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 GameNetcodeStuff;
using LethalCompanyInputUtils.Api;
using Microsoft.CodeAnalysis;
using UnityEngine;
using UnityEngine.InputSystem;
[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("QuickRadarSwitch")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyDescription("A mod for Lethal Company that allows for switching the radar target in the terminal with keybinds.")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("QuickRadarSwitch")]
[assembly: AssemblyTitle("QuickRadarSwitch")]
[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 HeckinChloe.QuickRadarSwitch
{
[BepInPlugin("HeckinChloe.QuickRadarSwitch", "QuickRadarSwitch", "1.0.0")]
[BepInDependency("com.rune580.LethalCompanyInputUtils", "0.6.3")]
public sealed class Plugin : BaseUnityPlugin
{
private sealed class InputActions : LcInputActions
{
[InputAction("<Keyboard>/leftArrow", Name = "Previous Target")]
internal InputAction PreviousTarget { get; set; }
[InputAction("<Keyboard>/rightArrow", Name = "Next Target")]
internal InputAction NextTarget { get; set; }
}
private static readonly InputActions Inputs = new InputActions();
private void Awake()
{
Inputs.PreviousTarget.performed += delegate
{
TrySwitchRadarTarget(-1);
};
Inputs.NextTarget.performed += delegate
{
TrySwitchRadarTarget(1);
};
}
private void TrySwitchRadarTarget(int step)
{
PlayerControllerB localPlayerController = GameNetworkManager.Instance.localPlayerController;
if ((Object)(object)localPlayerController != (Object)null && localPlayerController.inTerminalMenu)
{
ManualCameraRenderer mapScreen = StartOfRound.Instance.mapScreen;
int targetTransformIndex = mapScreen.targetTransformIndex;
int count = mapScreen.radarTargets.Count;
int num = (targetTransformIndex + step + count) % count;
if (num != mapScreen.targetTransformIndex)
{
mapScreen.SwitchRadarTargetAndSync(num);
}
}
}
}
}