Decompiled source of MGS3 CQC System Knife v1.0.0

MGS3_CQC_System_Knife.dll

Decompiled 17 hours ago
using System;
using System.Collections;
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 BepInEx;
using BepInEx.Bootstrap;
using BepInEx.Logging;
using FistVR;
using HarmonyLib;
using OpenScripts2;
using OtherLoader;
using Sodalite;
using Sodalite.Api;
using UnityEngine;
using UnityEngine.SceneManagement;
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 theWNbotMods
{
	public class AC130TabletLeftHand : FVRInteractiveObject
	{
		[Header("平板主控制器")]
		public AC130TabletRightHand tabletController;

		[Header("干扰弹 Prefab")]
		public GameObject countermeasurePrefab;

		[Header("Debug 模拟输入")]
		public bool SimTrigger = false;

		public bool SimStickLeft = false;

		public bool SimStickRight = false;

		public bool SimStickUp = false;

		public bool SimStickDown = false;

		private Vector2 _lAxes;

		public override void UpdateInteraction(FVRViveHand hand)
		{
			//IL_0009: Unknown result type (might be due to invalid IL or missing references)
			//IL_000f: Invalid comparison between Unknown and I4
			//IL_0016: Unknown result type (might be due to invalid IL or missing references)
			//IL_001c: Invalid comparison between Unknown and I4
			//IL_0034: 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_0022: Unknown result type (might be due to invalid IL or missing references)
			//IL_0028: Invalid comparison between Unknown and I4
			//IL_004a: 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)
			((FVRInteractiveObject)this).UpdateInteraction(hand);
			if ((int)hand.HandSource != 1)
			{
				return;
			}
			if ((int)hand.CMode == 3 || (int)hand.CMode == 1)
			{
				_lAxes = hand.Input.Secondary2AxisInputAxes;
			}
			else
			{
				_lAxes = hand.Input.TouchpadAxes;
			}
			if (SimStickLeft)
			{
				_lAxes.x = -1f;
				SimStickLeft = false;
			}
			if (SimStickRight)
			{
				_lAxes.x = 1f;
				SimStickRight = false;
			}
			if (SimStickUp)
			{
				_lAxes.y = 1f;
				SimStickUp = false;
			}
			if (SimStickDown)
			{
				_lAxes.y = -1f;
				SimStickDown = false;
			}
			if (_lAxes.x > 0.8f)
			{
				tabletController.CurrentIndex++;
			}
			else if (_lAxes.x < -0.8f)
			{
				tabletController.CurrentIndex--;
			}
			if (hand.Input.TriggerDown || SimTrigger)
			{
				if ((Object)(object)countermeasurePrefab != (Object)null)
				{
					countermeasurePrefab.SetActive(true);
				}
				SimTrigger = false;
			}
		}
	}
	public class AC130TabletRightHand : FVRPhysicalObject
	{
		[Header("炮艇控制器")]
		public OrbitalStrikeController[] strikeControllers;

		public GameObject[] cannonUIPrefabs;

		[Header("摄像头角度限制")]
		public Transform cameraPivot;

		public float yawLimit = 60f;

		public float pitchLimit = 30f;

		public float rotationSpeed = 2f;

		[Header("Debug 模拟输入")]
		public bool SimTrigger = false;

		public bool SimStickLeft = false;

		public bool SimStickRight = false;

		public bool SimStickUp = false;

		public bool SimStickDown = false;

		private Vector2 _rAxes;

		private int currentIndex = 0;

		public int CurrentIndex
		{
			get
			{
				return currentIndex;
			}
			set
			{
				currentIndex = Mathf.Clamp(value, 0, strikeControllers.Length - 1);
				UpdateUI();
			}
		}

		public override void UpdateInteraction(FVRViveHand hand)
		{
			//IL_0009: Unknown result type (might be due to invalid IL or missing references)
			//IL_000f: Invalid comparison between Unknown and I4
			//IL_0016: Unknown result type (might be due to invalid IL or missing references)
			//IL_001c: Invalid comparison between Unknown and I4
			//IL_0034: 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_0022: Unknown result type (might be due to invalid IL or missing references)
			//IL_0028: Invalid comparison between Unknown and I4
			//IL_004a: 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_00ea: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ef: Unknown result type (might be due to invalid IL or missing references)
			//IL_0123: 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_0163: Unknown result type (might be due to invalid IL or missing references)
			((FVRPhysicalObject)this).UpdateInteraction(hand);
			if ((int)hand.HandSource != 2)
			{
				return;
			}
			if ((int)hand.CMode == 3 || (int)hand.CMode == 1)
			{
				_rAxes = hand.Input.Secondary2AxisInputAxes;
			}
			else
			{
				_rAxes = hand.Input.TouchpadAxes;
			}
			if (SimStickLeft)
			{
				_rAxes.x = -1f;
				SimStickLeft = false;
			}
			if (SimStickRight)
			{
				_rAxes.x = 1f;
				SimStickRight = false;
			}
			if (SimStickUp)
			{
				_rAxes.y = 1f;
				SimStickUp = false;
			}
			if (SimStickDown)
			{
				_rAxes.y = -1f;
				SimStickDown = false;
			}
			float num = Mathf.Clamp(cameraPivot.localEulerAngles.y + _rAxes.x * rotationSpeed, 0f - yawLimit, yawLimit);
			float num2 = Mathf.Clamp(cameraPivot.localEulerAngles.x - _rAxes.y * rotationSpeed, 0f - pitchLimit, pitchLimit);
			cameraPivot.localRotation = Quaternion.Euler(num2, num, 0f);
			if (!hand.Input.TriggerDown && !SimTrigger)
			{
				return;
			}
			if (strikeControllers != null && strikeControllers.Length > 0)
			{
				OrbitalStrikeController orbitalStrikeController = strikeControllers[currentIndex];
				if ((Object)(object)orbitalStrikeController != (Object)null)
				{
					orbitalStrikeController.shouldFire = true;
				}
			}
			SimTrigger = false;
		}

		public void UpdateUI()
		{
			for (int i = 0; i < cannonUIPrefabs.Length; i++)
			{
				if ((Object)(object)cannonUIPrefabs[i] != (Object)null)
				{
					cannonUIPrefabs[i].SetActive(i == currentIndex);
				}
			}
		}

		public void SetCurrentIndex(int index)
		{
			CurrentIndex = index;
		}
	}
	public class AirstrikeBinocular : FVRPhysicalObject
	{
		[Header("望远镜镜头中心(Ray 起点)")]
		public Transform RayOrigin;

		[Header("默认空袭 Prefab")]
		public GameObject defaultAirstrikePrefab;

		[Header("最大射程")]
		public float MaxDistance = 500f;

		[Header("可命中的层(地面、环境等)")]
		public LayerMask HitLayers;

		[Header("菜单 UI Canvas")]
		public GameObject menuCanvas;

		[Header("音效播放")]
		public AudioSource audioSource;

		private GameObject currentAirstrikePrefab;

		private AudioClip[] currentAirstrikeClips;

		[Header("调试信息")]
		[SerializeField]
		private string currentTypeName = "None";

		[Header("部署方向设置")]
		[SerializeField]
		private Vector3 rotationOffsetEuler = Vector3.zero;

		[Header("冷却时间设置")]
		[SerializeField]
		private float cooldownTime = 5f;

		private float lastDeployTime = -999f;

		[Header("调试开关")]
		[SerializeField]
		private bool debugTrigger = false;

		private void Start()
		{
			currentAirstrikePrefab = defaultAirstrikePrefab;
			currentTypeName = ((!((Object)(object)defaultAirstrikePrefab != (Object)null)) ? "None" : ((Object)defaultAirstrikePrefab).name);
			if ((Object)(object)menuCanvas != (Object)null)
			{
				menuCanvas.SetActive(false);
			}
			Debug.Log((object)("AirstrikeBinocular当前空袭类型: " + currentTypeName));
		}

		private void Update()
		{
			if (debugTrigger)
			{
				Debug.Log((object)("调试Inspector触发空袭 → " + currentTypeName));
				DeployAirstrike(null);
				debugTrigger = false;
			}
		}

		public void ToggleMenu(bool isOpen)
		{
			if ((Object)(object)menuCanvas != (Object)null)
			{
				menuCanvas.SetActive(isOpen);
			}
		}

		public void SetAirstrikeType(GameObject prefab, AudioClip[] clips)
		{
			currentAirstrikePrefab = prefab;
			currentAirstrikeClips = clips;
			currentTypeName = ((!((Object)(object)prefab != (Object)null)) ? "None" : ((Object)prefab).name);
			Debug.Log((object)("当前空袭类型切换为: " + currentTypeName));
		}

		public override void UpdateInteraction(FVRViveHand hand)
		{
			((FVRPhysicalObject)this).UpdateInteraction(hand);
			if (hand.Input.TriggerFloat > 0.8f)
			{
				DeployAirstrike(hand);
			}
		}

		public void DeployAirstrike(FVRViveHand hand)
		{
			//IL_0058: 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_0071: 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_0091: 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_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_00c0: 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_00c3: 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_00cd: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d2: Unknown result type (might be due to invalid IL or missing references)
			//IL_00dc: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e1: Unknown result type (might be due to invalid IL or missing references)
			//IL_010c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0123: Unknown result type (might be due to invalid IL or missing references)
			//IL_00af: 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)
			RaycastHit val = default(RaycastHit);
			if (Time.time - lastDeployTime < cooldownTime)
			{
				Debug.Log((object)("冷却中,剩余时间: " + (cooldownTime - (Time.time - lastDeployTime)).ToString("F1") + " 秒"));
			}
			else if (Physics.Raycast(RayOrigin.position, RayOrigin.forward, ref val, MaxDistance, LayerMask.op_Implicit(HitLayers)))
			{
				Vector3 forward = RayOrigin.forward;
				forward.y = 0f;
				if (((Vector3)(ref forward)).sqrMagnitude < 0.001f)
				{
					forward = Vector3.forward;
				}
				Quaternion val2 = Quaternion.LookRotation(forward, Vector3.up);
				Quaternion val3 = val2 * Quaternion.Euler(rotationOffsetEuler);
				Object.Instantiate<GameObject>(currentAirstrikePrefab, ((RaycastHit)(ref val)).point, val3);
				Debug.Log((object)string.Concat("释放空袭: ", currentTypeName, " 于位置 ", ((RaycastHit)(ref val)).point, ",旋转: ", ((Quaternion)(ref val3)).eulerAngles));
				lastDeployTime = Time.time;
				if ((Object)(object)audioSource != (Object)null && currentAirstrikeClips != null && currentAirstrikeClips.Length > 0)
				{
					AudioClip val4 = currentAirstrikeClips[Random.Range(0, currentAirstrikeClips.Length)];
					audioSource.PlayOneShot(val4);
				}
				if ((Object)(object)hand != (Object)null)
				{
					hand.Buzz(hand.Buzzer.Buzz_OnHoverInteractive);
				}
			}
		}
	}
	public class AirstrikeDebugger : MonoBehaviour
	{
		[Header("移动速度")]
		public float moveSpeed = 5f;

		[Header("鼠标灵敏度")]
		public float mouseSensitivity = 2f;

