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Decompiled source of Tidal v3.0.0
Tidal.dll
Decompiled 2 years agousing System; using System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Runtime.Versioning; using BepInEx; using HarmonyLib; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: AssemblyTitle("Tidal")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("Tidal")] [assembly: AssemblyCopyright("Copyright © 2024")] [assembly: AssemblyTrademark("")] [assembly: ComVisible(false)] [assembly: Guid("1c50cc1f-aa9f-4e4d-9805-257cf3966daa")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")] [assembly: AssemblyVersion("1.0.0.0")] [BepInPlugin("sfpdecresc.TidalMod", "Tidal", "2.0.0")] [HarmonyPatch] public class TidalMod : BaseUnityPlugin { private const string modGUID = "sfpdecresc.TidalMod"; private const string modName = "Tidal"; private const string modVersion = "2.0.0"; private readonly Harmony harmony = new Harmony("sfpdecresc.TidalMod"); private const int companyId = 3; private const int rendId = 5; private const int dineId = 6; private static readonly float[] maximumWaterLevel = new float[2] { 1f, 1f }; private static readonly float[] centerWaterLevel = new float[2] { -7f, -15f }; private static readonly float[] minimumWaterLevel = new float[2] { -15f, -31f }; private const float shipWaterLevel = -7f; private const float waterLevelCompany = -7f; private static readonly float[,] amplitudeArray = new float[2, 2] { { 8f, 1f }, { 16f, 2f } }; private static readonly float[,] frequencyArray = new float[2, 2] { { 0.1f, 0.2f }, { 0.05f, 0.1f } }; private static FloodWeather floodWeather = null; private static bool inOrbit = true; private static float seed = 0f; private void Awake() { harmony.PatchAll(); } [HarmonyPatch(typeof(StartOfRound))] [HarmonyPatch("Update")] [HarmonyPostfix] public static void Update(ref StartOfRound __instance) { inOrbit = __instance.inShipPhase; seed = __instance.randomMapSeed; } [HarmonyPatch(typeof(TimeOfDay))] [HarmonyPatch("Update")] [HarmonyPostfix] public static void Update(ref TimeOfDay __instance) { //IL_017f: Unknown result type (might be due to invalid IL or missing references) if ((Object)(object)floodWeather == (Object)null) { FloodWeather val = Object.FindObjectOfType<FloodWeather>(true); if ((Object)(object)val == (Object)null) { return; } floodWeather = Object.Instantiate<FloodWeather>(val, ((Component)val).transform.parent); ((Component)floodWeather).gameObject.SetActive(true); } float num = __instance.globalTime / __instance.globalTimeSpeedMultiplier; SelectableLevel currentLevel = __instance.currentLevel; float num2; if (inOrbit) { num2 = -7f; } else if (currentLevel.levelID == 3) { num2 = -7f; } else { int num3 = ((currentLevel.levelID == 5 || currentLevel.levelID == 6) ? 1 : 0); num2 = centerWaterLevel[num3]; int i = 0; for (int length = frequencyArray.GetLength(num3); i < length; i++) { float num4 = Mathf.PerlinNoise1D(seed * (float)i) * ((float)Math.PI * 2f); float num5 = frequencyArray[num3, i] * (0.9f + Mathf.PerlinNoise1D(seed * 1f) * 0.20000005f); float num6 = amplitudeArray[num3, i] * (0.9f + Mathf.PerlinNoise1D(seed * 2f) * 0.20000005f); float num7 = Mathf.Sin(num * num5 + num4) * num6; num2 += num7; } num2 = Mathf.Clamp(num2, minimumWaterLevel[num3], maximumWaterLevel[num3]); } ((Component)floodWeather).gameObject.transform.position = new Vector3(0f, num2, 0f); } }