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 BepInEx.Configuration;
using HarmonyLib;
using Microsoft.CodeAnalysis;
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: AssemblyCompany("CreditRollover")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyDescription("This mod makes your credits rollover to the next round after you get ejected.")]
[assembly: AssemblyFileVersion("1.1.0.0")]
[assembly: AssemblyInformationalVersion("1.1.0")]
[assembly: AssemblyProduct("CreditRollover")]
[assembly: AssemblyTitle("CreditRollover")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.1.0.0")]
[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;
}
}
}
public sealed class ImNotReallySureHowToDoThis
{
private static readonly ImNotReallySureHowToDoThis instance;
public static float valueOfRolloverPercentage;
public static ImNotReallySureHowToDoThis _instance => instance;
static ImNotReallySureHowToDoThis()
{
instance = new ImNotReallySureHowToDoThis();
}
private ImNotReallySureHowToDoThis()
{
}
}
internal class PatchCreditsToRollOver
{
private static int creds;
[HarmonyPatch(typeof(GameNetworkManager), "ResetSavedGameValues")]
[HarmonyPrefix]
private static void GrabCreditAmountBeforeWipe(ref GameNetworkManager __instance)
{
creds = Object.FindObjectOfType<Terminal>().groupCredits;
}
[HarmonyPatch(typeof(GameNetworkManager), "ResetSavedGameValues")]
[HarmonyPostfix]
private static void SetCredit(ref GameNetworkManager __instance)
{
ES3.Save<int>("GroupCredits", creds, __instance.currentSaveFileName);
}
[HarmonyPatch(typeof(StartOfRound), "ResetShip")]
[HarmonyPostfix]
private static void SetCreditTerminal(ref StartOfRound __instance)
{
Object.FindObjectOfType<Terminal>().groupCredits = (int)Math.Floor((float)creds * ImNotReallySureHowToDoThis.valueOfRolloverPercentage);
}
}
namespace CreditRollover
{
public static class PluginInfo
{
public const string PLUGIN_GUID = "CreditRollover";
public const string PLUGIN_NAME = "CreditRollover";
public const string PLUGIN_VERSION = "1.1.0";
}
}
namespace FloopyLessRogueLikeMoreRogueLite
{
[BepInPlugin("pop.mods.creditrollover", "CreditRollover", "1.1.0")]
public class Plugin : BaseUnityPlugin
{
public ConfigEntry<float> percentageRollover;
private void Awake()
{
percentageRollover = ((BaseUnityPlugin)this).Config.Bind<float>("General", "percentageRollover", 1f, "The percentage of credits that rollover to the next round. Ideally within 0 to 1 as rolloverCredits = previousCreds * percentageRollover.");
((BaseUnityPlugin)this).Logger.LogInfo((object)"CreditRollover has loaded :)");
Harmony.CreateAndPatchAll(typeof(PatchCreditsToRollOver), (string)null);
((BaseUnityPlugin)this).Logger.LogInfo((object)"CreditRollover is finished patching :D");
ImNotReallySureHowToDoThis.valueOfRolloverPercentage = percentageRollover.Value;
((BaseUnityPlugin)this).Logger.LogInfo((object)"Loaded config");
}
}
}