		[Header("头部对象(联动 UILookAtPlayer)")]
		public Transform headTransform;

		private float rotationX = 0f;

		private float rotationY = 0f;

		private void Start()
		{
			Cursor.lockState = (CursorLockMode)1;
			Cursor.visible = false;
		}

		private void Update()
		{
			//IL_001d: 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_002e: 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_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_004e: 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_005b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0060: Unknown result type (might be due to invalid IL or missing references)
			//IL_0061: 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_0107: Unknown result type (might be due to invalid IL or missing references)
			//IL_010c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0116: Unknown result type (might be due to invalid IL or missing references)
			//IL_011b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0131: Unknown result type (might be due to invalid IL or missing references)
			float axis = Input.GetAxis("Horizontal");
			float axis2 = Input.GetAxis("Vertical");
			Vector3 val = (((Component)this).transform.right * axis + ((Component)this).transform.forward * axis2) * moveSpeed * Time.deltaTime;
			Transform transform = ((Component)this).transform;
			transform.position += val;
			float num = Input.GetAxis("Mouse X") * mouseSensitivity;
			float num2 = Input.GetAxis("Mouse Y") * mouseSensitivity;
			rotationY += num;
			rotationX -= num2;
			rotationX = Mathf.Clamp(rotationX, -80f, 80f);
			((Component)this).transform.rotation = Quaternion.Euler(rotationX, rotationY, 0f);
			if ((Object)(object)headTransform != (Object)null)
			{
				headTransform.position = ((Component)this).transform.position + Vector3.up * 1.6f;
				headTransform.rotation = ((Component)this).transform.rotation;
			}
		}
	}
	public class ChangeTypeWhenAwake : MonoBehaviour
	{
		public GameObject airstrikePrefab;

		public AudioClip[] airstrikeClips;

		public AirstrikeBinocular binocular;

		private void OnEnable()
		{
			if ((Object)(object)binocular != (Object)null && (Object)(object)airstrikePrefab != (Object)null)
			{
				binocular.SetAirstrikeType(airstrikePrefab, airstrikeClips);
			}
		}
	}
}
public class ScopeScript : MonoBehaviour
{
	[SerializeField]
	[Range(0f, 1f)]
	private float zoom;

	[SerializeField]
	private float minFOV;

	[SerializeField]
	private float maxFOV;

	[SerializeField]
	private Camera myCamera;

	[SerializeField]
	private Transform myCrossHair;

	[SerializeField]
	private float minCrossHairScale;

	[SerializeField]
	private float maxCrossHairScale;

	[SerializeField]
	private Material imageMat;

	[SerializeField]
	private float minDistortion;

	[SerializeField]
	private float maxDistortion;

	private void Start()
	{
	}

	private void Update()
	{
		//IL_0048: Unknown result type (might be due to invalid IL or missing references)
		myCamera.fieldOfView = Mathf.Lerp(maxFOV, minFOV, zoom);
		float num = Mathf.Lerp(minCrossHairScale, maxCrossHairScale, zoom);
		myCrossHair.localScale = new Vector3(num, num, 1f);
		imageMat.SetFloat("_Constant", Mathf.Lerp(minDistortion, maxDistortion, zoom));
	}
}
namespace theWNbotMods
{
	public class scopeFocusScript : MonoBehaviour
	{
		[Header("眼睛位置(VR Head 或 Debug Head)")]
		[SerializeField]
		private Transform eye;

		[Header("瞄具参考点(通常是镜片中心)")]
		[SerializeField]
		private Transform eyeDistPos;

		[Header("聚焦参数")]
		[SerializeField]
		private float fadedDist = 0.2f;

		[SerializeField]
		private float maxAngle = 15f;

		[Header("材质控制")]
		[SerializeField]
		private Material focusMat;

		[SerializeField]
		private float minMult = 0f;

		[SerializeField]
		private float maxMult = 1f;

		private Vector2 posInput;

		private float circleCenterMovement;

		private void LateUpdate()
		{
			//IL_003f: 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_0077: 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_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_008d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0094: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b3: 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_00b9: 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_00de: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e8: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ed: Unknown result type (might be due to invalid IL or missing references)
			if (!((Object)(object)eye == (Object)null) && !((Object)(object)eyeDistPos == (Object)null) && !((Object)(object)focusMat == (Object)null))
			{
				float num = Vector3.Distance(eyeDistPos.position, eye.position);
				float num2 = num / fadedDist;
				num2 = Mathf.Clamp(num2, minMult, maxMult);
				Vector3 val = ((Component)this).transform.position - eye.position;
				float num3 = Vector3.Angle(val, ((Component)this).transform.forward);
				circleCenterMovement = num3 / maxAngle;
				Vector3 val2 = ((Component)this).transform.InverseTransformDirection(val);
				Vector2 val3 = default(Vector2);
				((Vector2)(ref val3))..ctor(val2.x, val2.y);
				posInput = ((Vector2)(ref val3)).normalized * circleCenterMovement / 2f;
				focusMat.SetFloat("_Mult", num2);
				focusMat.SetFloat("_XPos", 0.5f + posInput.x);
				focusMat.SetFloat("_YPos", 0.5f + posInput.y);
			}
		}
	}
	public class CQCFists : MonoBehaviour
	{
		[Header("CQC Settings")]
		public float GrabRange = 1f;

		public float FollowStrength = 10f;

		public float ThrowForce = 10f;

		public float DownSwingThreshold = 1.2f;

		public float ReleaseDistance = 0.8f;

		[Header("Audio Settings")]
		public AudioClip CQC_GrabSFX;

		public AudioClip CQC_ThrowSFX;

		[Header("Effect Durations")]
		public float HostageConfuseDuration = 999f;

		public float UnconsciousDuration = 5f;

		private FVRViveHand hand;

		private bool isGrabbing = false;

		private bool readyToThrow = false;

		private SosigLink grabbedLink = null;

		private Vector3 grabOffset;

		private Vector3 initialGrabPos;

		private void Update()
		{
			if (!((Component)this).gameObject.activeSelf)
			{
				return;
			}
			hand = FindHand();
			if (!((Object)(object)hand == (Object)null))
			{
				float triggerFloat = hand.Input.TriggerFloat;
				if (triggerFloat > 0.75f && !isGrabbing)
				{
					TryGrabNearestLink();
				}
				if (isGrabbing && (Object)(object)grabbedLink != (Object)null)
				{
					FollowHandMovement();
					DetectDownSwing();
					DetectPullRelease();
				}
				if (isGrabbing && triggerFloat <= 0.75f)
				{
					PerformThrow();
				}
			}
		}

		private FVRViveHand FindHand()
		{
			if ((Object)(object)((Component)this).transform.parent == (Object)(object)((Component)GM.CurrentPlayerBody.LeftHand).transform)
			{
				return GM.CurrentMovementManager.Hands[0];
			}
			if ((Object)(object)((Component)this).transform.parent == (Object)(object)((Component)GM.CurrentPlayerBody.RightHand).transform)
			{
				return GM.CurrentMovementManager.Hands[1];
			}
			return null;
		}

		private void TryGrabNearestLink()
		{
			//IL_0028: 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_0094: 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_00a4: 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_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_00fa: Unknown result type (might be due to invalid IL or missing references)
			//IL_014c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0129: Unknown result type (might be due to invalid IL or missing references)
			SosigLink[] array = Object.FindObjectsOfType<SosigLink>();
			float num = float.PositiveInfinity;
			SosigLink val = null;
			SosigLink[] array2 = array;
			foreach (SosigLink val2 in array2)
			{
				float num2 = Vector3.Distance(((Component)val2).transform.position, ((Component)this).transform.position);
				if (num2 < GrabRange && num2 < num)
				{
					num = num2;
					val = val2;
				}
			}
			if (!((Object)(object)val != (Object)null))
			{
				return;
			}
			grabbedLink = val;
			isGrabbing = true;
			grabOffset = ((Component)grabbedLink).transform.position - ((Component)this).transform.position;
			initialGrabPos = ((Component)grabbedLink).transform.position;
			Sosig s = val.S;
			if ((Object)(object)s != (Object)null)
			{
				s.m_isConfused = true;
				s.m_confusedTime = HostageConfuseDuration;
				s.SetBodyPose((SosigBodyPose)0);
				s.ObjectUsageFocus = (SosigObjectUsageFocus)0;
				if ((Object)(object)s.Agent != (Object)null)
				{
					((Behaviour)s.Agent).enabled = false;
				}
				s.SetCurrentOrder((SosigOrder)0);
				s.FallbackOrder = (SosigOrder)0;
			}
			if ((Object)(object)CQC_GrabSFX != (Object)null)
			{
				AudioSource.PlayClipAtPoint(CQC_GrabSFX, ((Component)val).transform.position);
			}
		}

		private void FollowHandMovement()
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			//IL_000d: Unknown result type (might be due to invalid IL or missing references)
			//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_002e: 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_0040: Unknown result type (might be due to invalid IL or missing references)
			Vector3 val = ((Component)this).transform.position + grabOffset;
			((Component)grabbedLink).transform.position = Vector3.Lerp(((Component)grabbedLink).transform.position, val, Time.deltaTime * FollowStrength);
		}

		private void DetectDownSwing()
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			//IL_000c: Unknown result type (might be due to invalid IL or missing references)
			//IL_000f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0014: Unknown result type (might be due to invalid IL or missing references)
			Vector3 throwLinearVelWorld = hand.GetThrowLinearVelWorld();
			if (Vector3.Dot(((Vector3)(ref throwLinearVelWorld)).normalized, Vector3.down) > 0.6f && ((Vector3)(ref throwLinearVelWorld)).magnitude > DownSwingThreshold)
			{
				readyToThrow = true;
			}
		}

		private void DetectPullRelease()
		{
			//IL_000c: 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_003a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0040: Unknown result type (might be due to invalid IL or missing references)
			//IL_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_004d: 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_0083: 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_00be: Unknown result type (might be due to invalid IL or missing references)
			float num = Vector3.Distance(((Component)grabbedLink).transform.position, ((Component)this).transform.position);
			if (!(num > ReleaseDistance))
			{
				return;
			}
			Vector3 val = ((Component)grabbedLink).transform.position - initialGrabPos;
			Vector3 normalized = ((Vector3)(ref val)).normalized;
			Sosig s = grabbedLink.S;
			if ((Object)(object)s != (Object)null && (Object)(object)s.CoreRB != (Object)null)
			{
				s.CoreRB.AddForce(normalized * ThrowForce, (ForceMode)2);
				s.KnockUnconscious(UnconsciousDuration);
				if ((Object)(object)CQC_ThrowSFX != (Object)null)
				{
					AudioSource.PlayClipAtPoint(CQC_ThrowSFX, ((Component)s).transform.position);
				}
			}
			ResetCQC();
		}

		private void PerformThrow()
		{
			//IL_0053: 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_005b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0060: Unknown result type (might be due to invalid IL or missing references)
			//IL_0079: 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_00b5: Unknown result type (might be due to invalid IL or missing references)
			if (!readyToThrow || (Object)(object)grabbedLink == (Object)null)
			{
				ResetCQC();
				return;
			}
			Sosig s = grabbedLink.S;
			if ((Object)(object)s == (Object)null)
			{
				ResetCQC();
				return;
			}
			Vector3 throwLinearVelWorld = hand.GetThrowLinearVelWorld();
			Vector3 normalized = ((Vector3)(ref throwLinearVelWorld)).normalized;
			if ((Object)(object)s.CoreRB != (Object)null)
			{
				s.CoreRB.AddForce(normalized * ThrowForce, (ForceMode)2);
			}
			s.KnockUnconscious(UnconsciousDuration);
			if ((Object)(object)CQC_ThrowSFX != (Object)null)
			{
				AudioSource.PlayClipAtPoint(CQC_ThrowSFX, ((Component)s).transform.position);
			}
			ResetCQC();
		}

		private void ResetCQC()
		{
			//IL_004c: 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)
			isGrabbing = false;
			readyToThrow = false;
			if ((Object)(object)grabbedLink != (Object)null && (Object)(object)grabbedLink.S != (Object)null)
			{
				Sosig s = grabbedLink.S;
				s.m_isConfused = false;
				s.ObjectUsageFocus = (SosigObjectUsageFocus)1;
				if ((Object)(object)s.Agent != (Object)null)
				{
					((Behaviour)s.Agent).enabled = true;
				}
				s.SetCurrentOrder((SosigOrder)9);
				s.FallbackOrder = (SosigOrder)9;
			}
			grabbedLink = null;
		}

		private void OnDrawGizmosSelected()
		{
			//IL_0001: Unknown result type (might be due to invalid IL or missing references)
			//IL_0011: Unknown result type (might be due to invalid IL or missing references)
			//IL_0021: 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)
			Gizmos.color = Color.red;
			Gizmos.DrawWireSphere(((Component)this).transform.position, GrabRange);
			Gizmos.color = Color.yellow;
			Gizmos.DrawWireSphere(((Component)this).transform.position, ReleaseDistance);
		}
	}
	public class CQCFistsSystem : MonoBehaviour
	{
		[Header("Prefabs")]
		public GameObject CQCHandLeftPrefab;

