Decompiled source of Tokucade Valuables v1.4.0

TokucadeLoot.dll

Decompiled 3 weeks ago
using System;
using System.Collections.Generic;
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 Microsoft.CodeAnalysis;
using REPOLib.Modules;
using UnityEngine;
using UnityEngine.Events;

[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: AssemblyCompany("TokucadeLoot")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0+2bf427237f50cf34daf85ecc3daf4cd404f1e48b")]
[assembly: AssemblyProduct("TokucadeLoot")]
[assembly: AssemblyTitle("TokucadeLoot")]
[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;
		}
	}
}
public class ValuableEDFCabinet : MonoBehaviour
{
	private enum State
	{
		Idle,
		Active
	}

	public PhysGrabObject physGrabObject;

	private List<string> transitiveVerbs = new List<string>();

	private List<string> intransitiveVerbs = new List<string>();

	private List<string> adjectives = new List<string>();

	private List<string> intensifiers = new List<string>();

	private List<string> nouns = new List<string>();

	private List<string> adverbs = new List<string>();

	private float coolDownUntilNextSentence = 3f;

	private ParticleSystem particles;

	private bool particlesPlaying;

	public Renderer LovePotionRenderer;

	private State currentState;

	private string playerName = "[playerName]";

	private void Start()
	{
		particles = ((Component)this).GetComponentInChildren<ParticleSystem>();
		physGrabObject = ((Component)this).GetComponent<PhysGrabObject>();
		InitializeWordLists();
	}

	private void Update()
	{
		if (SemiFunc.IsMultiplayer())
		{
			switch (currentState)
			{
			case State.Idle:
				StateIdle();
				break;
			case State.Active:
				StateActive();
				break;
			}
		}
	}

	private void StateIdle()
	{
		//IL_00ba: Unknown result type (might be due to invalid IL or missing references)
		//IL_00c2: Unknown result type (might be due to invalid IL or missing references)
		//IL_00c8: Unknown result type (might be due to invalid IL or missing references)
		//IL_01d6: Unknown result type (might be due to invalid IL or missing references)
		//IL_0111: Unknown result type (might be due to invalid IL or missing references)
		//IL_011d: Unknown result type (might be due to invalid IL or missing references)
		if (coolDownUntilNextSentence > 0f && physGrabObject.grabbed)
		{
			coolDownUntilNextSentence -= Time.deltaTime;
		}
		else
		{
			if (!Object.op_Implicit((Object)(object)PhysGrabber.instance) || !PhysGrabber.instance.grabbed || !Object.op_Implicit((Object)(object)PhysGrabber.instance.grabbedPhysGrabObject) || !((Object)(object)PhysGrabber.instance.grabbedPhysGrabObject == (Object)(object)physGrabObject))
			{
				return;
			}
			bool flag = false;
			if (!SemiFunc.IsMultiplayer())
			{
				playerName = "this potion";
				flag = true;
			}
			else
			{
				List<PlayerAvatar> list = SemiFunc.PlayerGetAllPlayerAvatarWithinRange(10f, ((Component)PhysGrabber.instance).transform.position, false, default(LayerMask));
				PlayerAvatar val = null;
				float num = float.MaxValue;
				foreach (PlayerAvatar item in list)
				{
					if (!((Object)(object)item == (Object)(object)PlayerAvatar.instance))
					{
						float num2 = Vector3.Distance(((Component)PhysGrabber.instance).transform.position, ((Component)item).transform.position);
						if (num2 < num)
						{
							num = num2;
							val = item;
						}
					}
				}
				flag = true;
				if ((Object)(object)val != (Object)null)
				{
					playerName = val.playerName;
				}
				else
				{
					playerName = "this potion";
				}
			}
			if (flag)
			{
				string text = GenerateAffectionateSentence();
				currentState = State.Active;
				Color val2 = default(Color);
				((Color)(ref val2))..ctor(1f, 0.3f, 0.6f, 1f);
				ChatManager.instance.PossessChatScheduleStart(10);
				ChatManager.instance.PossessChat((PossessChatID)1, text, 1f, val2, 0f, false, 0, (UnityEvent)null);
				ChatManager.instance.PossessChatScheduleEnd();
			}
		}
	}

