
{
StartLaser2 = true;
}
if ((Object)(object)DAS.nearestAI == (Object)null || !DAS.ed)
{
StartLaser = false;
}
if ((Object)(object)DAS.nearestEntity == (Object)null || !DAS.ed)
{
StartLaser2 = false;
}
if (!StartLaser && StartLaser2)
{
((Renderer)LR).enabled = false;
DamagePoint.transform.localPosition = new Vector3(0f, 0f, 0f);
DamagePoint.SetActive(false);
}
if (StartLaser)
{
((Renderer)LR).enabled = true;
HitPoint.transform.position = Vector3.SmoothDamp(HitPoint.transform.position, ((Component)DAS.nearestAI).gameObject.transform.position, ref RefHit, 0.15f);
AxisLookAt(Aperture.transform, HitPoint.transform.position, Vector3.forward);
RaycastHit val = default(RaycastHit);
if (Physics.Raycast(Aperture.transform.position, Aperture.transform.forward, ref val, float.PositiveInfinity, LayerMask.op_Implicit(lm)))
{
DamagePoint.transform.position = ((RaycastHit)(ref val)).point;
DamagePoint.SetActive(true);
cd -= Time.deltaTime;
if (cd < 0f)
{
Object.Instantiate<GameObject>(FirePrefab, DamagePoint.transform.position, new Quaternion(0f, 0f, 0f, 0f));
cd = 0.1f;
}
}
else
{
DamagePoint.SetActive(false);
}
if (!Started)
{
SM.PlayCoreSound((FVRPooledAudioType)41, On, DamagePoint.transform.position);
Started = true;
}
}
if (!StartLaser2)
{
return;
}
((Renderer)LR).enabled = true;
HitPoint.transform.position = Vector3.SmoothDamp(HitPoint.transform.position, ((Component)DAS.nearestEntity).gameObject.transform.position, ref RefHit, 0.15f);
AxisLookAt(Aperture.transform, HitPoint.transform.position, Vector3.forward);
RaycastHit val2 = default(RaycastHit);
if (Physics.Raycast(Aperture.transform.position, Aperture.transform.forward, ref val2, float.PositiveInfinity, LayerMask.op_Implicit(lm)))
{
DamagePoint.transform.position = ((RaycastHit)(ref val2)).point;
DamagePoint.SetActive(true);
cd -= Time.deltaTime;
if (cd < 0f)
{
Object.Instantiate<GameObject>(FirePrefab, DamagePoint.transform.position, new Quaternion(0f, 0f, 0f, 0f));
cd = 0.1f;
}
}
else
{
DamagePoint.SetActive(false);
}
if (!Started2)
{
SM.PlayCoreSound((FVRPooledAudioType)41, On, DamagePoint.transform.position);
Started2 = true;
}
}
private void AxisLookAt(Transform tr_self, Vector3 lookPos, Vector3 directionAxis)
{
//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_0008: 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_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_001c: 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)
//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)
//IL_0029: 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_0033: Unknown result type (might be due to invalid IL or missing references)
//IL_0034: 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_0045: 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_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_0061: 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_0074: Unknown result type (might be due to invalid IL or missing references)
Quaternion rotation = tr_self.rotation;
Vector3 val = lookPos - tr_self.position;
Vector3 val2 = tr_self.rotation * directionAxis;
Vector3 val3 = Vector3.Cross(val2, val);
Vector3 normalized = ((Vector3)(ref val3)).normalized;
float num = Vector3.Angle(val2, val);
tr_self.rotation = Quaternion.AngleAxis(num, normalized) * rotation;
tr_self.localEulerAngles = new Vector3(tr_self.localEulerAngles.x, tr_self.localEulerAngles.y, 0f);
}
private void OnDestroy()
{
//IL_0014: Unknown result type (might be due to invalid IL or missing references)
SM.PlayCoreSound((FVRPooledAudioType)41, Off, ((Component)this).gameObject.transform.position);
}
}
}
namespace theWNbotMods
{
public class DestroyerMover : MonoBehaviour
{
[Header("路径点")]
public Transform entryPos;
public Transform stayPoint;
public Transform exitPos;
public Transform strikePos;
[Header("速度设置")]
public float entrySpeed = 300f;
public float exitSpeed = 400f;
public float rotateSpeed = 90f;
[Header("时间设置")]
public float waitBeforeStrike = 1f;
public float strikeDuration = 2f;
public float waitAfterExit = 3f;
[Header("Prefab 设置")]
public GameObject strikePrefab;
[Header("音效控制")]
public GameObject arriveStayPrefab;
public float arriveSoundDuration = 2f;
public GameObject leaveStayPrefab;
