Decompiled source of GenshinSuits v1.0.0

GenshinSuitsUnity.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: AssemblyCompany("GenshinSuitsUnity")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("GenshinSuitsUnity")]
[assembly: AssemblyTitle("GenshinSuitsUnity")]
[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 GenshinSuits
{
	public class MRWRIOTHESLEY : BodyReplacementBase
	{
		protected override GameObject LoadAssetsAndReturnModel()
		{
			string text = "Wriothesley";
			return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
		}
	}
	public class MRCLORINDE : BodyReplacementBase
	{
		protected override GameObject LoadAssetsAndReturnModel()
		{
			string text = "Clorinde";
			return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
		}
	}
	public class MRCHIORI : BodyReplacementBase
	{
		protected override GameObject LoadAssetsAndReturnModel()
		{
			string text = "Chiori";
			return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
		}
	}
	public class MRCHEVREUSE : BodyReplacementBase
	{
		protected override GameObject LoadAssetsAndReturnModel()
		{
			string text = "Chevreuse";
			return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
		}
	}
	public class MRFURINA : BodyReplacementBase
	{
		protected override GameObject LoadAssetsAndReturnModel()
		{
			string text = "Furina";
			return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
		}
	}
	public class MRSIGEWINNE : BodyReplacementBase
	{
		protected override GameObject LoadAssetsAndReturnModel()
		{
			string text = "Sigewinne";
			return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
		}
	}
	public class MRFREMINET : BodyReplacementBase
	{
		protected override GameObject LoadAssetsAndReturnModel()
		{
			string text = "Freminet";
			return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
		}
	}
	public class MRNEUVILETTE : BodyReplacementBase
	{
		protected override GameObject LoadAssetsAndReturnModel()
		{
			string text = "Neuvilette";
			return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
		}
	}
	public class MRLYNEY : BodyReplacementBase
	{
		protected override GameObject LoadAssetsAndReturnModel()
		{
			string text = "Lyney";
			return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
		}
	}
	public class MRLYNETTE : BodyReplacementBase
	{
		protected override GameObject LoadAssetsAndReturnModel()
		{
			string text = "Lynette";
			return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
		}
	}
	public class MRARLECCHINO : BodyReplacementBase
	{
		protected override GameObject LoadAssetsAndReturnModel()
		{
			string text = "Arlecchino";
			return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
		}
	}
	public class MRNAVIA : BodyReplacementBase
	{
		protected override GameObject LoadAssetsAndReturnModel()
		{
			string text = "Navia";
			return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
		}
	}
	[BepInPlugin("GenshinSuits", "inkiGenshinSuits", "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", "Default,Orange suit", "Enter a comma separated list of suit names.(Additionally, [Green suit,Pajama suit,Hazard suit])");
		}

		private void Awake()
		{
			//IL_019e: Unknown result type (might be due to invalid IL or missing references)
			//IL_01a4: Expected O, but got Unknown
			config = ((BaseUnityPlugin)this).Config;
			InitConfig();
			Assets.PopulateAssets();
			if (enableModelForAllSuits.Value)
			{
				ModelReplacementAPI.RegisterModelReplacementOverride(typeof(MRWRIOTHESLEY));
			}
			if (enableModelAsDefault.Value)
			{
				ModelReplacementAPI.RegisterModelReplacementDefault(typeof(MRWRIOTHESLEY));
			}
			string[] array = suitNamesToEnableModel.Value.Split(',');
			string[] array2 = array;
			foreach (string text in array2)
			{
				ModelReplacementAPI.RegisterSuitModelReplacement(text, typeof(MRWRIOTHESLEY));
			}
			ModelReplacementAPI.RegisterSuitModelReplacement("Arlecchino", typeof(MRARLECCHINO));
			ModelReplacementAPI.RegisterSuitModelReplacement("Chevreuse", typeof(MRCHEVREUSE));
			ModelReplacementAPI.RegisterSuitModelReplacement("Chiori", typeof(MRCHIORI));
			ModelReplacementAPI.RegisterSuitModelReplacement("Clorinde", typeof(MRCLORINDE));
			ModelReplacementAPI.RegisterSuitModelReplacement("Freminet", typeof(MRFREMINET));
			ModelReplacementAPI.RegisterSuitModelReplacement("Furina", typeof(MRFURINA));
			ModelReplacementAPI.RegisterSuitModelReplacement("Lynette", typeof(MRLYNETTE));
			ModelReplacementAPI.RegisterSuitModelReplacement("Lyney", typeof(MRLYNEY));
			ModelReplacementAPI.RegisterSuitModelReplacement("Neuvilette", typeof(MRNEUVILETTE));
			ModelReplacementAPI.RegisterSuitModelReplacement("Sigewinne", typeof(MRSIGEWINNE));
			ModelReplacementAPI.RegisterSuitModelReplacement("Wriothesley", typeof(MRWRIOTHESLEY));
			ModelReplacementAPI.RegisterSuitModelReplacement("Navia", typeof(MRNAVIA));
			Harmony val = new Harmony("GenshinSuits");
			val.PatchAll();
			((BaseUnityPlugin)this).Logger.LogInfo((object)"Plugin GenshinSuits is loaded, Paimon is pleased!");
		}
	}
	public static class Assets
	{
		public static string mainAssetBundleName = "GenshinSuits";

		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)
		{
		}
	}
}