	private void StateActive()
	{
		if (PhysGrabber.instance.grabbed && Object.op_Implicit((Object)(object)PhysGrabber.instance.grabbedPhysGrabObject) && (Object)(object)PhysGrabber.instance.grabbedPhysGrabObject != (Object)(object)physGrabObject)
		{
			currentState = State.Idle;
			coolDownUntilNextSentence = Random.Range(5f, 15f);
		}
		else if (!ChatManager.instance.StateIsPossessed())
		{
			currentState = State.Idle;
			coolDownUntilNextSentence = Random.Range(5f, 15f);
		}
	}

	private void InitializeWordLists()
	{
		transitiveVerbs.AddRange(new string[136]
		{
			"adore", "sing oh la la with", "crush on", "fan over", "root for", "olala over", "geek out over", "vibe with", "fangirl over", "fanboy over",
			"heart", "olalalalala", "can't even", "obsess over", "trip over", "flip for", "freak over", "go nuts for", "go crazy for", "get hyped to",
			"hype up", "read a book with", "ride or die for", "show love for", "dance with", "ship", "low-key crush on", "have a thing for", "can't stop thinking about", "eyeing",
			"have robofeeling for", "catch crushie feelings for", "go heart eyes for", "get butterflies over", "have heart eyes for", "can't get over", "can't get enough of", "get in my feels over", "dream about", "imagine being happy with",
			"can't handle", "get weak for", "melt for", "have a soft spot for", "got a thing for", "obsessed with", "blushing over", "head over heels for", "feel the feels for", "admire",
			"crushing hard on", "can't even with", "totally into", "lost in", "robofeels about", "gaga for", "beeping and booping over", "extracting valuables with", "grooving to", "all about",
			"blown away by", "hyped about", "tripping over", "losing it over", "crying over", "obsessing over", "dying for", "looking at", "checking out", "having nothing but love for",
			"waiting on", "going wild for", "living for", "hooked on", "feeling", "hyped for", "showing mad love to", "sending hugs to", "sending hearts to", "0 1 1 0 1 1 0 0 0 1 1 0 1 1 1 1 0 1 1 1 0 1 1 0 0 1 1 0 0 1 0 1",
			"be friends with", "laugh hard with", "vibing with", "like", "cherish", "enjoy", "appreciate", "love", "treasure", "care for",
			"go gaga ding dong for", "long for", "think of", "miss", "want to be with", "smile at", "look at", "blush around", "get shy around", "laugh and cry with",
			"sing love songs with", "talk to", "listen to", "hold hands with", "share secrets with", "walk with", "sit with", "be near", "hang out with", "spend time with",
			"be around", "wink at", "wave to", "call", "write to", "sing to", "dance with", "cook for", "make art for", "make gifts for",
			"give gifts to", "surprise", "hug", "make taxman happy with", "ride the cart with", "robotickle", "do a stand-up routine for", "enjoy the sunset with", "share laughs with", "make smile",
			"bring joy to", "be silly with", "go on adventures with", "explore with", "go to Japan with", "grow old with"
		});
		intransitiveVerbs.AddRange(new string[140]
		{
			"vibe", "wow wow wow", "geek out", "daydream", "crush", "fangirl", "fanboy", "cheer", "freak out", "melt",
			"chill", "robostalk", "go oh la la", "robodance", "rock out", "hug", "kick it", "work", "match", "boot up",
			"meet up", "catch feels", "connect", "get along", "robohang", "check out", "look up", "catch up", "hang out", "tune in",
