Decompiled source of B1 Battle Droid v0.1.0

BattleDroid.dll

Decompiled 4 months 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("BattleDroid")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("BattleDroid")]
[assembly: AssemblyTitle("BattleDroid")]
[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;
		}
	}
}
public class SkinChanger : MonoBehaviour
{
	public void Start()
	{
		Transform val = ((Component)this).transform.Find("skin0");
		Transform val2 = ((Component)this).transform.Find("skin1");
		Transform val3 = ((Component)this).transform.Find("skin2");
		Transform val4 = ((Component)this).transform.Find("skin3");
		Transform val5 = ((Component)this).transform.Find("skin4");
		Transform val6 = ((Component)this).transform.Find("skin5");
		Transform val7 = ((Component)this).transform.Find("skin6");
		Transform val8 = ((Component)this).transform.Find("skin7");
		Transform val9 = ((Component)this).transform.Find("skin8");
		Transform val10 = ((Component)this).transform.Find("skin9");
		Transform val11 = ((Component)this).transform.Find("skin10");
		Transform val12 = ((Component)this).transform.Find("skin11");
		Transform val13 = ((Component)this).transform.Find("skin12");
		switch (Random.Range(0, 13))
		{
		case 0:
			((Component)val).gameObject.SetActive(true);
			((Component)val2).gameObject.SetActive(false);
			((Component)val3).gameObject.SetActive(false);
			((Component)val4).gameObject.SetActive(false);
			((Component)val5).gameObject.SetActive(false);
			((Component)val6).gameObject.SetActive(false);
			((Component)val7).gameObject.SetActive(false);
			((Component)val8).gameObject.SetActive(false);
			((Component)val9).gameObject.SetActive(false);
			((Component)val10).gameObject.SetActive(false);
			((Component)val11).gameObject.SetActive(false);
			((Component)val12).gameObject.SetActive(false);
			((Component)val13).gameObject.SetActive(false);
			break;
		case 1:
			((Component)val).gameObject.SetActive(false);
			((Component)val2).gameObject.SetActive(true);
			((Component)val3).gameObject.SetActive(false);
			((Component)val4).gameObject.SetActive(false);
			((Component)val5).gameObject.SetActive(false);
			((Component)val6).gameObject.SetActive(false);
			((Component)val7).gameObject.SetActive(false);
			((Component)val8).gameObject.SetActive(false);
			((Component)val9).gameObject.SetActive(false);
			((Component)val10).gameObject.SetActive(false);
			((Component)val11).gameObject.SetActive(false);
			((Component)val12).gameObject.SetActive(false);
			((Component)val13).gameObject.SetActive(false);
			break;
		case 2:
			((Component)val).gameObject.SetActive(false);
			((Component)val2).gameObject.SetActive(false);
			((Component)val3).gameObject.SetActive(true);
			((Component)val4).gameObject.SetActive(false);
			((Component)val5).gameObject.SetActive(false);
			((Component)val6).gameObject.SetActive(false);
			((Component)val7).gameObject.SetActive(false);
			((Component)val8).gameObject.SetActive(false);
			((Component)val9).gameObject.SetActive(false);
			((Component)val10).gameObject.SetActive(false);
			((Component)val11).gameObject.SetActive(false);
			((Component)val12).gameObject.SetActive(false);
			((Component)val13).gameObject.SetActive(false);
			break;
		case 3:
			((Component)val).gameObject.SetActive(false);
			((Component)val2).gameObject.SetActive(false);
			((Component)val3).gameObject.SetActive(false);
			((Component)val4).gameObject.SetActive(true);
			((Component)val5).gameObject.SetActive(false);
			((Component)val6).gameObject.SetActive(false);
			((Component)val7).gameObject.SetActive(false);
			((Component)val8).gameObject.SetActive(false);
			((Component)val9).gameObject.SetActive(false);
			((Component)val10).gameObject.SetActive(false);
			((Component)val11).gameObject.SetActive(false);
			((Component)val12).gameObject.SetActive(false);
			((Component)val13).gameObject.SetActive(false);
			break;
		case 4:
			((Component)val).gameObject.SetActive(false);
			((Component)val2).gameObject.SetActive(false);
			((Component)val3).gameObject.SetActive(false);
			((Component)val4).gameObject.SetActive(false);
			((Component)val5).gameObject.SetActive(true);
			((Component)val6).gameObject.SetActive(false);
			((Component)val7).gameObject.SetActive(false);
			((Component)val8).gameObject.SetActive(false);
			((Component)val9).gameObject.SetActive(false);
			((Component)val10).gameObject.SetActive(false);
			((Component)val11).gameObject.SetActive(false);
			((Component)val12).gameObject.SetActive(false);
			((Component)val13).gameObject.SetActive(false);
			break;
		case 5:
			((Component)val).gameObject.SetActive(false);
			((Component)val2).gameObject.SetActive(false);
			((Component)val3).gameObject.SetActive(false);
			((Component)val4).gameObject.SetActive(false);
			((Component)val5).gameObject.SetActive(false);
			((Component)val6).gameObject.SetActive(true);
			((Component)val7).gameObject.SetActive(false);
			((Component)val8).gameObject.SetActive(false);
			((Component)val9).gameObject.SetActive(false);
			((Component)val10).gameObject.SetActive(false);
			((Component)val11).gameObject.SetActive(false);
			((Component)val12).gameObject.SetActive(false);
			((Component)val13).gameObject.SetActive(false);
			break;
		case 6:
			((Component)val).gameObject.SetActive(false);
			((Component)val2).gameObject.SetActive(false);
			((Component)val3).gameObject.SetActive(false);
			((Component)val4).gameObject.SetActive(false);
