Decompiled source of WaterAssetRestorer v1.0.1

Sniper1_1.WaterAssetRestorer.dll

Decompiled a month ago
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.Logging;
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: IgnoresAccessChecksTo("AmazingAssets.TerrainToMesh")]
[assembly: IgnoresAccessChecksTo("Assembly-CSharp-firstpass")]
[assembly: IgnoresAccessChecksTo("Assembly-CSharp")]
[assembly: IgnoresAccessChecksTo("ClientNetworkTransform")]
[assembly: IgnoresAccessChecksTo("com.olegknyazev.softmask")]
[assembly: IgnoresAccessChecksTo("DissonanceVoip")]
[assembly: IgnoresAccessChecksTo("EasyTextEffects")]
[assembly: IgnoresAccessChecksTo("Facepunch Transport for Netcode for GameObjects")]
[assembly: IgnoresAccessChecksTo("Facepunch.Steamworks.Win64")]
[assembly: IgnoresAccessChecksTo("Unity.AI.Navigation")]
[assembly: IgnoresAccessChecksTo("Unity.Animation.Rigging")]
[assembly: IgnoresAccessChecksTo("Unity.Animation.Rigging.DocCodeExamples")]
[assembly: IgnoresAccessChecksTo("Unity.Burst")]
[assembly: IgnoresAccessChecksTo("Unity.Burst.Unsafe")]
[assembly: IgnoresAccessChecksTo("Unity.Collections")]
[assembly: IgnoresAccessChecksTo("Unity.Collections.LowLevel.ILSupport")]
[assembly: IgnoresAccessChecksTo("Unity.InputSystem")]
[assembly: IgnoresAccessChecksTo("Unity.InputSystem.ForUI")]
[assembly: IgnoresAccessChecksTo("Unity.Jobs")]
[assembly: IgnoresAccessChecksTo("Unity.Mathematics")]
[assembly: IgnoresAccessChecksTo("Unity.Multiplayer.Tools.Common")]
[assembly: IgnoresAccessChecksTo("Unity.Multiplayer.Tools.MetricTypes")]
[assembly: IgnoresAccessChecksTo("Unity.Multiplayer.Tools.NetStats")]
[assembly: IgnoresAccessChecksTo("Unity.Multiplayer.Tools.NetStatsMonitor.Component")]
[assembly: IgnoresAccessChecksTo("Unity.Multiplayer.Tools.NetStatsMonitor.Configuration")]
[assembly: IgnoresAccessChecksTo("Unity.Multiplayer.Tools.NetStatsMonitor.Implementation")]
[assembly: IgnoresAccessChecksTo("Unity.Multiplayer.Tools.NetStatsReporting")]
[assembly: IgnoresAccessChecksTo("Unity.Multiplayer.Tools.NetworkProfiler.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.Multiplayer.Tools.NetworkSolutionInterface")]
[assembly: IgnoresAccessChecksTo("Unity.Netcode.Components")]
[assembly: IgnoresAccessChecksTo("Unity.Netcode.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.Networking.Transport")]
[assembly: IgnoresAccessChecksTo("Unity.ProBuilder.Csg")]
[assembly: IgnoresAccessChecksTo("Unity.ProBuilder")]
[assembly: IgnoresAccessChecksTo("Unity.ProBuilder.KdTree")]
[assembly: IgnoresAccessChecksTo("Unity.ProBuilder.Poly2Tri")]
[assembly: IgnoresAccessChecksTo("Unity.ProBuilder.Stl")]
[assembly: IgnoresAccessChecksTo("Unity.Profiling.Core")]
[assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.Core.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.Core.ShaderLibrary")]
[assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.HighDefinition.Config.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.HighDefinition.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Authentication")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Analytics")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Configuration")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Device")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Environments")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Environments.Internal")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Internal")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Networking")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Registration")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Scheduler")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Telemetry")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Threading")]
[assembly: IgnoresAccessChecksTo("Unity.Services.QoS")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Relay")]
[assembly: IgnoresAccessChecksTo("Unity.TextMeshPro")]
[assembly: IgnoresAccessChecksTo("Unity.Timeline")]
[assembly: IgnoresAccessChecksTo("Unity.VisualEffectGraph.Runtime")]
[assembly: IgnoresAccessChecksTo("UnityEngine.ARModule")]
[assembly: IgnoresAccessChecksTo("UnityEngine.NVIDIAModule")]
[assembly: IgnoresAccessChecksTo("UnityEngine.UI")]
[assembly: AssemblyCompany("Sniper1_1.WaterAssetRestorer")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0+d1860a6146c476d93b619ba5ad0703562f7dea66")]
[assembly: AssemblyProduct("WaterAssetRestorer")]
[assembly: AssemblyTitle("Sniper1_1.WaterAssetRestorer")]
[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 WaterAssetRestorer
{
	[BepInPlugin("Sniper1_1.WaterAssetRestorer", "WaterAssetRestorer", "1.0.0")]
	public class WaterAssetRestorer : BaseUnityPlugin
	{
		public static WaterAssetRestorer Instance { get; private set; }

		internal static ManualLogSource Logger { get; private set; }

		internal static Harmony? Harmony { get; set; }

		private void Awake()
		{
			Logger = ((BaseUnityPlugin)this).Logger;
			Instance = this;
			Patch();
			Logger.LogInfo((object)"Sniper1_1.WaterAssetRestorer v1.0.0 has loaded!");
			Logger.LogInfo((object)"\"When you want something you don't have, W.A.R. can get it!\" - idk, someone probably");
		}

