using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
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+e9ab6d7f6418a74077eb5aecfe6ae6f91f887f01")]
[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", "1.9.0")]
[BepInDependency(/*Could not decode attribute arguments.*/)]
public class Plugin : BaseUnityPlugin
{
[HarmonyPatch(typeof(CozyLights), "Update")]
public class CozyLightsPatch
{
private static bool lastAnimatorState;
private static void Postfix(CozyLights __instance)
{
((Component)__instance).GetComponent<Animator>().runtimeAnimatorController = lightsAnimator;
CozyLightsManager cozyLightsManager = Object.FindObjectOfType<CozyLightsManager>();
if (__instance.cozyLightsAnimator.GetBool("on") && !lastAnimatorState && (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 ConfigEntry<bool> AnimationActive;
internal static ConfigEntry<string> AnimationValue;
internal static RuntimeAnimatorController lightsAnimator;
internal static ManualLogSource Logger;
private Harmony harmony;
private void Awake()
{
//IL_0137: Unknown result type (might be due to invalid IL or missing references)
//IL_0141: 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");
AnimationActive = ((BaseUnityPlugin)this).Config.Bind<bool>("Animations", "Animation Enabled", false, "Make light shows! Go to atomictyler.dev/tools/lights for easy creation!");
AnimationValue = ((BaseUnityPlugin)this).Config.Bind<string>("Animations", "Animations", "{'255,255,255,1','5000'},{'0,255,144,0.5','2500'}", "atomictyler.dev/tools/lights recommended. It works by having each animation in {} and seperated with commas. you need RGBA and how long it will stay on that anim in ms.");
harmony = new Harmony("com.atomic.colorcozylights.patch");
harmony.PatchAll();
try
{
AssetBundle val = AssetBundle.LoadFromFile(Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "lightanimator"));
Object obj = val.LoadAsset("ShipCozyLightsClone", typeof(RuntimeAnimatorController));
lightsAnimator = (RuntimeAnimatorController)(object)((obj is RuntimeAnimatorController) ? obj : null);
}
catch
{
Logger.LogError((object)"Encountered some error loading asset bundle. Did you install the plugin correctly?");
return;
}
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 List<(Color color, float duration)> animationSteps;
private int currentStepIndex = 0;
private float animationTimer = 0f;
private bool animationInitialized = false;
internal bool LightStatus = false;
public bool MaterialMade = false;
public Material cozyLightsNewMat;
public Material cozyLightsOldMat;
public GameObject cozyLights;
public RuntimeAnimatorController lightsAnimator = Plugin.lightsAnimator;
private List<(Color color, float duration)> ParseAnimationConfig(string configString)
{
//IL_0112: Unknown result type (might be due to invalid IL or missing references)
List<(Color, float)> list = new List<(Color, float)>();
string[] array = configString.Trim('{', '}').Split(new string[1] { "},{" }, StringSplitOptions.RemoveEmptyEntries);
string[] array2 = array;
Color item = default(Color);
foreach (string text in array2)
{
string text2 = text.Trim('{', '}');
string[] array3 = text2.Split('\'');
if (array3.Length >= 2)
{
string text3 = array3[1];
string s = array3[3];
string[] array4 = text3.Split(',');
if (array4.Length == 4 && float.TryParse(s, out var result))
{
float num = (float)int.Parse(array4[0].Trim()) / 255f;
float num2 = (float)int.Parse(array4[1].Trim()) / 255f;
float num3 = (float)int.Parse(array4[2].Trim()) / 255f;
float num4 = float.Parse(array4[3].Trim());
((Color)(ref item))..ctor(num, num2, num3, num4);
list.Add((item, result / 1000f));
}
}
}
return list;
}
private void Awake()
{
Initialize();
}
private void Update()
{
//IL_008b: 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_00ea: Unknown result type (might be due to invalid IL or missing references)