			"break", "tap in", "dive in", "get in", "be in", "collab", "share", "swap", "trade", "deal",
			"work", "play", "compete", "challenge", "engage", "join in", "get in on", "mix in", "add in", "help",
			"support", "follow", "track", "keep tabs", "keep up", "stay updated", "keep an eye", "buzz", "wow", "download the latest update",
			"update", "shout out", "yell", "scream", "hype", "beep boop beep boop", "vent", "express", "spill the beans", "confess love",
			"admit feelings", "declare bankruptcy", "dream", "blush", "imagine", "robodrool", "obsess", "admire", "go woop woop", "freak out",
			"lose it", "freak", "feel", "glow", "... i dunno ...", "trip", "groove", "beep boop", "crush", "flirt",
			"giggle", "smile", "laugh", "beam", "grin", "wonder", "wish", "hope", "long", "like",
			"leave a like and subscribe", "react", "lurk", "go OP", "despawn", "fart", "peep", "spy", "peek", "sigh",
			"breathe", "relate", "resonate", "go gaga ding dong", "boop", "jam", "flutter", "tingle", "twirl", "dance",
			"sing", "hum", "beep", "skip", "float", "sparkle", "bubble", "chirp", "glisten", "twinkle",
			"ponder", "admire", "breathe", "relax", "fancy", "laugh", "imagine", "melt", "smirk", "chuckle"
		});
		adjectives.AddRange(new string[137]
		{
			"epic", "awesome", "adorable", "adorbs", "fab", "cool", "dreamy", "snazzy", "rad", "stellar",
			"dope", "amazing", "breathtaking", "charming", "cute", "ah meh zin geh", "fresh", "funky", "glowing", "oh la la la",
			"incredible", "olala", "lovable", "lovely", "upgraded", "neat", "on point", "peachy", "0 1 1 0 0 0 1 1 0 1 1 1 0 1 0 1 0 1 1 1 0 1 0 0 0 1 1 0 0 1 0 1", "woop y woop y woo",
			"likey likey", "oooh ya ya", "slick", "smart", "smooth", "sparkling", "OMG", "stunning", "stylish", "ooooh yeaaa",
			"superb", "supreme", "sweet", "wowie", "trendy", "unreal", "vibrant", "wicked", "me likey", "beep boop",
			"oh my", "oof in a good way", "brilliant", "oh ya ya", "chic", "ah ... mazing", "clever", "comfy", "cu ... wait ... teh ... cute", "woop woop",
			"hugable", "cute", "yas queen", "sooo like ... wow", "divine", "electric", "elegant", "elite", "1337", "engaging",
			"enticing", "fancy", "fierce", "fire", "fly", "glam", "gorgeous", "hype mode", "iconic", "legendary",
			"litty", "wow wow wow", "magical", "majestic", "bootiiifoool", "poppin'", "precious", "C O O L ... cool", "C U T E ... cute", "... ... *blushes* ...",
			"slaying", "spicy", "robohandsome", "wowa wowa yas yas", "on fleek", "robocute", "wholesome", "winning", "robodorable", "powerful",
			"pretty", "beautiful", "sweet", "kind", "wow wow wow wow wow", "100%", "0 1 1 0 0 0 1 0 0 1 1 0 0 0 0 1 0 1 1 0 0 1 0 0", "fun", "brave", "interesting",
			"smart in the head", "sparkling", "shiny", "warm", "heroic", "friendly", "financially stable", "oh la la oh la la la la", "romantic", "cozy",
			"wonderful", "fantastic", "super", "great", "delightful", "fabulous", "marvelous", "nice", "pleasant", "good",
			"special", "unique", "o la la la yes yes", "yeah yeah wow wow", "wooooow", "oh woooow", "oh my gawd"
		});
		intensifiers.AddRange(new string[77]
		{
			"totally", "super", "uber", "mega", "super mega", "seriously", "majorly", "legit", "absolutely", "completely",
