Decompiled source of ArknightsPlayerModel v1.0.2

ArknightsPlayerModel.dll

Decompiled a week ago
using System;
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 HarmonyLib;
using Microsoft.CodeAnalysis;
using ModelReplacement;
using UnityEngine;

[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-CSharp")]
[assembly: AssemblyCompany("ArknightsPlayerModel")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("ArknightsPlayerModel")]
[assembly: AssemblyTitle("ArknightsPlayerModel")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
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;
		}
	}
}
namespace ArknightsModelReplacement
{
	public class MRSURTR : BodyReplacementBase
	{
		protected override GameObject LoadAssetsAndReturnModel()
		{
			string text = "Surtr";
			return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
		}
	}
	public class MRGLADIIA : BodyReplacementBase
	{
		protected override GameObject LoadAssetsAndReturnModel()
		{
			string text = "Gladiia";
			return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
		}
	}
	public class MRLAPLUMASWIM : BodyReplacementBase
	{
		protected override GameObject LoadAssetsAndReturnModel()
		{
			string text = "LaPluma(swim)";
			return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
		}
	}
	[BepInPlugin("LuckyJesta.Mod.Model.Arknights", "ArknightsPlayerModel", "1.0.2")]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	public class Plugin : BaseUnityPlugin
	{
		public static ConfigFile config;

		public static ConfigEntry<bool> GladiiaModelAsDefault { get; private set; }

		public static ConfigEntry<bool> LaPlumaSwimModelAsDefault { get; private set; }

		public static ConfigEntry<bool> SurtrModelAsDefault { get; private set; }

		private static void InitConfig()
		{
			GladiiaModelAsDefault = config.Bind<bool>("Suits to Replace Settings", "Enable Gladiia Model as default", false, "Enable to model replace every suit that hasn't been otherwise registered as Gladiia.");
			LaPlumaSwimModelAsDefault = config.Bind<bool>("Suits to Replace Settings", "Enable LaPluma(swim) Model as default", false, "Enable to model replace every suit that hasn't been otherwise registered as LaPluma(swim).");
			SurtrModelAsDefault = config.Bind<bool>("Suits to Replace Settings", "Enable Surtr Model as default", false, "Enable to model replace every suit that hasn't been otherwise registered as Surtr.");
		}

		private void Awake()
		{
			//IL_00bc: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c2: Expected O, but got Unknown
			config = ((BaseUnityPlugin)this).Config;
			InitConfig();
			Assets.PopulateAssets();
			ModelReplacementAPI.RegisterSuitModelReplacement("Gladiia", typeof(MRGLADIIA));
			ModelReplacementAPI.RegisterSuitModelReplacement("LaPluma(swim)", typeof(MRLAPLUMASWIM));
			ModelReplacementAPI.RegisterSuitModelReplacement("Surtr", typeof(MRSURTR));
			if (GladiiaModelAsDefault.Value)
			{
				ModelReplacementAPI.RegisterModelReplacementDefault(typeof(MRGLADIIA));
			}
			if (LaPlumaSwimModelAsDefault.Value)
			{
				ModelReplacementAPI.RegisterModelReplacementDefault(typeof(MRLAPLUMASWIM));
			}
			if (SurtrModelAsDefault.Value)
			{
				ModelReplacementAPI.RegisterModelReplacementDefault(typeof(MRSURTR));
			}
			Harmony val = new Harmony("LuckyJesta.Mod.Model.Arknights");
			val.PatchAll();
			((BaseUnityPlugin)this).Logger.LogInfo((object)"Plugin LuckyJesta.Mod.Model.Arknights is loaded!");
		}
	}
	public static class Assets
	{
		public static string mainAssetBundleName = "LuckyJestaArknightsbundle";

		public static AssetBundle MainAssetBundle = null;

		private static string GetAssemblyName()
		{
			return Assembly.GetExecutingAssembly().GetName().Name.Replace(" ", "_");
		}

		public static void PopulateAssets()
		{
			if ((Object)(object)MainAssetBundle == (Object)null)
			{
				Console.WriteLine(GetAssemblyName() + "." + mainAssetBundleName);
				using Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream(GetAssemblyName() + "." + mainAssetBundleName);
				MainAssetBundle = AssetBundle.LoadFromStream(stream);
			}
		}
	}
}
namespace System.Runtime.CompilerServices
{
	[AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)]
	internal sealed class IgnoresAccessChecksToAttribute : Attribute
	{
		public IgnoresAccessChecksToAttribute(string assemblyName)
		{
		}
	}
}