using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using BepInEx;
using HarmonyLib;
using UnityEngine;
using Zorro.Core;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: AssemblyCompany("CrumpHats")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyFileVersion("1.2.0.0")]
[assembly: AssemblyInformationalVersion("1.2.0+50991cf4e6a7b4d70b9a04ba60966584af1867dc")]
[assembly: AssemblyProduct("CrumpHats")]
[assembly: AssemblyTitle("CrumpHats")]
[assembly: AssemblyVersion("1.2.0.0")]
namespace CrumpHats;
[BepInPlugin("addzeey.crumphats", "Crump Hats", "1.2.0")]
public class Plugin : BaseUnityPlugin
{
private class Patcher
{
private static readonly int SkinColor = Shader.PropertyToID("_SkinColor");
private static PlayerCustomizationDummy lastModifiedDummy;
public static bool CreateHatOption(Customization customization, string name, Texture2D icon)
{
//IL_0049: Unknown result type (might be due to invalid IL or missing references)
//IL_004e: Unknown result type (might be due to invalid IL or missing references)
//IL_0069: Unknown result type (might be due to invalid IL or missing references)
//IL_0070: Unknown result type (might be due to invalid IL or missing references)
if (Array.Exists(customization.hats, (CustomizationOption hat) => ((Object)hat).name == name))
{
Debug.LogError((object)("[Addzeey] Trying to add " + name + " a second time."));
return false;
}
CustomizationOption val = ScriptableObject.CreateInstance<CustomizationOption>();
val.color = Color.white;
((Object)val).name = name;
val.texture = (Texture)(object)icon;
val.type = (Type)50;
val.requiredAchievement = (ACHIEVEMENTTYPE)0;
customization.hats = CollectionExtensions.AddToArray<CustomizationOption>(customization.hats, val);
Debug.Log((object)("[Addzeey] " + name + " added."));
return true;
}
[HarmonyPatch(typeof(PassportManager), "Awake")]
[HarmonyPostfix]
public static void PassportManagerAwakePostfix(PassportManager __instance)
{
Customization component = ((Component)__instance).GetComponent<Customization>();
Debug.Log((object)"[Addzeey] Adding hat CustomizationOptions.");
for (int i = 0; i < hats.Count; i++)
{
HatEntry hatEntry = hats[i];
CreateHatOption(component, hatEntry.Name, hatEntry.Icon);
}
Debug.Log((object)"[Addzeey] Done.");
}
[HarmonyPatch(typeof(CharacterCustomization), "Awake")]
[HarmonyPostfix]
public static void CharacterCustomizationAwakePostfix(CharacterCustomization __instance)
{
//IL_0062: Unknown result type (might be due to invalid IL or missing references)
//IL_0068: Unknown result type (might be due to invalid IL or missing references)
Transform child = ((Component)__instance).transform.GetChild(0).GetChild(0).GetChild(0)
.GetChild(2)
.GetChild(0)
.GetChild(0)
.GetChild(1)
.GetChild(1);
Debug.Log((object)$"[Addzeey] Instantiating CharacterCustomization hats as children of {__instance} / {child}.");
for (int i = 0; i < hats.Count; i++)
{
HatEntry hatEntry = hats[i];
GameObject obj = Object.Instantiate<GameObject>(hatEntry.Prefab, child.position, child.rotation, child);
SetLayerRecursively(obj.transform, ((Component)child).gameObject.layer);
Renderer componentInChildren = obj.GetComponentInChildren<Renderer>();
((Component)componentInChildren).gameObject.SetActive(false);
for (int j = 0; j < componentInChildren.materials.Length; j++)
{
componentInChildren.materials[j].shader = Shader.Find("W/Character");
}
Debug.Log((object)$"[Addzeey] CharacterCustomization Hats[{__instance.refs.playerHats.Length}] = {hatEntry.Name}");
__instance.refs.playerHats = CollectionExtensions.AddToArray<Renderer>(__instance.refs.playerHats, componentInChildren);
__instance.refs.AllRenderers = CollectionExtensions.AddToArray<Renderer>(__instance.refs.AllRenderers, componentInChildren);
}
}
[HarmonyPatch(typeof(PlayerCustomizationDummy), "UpdateDummy")]
[HarmonyPrefix]
public static void PlayerCustomizationDummyUpdateDummyPrefix(PlayerCustomizationDummy __instance)
{
//IL_0076: Unknown result type (might be due to invalid IL or missing references)
//IL_007c: Unknown result type (might be due to invalid IL or missing references)
if ((Object)(object)__instance == (Object)(object)lastModifiedDummy)
{
return;
}
lastModifiedDummy = __instance;
Transform child = ((Component)__instance).transform.GetChild(0).GetChild(0).GetChild(0)
.GetChild(2)
.GetChild(0)
.GetChild(0)
.GetChild(1)
.GetChild(1);
Debug.Log((object)$"[Addzeey] Instantiating PlayerCustomizationDummy hats as children of {__instance} / {child}.");
for (int i = 0; i < hats.Count; i++)
{
HatEntry hatEntry = hats[i];
GameObject obj = Object.Instantiate<GameObject>(hatEntry.Prefab, child.position, child.rotation, child);
SetLayerRecursively(obj.transform, ((Component)child).gameObject.layer);
Renderer componentInChildren = obj.GetComponentInChildren<Renderer>();
((Component)componentInChildren).gameObject.SetActive(false);
for (int j = 0; j < componentInChildren.materials.Length; j++)
{
componentInChildren.materials[j].shader = Shader.Find("W/Character");
}
Debug.Log((object)$"[Addzeey] PlayerCustomizationDummy Hats[{__instance.refs.playerHats.Length}] = {hatEntry.Name}");