		public GameObject CQCHandRightPrefab;

		private GameObject leftHandObj;

		private GameObject rightHandObj;

		private void Update()
		{
			if ((Object)(object)GM.CurrentPlayerBody == (Object)null)
			{
				return;
			}
			if ((Object)(object)GM.CurrentMovementManager.Hands[0].m_currentInteractable == (Object)null && GM.CurrentMovementManager.Hands[0].Input.TriggerPressed)
			{
				if ((Object)(object)leftHandObj == (Object)null)
				{
					leftHandObj = Object.Instantiate<GameObject>(CQCHandLeftPrefab, ((Component)GM.CurrentPlayerBody.LeftHand).transform);
				}
				leftHandObj.SetActive(true);
			}
			else if ((Object)(object)leftHandObj != (Object)null)
			{
				leftHandObj.SetActive(false);
			}
			if ((Object)(object)GM.CurrentMovementManager.Hands[1].m_currentInteractable == (Object)null && GM.CurrentMovementManager.Hands[1].Input.TriggerPressed)
			{
				if ((Object)(object)rightHandObj == (Object)null)
				{
					rightHandObj = Object.Instantiate<GameObject>(CQCHandRightPrefab, ((Component)GM.CurrentPlayerBody.RightHand).transform);
				}
				rightHandObj.SetActive(true);
			}
			else if ((Object)(object)rightHandObj != (Object)null)
			{
				rightHandObj.SetActive(false);
			}
		}

		private void OnDestroy()
		{
			if ((Object)(object)leftHandObj != (Object)null)
			{
				Object.Destroy((Object)(object)leftHandObj);
			}
			if ((Object)(object)rightHandObj != (Object)null)
			{
				Object.Destroy((Object)(object)rightHandObj);
			}
		}
	}
	[BepInProcess("h3vr.exe")]
	[BepInPlugin("theWNbotMods.CQCFistsToggle", "CQCFistsToggle", "1.0.0")]
	public class CQCFistsToggle : BaseUnityPlugin
	{
		private static class CQCFistsPatch
		{
			[HarmonyPatch(typeof(FVRWristMenu2), "Awake")]
			[HarmonyPostfix]
			public static void MenuButton(FVRWristMenu2 __instance)
			{
				//IL_0090: Unknown result type (might be due to invalid IL or missing references)
				//IL_009a: Expected O, but got Unknown
				//IL_0095: Unknown result type (might be due to invalid IL or missing references)
				//IL_009f: Expected O, but got Unknown
				if ((Object)(object)__instance == (Object)null)
				{
					Logger.LogMessage((object)"No FVRWristMenu2");
					return;
				}
				bool flag = false;
				foreach (WristMenuButton button in WristMenuAPI.Buttons)
				{
					if (button.Text == "CQCFistsToggle")
					{
						flag = true;
						break;
					}
				}
				if (!flag)
				{
					WristMenuAPI.Buttons.Add(new WristMenuButton("CQCFistsToggle", new ButtonClickEvent(ToggleCQCFistsSystem)));
					Logger.LogMessage((object)"CQCFistsToggle button added to wrist menu!");
				}
			}

			public static void ToggleCQCFistsSystem(object sender, ButtonClickEventArgs args)
			{
				GameObject val = GameObject.Find("CQCFistsSystem(Clone)");
				if ((Object)(object)val != (Object)null)
				{
					Logger.LogMessage((object)"CQCFistsSystem found, destroying...");
					Object.Destroy((Object)(object)val);
					return;
				}
				Logger.LogMessage((object)"Spawning CQCFistsSystem from Inspector reference...");
				CQCFistsToggle component = Chainloader.ManagerObject.GetComponent<CQCFistsToggle>();
				if ((Object)(object)component != (Object)null && (Object)(object)component.CQCFistsSystemPrefab != (Object)null)
				{
					GameObject val2 = Object.Instantiate<GameObject>(component.CQCFistsSystemPrefab);
					Object.DontDestroyOnLoad((Object)(object)val2);
					((Object)val2).name = "CQCFistsSystem(Clone)";
				}
				else
				{
					Logger.LogMessage((object)"CQCFistsSystem Prefab not assigned in Inspector!");
				}
			}
		}

		public GameObject CQCFistsSystemPrefab;

		internal static ManualLogSource Logger { get; private set; }

		public void Awake()
		{
			Logger = ((BaseUnityPlugin)this).Logger;
			Harmony.CreateAndPatchAll(typeof(CQCFistsPatch), (string)null);
			Logger.LogMessage((object)"CQCFistsToggle loaded!");
		}
	}
	public class CQCMelee : MonoBehaviour
	{
		[Header("CQC Settings")]
		public float GrabRange = 1f;

		public float FollowStrength = 10f;

		public float ThrowForce = 10f;

		public float DownSwingThreshold = 1.2f;

		public float ReleaseDistance = 0.8f;

		[Header("Audio Settings")]
		public AudioClip CQC_GrabSFX;

		public AudioClip CQC_ThrowSFX;

		[Header("Effect Durations")]
		public float HostageConfuseDuration = 999f;

		public float UnconsciousDuration = 5f;

		[Header("Disable Prefabs on Grab")]
		public GameObject[] disableOnGrab;

		private FVRMeleeWeapon weapon;

		private FVRViveHand hand;

		private bool isGrabbing = false;

		private bool readyToThrow = false;

		private SosigLink grabbedLink = null;

		private Vector3 grabOffset;

		private Vector3 initialGrabPos;

		private void Start()
		{
			weapon = ((Component)this).GetComponent<FVRMeleeWeapon>();
		}

		private void Update()
		{
			if ((Object)(object)weapon == (Object)null || !((FVRInteractiveObject)weapon).IsHeld)
			{
				return;
			}
			hand = ((FVRInteractiveObject)weapon).m_hand;
			if (!((Object)(object)hand == (Object)null))
			{
				float triggerFloat = hand.Input.TriggerFloat;
				if (triggerFloat > 0.75f && !isGrabbing)
				{
					TryGrabNearestLink();
				}
				if (isGrabbing && (Object)(object)grabbedLink != (Object)null)
				{
					FollowWeaponMovement();
					DetectDownSwing();
					DetectPullRelease();
				}
				if (isGrabbing && triggerFloat <= 0.75f)
				{
					PerformThrow();
				}
			}
		}

		private void TryGrabNearestLink()
		{
			//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_0099: 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_00b3: 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_00c9: Unknown result type (might be due to invalid IL or missing references)
			//IL_0104: Unknown result type (might be due to invalid IL or missing references)
			//IL_0156: Unknown result type (might be due to invalid IL or missing references)
			//IL_0133: Unknown result type (might be due to invalid IL or missing references)
			SosigLink[] array = Object.FindObjectsOfType<SosigLink>();
			float num = float.PositiveInfinity;
			SosigLink val = null;
			SosigLink[] array2 = array;
			foreach (SosigLink val2 in array2)
			{
				float num2 = Vector3.Distance(((Component)val2).transform.position, ((Component)weapon).transform.position);
				if (num2 < GrabRange && num2 < num)
				{
					num = num2;
					val = val2;
				}
			}
			if (!((Object)(object)val != (Object)null))
			{
				return;
			}
			grabbedLink = val;
			isGrabbing = true;
			grabOffset = ((Component)grabbedLink).transform.position - ((Component)weapon).transform.position;
			initialGrabPos = ((Component)grabbedLink).transform.position;
			Sosig s = val.S;
			if ((Object)(object)s != (Object)null)
			{
				s.m_isConfused = true;
				s.m_confusedTime = HostageConfuseDuration;
				s.SetBodyPose((SosigBodyPose)0);
				s.ObjectUsageFocus = (SosigObjectUsageFocus)0;
				if ((Object)(object)s.Agent != (Object)null)
				{
					((Behaviour)s.Agent).enabled = false;
				}
				s.SetCurrentOrder((SosigOrder)0);
				s.FallbackOrder = (SosigOrder)0;
			}
			if ((Object)(object)CQC_GrabSFX != (Object)null)
			{
				AudioSource.PlayClipAtPoint(CQC_GrabSFX, ((Component)val).transform.position);
			}
			if (disableOnGrab == null)
			{
				return;
			}
			GameObject[] array3 = disableOnGrab;
			foreach (GameObject val3 in array3)
			{
				if ((Object)(object)val3 != (Object)null)
				{
					val3.SetActive(false);
				}
			}
		}

		private void FollowWeaponMovement()
		{
			//IL_000c: 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_0033: 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_0045: Unknown result type (might be due to invalid IL or missing references)
			Vector3 val = ((Component)weapon).transform.position + grabOffset;
			((Component)grabbedLink).transform.position = Vector3.Lerp(((Component)grabbedLink).transform.position, val, Time.deltaTime * FollowStrength);
		}

		private void DetectDownSwing()
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			//IL_000c: Unknown result type (might be due to invalid IL or missing references)
			//IL_000f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0014: Unknown result type (might be due to invalid IL or missing references)
			Vector3 throwLinearVelWorld = hand.GetThrowLinearVelWorld();
			if (Vector3.Dot(((Vector3)(ref throwLinearVelWorld)).normalized, Vector3.down) > 0.6f && ((Vector3)(ref throwLinearVelWorld)).magnitude > DownSwingThreshold)
			{
				readyToThrow = true;
			}
		}

		private void DetectPullRelease()
		{
			//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_003f: 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_004f: 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_0088: 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_00c3: Unknown result type (might be due to invalid IL or missing references)
			float num = Vector3.Distance(((Component)grabbedLink).transform.position, ((Component)weapon).transform.position);
			if (!(num > ReleaseDistance))
			{
				return;
			}
			Vector3 val = ((Component)grabbedLink).transform.position - initialGrabPos;
			Vector3 normalized = ((Vector3)(ref val)).normalized;
			Sosig s = grabbedLink.S;
			if ((Object)(object)s != (Object)null && (Object)(object)s.CoreRB != (Object)null)
			{
				s.CoreRB.AddForce(normalized * ThrowForce, (ForceMode)2);
				s.KnockUnconscious(UnconsciousDuration);
				if ((Object)(object)CQC_ThrowSFX != (Object)null)
				{
					AudioSource.PlayClipAtPoint(CQC_ThrowSFX, ((Component)s).transform.position);
				}
			}
			ResetCQC();
		}

		private void PerformThrow()
		{
			//IL_0053: 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_005b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0060: Unknown result type (might be due to invalid IL or missing references)
			//IL_0079: 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_00b5: Unknown result type (might be due to invalid IL or missing references)
			if (!readyToThrow || (Object)(object)grabbedLink == (Object)null)
			{
				ResetCQC();
				return;
			}
			Sosig s = grabbedLink.S;
			if ((Object)(object)s == (Object)null)
			{
				ResetCQC();
				return;
			}
			Vector3 throwLinearVelWorld = hand.GetThrowLinearVelWorld();
			Vector3 normalized = ((Vector3)(ref throwLinearVelWorld)).normalized;
			if ((Object)(object)s.CoreRB != (Object)null)
			{
				s.CoreRB.AddForce(normalized * ThrowForce, (ForceMode)2);
			}
			s.KnockUnconscious(UnconsciousDuration);
			if ((Object)(object)CQC_ThrowSFX != (Object)null)
			{
				AudioSource.PlayClipAtPoint(CQC_ThrowSFX, ((Component)s).transform.position);
			}
			ResetCQC();
		}

		private void ResetCQC()
		{
			//IL_004c: 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)
			isGrabbing = false;
			readyToThrow = false;
			if ((Object)(object)grabbedLink != (Object)null && (Object)(object)grabbedLink.S != (Object)null)
			{
				Sosig s = grabbedLink.S;
				s.m_isConfused = false;
				s.ObjectUsageFocus = (SosigObjectUsageFocus)1;
				if ((Object)(object)s.Agent != (Object)null)
				{
					((Behaviour)s.Agent).enabled = true;
				}
				s.SetCurrentOrder((SosigOrder)9);
				s.FallbackOrder = (SosigOrder)9;
			}
			grabbedLink = null;
			if (disableOnGrab == null)
			{
				return;
			}
			GameObject[] array = disableOnGrab;
			foreach (GameObject val in array)
			{
				if ((Object)(object)val != (Object)null)
				{
					val.SetActive(true);
				}
			}
		}

		private void OnDrawGizmosSelected()
		{
			//IL_0001: Unknown result type (might be due to invalid IL or missing references)
			//IL_0011: Unknown result type (might be due to invalid IL or missing references)
			//IL_0021: 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)
			Gizmos.color = Color.red;
			Gizmos.DrawWireSphere(((Component)this).transform.position, GrabRange);
			Gizmos.color = Color.yellow;
			Gizmos.DrawWireSphere(((Component)this).transform.position, ReleaseDistance);
		}
	}
	public class CigaretteAttach : MonoBehaviour
	{
		[Header("Attach Settings")]
		public float attachDistance = 0.2f;

		public Vector3 positionOffset = new Vector3(0f, -0.05f, 0.05f);

		public Vector3 rotationOffsetEuler = new Vector3(0f, 0f, 0f);