public float leaveSoundLeadTime = 0.5f;
[Header("驱逐舰模型设置")]
public Transform destroyerRoot;
public Vector3 modelForwardOffsetEuler;
public bool yawOnly = true;
private void Start()
{
//IL_0046: Unknown result type (might be due to invalid IL or missing references)
if ((Object)(object)destroyerRoot == (Object)null)
{
Debug.LogError((object)"[DestroyerMover] 请在 Inspector 指定 destroyerRoot(驱逐舰模型子物体)");
((Behaviour)this).enabled = false;
return;
}
if ((Object)(object)entryPos != (Object)null)
{
destroyerRoot.position = entryPos.position;
}
((MonoBehaviour)this).StartCoroutine(DestroyerRoutine());
}
private IEnumerator DestroyerRoutine()
{
if ((Object)(object)arriveStayPrefab != (Object)null)
{
arriveStayPrefab.SetActive(true);
AudioSource audio2 = arriveStayPrefab.GetComponent<AudioSource>();
if ((Object)(object)audio2 != (Object)null)
{
audio2.Play();
}
yield return (object)new WaitForSeconds(arriveSoundDuration);
}
yield return MoveToPoint(stayPoint.position, entrySpeed);
yield return (object)new WaitForSeconds(waitBeforeStrike);
if ((Object)(object)strikePrefab != (Object)null && (Object)(object)strikePos != (Object)null)
{
Object.Instantiate<GameObject>(strikePrefab, strikePos.position, strikePos.rotation);
}
if ((Object)(object)leaveStayPrefab != (Object)null)
{
yield return (object)new WaitForSeconds(Mathf.Max(0f, strikeDuration - leaveSoundLeadTime));
leaveStayPrefab.SetActive(true);
AudioSource audio = leaveStayPrefab.GetComponent<AudioSource>();
if ((Object)(object)audio != (Object)null)
{
audio.Play();
}
yield return (object)new WaitForSeconds(leaveSoundLeadTime);
}
else
{
yield return (object)new WaitForSeconds(strikeDuration);
}
yield return MoveToPoint(exitPos.position, exitSpeed);
yield return (object)new WaitForSeconds(waitAfterExit);
Object.Destroy((Object)(object)((Component)this).gameObject);
}
private IEnumerator MoveToPoint(Vector3 targetPos, float speed)
{
//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)
Quaternion forwardOffset = Quaternion.Euler(modelForwardOffsetEuler);
while (Vector3.Distance(destroyerRoot.position, targetPos) > 0.1f)
{
destroyerRoot.position = Vector3.MoveTowards(destroyerRoot.position, targetPos, speed * Time.deltaTime);
Vector3 moveDir = targetPos - destroyerRoot.position;
if (yawOnly)
{
moveDir.y = 0f;
}
if (((Vector3)(ref moveDir)).sqrMagnitude > 0.001f)
{
Quaternion val = Quaternion.LookRotation(((Vector3)(ref moveDir)).normalized, Vector3.up) * forwardOffset;
destroyerRoot.rotation = Quaternion.RotateTowards(destroyerRoot.rotation, val, rotateSpeed * Time.deltaTime);
}
yield return null;
}
}
}
}
namespace JerryComponent
{
public class EagleBrrrrrt : MonoBehaviour
{
public FVRFireArm gun;
public FVRFireArmChamber chamber;
public Transform muzzle;
public bool isInTarget = false;
public Transform originalPoint;
public LayerMask lm;
public float radius = 10f;
public FireArmRoundClass rclass;
public float cd = 0.005f;
public KillAfter ka;
public int shotsremain = 25;
private void OnShotFired(FVRFireArm firearm)
{
if ((Object)(object)firearm == (Object)(object)gun)
{
shotsremain--;
}
}
private void Awake()
{
//IL_000d: Unknown result type (might be due to invalid IL or missing references)
//IL_0017: Expected O, but got Unknown
GM.CurrentSceneSettings.ShotFiredEvent += new ShotFired(OnShotFired);
}
private void Update()
{
//IL_000c: 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_0029: 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_004b: Unknown result type (might be due to invalid IL or missing references)
//IL_00b8: Unknown result type (might be due to invalid IL or missing references)
//IL_00c8: Unknown result type (might be due to invalid IL or missing references)
//IL_00d8: Unknown result type (might be due to invalid IL or missing references)
RaycastHit val = default(RaycastHit);
if (Physics.Raycast(((Component)muzzle).transform.position, ((Component)muzzle).transform.forward, ref val, 2500f, LayerMask.op_Implicit(lm)) && Vector3.Distance(((RaycastHit)(ref val)).point, originalPoint.position) <= radius)
{
((Behaviour)ka).enabled = true;
isInTarget = true;
}
if (isInTarget && shotsremain > 0)
{
cd -= Time.deltaTime;
if (cd <= 0f)
{