__instance.refs.playerHats = CollectionExtensions.AddToArray<Renderer>(__instance.refs.playerHats, componentInChildren);
}
}
[HarmonyPatch(typeof(CharacterCustomization), "OnPlayerDataChange")]
[HarmonyPostfix]
public static void CharacterCustomizationOnPlayerDataChangePostFix(CharacterCustomization __instance, ref PersistentPlayerData playerData)
{
//IL_003e: Unknown result type (might be due to invalid IL or missing references)
//IL_0043: Unknown result type (might be due to invalid IL or missing references)
//IL_0065: Unknown result type (might be due to invalid IL or missing references)
if ((Object)(object)__instance.refs.PlayerRenderers[0] == (Object)null)
{
return;
}
int num = playerData.customizationData.currentSkin;
if (__instance.useDebugColor)
{
num = __instance.debugColorIndex;
}
Color color = Singleton<Customization>.Instance.skins[num].color;
for (int i = 0; i < __instance.refs.playerHats.Length; i++)
{
for (int j = 0; j < __instance.refs.playerHats[i].materials.Length; j++)
{
__instance.refs.playerHats[i].materials[j].SetColor(SkinColor, color);
}
}
}
[HarmonyPatch(typeof(PlayerCustomizationDummy), "SetPlayerColor")]
[HarmonyPostfix]
public static void PlayerCustomizationDummySetPlayerColorPostFix(PlayerCustomizationDummy __instance, ref int index)
{
//IL_001d: Unknown result type (might be due to invalid IL or missing references)
//IL_0022: Unknown result type (might be due to invalid IL or missing references)
//IL_0044: Unknown result type (might be due to invalid IL or missing references)
if (index > Singleton<Customization>.Instance.skins.Length)
{
return;
}
Color color = Singleton<Customization>.Instance.skins[index].color;
for (int i = 0; i < __instance.refs.playerHats.Length; i++)
{
for (int j = 0; j < __instance.refs.playerHats[i].materials.Length; j++)
{
__instance.refs.playerHats[i].materials[j].SetColor(SkinColor, color);
}
}
}
}
public struct HatEntry
{
public string Name;
public GameObject Prefab;
public Texture2D Icon;
public HatEntry(string name, GameObject prefab, Texture2D icon)
{
Name = name;
Prefab = prefab;
Icon = icon;
}
}
[CompilerGenerated]
private sealed class <LoadHatsFromDisk>d__4 : IEnumerator<object>, IEnumerator, IDisposable
{
private int <>1__state;
private object <>2__current;
private AssetBundleCreateRequest <createRequest>5__2;
object IEnumerator<object>.Current
{
[DebuggerHidden]
get
{
return <>2__current;
}
}
object IEnumerator.Current
{
[DebuggerHidden]
get
{
return <>2__current;
}
}
[DebuggerHidden]
public <LoadHatsFromDisk>d__4(int <>1__state)
{
this.<>1__state = <>1__state;
}
[DebuggerHidden]
void IDisposable.Dispose()
{
<createRequest>5__2 = null;
<>1__state = -2;
}
private bool MoveNext()
{
switch (<>1__state)
{
default:
return false;
case 0:
{
<>1__state = -1;
Debug.Log((object)"[Addzeey] Loading hats from disk.");
string text = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "crumphats");
Debug.Log((object)("[Addzeey] Path to AssetBundle: " + text));
<createRequest>5__2 = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(text));
<>2__current = <createRequest>5__2;
<>1__state = 1;
return true;
}
case 1:
<>1__state = -1;
assetBundle = <createRequest>5__2.assetBundle;
Debug.Log((object)"[Addzeey] AssetBundle loaded.");
hats = new List<HatEntry>();
hats.Add(LoadHat("plunger"));
hats.Add(LoadHat("nae-medic"));
hats.Add(LoadHat("crumpet-wings"));
hats.Add(LoadHat("mango-peak"));
hats.Add(LoadHat("nokriss-hat"));
hats.Add(LoadHat("flow-hat"));
hats.Add(LoadHat("sbc-crab"));
hats.Add(LoadHat("desert-antlers"));
hats.Add(LoadHat("mousy-tv"));
Debug.Log((object)"[Addzeey] Done!");
return false;
}
}
bool IEnumerator.MoveNext()
{
//ILSpy generated this explicit interface implementation from .override directive in MoveNext
return this.MoveNext();
}
[DebuggerHidden]
void IEnumerator.Reset()
{
throw new NotSupportedException();
}
}
public static AssetBundle assetBundle;
public static List<HatEntry> hats;
public void Awake()
{
//IL_0005: Unknown result type (might be due to invalid IL or missing references)
new Harmony("addzeey.crumphats").PatchAll(typeof(Patcher));
((MonoBehaviour)this).StartCoroutine(LoadHatsFromDisk());
}
[IteratorStateMachine(typeof(<LoadHatsFromDisk>d__4))]
private static IEnumerator LoadHatsFromDisk()
{
//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
return new <LoadHatsFromDisk>d__4(0);
}
private static void SetLayerRecursively(Transform transform, int layer)
{
//IL_001b: Unknown result type (might be due to invalid IL or missing references)
//IL_0026: Expected O, but got Unknown
((Component)transform).gameObject.layer = layer;
foreach (Transform item in transform)
{
SetLayerRecursively(item, layer);
}
}
private static HatEntry LoadHat(string hatName)
{
Debug.Log((object)("[Addzeey] Loading hat '" + hatName + "'."));
GameObject val = assetBundle.LoadAsset<GameObject>("Assets/" + hatName + ".prefab");
Texture2D val2 = assetBundle.LoadAsset<Texture2D>("Assets/" + hatName + ".png");
Debug.Log((object)$"[Addzeey] Loaded prefab {val} and texture {val2}");
return new HatEntry(hatName, val, val2);
}
}