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Decompiled source of LeanutsOmpany v1.0.0
LeanutsOmpany.dll
Decompiled 2 years agousing 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) { } } }