using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using Microsoft.CodeAnalysis;
using On;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.AI;
[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: IgnoresAccessChecksTo("")]
[assembly: AssemblyCompany("LeanutsOmpany")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("LeanutsOmpany")]
[assembly: AssemblyTitle("LeanutsOmpany")]
[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.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 LeanutsOmpany
{
[BepInPlugin("com.kesomannen.leanutsompany", "LeanutsOmpany", "0.1.0")]
public class Plugin : BaseUnityPlugin
{
private static GameObject _prefab;
private void Awake()
{
//IL_0061: Unknown result type (might be due to invalid IL or missing references)
//IL_006b: Expected O, but got Unknown
string location = Assembly.GetExecutingAssembly().Location;
location = Path.GetDirectoryName(location);
location = Path.Combine(location, "leanutsompany");
AssetBundle val = AssetBundle.LoadFromFile(location);
GameObject val2 = val.LoadAsset<GameObject>("Assets/LeanutsOmpany/Prefabs/Building.prefab");
if ((Object)(object)val2 == (Object)null)
{
((BaseUnityPlugin)this).Logger.LogError((object)"Failed to load prefab!");
}
else
{
_prefab = val2;
}
RoundManager.RefreshEnemiesList += (hook_RefreshEnemiesList)delegate(orig_RefreshEnemiesList orig, RoundManager self)
{
//IL_0028: Unknown result type (might be due to invalid IL or missing references)
//IL_002d: Unknown result type (might be due to invalid IL or missing references)
//IL_003b: Unknown result type (might be due to invalid IL or missing references)
//IL_0062: Unknown result type (might be due to invalid IL or missing references)
//IL_012d: Unknown result type (might be due to invalid IL or missing references)
//IL_00c4: Unknown result type (might be due to invalid IL or missing references)
//IL_00e6: Unknown result type (might be due to invalid IL or missing references)
//IL_00eb: Unknown result type (might be due to invalid IL or missing references)
if (self.currentLevel.levelID == 3)
{
Transform transform = GameObject.Find("LEDHangingLight (4)").transform;
Vector3 position = transform.position;
position.z = -36.6f;
transform.position = position;
GameObject val3 = Object.Instantiate<GameObject>(_prefab);
val3.transform.position = new Vector3(-17.26f, -2.67f, -5.26f);
if (((NetworkBehaviour)self).IsServer)
{
val3.GetComponentInChildren<NetworkObject>().Spawn(false);
IEnumerable<EnemyType> source = Resources.FindObjectsOfTypeAll<EnemyType>().Distinct();
EnemyType val4 = source.First((EnemyType enemy) => ((Object)enemy).name == "ClaySurgeon");
NavMeshHit val5 = default(NavMeshHit);
if (NavMesh.SamplePosition(val3.transform.position, ref val5, float.MaxValue, -1))
{
GameObject val6 = Object.Instantiate<GameObject>(val4.enemyPrefab, ((NavMeshHit)(ref val5)).position, Quaternion.identity);
val6.GetComponentInChildren<NetworkObject>().Spawn(false);
}
else
{
((BaseUnityPlugin)this).Logger.LogError((object)"Failed to find a point on navmesh!");
}
}
((BaseUnityPlugin)this).Logger.LogInfo((object)$"Building spawned at {val3.transform.position}!");
}
orig.Invoke(self);
};
((BaseUnityPlugin)this).Logger.LogInfo((object)"Plugin loaded!");
}
}
}
namespace System.Runtime.CompilerServices
{
[AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)]
internal sealed class IgnoresAccessChecksToAttribute : Attribute
{
public IgnoresAccessChecksToAttribute(string assemblyName)
{
}
}
}