			((Component)val5).gameObject.SetActive(false);
			((Component)val6).gameObject.SetActive(false);
			((Component)val7).gameObject.SetActive(true);
			((Component)val8).gameObject.SetActive(false);
			((Component)val9).gameObject.SetActive(false);
			((Component)val10).gameObject.SetActive(false);
			((Component)val11).gameObject.SetActive(false);
			((Component)val12).gameObject.SetActive(false);
			((Component)val13).gameObject.SetActive(false);
			break;
		case 7:
			((Component)val).gameObject.SetActive(false);
			((Component)val2).gameObject.SetActive(false);
			((Component)val3).gameObject.SetActive(false);
			((Component)val4).gameObject.SetActive(false);
			((Component)val5).gameObject.SetActive(false);
			((Component)val6).gameObject.SetActive(false);
			((Component)val7).gameObject.SetActive(false);
			((Component)val8).gameObject.SetActive(true);
			((Component)val9).gameObject.SetActive(false);
			((Component)val10).gameObject.SetActive(false);
			((Component)val11).gameObject.SetActive(false);
			((Component)val12).gameObject.SetActive(false);
			((Component)val13).gameObject.SetActive(false);
			break;
		case 8:
			((Component)val).gameObject.SetActive(false);
			((Component)val2).gameObject.SetActive(false);
			((Component)val3).gameObject.SetActive(false);
			((Component)val4).gameObject.SetActive(false);
			((Component)val5).gameObject.SetActive(false);
			((Component)val6).gameObject.SetActive(false);
			((Component)val7).gameObject.SetActive(false);
			((Component)val8).gameObject.SetActive(false);
			((Component)val9).gameObject.SetActive(true);
			((Component)val10).gameObject.SetActive(false);
			((Component)val11).gameObject.SetActive(false);
			((Component)val12).gameObject.SetActive(false);
			((Component)val13).gameObject.SetActive(false);
			break;
		case 9:
			((Component)val).gameObject.SetActive(false);
			((Component)val2).gameObject.SetActive(false);
			((Component)val3).gameObject.SetActive(false);
			((Component)val4).gameObject.SetActive(false);
			((Component)val5).gameObject.SetActive(false);
			((Component)val6).gameObject.SetActive(false);
			((Component)val7).gameObject.SetActive(false);
			((Component)val8).gameObject.SetActive(false);
			((Component)val9).gameObject.SetActive(false);
			((Component)val10).gameObject.SetActive(true);
			((Component)val11).gameObject.SetActive(false);
			((Component)val12).gameObject.SetActive(false);
			((Component)val13).gameObject.SetActive(false);
			break;
		case 10:
			((Component)val).gameObject.SetActive(false);
			((Component)val2).gameObject.SetActive(false);
			((Component)val3).gameObject.SetActive(false);
			((Component)val4).gameObject.SetActive(false);
			((Component)val5).gameObject.SetActive(false);
			((Component)val6).gameObject.SetActive(false);
			((Component)val7).gameObject.SetActive(false);
			((Component)val8).gameObject.SetActive(false);
			((Component)val9).gameObject.SetActive(false);
			((Component)val10).gameObject.SetActive(false);
			((Component)val11).gameObject.SetActive(true);
			((Component)val12).gameObject.SetActive(false);
			((Component)val13).gameObject.SetActive(false);
			break;
		case 11:
			((Component)val).gameObject.SetActive(false);
			((Component)val2).gameObject.SetActive(false);
			((Component)val3).gameObject.SetActive(false);
			((Component)val4).gameObject.SetActive(false);
			((Component)val5).gameObject.SetActive(false);
			((Component)val6).gameObject.SetActive(false);
			((Component)val7).gameObject.SetActive(false);
			((Component)val8).gameObject.SetActive(false);
			((Component)val9).gameObject.SetActive(false);
			((Component)val10).gameObject.SetActive(false);
			((Component)val11).gameObject.SetActive(false);
			((Component)val12).gameObject.SetActive(true);
			((Component)val13).gameObject.SetActive(false);
			break;
		case 12:
			((Component)val).gameObject.SetActive(false);
			((Component)val2).gameObject.SetActive(false);
			((Component)val3).gameObject.SetActive(false);
			((Component)val4).gameObject.SetActive(false);
			((Component)val5).gameObject.SetActive(false);
			((Component)val6).gameObject.SetActive(false);
			((Component)val7).gameObject.SetActive(false);
			((Component)val8).gameObject.SetActive(false);
			((Component)val9).gameObject.SetActive(false);
			((Component)val10).gameObject.SetActive(false);
			((Component)val11).gameObject.SetActive(false);
			((Component)val12).gameObject.SetActive(false);
			((Component)val13).gameObject.SetActive(true);
			break;
		default:
			((Component)val).gameObject.SetActive(true);
			((Component)val2).gameObject.SetActive(false);
			((Component)val3).gameObject.SetActive(false);
			((Component)val4).gameObject.SetActive(false);
			((Component)val5).gameObject.SetActive(false);
			((Component)val6).gameObject.SetActive(false);
			((Component)val7).gameObject.SetActive(false);
			((Component)val8).gameObject.SetActive(false);
			((Component)val9).gameObject.SetActive(false);
			((Component)val10).gameObject.SetActive(false);
			((Component)val11).gameObject.SetActive(false);
			((Component)val12).gameObject.SetActive(false);
			((Component)val13).gameObject.SetActive(false);
			break;
		}
	}
}
namespace StarWarsModels
{
	public class MRD_ASSAULT_PREQ_01_MESH : BodyReplacementBase
	{
		protected override GameObject LoadAssetsAndReturnModel()
		{
			string text = "d_assault_preq_01_mesh";
			return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
		}

