using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using GameNetcodeStuff;
using HarmonyLib;
using NightVision.Patches;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: AssemblyTitle("NightVision")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("NightVision")]
[assembly: AssemblyCopyright("Copyright © 2023")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("30558705-be06-4ac4-ba83-bce5f1f25495")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace NightVision
{
public class PLUGIN_INFO
{
public const string PLUGIN_GUID = "Ken.NightVision";
public const string PLUGIN_NAME = "Toggleable Night Vision";
public const string PLUGIN_VERSION = "2.1.0";
}
[BepInPlugin("Ken.NightVision", "Toggleable Night Vision", "2.1.0")]
public class Plugin : BaseUnityPlugin
{
public static Harmony harmony = new Harmony("Ken.NightVision");
internal static ManualLogSource mls;
private static ConfigEntry<string> cfgKeyBind;
public static ConfigEntry<bool> defaultToggle;
public static ConfigEntry<float> indoorIntensity;
public static ConfigEntry<bool> disableSteamValve;
public static ConfigEntry<bool> toggleFog;
public static ConfigEntry<bool> enableOutdoor;
public static ConfigEntry<float> outdoorIntensity;
public static ConfigEntry<bool> diversityFullDarkness;
public static ConfigEntry<float> diversityFullDarknessIntensity;
private void Awake()
{
//IL_0051: Unknown result type (might be due to invalid IL or missing references)
//IL_0057: Expected O, but got Unknown
mls = Logger.CreateLogSource("Ken.NightVision");
mls.LogInfo((object)"Toggleable Night Vision loaded");
ConfigureSettings();
SetDefaultToggle(defaultToggle.Value);
InputAction val = new InputAction((string)null, (InputActionType)0, "<Keyboard>/" + cfgKeyBind.Value, (string)null, (string)null, (string)null);
val.performed += OnInsertKeyPressed;
val.Enable();
Type[] array = new Type[4]
{
typeof(Plugin),
typeof(NightVisionPatch),
typeof(NightVisionOutdoors),
typeof(PlayerControllerBPatch)
};
Type[] array2 = array;
foreach (Type type in array2)
{
harmony.PatchAll(type);
}
}
private void ConfigureSettings()
{
cfgKeyBind = ((BaseUnityPlugin)this).Config.Bind<string>("General", "Toggle Key", "C", "Button to toggle night vision mode inside the facility.");
defaultToggle = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "Default Behavior", false, "Whether night vision is on or off by default when you load up the game.");
indoorIntensity = ((BaseUnityPlugin)this).Config.Bind<float>("Indoor Settings", "Intensity", 7500f, "Intensity of the night vision when toggled inside. [Originally was 100000]");
disableSteamValve = ((BaseUnityPlugin)this).Config.Bind<bool>("Indoor Settings", "Steam Valve", false, "Toggling fog also disables steam valve.");
toggleFog = ((BaseUnityPlugin)this).Config.Bind<bool>("Outdoor Settings", "Toggle Fog", false, "Disable fog when toggling night vision outside.");
enableOutdoor = ((BaseUnityPlugin)this).Config.Bind<bool>("Outdoor Settings", "Enable Outside", true, "Enable night vision to work outside.");
outdoorIntensity = ((BaseUnityPlugin)this).Config.Bind<float>("Outdoor Settings", "Intensity", 10f, "Intensity of night vision when toggled outside.");
diversityFullDarkness = ((BaseUnityPlugin)this).Config.Bind<bool>("Mod Compatability", "Diversity - Full Darkness", false, "Change default brightness when night vision is off.\nThis mod overrides the settings in Diversity config.");
diversityFullDarknessIntensity = ((BaseUnityPlugin)this).Config.Bind<float>("Mod Compatability", "Diversity - Full Darkness Intensity", 1f, "How intense the darkness will be. Set values between 0-1.");
}
private void SetDefaultToggle(bool value)
{
NightVisionPatch.toggled = value;