		[Header("Smoke Settings")]
		public GameObject PuffedSmokePrefab;

		public float puffDelay = 3f;

		public float puffCooldown = 2f;

		public Vector3 smokeOffset = new Vector3(0f, -0.1f, 0.1f);

		[Header("References")]
		public FVRCigarette cigarette;

		[Header("Attach Prefab Control")]
		public GameObject[] enableOnAttach;

		public GameObject[] disableOnAttach;

		[Header("Detach Prefab Control")]
		public GameObject[] enableOnDetach;

		public GameObject[] disableOnDetach;

		private bool isAttachedToHead = false;

		private Transform headTransform;

		private FVRPhysicalObject fvrObject;

		private Rigidbody rb;

		private float puffTimer = 0f;

		private bool inCooldown = false;

		private void Awake()
		{
			if ((Object)(object)GM.CurrentPlayerBody != (Object)null && (Object)(object)GM.CurrentPlayerBody.Head != (Object)null)
			{
				headTransform = GM.CurrentPlayerBody.Head;
			}
			fvrObject = ((Component)this).GetComponent<FVRPhysicalObject>();
			rb = ((Component)this).GetComponent<Rigidbody>();
		}

		private void Update()
		{
			//IL_0029: 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)
			if ((Object)(object)headTransform == (Object)null)
			{
				return;
			}
			if (!isAttachedToHead)
			{
				float num = Vector3.Distance(((Component)this).transform.position, headTransform.position);
				if (num <= attachDistance)
				{
					AttachToHead();
				}
			}
			if (isAttachedToHead)
			{
				if ((Object)(object)fvrObject != (Object)null && ((FVRInteractiveObject)fvrObject).m_isHeld)
				{
					DetachFromHead();
				}
				else
				{
					HandleSmokeLogic();
				}
			}
		}

		private void AttachToHead()
		{
			//IL_0020: 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_0036: Unknown result type (might be due to invalid IL or missing references)
			isAttachedToHead = true;
			((Component)this).transform.SetParent(headTransform);
			((Component)this).transform.localPosition = positionOffset;
			((Component)this).transform.localRotation = Quaternion.Euler(rotationOffsetEuler);
			if ((Object)(object)rb != (Object)null)
			{
				rb.isKinematic = true;
				rb.useGravity = false;
			}
			puffTimer = 0f;
			inCooldown = false;
			GameObject[] array = enableOnAttach;
			foreach (GameObject val in array)
			{
				if ((Object)(object)val != (Object)null)
				{
					val.SetActive(true);
				}
			}
			GameObject[] array2 = disableOnAttach;
			foreach (GameObject val2 in array2)
			{
				if ((Object)(object)val2 != (Object)null)
				{
					val2.SetActive(false);
				}
			}
		}

		private void DetachFromHead()
		{
			isAttachedToHead = false;
			((Component)this).transform.SetParent((Transform)null);
			if ((Object)(object)rb != (Object)null)
			{
				rb.isKinematic = false;
				rb.useGravity = true;
			}
			puffTimer = 0f;
			inCooldown = false;
			GameObject[] array = enableOnDetach;
			foreach (GameObject val in array)
			{
				if ((Object)(object)val != (Object)null)
				{
					val.SetActive(true);
				}
			}
			GameObject[] array2 = disableOnDetach;
			foreach (GameObject val2 in array2)
			{
				if ((Object)(object)val2 != (Object)null)
				{
					val2.SetActive(false);
				}
			}
		}

		private void HandleSmokeLogic()
		{
			//IL_006e: 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)
			//IL_007f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0084: Unknown result type (might be due to invalid IL or missing references)
			//IL_0089: Unknown result type (might be due to invalid IL or missing references)
			//IL_0090: Unknown result type (might be due to invalid IL or missing references)
			//IL_0097: Unknown result type (might be due to invalid IL or missing references)
			if ((Object)(object)cigarette == (Object)null || !cigarette.IsBurning())
			{
				return;
			}
			puffTimer += Time.deltaTime;
			if (!inCooldown && puffTimer >= puffDelay)
			{
				if ((Object)(object)PuffedSmokePrefab != (Object)null)
				{
					Vector3 val = headTransform.position + headTransform.TransformVector(smokeOffset);
					Object.Instantiate<GameObject>(PuffedSmokePrefab, val, headTransform.rotation);
				}
				inCooldown = true;
				puffTimer = 0f;
			}
			else if (inCooldown && puffTimer >= puffCooldown)
			{
				inCooldown = false;
				puffTimer = 0f;
			}
		}
	}
	public class CigaretteBox : FVRPhysicalObject
	{
		private bool triggerPressedLastFrame = false;

		private bool isOpen = false;

		private bool isTouching = false;

		private Vector2 initTouch = Vector2.zero;

		private Vector2 LastTouchPoint = Vector2.zero;

		public Transform CaseLid;

		public float openRotationX = 90f;

		public float openRotationY = 0f;

		public float openRotationZ = 0f;

		public float closeRotationX = 0f;

		public float closeRotationY = 0f;

		public float closeRotationZ = 0f;

		public float rotationSpeed = 5f;

		public AudioSource audioSource;

		public AudioClip openSound;

		public AudioClip closeSound;

		public GameObject objectToToggle;

		public List<Transform> Dings;

		public int m_numDings;

		public CigaretteBoxTrigger cigaretteBoxTrigger;

		private Quaternion targetRotation;

		public override void Start()
		{
			//IL_0019: 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)
			CaseLid.localRotation = Quaternion.Euler(closeRotationX, closeRotationY, closeRotationZ);
			targetRotation = CaseLid.localRotation;
		}

		private void Update()
		{
			//IL_000d: 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_0024: Unknown result type (might be due to invalid IL or missing references)
			CaseLid.localRotation = Quaternion.Lerp(CaseLid.localRotation, targetRotation, Time.deltaTime * rotationSpeed);
		}

		public override void UpdateInteraction(FVRViveHand hand)
		{
			//IL_016b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0170: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c7: Unknown result type (might be due to invalid IL or missing references)
			//IL_00cc: Unknown result type (might be due to invalid IL or missing references)
			//IL_0119: Unknown result type (might be due to invalid IL or missing references)
			//IL_011e: Unknown result type (might be due to invalid IL or missing references)
			//IL_011f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0121: Unknown result type (might be due to invalid IL or missing references)
			//IL_0126: Unknown result type (might be due to invalid IL or missing references)
			//IL_012b: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ea: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ef: Unknown result type (might be due to invalid IL or missing references)
			//IL_0153: Unknown result type (might be due to invalid IL or missing references)
			//IL_0158: Unknown result type (might be due to invalid IL or missing references)
			//IL_015d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0162: Unknown result type (might be due to invalid IL or missing references)
			((FVRPhysicalObject)this).UpdateInteraction(hand);
			if (hand.Input.TriggerFloat > 0.8f && !triggerPressedLastFrame && (Object)(object)hand.CurrentInteractable == (Object)(object)this)
			{
				ToggleLid();
				triggerPressedLastFrame = true;
			}
			else if (hand.Input.TriggerFloat < 0.2f)
			{
				triggerPressedLastFrame = false;
			}
			if (hand.IsInStreamlinedMode)
			{
				if (hand.Input.BYButtonDown || hand.Input.AXButtonDown)
				{
					ToggleLid();
				}
				return;
			}
			if (hand.Input.TouchpadTouched && !isTouching && hand.Input.TouchpadAxes != Vector2.zero)
			{
				isTouching = true;
				initTouch = hand.Input.TouchpadAxes;
			}
			if (hand.Input.TouchpadTouchUp && isTouching)
			{
				isTouching = false;
				Vector2 lastTouchPoint = LastTouchPoint;
				float y = (lastTouchPoint - initTouch).y;
				if (y > 0.5f || y < -0.5f)
				{
					ToggleLid();
				}
				initTouch = Vector2.zero;
				lastTouchPoint = Vector2.zero;
			}
			LastTouchPoint = hand.Input.TouchpadAxes;
		}

		private void ToggleLid()
		{
			//IL_004a: Unknown result type (might be due to invalid IL or missing references)
			//IL_002e: 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)
			isOpen = !isOpen;
			targetRotation = (isOpen ? Quaternion.Euler(openRotationX, openRotationY, openRotationZ) : Quaternion.Euler(closeRotationX, closeRotationY, closeRotationZ));
			if (isOpen)
			{
				if ((Object)(object)audioSource != (Object)null && (Object)(object)openSound != (Object)null)
				{
					audioSource.PlayOneShot(openSound);
				}
				if ((Object)(object)objectToToggle != (Object)null)
				{
					objectToToggle.SetActive(true);
				}
				Open();
			}
			else
			{
				if ((Object)(object)audioSource != (Object)null && (Object)(object)closeSound != (Object)null)
				{
					audioSource.PlayOneShot(closeSound);
				}
				if ((Object)(object)objectToToggle != (Object)null)
				{
					objectToToggle.SetActive(false);
				}
				Close();
			}
		}

		public bool IsOpen()
		{
			return isOpen;
		}

		public bool HasADing()
		{
			return m_numDings > 0;
		}

		public override void FVRUpdate()
		{
			((FVRPhysicalObject)this).FVRUpdate();
		}

		public void Open()
		{
			isOpen = true;
			if ((Object)(object)audioSource != (Object)null && (Object)(object)openSound != (Object)null)
			{
				audioSource.PlayOneShot(openSound);
			}
			UpdateDingDisplay();
		}

		public void Close()
		{
			isOpen = false;
			if ((Object)(object)audioSource != (Object)null && (Object)(object)closeSound != (Object)null)
			{
				audioSource.PlayOneShot(closeSound);
			}
			UpdateDingDisplay();
		}

		public void RemoveDing()
		{
			if (m_numDings > 0)
			{
				m_numDings--;
				UpdateDingDisplay();
			}
		}

		private void UpdateDingDisplay()
		{
			for (int i = 0; i < Dings.Count; i++)
			{
				if (i < m_numDings)
				{
					((Component)Dings[i]).gameObject.SetActive(true);
				}
				else
				{
					((Component)Dings[i]).gameObject.SetActive(false);
				}
			}
		}
	}
}
public class CigaretteBoxTrigger : FVRInteractiveObject
{
	public CigaretteBox cigaretteBox;

	public GameObject cigarPrefab;

	public override bool IsInteractable()
	{
		return cigaretteBox.HasADing() && ((FVRInteractiveObject)this).IsInteractable();
	}

	public override void BeginInteraction(FVRViveHand hand)
	{
		((FVRInteractiveObject)this).SimpleInteraction(hand);
	}

	public override void SimpleInteraction(FVRViveHand hand)
	{
		//IL_0030: 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)
		((FVRInteractiveObject)this).SimpleInteraction(hand);
		if (cigaretteBox.IsOpen())
		{
			cigaretteBox.RemoveDing();
			GameObject val = Object.Instantiate<GameObject>(cigarPrefab, ((HandInput)(ref hand.Input)).Pos, ((HandInput)(ref hand.Input)).Rot);
			FVRPhysicalObject component = val.GetComponent<FVRPhysicalObject>();
			hand.ForceSetInteractable((FVRInteractiveObject)(object)component);
			((FVRInteractiveObject)component).BeginInteraction(hand);
		}
		else
		{
			cigaretteBox.Open();
		}
	}
}
namespace theWNbotMods
{
	[Serializable]
	public class MotionPart
	{
		public GameObject motionPrefab;

		public GameObject startPrefab;

		public GameObject endPrefab;
	}
	public class FVRCigarette : QBArmorHelmet
	{
		[Header("Visual Prefabs")]
		public GameObject Unlit;

		public GameObject Lit;