			"for reals", "utterly", "high-key", "incredibly", "madly", "like ...", "like... seriously", "sooo", "really", "so",
			"sooooooooo", "unbelievably", "very", "like soooo much", "extra", "extremely", "really really", "fiercely", "like, for reals", "greatly",
			"hugely", "immensely", "intensely", "massively", "so so soooo", "really really really", "like totes", "like... totally", "like.. somehow sooo much", "simply",
			"supremely", "surprisingly", "super mega ultra", "ultra", "unusually", "way way", "way", "insanely", "like ... insanelyyyy", "freakishly",
			"extra extra", "overwhelmingly", "reeeaaally", "weirdly", "suuuuper", "way waaaay", "crazy", "like suuuuuper", "really sooo", "low-key",
			"high-key", "literally", "for reeeaal soo", "legit", "honestly", "kinda", "sort of", "basically", "downright", "like literally",
			"very very", "like like.. like... sooo much", "like... actually", "suuuuper suuuuper", "genuinely", "truly", "sincerely"
		});
		nouns.AddRange(new string[108]
		{
			"bae", "bro", "fam", "goals", "friendo", "buddy", "pal", "champ", "MVP", "rockstar",
			"hero", "idol", "star", "queen", "king", "baby", "beast", "boss", "bruh", "boss queen",
			"girl", "dude", "genius", "guru", "cutie", "legend", "player", "boss king", "pog", "partner",
			"prodigy", "pro", "role model", "boy", "soulmate", "superhero", "sweetie", "twin", "robot", "wizard",
			"wonder", "crushie", "angel", "viral hit", "blessing", "champion", "charmer", "crush", "darling", "dear",
			"gamer", "fave", "friend", "gem", "heartthrob", "honey", "heartbreaker", "inspiration", "love", "main",
			"other half", "crushcrush", "person", "precious", "sunshine", "treasure", "bestie", "boo", "cutie", "sister",
			"sis", "brother", "fam", "beauty", "megacrush", "best friend", "supercrush", "favfav", "main character", "robo",
			"icon", "legend", "mood", "vibe", "goat", "man", "woman", "goal", "winner", "yas queen",
			"cute robot", "robot crush", "pal", "sweetheart", "pumpkin", "sugar", "baby", "peach", "dove", "cupcake",
			"buttercup", "snugglebug", "silly goose", "teddy bear", "dream", "princess", "prince", "superstar"
		});
		adverbs.AddRange(new string[77]
		{
			"totally", "super", "uber", "mega", "super mega", "seriously", "majorly", "legit", "absolutely", "completely",
			"for reals", "utterly", "high-key", "incredibly", "madly", "like ...", "like... seriously", "sooo", "really", "so",
			"sooooooooo", "unbelievably", "very", "like soooo", "extra", "extremely", "really really", "fiercely", "like, for reals", "greatly",
			"hugely", "immensely", "intensely", "massively", "so so soooo", "really really really", "like totes", "like... totally", "like.. somehow sooo", "simply",
			"supremely", "surprisingly", "super mega ultra", "ultra", "unusually", "way way", "way", "insanely", "like ... insanelyyyy", "freakishly",
			"extra extra", "overwhelmingly", "reeeaaally", "weirdly", "suuuuper", "way waaaay", "crazy", "like suuuuuper", "really sooo", "low-key",
			"high-key", "literally", "for reeeaal soo", "legit", "honestly", "kinda", "sort of", "basically", "downright", "like literally",
			"very very", "like like.. like... sooo", "like... actually", "suuuuper suuuuper", "genuinely", "truly", "sincerely"
		});
	}

