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Decompiled source of AI Somnium Files Dances v1.0.0
plugins/aisomnium/com.Segtendo.AISomnium_Dances.dll
Decompiled 2 years agousing System; using System.Collections.Generic; 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 CustomEmotesAPI_Template_Mod; using EmotesAPI; using LethalEmotesAPI.ImportV2; using Lethal_Company_CustomEmotesAPI_Template_Mod; 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: AssemblyInformationalVersion("1.0.0")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("0.0.0.0")] [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 CustomEmotesAPI_Template_Mod { internal static class Assets { internal static readonly List<AssetBundle> AssetBundles = new List<AssetBundle>(); private static readonly Dictionary<string, int> AssetIndices = new Dictionary<string, int>(); internal static void LoadAssetBundlesFromFolder(string folderName) { folderName = Path.Combine(Path.GetDirectoryName(AISomnium_Dances.PInfo.Location), folderName); string[] files = Directory.GetFiles(folderName); foreach (string text in files) { AssetBundle val = AssetBundle.LoadFromFile(text); int count = AssetBundles.Count; AssetBundles.Add(val); string[] allAssetNames = val.GetAllAssetNames(); foreach (string text2 in allAssetNames) { string text3 = text2.ToLowerInvariant(); if (text3.StartsWith("assets/")) { text3 = text3.Remove(0, "assets/".Length); } AssetIndices[text3] = count; } DebugClass.Log((object)("Loaded AssetBundle: " + Path.GetFileName(text))); } } internal static T Load<T>(string assetName) where T : Object { try { assetName = assetName.ToLowerInvariant(); if (assetName.Contains(":")) { string[] array = assetName.Split(':'); assetName = array[1].ToLowerInvariant(); } if (assetName.StartsWith("assets/")) { assetName = assetName.Remove(0, "assets/".Length); } int index = AssetIndices[assetName]; return AssetBundles[index].LoadAsset<T>("assets/" + assetName); } catch (Exception arg) { DebugClass.Log((object)$"Couldn't load asset [{assetName}] reason: {arg}"); return default(T); } } } } namespace Lethal_Company_CustomEmotesAPI_Template_Mod { [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInPlugin("com.Segtendo.AISomnium_Dances", "AI_Somnium_Files_Dances", "1.0.1")] public class AISomnium_Dances : BaseUnityPlugin { public const string PluginGUID = "com.Segtendo.AISomnium_Dances"; public const string PluginName = "AI_Somnium_Files_Dances"; public const string PluginVersion = "1.0.1"; public static AISomnium_Dances instance; public static PluginInfo PInfo { get; private set; } public void Awake() { //IL_008f: Unknown result type (might be due to invalid IL or missing references) //IL_0099: Expected O, but got Unknown instance = this; PInfo = ((BaseUnityPlugin)this).Info; Assets.LoadAssetBundlesFromFolder("assetbundles"); ImportAnimation((AnimationClip[])(object)new AnimationClip[1] { Assets.Load<AnimationClip>("AI Somnium Dance/HalfToWhole_Short.anim") }, (AudioClip[])(object)new AudioClip[1] { Assets.Load<AudioClip>("AI Somnium Dance/HalfToWhole_Short.ogg") }, sync: true, "Half to Whole", cantMove: false, thirdPerson: true); ImportAnimation((AnimationClip[])(object)new AnimationClip[1] { Assets.Load<AnimationClip>("AI Somnium Dance/InvincibleRainbowArrow_Full.anim") }, (AudioClip[])(object)new AudioClip[1] { Assets.Load<AudioClip>("AI Somnium Dance/InvincibleRainbowArrow_Full.ogg") }, sync: true, "Invincible Rainbow Arrow", cantMove: false, thirdPerson: true); CustomEmotesAPI.animChanged += new AnimationChanged(CustomEmotesAPI_animChanged); } private void CustomEmotesAPI_animChanged(string newAnimation, BoneMapper mapper) { if (newAnimation.StartsWith("com.Segtendo.AISomnium_Dances")) { newAnimation = newAnimation.Split("__")[1]; } } public void ImportAnimation(AnimationClip[] primaryClips, AudioClip[] primaryAudioClips, bool sync, string customName, bool cantMove, bool thirdPerson) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0007: Expected O, but got Unknown //IL_006c: Unknown result type (might be due to invalid IL or missing references) //IL_00b7: Unknown result type (might be due to invalid IL or missing references) //IL_00c1: Expected O, but got Unknown CustomEmoteParams val = new CustomEmoteParams(); val.primaryAnimationClips = primaryClips; val.secondaryAnimationClips = null; val.audioLoops = false; val.primaryAudioClips = primaryAudioClips; val.secondaryAudioClips = null; val.primaryDMCAFreeAudioClips = null; val.secondaryDMCAFreeAudioClips = null; val.visible = true; val.syncAnim = sync; val.syncAudio = sync; val.startPref = -1; val.joinPref = -1; val.joinSpots = null; val.internalName = customName; val.lockType = (LockType)1; val.willGetClaimedByDMCA = false; val.audioLevel = 0.3f; val.rootBonesToIgnore = null; val.soloBonesToIgnore = null; val.stopWhenMove = cantMove; val.thirdPerson = thirdPerson; val.displayName = customName; EmoteImporter.ImportEmote(val); CustomEmotesAPI.animChanged += new AnimationChanged(CustomEmotesAPI_animChanged); } } }