		[Header("Motion Parts")]
		public MotionPart[] motionParts;

		[Header("Animation Settings")]
		public float burnAnimDuration = 10f;

		private float burnAnimTimer = 0f;

		private bool animPlaying = false;

		[Header("Burn Settings")]
		public float BurnDuration = 120f;

		public float DestructionDelay = 10f;

		private bool m_isBurning = false;

		private bool m_hasBeenLit = false;

		private float m_burnTimer;

		[Header("Fire Prefabs Control")]
		public GameObject[] fireOnPrefabs;

		public GameObject[] fireOffPrefabs;

		[Header("Torch Prefab Control")]
		public GameObject torchPrefab;

		[Header("Extinguish Collider")]
		public Collider ExtinguishCollider;

		[Header("Extinguish Settings")]
		public LayerMask ExtinguishLayers;

		[Header("Audio Settings")]
		public AudioSource audioSource;

		public AudioClip extinguishSound;

		public override void Awake()
		{
			((QBArmorHelmet)this).Awake();
			if ((Object)(object)Unlit != (Object)null)
			{
				Unlit.SetActive(true);
			}
			if ((Object)(object)Lit != (Object)null)
			{
				Lit.SetActive(false);
			}
			if (motionParts == null)
			{
				return;
			}
			MotionPart[] array = motionParts;
			foreach (MotionPart motionPart in array)
			{
				if ((Object)(object)motionPart.motionPrefab != (Object)null)
				{
					motionPart.motionPrefab.SetActive(false);
				}
			}
		}

		public override void FVRUpdate()
		{
			//IL_00b4: 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_00ca: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ea: Unknown result type (might be due to invalid IL or missing references)
			//IL_00fa: Unknown result type (might be due to invalid IL or missing references)
			//IL_0100: Unknown result type (might be due to invalid IL or missing references)
			//IL_0120: Unknown result type (might be due to invalid IL or missing references)
			//IL_0130: Unknown result type (might be due to invalid IL or missing references)
			//IL_0136: Unknown result type (might be due to invalid IL or missing references)
			((QBArmorPiece)this).FVRUpdate();
			if (!m_isBurning)
			{
				return;
			}
			m_burnTimer -= Time.deltaTime;
			if (animPlaying)
			{
				burnAnimTimer += Time.deltaTime;
				float num = Mathf.Clamp01(burnAnimTimer / burnAnimDuration);
				MotionPart[] array = motionParts;
				foreach (MotionPart motionPart in array)
				{
					if ((Object)(object)motionPart.motionPrefab != (Object)null && (Object)(object)motionPart.startPrefab != (Object)null && (Object)(object)motionPart.endPrefab != (Object)null)
					{
						motionPart.motionPrefab.transform.position = Vector3.Lerp(motionPart.startPrefab.transform.position, motionPart.endPrefab.transform.position, num);
						motionPart.motionPrefab.transform.rotation = Quaternion.Lerp(motionPart.startPrefab.transform.rotation, motionPart.endPrefab.transform.rotation, num);
						motionPart.motionPrefab.transform.localScale = Vector3.Lerp(motionPart.startPrefab.transform.localScale, motionPart.endPrefab.transform.localScale, num);
					}
				}
				if (num >= 1f)
				{
					animPlaying = false;
				}
			}
			if (m_burnTimer <= 0f)
			{
				StopBurning();
			}
		}

		public void Ignite()
		{
			if (m_isBurning)
			{
				return;
			}
			m_hasBeenLit = true;
			m_isBurning = true;
			if (m_burnTimer <= 0f)
			{
				m_burnTimer = BurnDuration;
			}
			if ((Object)(object)Unlit != (Object)null)
			{
				Unlit.SetActive(false);
			}
			if ((Object)(object)Lit != (Object)null)
			{
				Lit.SetActive(true);
			}
			animPlaying = true;
			if (motionParts != null)
			{
				MotionPart[] array = motionParts;
				foreach (MotionPart motionPart in array)
				{
					if ((Object)(object)motionPart.motionPrefab != (Object)null && (Object)(object)motionPart.startPrefab != (Object)null)
					{
						motionPart.motionPrefab.SetActive(true);
					}
				}
			}
			GameObject[] array2 = fireOnPrefabs;
			foreach (GameObject val in array2)
			{
				if ((Object)(object)val != (Object)null)
				{
					val.SetActive(true);
				}
			}
			if ((Object)(object)torchPrefab != (Object)null)
			{
				torchPrefab.SetActive(false);
			}
		}

		private void Extinguish()
		{
			if (!m_isBurning)
			{
				return;
			}
			m_isBurning = false;
			animPlaying = false;
			if ((Object)(object)Lit != (Object)null)
			{
				Lit.SetActive(true);
			}
			if ((Object)(object)Unlit != (Object)null)
			{
				Unlit.SetActive(false);
			}
			GameObject[] array = fireOffPrefabs;
			foreach (GameObject val in array)
			{
				if ((Object)(object)val != (Object)null)
				{
					val.SetActive(false);
				}
			}
			if ((Object)(object)torchPrefab != (Object)null)
			{
				torchPrefab.SetActive(true);
			}
			if ((Object)(object)audioSource != (Object)null && (Object)(object)extinguishSound != (Object)null)
			{
				audioSource.PlayOneShot(extinguishSound);
			}
		}

		private void StopBurning()
		{
			m_isBurning = false;
			animPlaying = false;
			if (motionParts == null)
			{
				return;
			}
			MotionPart[] array = motionParts;
			foreach (MotionPart motionPart in array)
			{
				if ((Object)(object)motionPart.motionPrefab != (Object)null)
				{
					motionPart.motionPrefab.SetActive(false);
				}
			}
		}

		private void OnCollisionEnter(Collision collision)
		{
			//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_0062: Unknown result type (might be due to invalid IL or missing references)
			if ((Object)(object)ExtinguishCollider == (Object)null)
			{
				return;
			}
			ContactPoint[] contacts = collision.contacts;
			for (int i = 0; i < contacts.Length; i++)
			{
				ContactPoint val = contacts[i];
				if ((Object)(object)((ContactPoint)(ref val)).thisCollider == (Object)(object)ExtinguishCollider && ((1 << ((Component)collision.collider).gameObject.layer) & LayerMask.op_Implicit(ExtinguishLayers)) != 0)
				{
					Extinguish();
					break;
				}
			}
		}

		public bool IsBurning()
		{
			return m_isBurning;
		}
	}
	public class TorchCigaretteTrigger : MonoBehaviour
	{
		[Header("Cigarette Reference")]
		public FVRCigarette Cigarette;

		[Header("Torch Prefab")]
		public GameObject torchPrefab;

		private void OnTriggerEnter(Collider col)
		{
			if ((Object)(object)Cigarette != (Object)null)
			{
				Cigarette.Ignite();
				if ((Object)(object)torchPrefab != (Object)null)
				{
					torchPrefab.SetActive(false);
				}
			}
		}
	}
}
namespace FNAFModeScripts
{
	public class ChancetoNextStage : MonoBehaviour
	{
		[Serializable]
		public class StageData
		{
			[Header("每隔多少秒进行一次概率判定")]
			public float rollInterval = 5f;

			[Header("进入下一阶段的概率(0~1)")]
			[Range(0f, 1f)]
			public float chanceToAdvance = 0.2f;

			[Header("如果超过多少秒还没进入下一阶段 → 强制进入")]
			public float forceAdvanceTime = 20f;

			[Header("进入此阶段时激活的 Prefab")]
			public GameObject[] activatePrefabs;
		}

		[Header("阶段列表(按顺序执行)")]
		public StageData[] stages;

		[Header("Awake 时自动启动")]
		public bool autoStart = true;

		[Header("是否一次性只显示当前阶段的 Prefab")]
		public bool onlyShowCurrentStage = false;

		private int currentStage = 0;

		private void Awake()
		{
			if (autoStart)
			{
				StartStages();
			}
		}

		public void StartStages()
		{
			currentStage = 0;
			((MonoBehaviour)this).StartCoroutine(RunStages());
		}

		private IEnumerator RunStages()
		{
			while (currentStage < stages.Length)
			{
				StageData stage = stages[currentStage];
				if (onlyShowCurrentStage)
				{
					HideAllPrefabs();
				}
				ActivatePrefabs(stage.activatePrefabs);
				float elapsed = 0f;
				while (true)
				{
					if (elapsed < stage.forceAdvanceTime)
					{
						yield return (object)new WaitForSeconds(stage.rollInterval);
						elapsed += stage.rollInterval;
						float roll = Random.value;
						if (roll <= stage.chanceToAdvance)
						{
							currentStage++;
							break;
						}
						continue;
					}
					currentStage++;
					break;
				}
				yield return null;
			}
		}

		private void ActivatePrefabs(GameObject[] prefabs)
		{
			if (prefabs == null)
			{
				return;
			}
			foreach (GameObject val in prefabs)
			{
				if ((Object)(object)val != (Object)null)
				{
					val.SetActive(true);
				}
			}
		}

		private void HideAllPrefabs()
		{
			StageData[] array = stages;
			foreach (StageData stageData in array)
			{
				if (stageData.activatePrefabs == null)
				{
					continue;
				}
				GameObject[] activatePrefabs = stageData.activatePrefabs;
				foreach (GameObject val in activatePrefabs)
				{
					if ((Object)(object)val != (Object)null)
					{
						val.SetActive(false);
					}
				}
			}
		}
	}
}
namespace theWNbotMods
{
	public class DelayedActive : MonoBehaviour
	{
		[Header("延迟多少秒后激活 Prefab")]
		public float delay = 1f;

		[Header("要激活的 Prefab 列表")]
		public GameObject[] prefabsToActivate;

		private void OnEnable()
		{
			((MonoBehaviour)this).StartCoroutine(ActivateAfterDelay());
		}

		private IEnumerator ActivateAfterDelay()
		{
			if (delay > 0f)
			{
				yield return (object)new WaitForSeconds(delay);
			}
			for (int i = 0; i < prefabsToActivate.Length; i++)
			{
				if ((Object)(object)prefabsToActivate[i] != (Object)null)
				{
					prefabsToActivate[i].SetActive(true);
				}
			}
		}
	}
}
namespace FNAFModeScripts
{
	public class EventDoorClose : MonoBehaviour
	{
		[Header("随机事件控制")]
		[Range(0f, 1f)]
		public float eventChance = 0.5f;

		[Header("门动画(Start / End Prefab)")]
		public Transform door;

		public GameObject doorOpenPrefab;

		public GameObject doorClosedPrefab;

		public float openAnimDuration = 0.6f;

		public float closeAnimDuration = 0.15f;

		private Vector3 openPos;

		private Quaternion openRot;

		private Vector3 closedPos;

		private Quaternion closedRot;

		private Coroutine animCoroutine;

		[Header("鬼脸(场景中隐藏物体)")]
		public GameObject ghostFaceObject;

		public float ghostDuration = 0.4f;

		[Header("音效")]
		public AudioSource audioSource;

		public AudioClip doorOpenSound;

		public AudioClip ghostSound;

		public AudioClip doorCloseSound;

		[Header("Trigger 引用")]
		public Collider openTrigger;

		public Collider scareTrigger;

		[Header("事件控制")]
		public bool oneTime = true;

		private bool opened = false;

		private bool scared = false;