chamber.SetRound(rclass, ((Component)chamber).transform.position, ((Component)chamber).transform.rotation);
gun.Fire(chamber, muzzle, false, 1f, -1f);
cd = 0.005f;
}
}
}
private void OnDestroy()
{
//IL_000d: Unknown result type (might be due to invalid IL or missing references)
//IL_0017: Expected O, but got Unknown
GM.CurrentSceneSettings.ShotFiredEvent -= new ShotFired(OnShotFired);
}
}
}
namespace theWNbotMods
{
public class OneWayMover : MonoBehaviour
{
[Header("移动点")]
public Transform pos1;
public Transform pos2;
public Transform targetObject;
[Header("移动设置")]
public float moveDuration = 2f;
[Header("音效设置")]
public AudioSource audioAtStart;
public AudioSource audioAtEnd;
private void Start()
{
if ((Object)(object)targetObject == (Object)null)
{
targetObject = ((Component)this).transform;
}
((MonoBehaviour)this).StartCoroutine(MoveRoutine());
}
private IEnumerator MoveRoutine()
{
if ((Object)(object)audioAtStart != (Object)null)
{
((Component)audioAtStart).gameObject.SetActive(true);
audioAtStart.Play();
}
yield return MoveBetween(pos1.position, pos2.position, moveDuration);
if ((Object)(object)audioAtEnd != (Object)null)
{
((Component)audioAtEnd).gameObject.SetActive(true);
audioAtEnd.Play();
}
}
private IEnumerator MoveBetween(Vector3 start, Vector3 end, float duration)
{
//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_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)
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
targetObject.position = Vector3.Lerp(start, end, t);
yield return null;
}
targetObject.position = end;
}
}
public class OrbitalStrikeController : MonoBehaviour
{
[Header("炮击参数")]
public GameObject shellPrefab;
public GameObject explosionPrefab;
public float fireInterval = 0.2f;
public float duration = 10f;
public float shellSpeed = 100f;
[Header("锥形散布参数")]
[Range(0f, 45f)]
public float coneAngle = 5f;
public Transform firePos;
public Transform landPos;
[Header("三连发模式参数")]
public bool burstMode = false;
public int burstCount = 3;
public float burstInterval = 0.1f;
[Header("状态变量")]
public bool ispublicFiring = false;
private bool isFiring = false;
public bool shouldFire = true;
private void Start()
{
if ((Object)(object)shellPrefab == (Object)null || (Object)(object)firePos == (Object)null || (Object)(object)landPos == (Object)null)
{
Debug.LogError((object)"[OrbitalStrikeController] 请在 Inspector 设置 shellPrefab、firePos 和 landPos。");
((Behaviour)this).enabled = false;
}
}
private void FixedUpdate()
{
ispublicFiring = isFiring;
if (shouldFire)
{
((MonoBehaviour)this).StartCoroutine(FireShells());
shouldFire = false;
}
}
private IEnumerator FireShells()
{
isFiring = true;
for (float elapsed = 0f; elapsed < duration; elapsed += fireInterval)
{
if (burstMode)
{
for (int i = 0; i < burstCount; i++)
{
SpawnShell();
yield return (object)new WaitForSeconds(burstInterval);
}
}
else
{
SpawnShell();
}
yield return (object)new WaitForSeconds(fireInterval);
}
isFiring = false;
}
private void SpawnShell()
{
//IL_0007: 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_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_001f: 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)
//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_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_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_0054: 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_005a: 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_0086: Unknown result type (might be due to invalid IL or missing references)
//IL_00b0: Unknown result type (might be due to invalid IL or missing references)
//IL_00b5: Unknown result type (might be due to invalid IL or missing references)
Vector3 val = landPos.position - firePos.position;
Vector3 normalized = ((Vector3)(ref val)).normalized;
Quaternion val2 = Quaternion.AngleAxis(Random.Range(0f, coneAngle), Random.onUnitSphere);
Vector3 val3 = val2 * normalized;
GameObject val4 = Object.Instantiate<GameObject>(shellPrefab, firePos.position, Quaternion.LookRotation(val3));
Rigidbody component = val4.GetComponent<Rigidbody>();
if ((Object)(object)component != (Object)null)
{
component.velocity = val3 * shellSpeed;
}
if ((Object)(object)explosionPrefab != (Object)null)
{