//IL_00f6: Unknown result type (might be due to invalid IL or missing references)
//IL_0102: Unknown result type (might be due to invalid IL or missing references)
//IL_00e2: Unknown result type (might be due to invalid IL or missing references)
//IL_00e7: Unknown result type (might be due to invalid IL or missing references)
//IL_0197: Unknown result type (might be due to invalid IL or missing references)
//IL_019c: Unknown result type (might be due to invalid IL or missing references)
//IL_019f: Unknown result type (might be due to invalid IL or missing references)
//IL_01ac: Unknown result type (might be due to invalid IL or missing references)
//IL_01b9: Unknown result type (might be due to invalid IL or missing references)
if (Plugin.AnimationActive.Value)
{
if (!animationInitialized)
{
animationSteps = ParseAnimationConfig(Plugin.AnimationValue.Value);
currentStepIndex = 0;
animationTimer = 0f;
animationInitialized = true;
}
if (animationSteps.Count > 0)
{
animationTimer += Time.deltaTime;
var (val, num) = animationSteps[currentStepIndex];
if (animationTimer >= num)
{
animationTimer = 0f;
currentStepIndex = (currentStepIndex + 1) % animationSteps.Count;
val = animationSteps[currentStepIndex].color;
}
normalizedR = val.r;
normalizedG = val.g;
normalizedB = val.b;
SetCozyLights();
return;
}
}
if (Plugin.Rainbow.Value && !Plugin.AnimationActive.Value)
{
rainbowSpeed = Plugin.RainbowSpeed.Value;
hue += rainbowSpeed * Time.deltaTime;
if (hue > 1f)
{
hue = 0f;
}
Color val2 = Color.HSVToRGB(hue, 0.8f, 0.8f);
normalizedR = val2.r;
normalizedG = val2.g;
normalizedB = val2.b;
SetCozyLights();
}
else
{
SetCozyLights();
}
}
public void MaterialHandler(MeshRenderer cozyLights)
{
//IL_0031: Unknown result type (might be due to invalid IL or missing references)
//IL_003b: Expected O, but got Unknown
if (MaterialMade)
{
MaterialSwapper(cozyLights);
return;
}
Material[] materials = ((Renderer)cozyLights).materials;
cozyLightsOldMat = materials[1];
cozyLightsNewMat = new Material(Shader.Find("HDRP/Lit"));
MaterialMade = true;
MaterialSwapper(cozyLights);
}
public void MaterialSwapper(MeshRenderer cozyLights)
{
Material[] materials = ((Renderer)cozyLights).materials;
materials[1] = cozyLightsNewMat;
((Renderer)cozyLights).materials = materials;
}
public void MaterialColourChanger(float R, float G, float B)
{
//IL_004d: Unknown result type (might be due to invalid IL or missing references)
//IL_0066: Unknown result type (might be due to invalid IL or missing references)
//IL_0037: Unknown result type (might be due to invalid IL or missing references)
if (!((Object)(object)cozyLightsNewMat == (Object)null))
{
if (!LightStatus)
{
cozyLightsNewMat.color = new Color(0f, 0f, 0f);
return;
}
cozyLightsNewMat.color = new Color(R, G, B);
cozyLightsNewMat.SetColor("_BaseColor", new Color(R, G, B));
}
}
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_0067: Unknown result type (might be due to invalid IL or missing references)
//IL_006e: Expected O, but got Unknown
//IL_010a: 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;
MeshRenderer component = ((Component)val2).GetComponent<MeshRenderer>();
foreach (Transform item2 in val2)
{
Transform val3 = item2;
if (((Object)val3).name == "Light")
{
Light component2 = ((Component)val3).GetComponent<Light>();
if ((Object)(object)component2 != (Object)null)
{
if (!((Behaviour)component2).isActiveAndEnabled)
{
LightStatus = false;
}
else
{
LightStatus = true;
}
MaterialHandler(component);
MaterialColourChanger(normalizedR, normalizedG, normalizedB);
component2.intensity = brightness;
component2.color = new Color(normalizedR, normalizedG, normalizedB);
}
}
else
{
MeshRenderer component3 = ((Component)val3).GetComponent<MeshRenderer>();
MaterialHandler(component3);
}
}
}
}
}
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";
}
}