		[Header("Debug 控制")]
		public bool debugOpen = false;

		public bool debugScare = false;

		private void Start()
		{
			//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_0057: Unknown result type (might be due to invalid IL or missing references)
			//IL_005c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0080: 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_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)
			if (Random.value > eventChance)
			{
				((Component)this).gameObject.SetActive(false);
				return;
			}
			if ((Object)(object)doorOpenPrefab != (Object)null)
			{
				openPos = doorOpenPrefab.transform.localPosition;
				openRot = doorOpenPrefab.transform.localRotation;
			}
			if ((Object)(object)doorClosedPrefab != (Object)null)
			{
				closedPos = doorClosedPrefab.transform.localPosition;
				closedRot = doorClosedPrefab.transform.localRotation;
			}
			if ((Object)(object)ghostFaceObject != (Object)null)
			{
				ghostFaceObject.SetActive(false);
			}
		}

		private void Update()
		{
			if (debugOpen)
			{
				debugOpen = false;
				((MonoBehaviour)this).StartCoroutine(OpenDoor());
			}
			if (debugScare)
			{
				debugScare = false;
				((MonoBehaviour)this).StartCoroutine(ScareAndClose());
			}
		}

		private void OnTriggerEnter(Collider other)
		{
			if (!((Object)(object)((Component)other).transform != (Object)(object)GM.CurrentPlayerBody.Head))
			{
				if ((Object)(object)other == (Object)(object)openTrigger && !opened)
				{
					opened = true;
					((MonoBehaviour)this).StartCoroutine(OpenDoor());
				}
				if ((Object)(object)other == (Object)(object)scareTrigger && !scared)
				{
					scared = true;
					((MonoBehaviour)this).StartCoroutine(ScareAndClose());
				}
			}
		}

		private IEnumerator OpenDoor()
		{
			if ((Object)(object)audioSource != (Object)null && (Object)(object)doorOpenSound != (Object)null)
			{
				audioSource.PlayOneShot(doorOpenSound);
			}
			yield return ((MonoBehaviour)this).StartCoroutine(AnimateDoor(openPos, openRot, openAnimDuration));
		}

		private IEnumerator ScareAndClose()
		{
			if ((Object)(object)ghostFaceObject != (Object)null)
			{
				ghostFaceObject.SetActive(true);
			}
			if ((Object)(object)audioSource != (Object)null && (Object)(object)ghostSound != (Object)null)
			{
				audioSource.PlayOneShot(ghostSound);
			}
			yield return (object)new WaitForSeconds(ghostDuration);
			if ((Object)(object)ghostFaceObject != (Object)null)
			{
				ghostFaceObject.SetActive(false);
			}
			if ((Object)(object)audioSource != (Object)null && (Object)(object)doorCloseSound != (Object)null)
			{
				audioSource.PlayOneShot(doorCloseSound);
			}
			yield return ((MonoBehaviour)this).StartCoroutine(AnimateDoor(closedPos, closedRot, closeAnimDuration));
		}

		private IEnumerator AnimateDoor(Vector3 targetPos, Quaternion targetRot, 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)
			if (!((Object)(object)door == (Object)null))
			{
				Vector3 startPos = door.localPosition;
				Quaternion startRot = door.localRotation;
				float t = 0f;
				while (t < duration)
				{
					float lerp = t / duration;
					door.localPosition = Vector3.Lerp(startPos, targetPos, lerp);
					door.localRotation = Quaternion.Lerp(startRot, targetRot, lerp);
					t += Time.deltaTime;
					yield return null;
				}
				door.localPosition = targetPos;
				door.localRotation = targetRot;
			}
		}
	}
	public class FNAFAnimatronicAI : MonoBehaviour
	{
		[Header("注释")]
		[TextArea(2, 5)]
		public string developerNote;

		[Header("移动概率(每小时 AI Level)")]
		[Range(0f, 20f)]
		public int AI_12AM = 20;

		[Range(0f, 20f)]
		public int AI_1AM = 20;

		[Range(0f, 20f)]
		public int AI_2AM = 20;

		[Range(0f, 20f)]
		public int AI_3AM = 20;

		[Range(0f, 20f)]
		public int AI_4AM = 20;

		[Range(0f, 20f)]
		public int AI_5AM = 20;

		[Header("AI Roll 时间范围 (秒)")]
		public float minRollTime = 1f;

		public float maxRollTime = 2f;

		private float rollTimer = 0f;

		private float nextRollTime = 0f;

		private int currentAILevel = 0;

		private FNAFWaypoint[] waypoints;

		private int currentIndex = 0;

		private bool aiActive = false;

		private void Start()
		{
			waypoints = ((Component)this).GetComponentsInChildren<FNAFWaypoint>(true);
			for (int i = 0; i < waypoints.Length; i++)
			{
				waypoints[i].index = i;
			}
			SetAllPosesInactive();
			ActivatePose(currentIndex);
			FNAFNightClock fNAFNightClock = Object.FindObjectOfType<FNAFNightClock>();
			if ((Object)(object)fNAFNightClock != (Object)null)
			{
				fNAFNightClock.OnHourChanged = (Action<int>)Delegate.Combine(fNAFNightClock.OnHourChanged, new Action<int>(SetAILevelByHour));
			}
			aiActive = true;
			if ((Object)(object)fNAFNightClock != (Object)null)
			{
				SetAILevelByHour(fNAFNightClock.currentHour);
			}
			else
			{
				SetAILevelByHour(12);
			}
			ScheduleNextRoll();
			TryMove();
			Debug.Log((object)(((Object)this).name + " AI Enable"));
		}

		private void Update()
		{
			if (aiActive)
			{
				rollTimer += Time.deltaTime;
				if (rollTimer >= nextRollTime)
				{
					rollTimer = 0f;
					ScheduleNextRoll();
					TryMove();
				}
			}
		}

		private void ScheduleNextRoll()
		{
			nextRollTime = Random.Range(minRollTime, maxRollTime);
		}

		private void SetAllPosesInactive()
		{
			for (int i = 0; i < waypoints.Length; i++)
			{
				if ((Object)(object)waypoints[i].Pose != (Object)null)
				{
					waypoints[i].Pose.SetActive(false);
				}
			}
		}

		private void ActivatePose(int index)
		{
			if ((Object)(object)waypoints[index].Pose != (Object)null)
			{
				waypoints[index].Pose.SetActive(true);
			}
		}

		private void TryMove()
		{
			int num = Random.Range(1, 21);
			Debug.Log((object)(((Object)this).name + " Roll = " + num + " / AI Level = " + currentAILevel));
			if (num < currentAILevel)
			{
				MoveToNextWaypoint();
			}
		}

		private void MoveToNextWaypoint()
		{
			FNAFWaypoint fNAFWaypoint = waypoints[currentIndex];
			if (fNAFWaypoint.nextPoints == null || fNAFWaypoint.nextPoints.Length == 0)
			{
				return;
			}
			int num = ChooseNextWaypoint(fNAFWaypoint);
			FNAFWaypoint fNAFWaypoint2 = waypoints[num];
			if (fNAFWaypoint2.isDoorNode && (Object)(object)fNAFWaypoint2.doorToCheck != (Object)null)
			{
				FNAFDoor component = fNAFWaypoint2.doorToCheck.GetComponent<FNAFDoor>();
				if (fNAFWaypoint2.breakDoor && (Object)(object)component != (Object)null)
				{
					component.ForceDoorBroken();
					Debug.Log((object)(((Object)this).name + " 把门破坏了!门无法关闭!"));
				}
				if ((Object)(object)component != (Object)null && component.currentState == FNAFDoor.DoorState.Closed)
				{
					Debug.Log((object)(((Object)this).name + " Door Closed, gets back"));
					if (fNAFWaypoint2.failReturnPoints != null && fNAFWaypoint2.failReturnPoints.Length > 0)
					{
						int num2 = Random.Range(0, fNAFWaypoint2.failReturnPoints.Length);
						num = fNAFWaypoint2.failReturnPoints[num2].index;
					}
					else
					{
						num = currentIndex;
					}
				}
			}
			waypoints[currentIndex].Pose.SetActive(false);
			currentIndex = num;
			waypoints[currentIndex].Pose.SetActive(true);
			Debug.Log((object)(((Object)this).name + " Move to waypoint: " + currentIndex));
			waypoints[currentIndex].TryPlaySound();
			waypoints[currentIndex].TriggerAttack();
			waypoints[currentIndex].StartForceMove();
		}

		private int ChooseNextWaypoint(FNAFWaypoint wp)
		{
			if (wp.nextPoints == null || wp.nextPoints.Length == 0)
			{
				return wp.index;
			}
			if (wp.nextPoints.Length == 1)
			{
				return wp.nextPoints[0].nextPoint.index;
			}
			int num = 0;
			for (int i = 0; i < wp.nextPoints.Length; i++)
			{
				num += wp.nextPoints[i].chance;
			}
			int num2 = Random.Range(0, num);
			int num3 = 0;
			for (int j = 0; j < wp.nextPoints.Length; j++)
			{
				num3 += wp.nextPoints[j].chance;
				if (num2 < num3)
				{
					return wp.nextPoints[j].nextPoint.index;
				}
			}
			return wp.nextPoints[0].nextPoint.index;
		}

		public void ForceMoveTo(int waypointIndex)
		{
			waypoints[currentIndex].Pose.SetActive(false);
			currentIndex = waypointIndex;
			waypoints[currentIndex].Pose.SetActive(true);
			Debug.Log((object)(((Object)this).name + " 强制移动到节点: " + currentIndex));
			waypoints[currentIndex].TryPlaySound();
			waypoints[currentIndex].TriggerAttack();
			waypoints[currentIndex].StartForceMove();
		}

		public void DeactivateAI()
		{
			aiActive = false;
			Debug.Log((object)(((Object)this).name + " AI Stopped"));
		}

		public void SetAILevelByHour(int hour)
		{
			switch (hour)
			{
			case 12:
				currentAILevel = AI_12AM;
				break;
			case 1:
				currentAILevel = AI_1AM;
				break;
			case 2:
				currentAILevel = AI_2AM;
				break;
			case 3:
				currentAILevel = AI_3AM;
				break;
			case 4:
				currentAILevel = AI_4AM;
				break;
			case 5:
				currentAILevel = AI_5AM;
				break;
			}
			Debug.Log((object)(((Object)this).name + " AI Level to: " + currentAILevel + "(Now Time: " + hour + "AM)"));
		}
	}
	public enum CameraSwitchInitialState
	{
		Off,
		On
	}
	public class FNAFCameraButton : MonoBehaviour
	{
		[Header("摄像头管理器引用")]
		public FNAFCameraManager cameraManager;

		[Header("对应摄像头索引(从 0 开始)")]
		public int cameraIndex = 0;

		[Header("开关动画")]
		public Transform switchHandle;

		public GameObject handleStartPrefab;

		public GameObject handleEndPrefab;

		public float animDuration = 0.15f;

		[Header("开关音效")]
		public AudioSource audioSource;

		public AudioClip toggleSound;

		private Vector3 startPos;

		private Vector3 endPos;

		private Quaternion startRot;

		private Quaternion endRot;

		private Coroutine animCoroutine;

		private AR15HandleSightFlipper flipper;

		private bool switchDown = false;

		[Header("初始状态")]
		public CameraSwitchInitialState initialState = CameraSwitchInitialState.Off;

