using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using BepInEx;
using REPOLib.Modules;
using UnityEngine;
[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("Mod_banditto")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("Mod_banditto")]
[assembly: AssemblyTitle("Mod_banditto")]
[assembly: AssemblyVersion("1.0.0.0")]
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(/*Could not decode attribute arguments.*/)]
public class YourMod : BaseUnityPlugin
{
private void Awake()
{
Enemies.RegisterEnemy(AssetBundle.LoadFromFile("C:\\Mods\\Banditto.repobundle").LoadAsset<EnemySetup>("C:\\Mods\\Enemy_Banditto.asset"));
}
}