	private string GenerateAffectionateSentence()
	{
		List<string> list = new List<string>
		{
			"E D F! E D F!", "To save our mother earth from any alien attack!", "From vicious giant insects who have once again come back!", "We'll unleash all our forces!", "We won't cut them any slack!", "The E D F deploys!", "E! D! F! E! D! F!", "Our soldiers are prepared for any alien threats!", "The Navy launches ships, the Air Force sends their jets!", "And nothing can withstand our fixed bayonets!",
			"The E.D.F deploys!", "E! D! F! E! D! F!", "Our forces have now dwindled and we pull back to regroup!", "The enemy has multiplied and formed a massive troop!", "We better beat these bugs before we're all turned to soup!", "The E D F deploys!", "E! D! F! E! D! F!", "The E D F deploys!", "E! D! F! E! D! F!", "The E D F deploys!",
			"E! D! F! E! D! F!", "E! D! F! E! D! F!", "E! D! F! E! D! F!", "E! D! F! E! D! F!"
		};
		string text = list[Random.Range(0, list.Count)];
		string text2 = text.Replace("{playerName}", playerName);
		if (text.Contains("{transitiveVerb}"))
		{
			string newValue = transitiveVerbs[Random.Range(0, transitiveVerbs.Count)];
			text2 = text2.Replace("{transitiveVerb}", newValue);
		}
		if (text.Contains("{intransitiveVerb}"))
		{
			string text3 = intransitiveVerbs[Random.Range(0, intransitiveVerbs.Count)];
			if (text2.Contains("{intransitiveVerb}s"))
			{
				text3 = ((!text3.EndsWith("e")) ? (text3 + "es") : (text3 + "s"));
				text2 = text2.Replace("{intransitiveVerb}s", text3);
			}
			else
			{
				text2 = text2.Replace("{intransitiveVerb}", text3);
			}
		}
		if (text.Contains("{adjective}"))
		{
			string newValue2 = adjectives[Random.Range(0, adjectives.Count)];
			text2 = text2.Replace("{adjective}", newValue2);
		}
		if (text.Contains("{intensifier}"))
		{
			string newValue3 = intensifiers[Random.Range(0, intensifiers.Count)];
			text2 = text2.Replace("{intensifier}", newValue3);
		}
		if (text.Contains("{adverb}"))
		{
			string newValue4 = adverbs[Random.Range(0, adverbs.Count)];
			text2 = text2.Replace("{adverb}", newValue4);
		}
		if (text.Contains("{noun}"))
		{
			string newValue5 = nouns[Random.Range(0, nouns.Count)];
			text2 = text2.Replace("{noun}", newValue5);
		}
		return char.ToUpper(text2[0]) + text2.Substring(1);
	}
}
namespace TokucadeLoot
{
	[BepInPlugin("Caigan.TokucadeLoot", "Tokucade Loot", "1.3.0")]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	public class TokucadeLoot : BaseUnityPlugin
	{
		private void Awake()
		{
			string text = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "tokucade_scrap");
			AssetBundle val = AssetBundle.LoadFromFile(text);
			GameObject val2 = val.LoadAsset<GameObject>("Assets/Resources/valuables/01 tiny/Valuable Bunny Plush.prefab");
			Valuables.RegisterValuable(val2);
			GameObject val3 = val.LoadAsset<GameObject>("Assets/Resources/valuables/01 tiny/Valuable Taiyaki.prefab");
			Valuables.RegisterValuable(val3);
			GameObject val4 = val.LoadAsset<GameObject>("Assets/Resources/valuables/01 tiny/Valuable Toast Plush.prefab");
			Valuables.RegisterValuable(val4);
			GameObject val5 = val.LoadAsset<GameObject>("Assets/Resources/valuables/01 tiny/Valuable Grape Soda.prefab");
			Valuables.RegisterValuable(val5);
			GameObject val6 = val.LoadAsset<GameObject>("Assets/Resources/valuables/01 tiny/Valuable Energy Drink.prefab");
			Valuables.RegisterValuable(val6);
			GameObject val7 = val.LoadAsset<GameObject>("Assets/Resources/valuables/02 small/Valuable Heart of a Goobold.prefab");
			Valuables.RegisterValuable(val7);
			GameObject val8 = val.LoadAsset<GameObject>("Assets/Resources/valuables/02 small/Valuable Duck Action Figure.prefab");
			Valuables.RegisterValuable(val8);
			GameObject val9 = val.LoadAsset<GameObject>("Assets/Resources/valuables/02 small/Valuable Rabbit Action Figure.prefab");
			Valuables.RegisterValuable(val9);
			GameObject val10 = val.LoadAsset<GameObject>("Assets/Resources/valuables/02 small/Valuable Mouse Plush.prefab");
			Valuables.RegisterValuable(val10);
			GameObject val11 = val.LoadAsset<GameObject>("Assets/Resources/valuables/02 small/Valuable Fluorite Octet.prefab");
			Valuables.RegisterValuable(val11);
			GameObject val12 = val.LoadAsset<GameObject>("Assets/Resources/valuables/02 small/Valuable Jelly Bean Bag.prefab");
			Valuables.RegisterValuable(val12);