		[Header("Debug 控制")]
		public bool debugTrigger = false;

		private bool lastFlipState;

		private void Start()
		{
			//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_007e: 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_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_00aa: Unknown result type (might be due to invalid IL or missing references)
			//IL_00af: 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_00c6: 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_00ed: Unknown result type (might be due to invalid IL or missing references)
			flipper = ((Component)this).GetComponent<AR15HandleSightFlipper>();
			switchDown = initialState == CameraSwitchInitialState.On;
			lastFlipState = switchDown;
			if ((Object)(object)switchHandle != (Object)null && (Object)(object)handleStartPrefab != (Object)null && (Object)(object)handleEndPrefab != (Object)null)
			{
				startPos = handleStartPrefab.transform.localPosition;
				startRot = handleStartPrefab.transform.localRotation;
				endPos = handleEndPrefab.transform.localPosition;
				endRot = handleEndPrefab.transform.localRotation;
				switchHandle.localPosition = ((!switchDown) ? startPos : endPos);
				switchHandle.localRotation = ((!switchDown) ? startRot : endRot);
			}
			if ((Object)(object)flipper != (Object)null)
			{
				flipper.m_isLargeAperture = switchDown;
			}
		}

		private void Update()
		{
			if (debugTrigger)
			{
				debugTrigger = false;
				TriggerAction();
			}
			if ((Object)(object)flipper != (Object)null && flipper.m_isLargeAperture != lastFlipState)
			{
				lastFlipState = flipper.m_isLargeAperture;
				switchDown = lastFlipState;
				PlaySwitchAnimation(switchDown);
				PlayToggleSound();
				ActivateCamera();
			}
		}

		public void TriggerAction()
		{
			switchDown = !switchDown;
			PlaySwitchAnimation(switchDown);
			PlayToggleSound();
			ActivateCamera();
			Debug.Log((object)"[FNAFCameraButton] Button Triggered");
		}

		private void ActivateCamera()
		{
			if ((Object)(object)cameraManager != (Object)null)
			{
				cameraManager.SwitchToCamera(cameraIndex);
			}
		}

		private void PlayToggleSound()
		{
			if ((Object)(object)audioSource != (Object)null && (Object)(object)toggleSound != (Object)null)
			{
				audioSource.PlayOneShot(toggleSound);
			}
		}

		private void PlaySwitchAnimation(bool down)
		{
			if (animCoroutine != null)
			{
				((MonoBehaviour)this).StopCoroutine(animCoroutine);
			}
			animCoroutine = ((MonoBehaviour)this).StartCoroutine(AnimateSwitch(down));
		}

		private IEnumerator AnimateSwitch(bool down)
		{
			if (!((Object)(object)switchHandle == (Object)null))
			{
				Vector3 fromPos = switchHandle.localPosition;
				Quaternion fromRot = switchHandle.localRotation;
				Vector3 toPos = ((!down) ? startPos : endPos);
				Quaternion toRot = ((!down) ? startRot : endRot);
				float t = 0f;
				while (t < animDuration)
				{
					float lerp = t / animDuration;
					switchHandle.localPosition = Vector3.Lerp(fromPos, toPos, lerp);
					switchHandle.localRotation = Quaternion.Lerp(fromRot, toRot, lerp);
					t += Time.deltaTime;
					yield return null;
				}
				switchHandle.localPosition = toPos;
				switchHandle.localRotation = toRot;
			}
		}
	}
	public class FNAFCameraManager : MonoBehaviour, IFNAFPowerConsumer
	{
		[Header("屏幕元素")]
		public GameObject blackScreen;

		public List<GameObject> cameraViews;

		[Header("Cameras(与 Camera Views 一一对应的摄像头 Prefab)")]
		public List<GameObject> cameras;

		[Header("切换效果")]
		public float switchBlackTime = 0.15f;

		public AudioSource audioSource;

		public AudioClip switchSound;

		private int currentIndex = -1;

		private Coroutine switchRoutine;

		[Header("监控状态")]
		public bool cameraOff = true;

		public bool powerLocked = false;

		[Header("耗电设置")]
		public float cameraDrainRate = 0.2f;

		private void Start()
		{
			cameraOff = true;
			powerLocked = false;
			ShowOnlyBlackScreen();
			FNAFPowerManager fNAFPowerManager = Object.FindObjectOfType<FNAFPowerManager>();
			if ((Object)(object)fNAFPowerManager != (Object)null)
			{
				fNAFPowerManager.OnPowerDepleted = (Action)Delegate.Combine(fNAFPowerManager.OnPowerDepleted, new Action(ForceBlackout));
			}
		}

		private void ShowOnlyBlackScreen()
		{
			if ((Object)(object)blackScreen != (Object)null)
			{
				blackScreen.SetActive(true);
			}
			if (cameraViews != null)
			{
				for (int i = 0; i < cameraViews.Count; i++)
				{
					if ((Object)(object)cameraViews[i] != (Object)null)
					{
						cameraViews[i].SetActive(false);
					}
				}
			}
			if (cameras != null)
			{
				for (int j = 0; j < cameras.Count; j++)
				{
					if ((Object)(object)cameras[j] != (Object)null)
					{
						cameras[j].SetActive(false);
					}
				}
			}
			currentIndex = -1;
		}

		public void SwitchToCamera(int index)
		{
			if (!powerLocked && !cameraOff && cameraViews != null && index >= 0 && index < cameraViews.Count && index != currentIndex)
			{
				if (switchRoutine != null)
				{
					((MonoBehaviour)this).StopCoroutine(switchRoutine);
				}
				switchRoutine = ((MonoBehaviour)this).StartCoroutine(SwitchRoutine(index));
			}
		}

		private IEnumerator SwitchRoutine(int targetIndex)
		{
			if ((Object)(object)audioSource != (Object)null && (Object)(object)switchSound != (Object)null)
			{
				audioSource.PlayOneShot(switchSound);
			}
			if ((Object)(object)blackScreen != (Object)null)
			{
				blackScreen.SetActive(true);
			}
			for (int i = 0; i < cameraViews.Count; i++)
			{
				if ((Object)(object)cameraViews[i] != (Object)null)
				{
					cameraViews[i].SetActive(false);
				}
			}
			if (cameras != null)
			{
				for (int j = 0; j < cameras.Count; j++)
				{
					if ((Object)(object)cameras[j] != (Object)null)
					{
						cameras[j].SetActive(false);
					}
				}
			}
			if (switchBlackTime > 0f)
			{
				yield return (object)new WaitForSeconds(switchBlackTime);
			}
			GameObject targetView = cameraViews[targetIndex];
			if ((Object)(object)targetView != (Object)null)
			{
				targetView.SetActive(true);
			}
			if (cameras != null && targetIndex < cameras.Count)
			{
				GameObject val = cameras[targetIndex];
				if ((Object)(object)val != (Object)null)
				{
					val.SetActive(true);
				}
			}
			if ((Object)(object)blackScreen != (Object)null)
			{
				blackScreen.SetActive(false);
			}
			currentIndex = targetIndex;
			switchRoutine = null;
		}

		public void TurnOffCamera()
		{
			if (powerLocked)
			{
				return;
			}
			cameraOff = true;
			if ((Object)(object)blackScreen != (Object)null)
			{
				blackScreen.SetActive(true);
			}
			if (cameraViews != null)
			{
				for (int i = 0; i < cameraViews.Count; i++)
				{
					if ((Object)(object)cameraViews[i] != (Object)null)
					{
						cameraViews[i].SetActive(false);
					}
				}
			}
			if (cameras != null)
			{
				for (int j = 0; j < cameras.Count; j++)
				{
					if ((Object)(object)cameras[j] != (Object)null)
					{
						cameras[j].SetActive(false);
					}
				}
			}
			currentIndex = -1;
		}

		public void TurnOnCamera()
		{
			if (!powerLocked)
			{
				cameraOff = false;
				if (currentIndex >= 0)
				{
					SwitchToCamera(currentIndex);
				}
				else if (cameraViews != null && cameraViews.Count > 0)
				{
					SwitchToCamera(0);
				}
			}
		}

		public void ForceBlackout()
		{
			powerLocked = true;
			cameraOff = true;
			if ((Object)(object)blackScreen != (Object)null)
			{
				blackScreen.SetActive(true);
			}
			if (cameraViews != null)
			{
				for (int i = 0; i < cameraViews.Count; i++)
				{
					if ((Object)(object)cameraViews[i] != (Object)null)
					{
						cameraViews[i].SetActive(false);
					}
				}
			}
			if (cameras != null)
			{
				for (int j = 0; j < cameras.Count; j++)
				{
					if ((Object)(object)cameras[j] != (Object)null)
					{
						cameras[j].SetActive(false);
					}
				}
			}
			currentIndex = -1;
		}

		public bool IsConsumingPower()
		{
			if (powerLocked)
			{
				return false;
			}
			if (cameraOff)
			{
				return false;
			}
			return true;
		}

		public float GetPowerDrainRate()
		{
			return cameraDrainRate;
		}
	}
	public class FNAFCameraOffSwitch : MonoBehaviour
	{
		[Header("监控管理器")]
		public FNAFCameraManager cameraManager;

		[Header("开关动画")]
		public Transform switchHandle;

		public GameObject handleStartPrefab;

		public GameObject handleEndPrefab;

		public float animDuration = 0.2f;

		private Vector3 startPos;

		private Vector3 endPos;

		private Quaternion startRot;

		private Quaternion endRot;

		private Coroutine animCoroutine;

		private AR15HandleSightFlipper flipper;

		[Header("音效")]
		public AudioSource audioSource;

		public AudioClip toggleSound;

		public AudioClip turnOffSound;

		public AudioClip turnOnSound;

		private bool switchDown = true;

		private bool isAnimating = false;

		[Header("Debug 控制")]
		public bool debugToggle = false;

		private void Start()
		{
			//IL_004d: 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_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_0079: Unknown result type (might be due to invalid IL or missing references)
			//IL_007e: Unknown result type (might be due to invalid IL or missing references)
			//IL_008f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0094: 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_00b1: Unknown result type (might be due to invalid IL or missing references)
			flipper = ((Component)this).GetComponent<AR15HandleSightFlipper>();
			if ((Object)(object)switchHandle != (Object)null && (Object)(object)handleStartPrefab != (Object)null && (Object)(object)handleEndPrefab != (Object)null)
			{
				startPos = handleStartPrefab.transform.localPosition;
				startRot = handleStartPrefab.transform.localRotation;
				endPos = handleEndPrefab.transform.localPosition;
				endRot = handleEndPrefab.transform.localRotation;
				switchHandle.localPosition = startPos;
				switchHandle.localRotation = startRot;
			}
			if ((Object)(object)flipper != (Object)null)
			{
				flipper.m_isLargeAperture = switchDown;
			}
		}

		private void Update()
		{
			if (debugToggle)
			{
				debugToggle = false;
				ToggleSwitch();
			}
			if ((!((Object)(object)cameraManager != (Object)null) || !cameraManager.cameraOff || !((Object)(object)flipper != (Object)null) || flipper.m_isLargeAperture != switchDown) && !isAnimating && (Object)(object)flipper != (Object)null && flipper.m_isLargeAperture != switchDown)
			{
				ToggleSwitch();
			}
		}

		private void ToggleSwitch()
		{
			if (isAnimating)
			{
				return;
			}
			switchDown = !switchDown;
			PlaySwitchAnimation(switchDown);
			if ((Object)(object)audioSource != (Object)null && (Object)(object)toggleSound != (Object)null)
			{
				audioSource.PlayOneShot(toggleSound);
			}
			if (switchDown)
			{
				if ((Object)(object)audioSource != (Object)null && (Object)(object)turnOffSound != (Object)null)
				{
					audioSource.PlayOneShot(turnOffSound);
				}
				if ((Object)(object)cameraManager != (Object)null)
				{
					cameraManager.TurnOffCamera();
				}
			}
			else
			{
				if ((Object)(object)audioSource != (Object)null && (Object)(object)turnOnSound != (Object)null)
				{
					audioSource.PlayOneShot(turnOnSound);
				}
				if ((Object)(object)cameraManager != (Object)null)
				{
					cameraManager.TurnOnCamera();
				}
			}
			if ((Object)(object)flipper != (Object)null)
			{
				flipper.m_isLargeAperture = switchDown;
			}
		}

		private void PlaySwitchAnimation(bool down)
		{
			if (animCoroutine != null)
			{
				((MonoBehaviour)this).StopCoroutine(animCoroutine);
			}
			isAnimating = true;
			animCoroutine = ((MonoBehaviour)this).StartCoroutine(AnimateSwitch(down));
		}

		private IEnumerator AnimateSwitch(bool down)
		{
			if (!((Object)(object)switchHandle == (Object)null))
			{
				Vector3 fromPos = switchHandle.localPosition;
				Quaternion fromRot = switchHandle.localRotation;
				Vector3 toPos = ((!down) ? startPos : endPos);
				Quaternion toRot = ((!down) ? startRot : endRot);
				float t = 0f;
				while (t < animDuration)
				{
					float lerp = t / animDuration;
					switchHandle.localPosition = Vector3.Lerp(fromPos, toPos, lerp);
					switchHandle.localRotation = Quaternion.Lerp(fromRot, toRot, lerp);
					t += Time.deltaTime;
					yield return null;
				}
				switchHandle.localPosition = toPos;
				switchHandle.localRotation = toRot;
				isAnimating = false;
			}
		}
	}
	public class FNAFDeskFan : MonoBehaviour, IFNAFPowerConsumer
	{
		[Header("旋转部件(扇叶)")]
		public Transform rotatePart;