NightVisionOutdoors.toggled = value;
PlayerControllerBPatch.toggled = value;
}
private void OnInsertKeyPressed(CallbackContext obj)
{
PlayerControllerB val = StartOfRound.Instance?.localPlayerController;
if (!((Object)(object)val == (Object)null) && !val.inTerminalMenu && !val.isTypingChat)
{
NightVisionPatch.toggled = !NightVisionPatch.toggled;
NightVisionOutdoors.toggled = !NightVisionOutdoors.toggled;
PlayerControllerBPatch.toggled = !PlayerControllerBPatch.toggled;
mls.LogInfo((object)("Night mode " + (NightVisionPatch.toggled ? "enabled" : "disabled")));
}
}
}
}
namespace NightVision.Patches
{
[HarmonyPatch(typeof(PlayerControllerB), "Update")]
internal class PlayerControllerBPatch
{
internal static Camera[] cameras = null;
internal static bool toggled;
internal static int cacheRefreshLimit = 24;
internal static int cachePasses = 0;
[HarmonyPostfix]
private static void UpdatePostfix(PlayerControllerB __instance)
{
if (!Plugin.toggleFog.Value || (Object)(object)__instance == (Object)null)
{
return;
}
if (cameras == null || cachePasses++ >= cacheRefreshLimit)
{
cachePasses = 0;
cameras = ((Component)((Component)__instance).transform).GetComponentsInChildren<Camera>();
}
bool flag = (!__instance.isInsideFactory || Plugin.disableSteamValve.Value) && toggled;
Camera[] array = cameras;
foreach (Camera val in array)
{
HDAdditionalCameraData component = ((Component)val).GetComponent<HDAdditionalCameraData>();
if ((Object)(object)component != (Object)null && ((Object)((Component)component).gameObject).name != "MapCamera")
{
component.customRenderingSettings = true;
((BitArray128)(ref component.renderingPathCustomFrameSettingsOverrideMask.mask))[28u] = true;
((FrameSettings)(ref component.renderingPathCustomFrameSettings)).SetEnabled((FrameSettingsField)28, !flag);
}
}
}
}
[HarmonyPatch(typeof(PlayerControllerB), "SetNightVisionEnabled")]
internal class NightVisionPatch
{
internal static bool toggled;
[HarmonyPrefix]
private static void NightVisionPrefix(PlayerControllerB __instance)
{
if (toggled)
{
__instance.nightVision.intensity = Plugin.indoorIntensity.Value;
__instance.nightVision.range = 100000f;
__instance.nightVision.shadowStrength = 0f;
__instance.nightVision.shadows = (LightShadows)0;
__instance.nightVision.shape = (LightShape)2;
}
else
{
float num = (Plugin.diversityFullDarkness.Value ? Mathf.Clamp(1f - Plugin.diversityFullDarknessIntensity.Value, 0f, 1f) : 1f);
__instance.nightVision.intensity = 366.9317f * num;
__instance.nightVision.range = 12f;
__instance.nightVision.shadowStrength = 1f;
__instance.nightVision.shadows = (LightShadows)0;
__instance.nightVision.shape = (LightShape)0;
}
}
}
[HarmonyPatch(typeof(TimeOfDay), "SetInsideLightingDimness")]
internal static class NightVisionOutdoors
{
internal static bool toggled;
private static float sigmoid(float x, float midpoint, float steepness)
{
return 1f / (1f + Mathf.Exp((0f - steepness) * (x - midpoint)));
}
[HarmonyPostfix]
private static void InsideLightingPostfix(TimeOfDay __instance)
{
if (Plugin.enableOutdoor.Value)
{
HDAdditionalLightData component = ((Component)__instance.sunIndirect).GetComponent<HDAdditionalLightData>();
if (toggled)
{
float value = Plugin.outdoorIntensity.Value;
component.lightDimmer = Mathf.Lerp(10f * value, 10000f * value, sigmoid(__instance.globalTime, 950f, 0.1f));
component.intensity = Mathf.Lerp(value, 1000f * value, sigmoid(__instance.globalTime, 950f, 0.1f));
component.shadowDimmer = 0f;
component.useRayTracedShadows = true;
component.lightShadowRadius = 0f;
}
else
{
component.lightDimmer = Mathf.Lerp(component.lightDimmer, 1f, 5f * Time.deltaTime);
component.shadowDimmer = 1f;
component.useRayTracedShadows = false;
component.lightShadowRadius = 0.5f;
}
}
}
}
}