using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using HarmonyLib;
using HutongGames.PlayMaker;
using HutongGames.PlayMaker.Actions;
using Microsoft.CodeAnalysis;
using UnityEngine;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: AssemblyCompany("Silksong.Darkness")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("0.1.2.0")]
[assembly: AssemblyInformationalVersion("0.1.2+33fc3f8b1983789ea69a0dbefed50f11e0fb762c")]
[assembly: AssemblyProduct("Silksong.Darkness")]
[assembly: AssemblyTitle("Silksong.Darkness")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("0.1.2.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
internal sealed class EmbeddedAttribute : Attribute
{
}
}
namespace System.Runtime.CompilerServices
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)]
internal sealed class NullableAttribute : Attribute
{
public readonly byte[] NullableFlags;
public NullableAttribute(byte P_0)
{
NullableFlags = new byte[1] { P_0 };
}
public NullableAttribute(byte[] P_0)
{
NullableFlags = P_0;
}
}
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Interface | AttributeTargets.Delegate, AllowMultiple = false, Inherited = false)]
internal sealed class NullableContextAttribute : Attribute
{
public readonly byte Flag;
public NullableContextAttribute(byte P_0)
{
Flag = P_0;
}
}
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
internal sealed class RefSafetyRulesAttribute : Attribute
{
public readonly int Version;
public RefSafetyRulesAttribute(int P_0)
{
Version = P_0;
}
}
}
namespace BepInEx
{
[AttributeUsage(AttributeTargets.Class, Inherited = false, AllowMultiple = false)]
[Conditional("CodeGeneration")]
internal sealed class BepInAutoPluginAttribute : Attribute
{
public BepInAutoPluginAttribute(string? id = null, string? name = null, string? version = null)
{
}
}
}
namespace BepInEx.Preloader.Core.Patching
{
[AttributeUsage(AttributeTargets.Class, Inherited = false, AllowMultiple = false)]
[Conditional("CodeGeneration")]
internal sealed class PatcherAutoPluginAttribute : Attribute
{
public PatcherAutoPluginAttribute(string? id = null, string? name = null, string? version = null)
{
}
}
}
namespace Silksong.Darkness
{
[BepInPlugin("io.github.silksong_darkness", "Silksong.Darkness", "0.1.2")]
public class Silksong_DarknessPlugin : BaseUnityPlugin
{
public const string Id = "io.github.silksong_darkness";
public static string Name => "Silksong.Darkness";
public static string Version => "0.1.2";
private void Awake()
{
//IL_0026: Unknown result type (might be due to invalid IL or missing references)
((BaseUnityPlugin)this).Logger.LogInfo((object)("[Darkness] Plugin " + Name + " (io.github.silksong_darkness) has loaded!"));
new Harmony("io.github.silksong_darkness").PatchAll();
}
}
[HarmonyPatch(typeof(PlayMakerFSM), "Awake")]
public static class VignetteFSM_AwakePatch
{
public static void Postfix(PlayMakerFSM __instance)
{
if (__instance.FsmName != "Darkness Control")
{
return;
}
FsmState val = null;
FsmState val2 = null;
FsmState[] fsmStates = __instance.FsmStates;
foreach (FsmState val3 in fsmStates)
{
if (val3.Name == "Dark 2")
{
val = val3;
}
else if (val3.Name == "Dark 2 2")
{
val2 = val3;
}
}
if (val == null || val2 == null)
{
Debug.LogError((object)"[Darkness] Could not find 'Dark 2' and 'Dark 2 2' states.");
return;
}
changeDarkAction(val);
changeDarkAction(val2);
FsmState[] fsmStates2 = __instance.FsmStates;
foreach (FsmState val4 in fsmStates2)
{
if (val4.Name == "Dark Lev Check")
{
FsmTransition[] transitions = val4.Transitions;
foreach (FsmTransition val5 in transitions)
{
val5.ToState = "Dark 2";
val5.ToFsmState = val;
}
Debug.Log((object)"[Darkness] Transition fixed and vignette forced Dark 2.");
}
else if (val4.Name == "Scene Reset")
{
FsmTransition[] transitions2 = val4.Transitions;
foreach (FsmTransition val6 in transitions2)
{
val6.ToState = "Dark 2 2";
val6.ToFsmState = val2;
}
Debug.Log((object)"[Darkness] Transition fixed and vignette forced Dark 2 2.");
}
}
}
private static void changeDarkAction(FsmState dark)
{
SetVector3XYZ action = dark.GetAction<SetVector3XYZ>(1);
if (action == null)
{
Debug.LogError((object)"[Darkness] Could not find SetVector3XYZ action in Dark state.");
return;
}
action.x = FsmFloat.op_Implicit(1.2f);
action.y = FsmFloat.op_Implicit(1.6f);
action.z = FsmFloat.op_Implicit(1.6f);
SetVector3XYZ action2 = dark.GetAction<SetVector3XYZ>(2);
if (action2 == null)
{
Debug.LogError((object)"[Darkness] Could not find SetVector3XYZ action in Dark state.");
return;
}
action2.x = FsmFloat.op_Implicit(1.1f);
action2.y = FsmFloat.op_Implicit(1.5f);
action2.z = FsmFloat.op_Implicit(1.5f);
}
private static T? GetAction<T>(this FsmState state, int actionIndex) where T : FsmStateAction
{
if (actionIndex < 0 || actionIndex >= state.Actions.Length)
{
return default(T);
}
FsmStateAction obj = state.Actions[actionIndex];
return (T)(object)((obj is T) ? obj : null);
}
}
[HarmonyPatch(typeof(GameManager), "EnterHero")]
public static class Darkness_EnterHeroPatch
{
public static void Postfix()
{
GameObject[] array = Object.FindObjectsByType<GameObject>((FindObjectsSortMode)0);
GameObject[] array2 = array;
foreach (GameObject val in array2)
{
if (((Object)val).name.Contains("Vignette Cutout"))
{
val.SetActive(false);
Debug.Log((object)("[Darkness] Disabled Vignette Cutout object: " + ((Object)val).name));
}
}
}
}
[HarmonyPatch(typeof(HeroController), "Update")]
public static class Darkness_HeroUpdate
{
public static void Postfix()
{
if (Time.frameCount % 120 != 0)
{
return;
}
GameObject[] array = Object.FindObjectsByType<GameObject>((FindObjectsSortMode)0);
GameObject[] array2 = array;
foreach (GameObject val in array2)
{
if (((Object)val).name.Contains("Vignette Cutout") && val.activeSelf)
{
val.SetActive(false);
Debug.Log((object)("[Darkness] Disabled Vignette Cutout object: " + ((Object)val).name));
}
}
}
}
}