		[Header("旋转设置")]
		public Vector3 rotationAxis = new Vector3(0f, 1f, 0f);

		public float rotationSpeed = 300f;

		[Header("音效")]
		public AudioSource fanAudioSource;

		[Header("输入开关(AR15 FlipSight)")]
		public AR15HandleSightFlipper flipper;

		[Header("电力系统")]
		public FNAFPowerManager powerManager;

		private bool fanEnabled = true;

		private void Update()
		{
			//IL_009a: 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_00af: Unknown result type (might be due to invalid IL or missing references)
			if ((Object)(object)flipper != (Object)null)
			{
				fanEnabled = flipper.m_isLargeAperture;
			}
			if ((Object)(object)powerManager != (Object)null && powerManager.IsPowerOut())
			{
				if ((Object)(object)fanAudioSource != (Object)null && fanAudioSource.isPlaying)
				{
					fanAudioSource.Stop();
				}
			}
			else if (fanEnabled)
			{
				if ((Object)(object)rotatePart != (Object)null)
				{
					rotatePart.Rotate(rotationAxis * rotationSpeed * Time.deltaTime);
				}
				if ((Object)(object)fanAudioSource != (Object)null && !fanAudioSource.isPlaying)
				{
					fanAudioSource.Play();
				}
			}
			else if ((Object)(object)fanAudioSource != (Object)null && fanAudioSource.isPlaying)
			{
				fanAudioSource.Stop();
			}
		}

		public bool IsConsumingPower()
		{
			return fanEnabled;
		}

		public float GetPowerDrainRate()
		{
			return 0.2f;
		}
	}
	public class FNAFDoor : MonoBehaviour, IFNAFPowerConsumer
	{
		public enum DoorState
		{
			Open,
			Closed
		}

		[Serializable]
		public class DoorAnimatedPart
		{
			public Transform target;

			public GameObject startPrefab;

			public GameObject endPrefab;

			public float delay = 0f;

			public float duration = 1f;

			[HideInInspector]
			public Vector3 startPos;

			[HideInInspector]
			public Vector3 endPos;

			[HideInInspector]
			public Quaternion startRot;

			[HideInInspector]
			public Quaternion endRot;

			[HideInInspector]
			public Vector3 startScale;

			[HideInInspector]
			public Vector3 endScale;

			[HideInInspector]
			public Coroutine runningCoroutine;
		}

		[Header("动画物体列表")]
		public List<DoorAnimatedPart> doorParts = new List<DoorAnimatedPart>();

		[Header("耗电设置")]
		public float powerDrainRate = 1f;

		[Header("门灯光提示")]
		public List<Light> doorLights = new List<Light>();

		public Color lightOpenColor = Color.green;

		public Color lightClosedColor = Color.red;

		[Header("门音效")]
		public AudioSource audioSource;

		public AudioClip openSound;

		public AudioClip closeSound;

		[Header("当前门状态(Output)")]
		public DoorState currentState = DoorState.Open;

		[Header("引用")]
		public FNAFPowerManager powerManager;

		public Action OnDoorClosedEvent;

		public Action OnDoorOpenedEvent;

		private bool lastPowerOut = false;

		private bool fakePowerOut = false;

		public void ForceDoorBroken()
		{
			fakePowerOut = true;
			OpenDoor();
		}

		private void Start()
		{
			//IL_0060: Unknown result type (might be due to invalid IL or missing references)
			//IL_0065: Unknown result type (might be due to invalid IL or missing references)
			//IL_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_008c: 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_00a2: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a7: 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_00bd: 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)
			foreach (DoorAnimatedPart doorPart in doorParts)
			{
				if (!((Object)(object)doorPart.target == (Object)null) && !((Object)(object)doorPart.startPrefab == (Object)null) && !((Object)(object)doorPart.endPrefab == (Object)null))
				{
					doorPart.startPos = doorPart.startPrefab.transform.localPosition;
					doorPart.startRot = doorPart.startPrefab.transform.localRotation;
					doorPart.startScale = doorPart.startPrefab.transform.localScale;
					doorPart.endPos = doorPart.endPrefab.transform.localPosition;
					doorPart.endRot = doorPart.endPrefab.transform.localRotation;
					doorPart.endScale = doorPart.endPrefab.transform.localScale;
				}
			}
			UpdateLights();
		}

		private void Update()
		{
			bool flag = (Object)(object)powerManager != (Object)null && powerManager.IsPowerOut();
			if (flag && !lastPowerOut && currentState == DoorState.Closed && (Object)(object)audioSource != (Object)null && (Object)(object)openSound != (Object)null)
			{
				audioSource.PlayOneShot(openSound);
			}
			if ((flag || fakePowerOut) && currentState != 0)
			{
				OpenDoor();
			}
			lastPowerOut = flag;
		}

		public void TryCloseDoor()
		{
			if (!fakePowerOut && (!((Object)(object)powerManager != (Object)null) || !powerManager.IsPowerOut()))
			{
				CloseDoor();
			}
		}

		public void TryOpenDoor()
		{
			OpenDoor();
		}

		public void OpenDoor()
		{
			currentState = DoorState.Open;
			UpdateLights();
			PlaySound(openSound);
			if (OnDoorOpenedEvent != null)
			{
				OnDoorOpenedEvent();
			}
			foreach (DoorAnimatedPart doorPart in doorParts)
			{
				if (doorPart.runningCoroutine != null)
				{
					((MonoBehaviour)this).StopCoroutine(doorPart.runningCoroutine);
				}
				doorPart.runningCoroutine = ((MonoBehaviour)this).StartCoroutine(AnimatePart(doorPart, closing: false));
			}
		}

		public void CloseDoor()
		{
			currentState = DoorState.Closed;
			UpdateLights();
			PlaySound(closeSound);
			if (OnDoorClosedEvent != null)
			{
				OnDoorClosedEvent();
			}
			foreach (DoorAnimatedPart doorPart in doorParts)
			{
				if (doorPart.runningCoroutine != null)
				{
					((MonoBehaviour)this).StopCoroutine(doorPart.runningCoroutine);
				}
				doorPart.runningCoroutine = ((MonoBehaviour)this).StartCoroutine(AnimatePart(doorPart, closing: true));
			}
		}

		private IEnumerator AnimatePart(DoorAnimatedPart part, bool closing)
		{
			if (part.delay > 0f)
			{
				yield return (object)new WaitForSeconds(part.delay);
			}
			Vector3 startPos = part.target.localPosition;
			Quaternion startRot = part.target.localRotation;
			Vector3 startScale = part.target.localScale;
			Vector3 targetPos = ((!closing) ? part.startPos : part.endPos);
			Quaternion targetRot = ((!closing) ? part.startRot : part.endRot);
			Vector3 targetScale = ((!closing) ? part.startScale : part.endScale);
			float t = 0f;
			while (t < part.duration)
			{
				float lerp = t / part.duration;
				part.target.localPosition = Vector3.Lerp(startPos, targetPos, lerp);
				part.target.localRotation = Quaternion.Lerp(startRot, targetRot, lerp);
				part.target.localScale = Vector3.Lerp(startScale, targetScale, lerp);
				t += Time.deltaTime;
				yield return null;
			}
			part.target.localPosition = targetPos;
			part.target.localRotation = targetRot;
			part.target.localScale = targetScale;
		}

		private void UpdateLights()
		{
			//IL_0046: 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)
			foreach (Light doorLight in doorLights)
			{
				if (!((Object)(object)doorLight == (Object)null))
				{
					doorLight.color = ((currentState != DoorState.Closed) ? lightOpenColor : lightClosedColor);
				}
			}
		}

		private void PlaySound(AudioClip clip)
		{
			if ((!((Object)(object)powerManager != (Object)null) || !powerManager.IsPowerOut()) && (Object)(object)audioSource != (Object)null && (Object)(object)clip != (Object)null)
			{
				audioSource.PlayOneShot(clip);
			}
		}

		public bool IsConsumingPower()
		{
			return currentState == DoorState.Closed;
		}

		public float GetPowerDrainRate()
		{
			return powerDrainRate;
		}

		public bool IsDoorClosed()
		{
			return currentState == DoorState.Closed;
		}
	}
	public enum SwitchInitialState
	{
		Off,
		On
	}
	public class FNAFDoorSwitch : MonoBehaviour
	{
		[Header("门本体引用")]
		public FNAFDoor door;

		[Header("开关动画")]
		public Transform switchHandle;

		public GameObject handleStartPrefab;

		public GameObject handleEndPrefab;

		public float animDuration = 0.2f;

		[Header("开关音效")]
		public AudioSource switchAudioSource;

		public AudioClip switchToggleSound;

		public AudioClip switchOpenSound;

		public AudioClip switchCloseSound;

		private Vector3 startPos;

		private Vector3 endPos;

		private Quaternion startRot;

		private Quaternion endRot;

		private Coroutine animCoroutine;

		private AR15HandleSightFlipper flipper;

		private bool switchDown = false;

		[Header("初始开关状态(Play 前设置)")]
		public SwitchInitialState initialState = SwitchInitialState.Off;

		[Header("Debug 控制")]
		public bool debugForceOpen = false;

		public bool debugForceClose = false;

		public bool debugToggleSwitch = false;

		[Header("Debug:直接控制开关状态(On=关门 / Off=开门)")]
		[SerializeField]
		private bool debugSwitchState = false;

		private bool lastDebugSwitchState = false;

		private void PlayToggleSound()
		{
			if ((Object)(object)switchAudioSource != (Object)null && (Object)(object)switchToggleSound != (Object)null)
			{
				switchAudioSource.PlayOneShot(switchToggleSound);
			}
		}

		private void PlayOpenSound()
		{
			if ((Object)(object)switchAudioSource != (Object)null && (Object)(object)switchOpenSound != (Object)null)
			{
				switchAudioSource.PlayOneShot(switchOpenSound);
			}
		}

		private void PlayCloseSound()
		{
			if ((Object)(object)switchAudioSource != (Object)null && (Object)(object)switchCloseSound != (Object)null)
			{
				switchAudioSource.PlayOneShot(switchCloseSound);
			}
		}

		private void Start()
		{
			//IL_0074: 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_008a: 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_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_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_00fc: Unknown result type (might be due to invalid IL or missing references)
			//IL_010d: 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_00e4: Unknown result type (might be due to invalid IL or missing references)
			flipper = ((Component)this).GetComponent<AR15HandleSightFlipper>();
			switchDown = initialState == SwitchInitialState.On;
			debugSwitchState = switchDown;
			lastDebugSwitchState = debugSwitchState;
			if ((Object)(object)switchHandle != (Object)null && (Object)(object)handleStartPrefab != (Object)null && (Object)(object)handleEndPrefab != (Object)null)
			{
				startPos = handleStartPrefab.transform.localPosition;
				startRot = handleStartPrefab.transform.localRotation;
				endPos = handleEndPrefab.transform.localPosition;
				endRot = handleEndPrefab.transform.localRotation;
				if (switchDown)
				{
					switchHandle.localPosition = endPos;
					switchHandle.localRotation = endRot;
				}
				else
				{
					switchHandle.localPosition = startPos;
					switchHandle.localRotation = startRot;
				}
			}
			if ((Object)(object)flipper != (Object)null)
			{
				flipper.m_isLargeAperture = switchDown;
			}
		}

		private void Update()
		{
			if (debugSwitchState != lastDebugSwitchState)
			{
				lastDebugSwitchState = debugSwitchState;
				switchDown = debugSwitchState;
				PlaySwitchAnimation(switchDown);
				PlayToggleSound();
				if (switchDown)
				{
					PlayCloseSound();
					door.TryCloseDoor();
				}
				else
				{
					PlayOpenSound();
					door.TryOpenDoor();
				}
			}
			if (debugForceOpen)
			{
				debugForceOpen = false;
				switchDown = false;
				debugSwitchState = false;
				PlaySw