Decompiled source of MissionLoader v1.1.1

plugins/MissionLoader.dll

Decompiled 8 months ago
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using Microsoft.CodeAnalysis;
using UnityEngine;
using UnityEngine.SceneManagement;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: AssemblyCompany("MissionLoader")]
[assembly: AssemblyConfiguration("Export")]
[assembly: AssemblyDescription("A BepInEx plugin that loads modded missions for House of the Dying Sun.")]
[assembly: AssemblyFileVersion("1.1.1.0")]
[assembly: AssemblyInformationalVersion("1.1.1+217185a6bfbcbdc78eb0fbd7e2527f3422bea95b")]
[assembly: AssemblyProduct("MissionLoader")]
[assembly: AssemblyTitle("MissionLoader")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.1.1.0")]
[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.Module, AllowMultiple = false, Inherited = false)]
	internal sealed class RefSafetyRulesAttribute : Attribute
	{
		public readonly int Version;

		public RefSafetyRulesAttribute(int P_0)
		{
			Version = P_0;
		}
	}
}
namespace MissionLoader
{
	internal static class LinqSubstitute
	{
		public static int Count<T>(this IEnumerable<T> values)
		{
			return new List<T>(values).Count;
		}

		public static T FirstOf<T>(this IEnumerable<T> values, Func<T, bool> predicate)
		{
			foreach (T value in values)
			{
				if (predicate(value))
				{
					return value;
				}
			}
			return default(T);
		}

		public static IEnumerable<U> Remap<T, U>(this IEnumerable<T> values, Func<T, U> remapper)
		{
			foreach (T value in values)
			{
				yield return remapper(value);
			}
		}

		public static Dictionary<T, U> Zipper<T, U>(this IEnumerable<T> keys, IEnumerable<U> values)
		{
			List<T> list = new List<T>(keys);
			List<U> list2 = new List<U>(values);
			if (list.Count != list2.Count)
			{
				throw new ArgumentException("Keys and values are not the same length");
			}
			Dictionary<T, U> dictionary = new Dictionary<T, U>();
			for (int i = 0; i < list.Count; i++)
			{
				dictionary.Add(list[i], list2[i]);
			}
			return dictionary;
		}

		public static T FirstByName<T>(this IEnumerable<Object> values, string name) where T : Object
		{
			Object obj = values.FirstOf((Object o) => o.name == name);
			return (T)(object)((obj is T) ? obj : null);
		}
	}
	public class NamedNodeDatum
	{
		public string sortieName;

		public List<string> connections;

		public string posName;

		public NamedNodeDatum(string sortieName, List<string> connections, string posName = "")
		{
			this.sortieName = sortieName;
			this.connections = connections;
			if (posName == "")
			{
				this.posName = sortieName.Replace("MISSION_", "POS_");
			}
			else
			{
				this.posName = posName;
			}
		}
	}
	public static class NodeFactory
	{
		public static GameObject Create(NodeFactoryDatum nodeDatum, Transform parent = null)
		{
			//IL_001a: Unknown result type (might be due to invalid IL or missing references)
			//IL_001f: Unknown result type (might be due to invalid IL or missing references)
			//IL_002b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0043: Unknown result type (might be due to invalid IL or missing references)
			//IL_004d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0063: Expected O, but got Unknown
			GameObject val = new GameObject(((Object)nodeDatum.sortieTemplate).name.Replace("MISSION_", "NODE_"));
			val.transform.parent = parent;
			OverworldNode obj = val.AddComponent<OverworldNode>();
			obj.sortieTemplate = nodeDatum.sortieTemplate;
			((Component)obj).transform.position = nodeDatum.position;
			((HUDIcon)val.AddComponent<HUDIconOverworldNode>()).mesh = Resources.Load<Mesh>("ui/hudicons_landmarks_model_31");
			return val;
		}

		public static List<GameObject> CreateMultiple(List<NodeFactoryDatum> nodeDatums, Transform parent = null)
		{
			List<GameObject> nodes = new List<GameObject>();
			nodeDatums.ForEach(delegate(NodeFactoryDatum nd)
			{
				nodes.Add(Create(nd, parent));
			});
			return nodes;
		}
	}
	public class NodeFactoryDatum
	{
		public SortieTemplate sortieTemplate;

		public List<string> connectionNames;

		public Vector3 position;

		public NodeFactoryDatum(SortieTemplate sortieTemplate, List<string> connectionNames, Vector3 position)
		{
			//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)
			this.sortieTemplate = sortieTemplate;
			this.connectionNames = connectionNames;
			this.position = position;
		}
	}
	public class NodeSpawner : MonoBehaviour
	{
		public delegate void SceneReadyDelegate();