			GameObject val13 = val.LoadAsset<GameObject>("Assets/Resources/valuables/03 medium/Valuable Arctic Fox.prefab");
			Valuables.RegisterValuable(val13);
			GameObject val14 = val.LoadAsset<GameObject>("Assets/Resources/valuables/03 medium/Valuable Moth Padoru.prefab");
			Valuables.RegisterValuable(val14);
			GameObject val15 = val.LoadAsset<GameObject>("Assets/Resources/valuables/03 medium/Valuable Tigermouse Plush.prefab");
			Valuables.RegisterValuable(val15);
			GameObject val16 = val.LoadAsset<GameObject>("Assets/Resources/valuables/03 medium/Valuable Cat Slime Plush.prefab");
			Valuables.RegisterValuable(val16);
			GameObject val17 = val.LoadAsset<GameObject>("Assets/Resources/valuables/03 medium/Valuable Carpet Shark Plush.prefab");
			Valuables.RegisterValuable(val17);
			GameObject val18 = val.LoadAsset<GameObject>("Assets/Resources/valuables/03 medium/Valuable Cat Snake Plush.prefab");
			Valuables.RegisterValuable(val18);
			GameObject val19 = val.LoadAsset<GameObject>("Assets/Resources/valuables/03 medium/Valuable Limo Hamster Plush.prefab");
			Valuables.RegisterValuable(val19);
			GameObject val20 = val.LoadAsset<GameObject>("Assets/Resources/valuables/03 medium/Valuable Giant Chocolate Bar.prefab");
			Valuables.RegisterValuable(val20);
			GameObject val21 = val.LoadAsset<GameObject>("Assets/Resources/valuables/03 medium/Valuable Giant Tamago.prefab");
			Valuables.RegisterValuable(val21);
			GameObject val22 = val.LoadAsset<GameObject>("Assets/Resources/valuables/03 medium/Valuable Golden Cheese.prefab");
			Valuables.RegisterValuable(val22);
			GameObject val23 = val.LoadAsset<GameObject>("Assets/Resources/valuables/03 medium/Valuable Horse Plush.prefab");
			Valuables.RegisterValuable(val23);
			GameObject val24 = val.LoadAsset<GameObject>("Assets/Resources/valuables/03 medium/Valuable Bright Pony Plush.prefab");
			Valuables.RegisterValuable(val24);
			GameObject val25 = val.LoadAsset<GameObject>("Assets/Resources/valuables/03 medium/Valuable Possum Plush.prefab");
			Valuables.RegisterValuable(val25);
			GameObject val26 = val.LoadAsset<GameObject>("Assets/Resources/valuables/03 medium/Valuable Raccoon Plush.prefab");
			Valuables.RegisterValuable(val26);
			GameObject val27 = val.LoadAsset<GameObject>("Assets/Resources/valuables/03 medium/Valuable Red Panda Plush.prefab");
			Valuables.RegisterValuable(val27);
			GameObject val28 = val.LoadAsset<GameObject>("Assets/Resources/valuables/03 medium/Valuable Squirrel Plush.prefab");
			Valuables.RegisterValuable(val28);
			GameObject val29 = val.LoadAsset<GameObject>("Assets/Resources/valuables/03 medium/Valuable Wolf Plush.prefab");
			Valuables.RegisterValuable(val29);
			GameObject val30 = val.LoadAsset<GameObject>("Assets/Resources/valuables/03 medium/Valuable Donut Plush.prefab");
			Valuables.RegisterValuable(val30);
			GameObject val31 = val.LoadAsset<GameObject>("Assets/Resources/valuables/04 big/Valuable Gachapon Machine.prefab");
			Valuables.RegisterValuable(val31);
			GameObject val32 = val.LoadAsset<GameObject>("Assets/Resources/valuables/04 big/Valuable Giant Candy Corn.prefab");
			Valuables.RegisterValuable(val32);
			GameObject val33 = val.LoadAsset<GameObject>("Assets/Resources/valuables/04 big/Valuable Giant Gummy Bear.prefab");
			Valuables.RegisterValuable(val33);
			GameObject val34 = val.LoadAsset<GameObject>("Assets/Resources/valuables/04 big/Valuable Fake Money Bag.prefab");
			Valuables.RegisterValuable(val34);
			GameObject val35 = val.LoadAsset<GameObject>("Assets/Resources/valuables/04 big/Valuable Giant Garlic.prefab");
			Valuables.RegisterValuable(val35);
			GameObject val36 = val.LoadAsset<GameObject>("Assets/Resources/valuables/05 wide/Valuable Pizza Box.prefab");
			Valuables.RegisterValuable(val36);
			GameObject val37 = val.LoadAsset<GameObject>("Assets/Resources/valuables/05 wide/Valuable Air Hockey Table.prefab");
			Valuables.RegisterValuable(val37);
			GameObject val38 = val.LoadAsset<GameObject>("Assets/Resources/valuables/06 tall/Valuable EDF Arcade Cabinet.prefab");
			Valuables.RegisterValuable(val38);
			GameObject val39 = val.LoadAsset<GameObject>("Assets/Resources/valuables/06 tall/Valuable Gumball Machine.prefab");
			Valuables.RegisterValuable(val39);
			GameObject val40 = val.LoadAsset<GameObject>("Assets/Resources/valuables/07 very tall/Valuable Claw Machine.prefab");
			Valuables.RegisterValuable(val40);
		}
	}
}