		protected override void AddModelScripts()
		{
			GameObject gameObject = ((Component)base.replacementModel.transform).gameObject;
			SkinChanger skinChanger = gameObject.AddComponent(typeof(SkinChanger)) as SkinChanger;
		}
	}
	[BepInPlugin("b1BattleDroid", "B1 Battle Droid", "0.1.0")]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	public class Plugin : BaseUnityPlugin
	{
		public static ConfigFile config;

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

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

		public static ConfigEntry<string> suitNamesToEnableModel { get; private set; }

		private static void InitConfig()
		{
			enableModelForAllSuits = config.Bind<bool>("Suits to Replace Settings", "Enable Model for all Suits", false, "Enable to model replace every suit. Set to false to specify suits");
			enableModelAsDefault = config.Bind<bool>("Suits to Replace Settings", "Enable Model as default", false, "Enable to model replace every suit that hasn't been otherwise registered.");
			suitNamesToEnableModel = config.Bind<string>("Suits to Replace Settings", "Suits to enable Model for", "BattleDroid", "Enter a comma separated list of suit names.(Additionally, [Green suit,Pajama suit,Hazard suit])");
		}

		private void Awake()
		{
			//IL_00a2: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a8: Expected O, but got Unknown
			config = ((BaseUnityPlugin)this).Config;
			InitConfig();
			Assets.PopulateAssets();
			if (enableModelForAllSuits.Value)
			{
				ModelReplacementAPI.RegisterModelReplacementOverride(typeof(MRD_ASSAULT_PREQ_01_MESH));
			}
			if (enableModelAsDefault.Value)
			{
				ModelReplacementAPI.RegisterModelReplacementDefault(typeof(MRD_ASSAULT_PREQ_01_MESH));
			}
			string[] array = suitNamesToEnableModel.Value.Split(',');
			string[] array2 = array;
			foreach (string text in array2)
			{
				ModelReplacementAPI.RegisterSuitModelReplacement(text, typeof(MRD_ASSAULT_PREQ_01_MESH));
			}
			Harmony val = new Harmony("b1BattleDroid");
			val.PatchAll();
			((BaseUnityPlugin)this).Logger.LogInfo((object)"Plugin b1BattleDroid is loaded!");
		}
	}
	public static class Assets
	{
		public static string mainAssetBundleName = "B1Bundle";

		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)
		{
		}
	}
}