		internal static void Patch()
		{
			//IL_000d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0012: Unknown result type (might be due to invalid IL or missing references)
			//IL_0018: Expected O, but got Unknown
			if (Harmony == null)
			{
				Harmony = new Harmony("Sniper1_1.WaterAssetRestorer");
			}
			Logger.LogDebug((object)"Patching...");
			Harmony.PatchAll();
			Logger.LogDebug((object)"Finished patching!");
		}

		internal static void Unpatch()
		{
			Logger.LogDebug((object)"Unpatching...");
			Harmony? harmony = Harmony;
			if (harmony != null)
			{
				harmony.UnpatchSelf();
			}
			Logger.LogDebug((object)"Finished unpatching!");
		}
	}
	public static class MyPluginInfo
	{
		public const string PLUGIN_GUID = "Sniper1_1.WaterAssetRestorer";

		public const string PLUGIN_NAME = "WaterAssetRestorer";

		public const string PLUGIN_VERSION = "1.0.0";
	}
}
namespace WaterAssetRestorer.Patches
{
	[HarmonyPatch(typeof(StartOfRound))]
	public class WaterInit
	{
		public static Material WAR_company_flooded;

		public static Material WAR_cave;

		public static Material WAR_pool;

		public static Material WAR_adamance_march_vow;

		[HarmonyPostfix]
		[HarmonyPatch("Start")]
		public static void InitializeWaterMaterials()
		{
			WaterAssetRestorer.Logger.LogInfo((object)"Initializing water materials...");
			WAR_company_flooded = WaterGet.GET_material("Water_mat_04");
			WAR_cave = WaterGet.GET_material("CaveWater", "CaveWaterTile");
			WAR_pool = WaterGet.GET_material("PoolWater", "PoolTile");
		}
	}
	[HarmonyPatch(typeof(RoundManager), "FinishGeneratingNewLevelClientRpc")]
	public class WaterSwap
	{
		[HarmonyPostfix]
		public static void SwapWaterMaterials()
		{
			WaterAssetRestorer.Logger.LogInfo((object)"Swapping water materials...");
			WaterSet.SET_material("Water_mat_04", WaterInit.WAR_company_flooded);
			WaterSet.SET_material("CaveWater", WaterInit.WAR_cave);
			WaterSet.SET_material("PoolWater", WaterInit.WAR_pool);
		}
	}
	public class WaterGet
	{
		public static Material GET_material(string materialToFind, string prefabToSearch = null)
		{
			Material val = null;
			if (string.IsNullOrEmpty(materialToFind))
			{
				WaterAssetRestorer.Logger.LogWarning((object)"Material to find is null.");
				return null;
			}
			if (!string.IsNullOrEmpty(prefabToSearch))
			{
				GameObject val2 = null;
				GameObject[] array = Resources.FindObjectsOfTypeAll<GameObject>();
				GameObject[] array2 = array;
				foreach (GameObject val3 in array2)
				{
					if (((Object)val3).name == prefabToSearch)
					{
						val2 = val3;
					}
				}
				if ((Object)(object)val2 == (Object)null)
				{
					WaterAssetRestorer.Logger.LogWarning((object)("Prefab '" + prefabToSearch + "' not found."));
					return null;
				}
				WaterAssetRestorer.Logger.LogDebug((object)("Found prefab '" + prefabToSearch + "'."));
				Renderer[] componentsInChildren = val2.GetComponentsInChildren<Renderer>(true);
				Renderer[] array3 = componentsInChildren;
				foreach (Renderer val4 in array3)
				{
					if (((Object)val4.sharedMaterial).name == materialToFind)
					{
						WaterAssetRestorer.Logger.LogDebug((object)("Found material '" + materialToFind + "' in prefab '" + prefabToSearch + "'."));
						val = val4.sharedMaterial;
					}
				}
			}
			else
			{
				Renderer[] array4 = Object.FindObjectsOfType<Renderer>(true);
				Renderer[] array5 = array4;
				foreach (Renderer val5 in array5)
				{
					if ((Object)(object)val5.sharedMaterial != (Object)null && ((Object)val5.sharedMaterial).name == materialToFind)
					{
						WaterAssetRestorer.Logger.LogDebug((object)("Found material '" + materialToFind + "' in scene."));
						val = val5.sharedMaterial;
					}
				}
			}
			WaterAssetRestorer.Logger.LogInfo((object)("Material '" + materialToFind + "' search completed. Found: " + (((Object)(object)val != (Object)null) ? "Yes" : "No")));
			return val;
		}
	}
	public class WaterSet
	{
		public static void SET_material(string original, Material replacement)
		{
			Renderer[] array = Object.FindObjectsOfType<Renderer>();
			foreach (Renderer val in array)
			{
				Material[] sharedMaterials = val.sharedMaterials;
				bool flag = false;
				for (int j = 0; j < sharedMaterials.Length; j++)
				{
					if ((Object)(object)sharedMaterials[j] != (Object)null && ((Object)sharedMaterials[j]).name == original)
					{
						sharedMaterials[j] = replacement;
						flag = true;
						WaterAssetRestorer.Logger.LogInfo((object)("Replaced material '" + original + "' with '" + ((Object)replacement).name + "' in renderer '" + ((Object)((Component)val).gameObject).name + "'."));
					}
				}
				if (flag)
				{
					val.sharedMaterials = sharedMaterials;
				}
			}
		}
	}
}
namespace System.Runtime.CompilerServices
{
	[AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)]
	internal sealed class IgnoresAccessChecksToAttribute : Attribute
	{
		public IgnoresAccessChecksToAttribute(string assemblyName)
		{
		}
	}
}