Object.Instantiate<GameObject>(explosionPrefab, val4.transform.position, Quaternion.identity);
}
}
}
public class PlayRandomAudioWhenSpawn : MonoBehaviour
{
[Header("音频源 (挂在物体上的 AudioSource)")]
public AudioSource audioSource;
[Header("可选音频剪辑列表")]
public AudioClip[] audioClips;
private void Start()
{
if ((Object)(object)audioSource != (Object)null && audioClips != null && audioClips.Length > 0)
{
int num = Random.Range(0, audioClips.Length);
AudioClip val = audioClips[num];
audioSource.PlayOneShot(val);
}
else
{
Debug.LogWarning((object)"[RandomAudioOnSpawn] 缺少 AudioSource 或音频剪辑,无法播放。");
}
}
}
public class ShredderMissileController : MonoBehaviour
{
[Header("路径点设置")]
public Transform launchPos;
public Transform targetPos;
[Header("导弹设置")]
public GameObject missilePrefab;
public float flightTime = 3f;
public float rotateSpeed = 180f;
public float warningDuration = 2f;
[Header("音效设置")]
public AudioSource warningAudio;
private GameObject missileInstance;
private void Start()
{
((MonoBehaviour)this).StartCoroutine(MissileRoutine());
}
private IEnumerator MissileRoutine()
{
if ((Object)(object)warningAudio != (Object)null)
{
((Component)warningAudio).gameObject.SetActive(true);
warningAudio.Play();
}
yield return (object)new WaitForSeconds(warningDuration);
if ((Object)(object)missilePrefab != (Object)null && (Object)(object)launchPos != (Object)null)
{
missileInstance = Object.Instantiate<GameObject>(missilePrefab, launchPos.position, Quaternion.identity);
((MonoBehaviour)this).StartCoroutine(FlyMissile());
}
}
private IEnumerator FlyMissile()
{
Vector3 start = launchPos.position;
Vector3 end = targetPos.position;
float elapsed = 0f;
while (elapsed < flightTime)
{
elapsed += Time.deltaTime;
float t = elapsed / flightTime;
Vector3 pos = Vector3.Lerp(start, end, t);
pos.y += Mathf.Sin(t * (float)Math.PI) * 20f;
missileInstance.transform.position = pos;
Vector3 val = end - missileInstance.transform.position;
Vector3 dir = ((Vector3)(ref val)).normalized;
Quaternion targetRot = Quaternion.LookRotation(dir, Vector3.up);
missileInstance.transform.rotation = Quaternion.RotateTowards(missileInstance.transform.rotation, targetRot, rotateSpeed * Time.deltaTime);
yield return null;
}
Object.Destroy((Object)(object)missileInstance);
}
}
public class SuperKillAfter : MonoBehaviour
{
[Header("销毁延迟时间 (秒)")]
public float killDelay = 5f;
private void Start()
{
Object.Destroy((Object)(object)((Component)this).gameObject, killDelay);
}
}
}
public class LightFlicker : MonoBehaviour
{
public bool flicker = true;
public float flickerIntensity = 0.5f;
private float baseIntensity;
private Light lightComp;
private void Awake()
{
lightComp = ((Component)this).gameObject.GetComponent<Light>();
baseIntensity = lightComp.intensity;
}
private void Update()
{
if (flicker)
{
float num = Mathf.PerlinNoise(Random.Range(0f, 1000f), Time.time);
lightComp.intensity = Mathf.Lerp(baseIntensity - flickerIntensity, baseIntensity, num);
}
}
}
namespace thewnbot.HD2_Offensive_Stratagems
{
[BepInPlugin("thewnbot.HD2_Offensive_Stratagems", "HD2_Offensive_Stratagems", "1.0.0")]
[BepInProcess("h3vr.exe")]
[Description("Built with MeatKit")]
[BepInDependency("h3vr.otherloader", "1.3.0")]
public class HD2_Offensive_StratagemsPlugin : 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(), "thewnbot.HD2_Offensive_Stratagems");
OtherLoader.RegisterDirectLoad(BasePath, "thewnbot.HD2_Offensive_Stratagems", "", "", "hd2_thewnbotstratagems_dss380,hd2_thewnbotstratagems_dsseagle,hd2_thewnbotstratagems_eagle500kg,hd2_thewnbotstratagems_eagleairstrike,hd2_thewnbotstratagems_eaglebrrt,hd2_thewnbotstratagems_eagleclusterbomb,hd2_thewnbotstratagems_eaglenapalm,hd2_thewnbotstratagems_eagle110mm,hd2_thewnbotstratagems_eaglesmoke,hd2_thewnbotstratagems_orbita120mmstrike,hd2_thewnbotstratagems_orbita380mmstrike,hd2_thewnbotstratagems_orbitalairburst,hd2_thewnbotstratagems_orbitalems,hd2_thewnbotstratagems_orbitalgas,hd2_thewnbotstratagems_gatling,hd2_thewnbotstratagems_orbitalaser,hd2_thewnbotstratagems_orbitanapalmstrike,hd2_thewnbotstratagems_orbitalprecisionstrike,hd2_thewnbotstratagems_orbitalrailstrike,hd2_thewnbotstratagems_orbitawalking,hd2_thewnbotstratagems_orbitalsmoke", "");
}
}
}