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 BepInEx.Configuration;
using BepInEx.Logging;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using UnityEngine;
using UnityEngine.SceneManagement;
[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("Colorable_Cozy_Lights")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("Adds a config to change the color of the cozy lights")]
[assembly: AssemblyTitle("Colorable_Cozy_Lights")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[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 Colorable_Cozy_Lights
{
[BepInPlugin("com.atomic.colorcozylights", "Color Cozy Lights", "1.0.0")]
public class Plugin : BaseUnityPlugin
{
[HarmonyPatch(typeof(CozyLights), "Update")]
public class CozyLightsPatch
{
private static bool lastAnimatorState;
private static void Postfix(CozyLights __instance)
{
if (__instance.cozyLightsAnimator.GetBool("on") && !lastAnimatorState)
{
CozyLightsManager cozyLightsManager = Object.FindObjectOfType<CozyLightsManager>();
if ((Object)(object)cozyLightsManager != (Object)null)
{
cozyLightsManager.Initialize();
}
}
lastAnimatorState = __instance.cozyLightsAnimator.GetBool("on");
}
}
internal static ConfigEntry<int> colorConfigR;
internal static ConfigEntry<int> colorConfigG;
internal static ConfigEntry<int> colorConfigB;
internal static ConfigEntry<bool> Rainbow;
internal static ConfigEntry<float> RainbowSpeed;
internal static ConfigEntry<float> Brightness;
internal static ManualLogSource Logger;
private Harmony harmony;
private void Awake()
{
//IL_00f3: Unknown result type (might be due to invalid IL or missing references)
//IL_00fd: Expected O, but got Unknown
Logger = ((BaseUnityPlugin)this).Logger;
Logger.LogInfo((object)"Color Cozy Lights has loaded! Checking and setting configs.");
colorConfigR = ((BaseUnityPlugin)this).Config.Bind<int>("Cozy Light Color", "Cozy Lights Color - R", 53, "RGB value (0-255) for Red. YOU DONT NEED TO RESET THE GAME");
colorConfigG = ((BaseUnityPlugin)this).Config.Bind<int>("Cozy Light Color", "Cozy Lights Color - G", 135, "RGB value (0-255) for Green. YOU DONT NEED TO RESET THE GAME");
colorConfigB = ((BaseUnityPlugin)this).Config.Bind<int>("Cozy Light Color", "Cozy Lights Color - B", 255, "RGB value (0-255) for Blue. YOU DONT NEED TO RESET THE GAME");
Brightness = ((BaseUnityPlugin)this).Config.Bind<float>("Cozy Light Color", "Cozy Lights Brightness", 138f, "Decimals allowed. Brightness off the light. Please don't surpass 1000, its too bright. YOU DONT NEED TO RESET THE GAME");
Rainbow = ((BaseUnityPlugin)this).Config.Bind<bool>("Cozy Light Color", "Rainbow", false, "Cycles through colors!. YOU DONT NEED TO RESET THE GAME");
RainbowSpeed = ((BaseUnityPlugin)this).Config.Bind<float>("Cozy Light Color", "Rainbow Speed", 0.05f, "Sets the speed of the rainbow, I am not responsible for any seizures people have for high amounts. YOU DONT NEED TO RESET THE GAME");
harmony = new Harmony("com.atomic.colorcozylights.patch");
harmony.PatchAll();
SceneManager.sceneLoaded += OnSceneLoaded;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
if (((Scene)(ref scene)).name == "SampleSceneRelay")
{
GameObject val = GameObject.Find("Environment");
val.AddComponent<CozyLightsManager>();
}
}
}
public class CozyLightsManager : MonoBehaviour
{
private float normalizedR;
private float normalizedG;
private float normalizedB;
private float hue = 0f;
private float rainbowSpeed = Plugin.RainbowSpeed.Value;
private float brightness = 0f;
private void Awake()
{
Initialize();
}
private void Update()
{
//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_006f: 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_0087: Unknown result type (might be due to invalid IL or missing references)
if (Plugin.Rainbow.Value)
{
rainbowSpeed = Plugin.RainbowSpeed.Value;
hue += rainbowSpeed * Time.deltaTime;
if (hue > 1f)
{
hue = 0f;
}
Color val = Color.HSVToRGB(hue, 0.8f, 0.8f);
normalizedR = val.r;
normalizedG = val.g;
normalizedB = val.b;
SetCozyLights();
}
}
public void Initialize()
{
normalizedR = (float)Plugin.colorConfigR.Value / 100f;
normalizedG = (float)Plugin.colorConfigG.Value / 100f;
normalizedB = (float)Plugin.colorConfigB.Value / 100f;
SetCozyLights();
}
public void SetCozyLights()
{
//IL_0043: Unknown result type (might be due to invalid IL or missing references)
//IL_0049: Expected O, but got Unknown
//IL_005f: Unknown result type (might be due to invalid IL or missing references)
//IL_0066: Expected O, but got Unknown
//IL_00de: Unknown result type (might be due to invalid IL or missing references)
//IL_00c5: Unknown result type (might be due to invalid IL or missing references)
brightness = Plugin.Brightness.Value;
GameObject val = GameObject.Find("ShipCozyLights(Clone)");
if (!((Object)(object)val != (Object)null))
{
return;
}
foreach (Transform item in val.transform)
{
Transform val2 = item;
foreach (Transform item2 in val2)
{
Transform val3 = item2;
if (((Object)val3).name == "Light")
{
Light component = ((Component)val3).GetComponent<Light>();
if ((Object)(object)component != (Object)null)
{
component.intensity = brightness;
component.color = (Plugin.Rainbow.Value ? new Color(normalizedR, normalizedG, normalizedB) : new Color(normalizedR, normalizedG, normalizedB));
}
}
}
}
}
}
public static class MyPluginInfo
{
public const string PLUGIN_GUID = "Colorable_Cozy_Lights";
public const string PLUGIN_NAME = "Adds a config to change the color of the cozy lights";
public const string PLUGIN_VERSION = "1.0.0";
}
}