		private static string type = "NodeSpawner";

		private static GameObject instance;

		private static List<NodeFactoryDatum> data = new List<NodeFactoryDatum>();

		public static GameObject Instance => instance;

		public static event SceneReadyDelegate SceneReady;

		public static void Spawn()
		{
			//IL_0036: Unknown result type (might be due to invalid IL or missing references)
			//IL_0040: Expected O, but got Unknown
			if (!((Object)(object)instance != (Object)null))
			{
				NodeSpawner.SceneReady?.Invoke();
				instance = new GameObject("NodeSpawner", new Type[1] { typeof(NodeSpawner) });
			}
		}

		public static void ReadyNodes(List<NodeFactoryDatum> newNodes)
		{
			data.AddRange(newNodes);
			if ((Object)(object)instance != (Object)null)
			{
				instance.GetComponent<NodeSpawner>().SpawnNodes();
			}
		}

		public static void FindAndReadyNodes(List<NamedNodeDatum> namedNodeData, List<Object> objects)
		{
			//IL_0088: Unknown result type (might be due to invalid IL or missing references)
			List<NodeFactoryDatum> list = new List<NodeFactoryDatum>();
			foreach (NamedNodeDatum namedNodeDatum in namedNodeData)
			{
				SortieTemplate val = ((IEnumerable<Object>)objects).FirstByName<SortieTemplate>(namedNodeDatum.sortieName);
				Transform transform = ((IEnumerable<Object>)objects).FirstByName<GameObject>(namedNodeDatum.posName).transform;
				if ((Object)(object)val == (Object)null || (Object)(object)transform == (Object)null)
				{
					string text = (((Object)(object)val == (Object)null) ? namedNodeDatum.sortieName : namedNodeDatum.posName);
					Debug.LogError((object)(type + ": Couldn't find " + text));
				}
				else
				{
					list.Add(new NodeFactoryDatum(val, namedNodeDatum.connections, transform.position));
				}
			}
			ReadyNodes(list);
		}

		private void Awake()
		{
			SpawnNodes();
		}

		private void AssignConnections(KeyValuePair<OverworldNode, string[]> node, Transform root)
		{
			string[] value = node.Value;
			foreach (string text in value)
			{
				Transform val = root.FindChild(text);
				if ((Object)(object)val != (Object)null)
				{
					node.Key.ConnectTo(((Component)val).GetComponent<OverworldNode>());
				}
			}
		}

		private void SpawnNodes()
		{
			//IL_0023: Unknown result type (might be due to invalid IL or missing references)
			//IL_0028: Unknown result type (might be due to invalid IL or missing references)
			Debug.Log((object)$"{type}: Spawning {data.Count} nodes");
			Scene activeScene = SceneManager.GetActiveScene();
			Transform val = ((Scene)(ref activeScene)).GetRootGameObjects().FirstOf((GameObject r) => ((Object)r).name == "#GALAXY_ROOT").transform.FindChild("GALAXY_ROTATOR/ROOT_Overworld");
			IEnumerable<OverworldNode> enumerable = NodeFactory.CreateMultiple(data, val).Remap((GameObject g) => g.GetComponent<OverworldNode>());
			Debug.Log((object)$"{type}: Spawned {enumerable.Count()} nodes");
			IEnumerable<string[]> values = data.Remap((NodeFactoryDatum d) => d.connectionNames.ToArray());
			foreach (KeyValuePair<OverworldNode, string[]> item in enumerable.Zipper(values))
			{
				AssignConnections(item, val);
			}
			Debug.Log((object)(type + ": Connection process done"));
			data.Clear();
		}
	}
	[BepInProcess("dyingsun.exe")]
	[BepInPlugin("MissionLoader", "MissionLoader", "1.1.1")]
	public class Plugin : BaseUnityPlugin
	{
		private void Awake()
		{
			SceneManager.sceneLoaded += OnSceneLoaded;
			((BaseUnityPlugin)this).Logger.LogInfo((object)"Plugin awake done, waiting for scene to load");
		}

		private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
		{
			SceneManager.sceneLoaded -= OnSceneLoaded;
			((MonoBehaviour)this).StartCoroutine(InitAfterFrame());
		}

		private IEnumerator InitAfterFrame()
		{
			yield return null;
			NodeSpawner.Spawn();
			((BaseUnityPlugin)this).Logger.LogInfo((object)"Created node spawner instance, initialization all done");
		}
	}
	public static class PluginInfo
	{
		public const string PLUGIN_GUID = "MissionLoader";

		public const string PLUGIN_NAME = "MissionLoader";

		public const string PLUGIN_VERSION = "1.1.1";
	}
}