Decompiled source of Dafis Mega Valuables Pack Emporium v1.2.23

REPOITEMSCONFIGWEAPS.dll

Decompiled 2 weeks ago
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 BepInEx.Configuration;
using BepInEx.Logging;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using Photon.Pun;
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("REPOITEMSCONFIGWEAPS")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("REPOITEMSCONFIGWEAPS")]
[assembly: AssemblyTitle("REPOITEMSCONFIGWEAPS")]
[assembly: AssemblyVersion("1.0.0.0")]
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;
		}
	}
}
namespace DafiWeaponsYesOrNo
{
	[BepInPlugin("com.dafini.dafiweaponsyesorno", "DafiWEaponsYesOrNo", "1.0.0")]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	[BepInProcess("REPO.exe")]
	public class DafiWEaponsYesOrNo : BaseUnityPlugin
	{
		[CompilerGenerated]
		private sealed class <LoadAssetBundleAsync>d__19 : IEnumerator<object>, IEnumerator, IDisposable
		{
			private int <>1__state;

			private object <>2__current;

			public DafiWEaponsYesOrNo <>4__this;

			private string <fullPath>5__2;

			private AssetBundleCreateRequest <bundleRequest>5__3;

			object IEnumerator<object>.Current
			{
				[DebuggerHidden]
				get
				{
					return <>2__current;
				}
			}

			object IEnumerator.Current
			{
				[DebuggerHidden]
				get
				{
					return <>2__current;
				}
			}

			[DebuggerHidden]
			public <LoadAssetBundleAsync>d__19(int <>1__state)
			{
				this.<>1__state = <>1__state;
			}

			[DebuggerHidden]
			void IDisposable.Dispose()
			{
				<fullPath>5__2 = null;
				<bundleRequest>5__3 = null;
				<>1__state = -2;
			}

			private bool MoveNext()
			{
				//IL_0094: Unknown result type (might be due to invalid IL or missing references)
				//IL_009e: Expected O, but got Unknown
				int num = <>1__state;
				DafiWEaponsYesOrNo dafiWEaponsYesOrNo = <>4__this;
				switch (num)
				{
				default:
					return false;
				case 0:
					<>1__state = -1;
					<fullPath>5__2 = Path.Combine(Paths.GameRootPath, dafiWEaponsYesOrNo.assetBundlePath);
					if (!File.Exists(<fullPath>5__2))
					{
						modLogger.LogError((object)("Asset bundle not found at: " + <fullPath>5__2));
						return false;
					}
					modLogger.LogInfo((object)("Loading asset bundle from: " + <fullPath>5__2));
					<>2__current = (object)new WaitForSeconds((float)dafiWEaponsYesOrNo.loadPriority * 0.01f);
					<>1__state = 1;
					return true;
				case 1:
					<>1__state = -1;
					<bundleRequest>5__3 = AssetBundle.LoadFromFileAsync(<fullPath>5__2);
					<>2__current = <bundleRequest>5__3;
					<>1__state = 2;
					return true;
				case 2:
					<>1__state = -1;
					if ((Object)(object)<bundleRequest>5__3.assetBundle == (Object)null)
					{
						modLogger.LogError((object)"Failed to load asset bundle!");
						return false;
					}
					dafiWEaponsYesOrNo.loadedBundle = <bundleRequest>5__3.assetBundle;
					modLogger.LogInfo((object)("Asset bundle loaded successfully: " + ((Object)dafiWEaponsYesOrNo.loadedBundle).name));
					if (dafiWEaponsYesOrNo.debugMode)
					{
						string[] allAssetNames = dafiWEaponsYesOrNo.loadedBundle.GetAllAssetNames();
						modLogger.LogDebug((object)$"Bundle contains {allAssetNames.Length} assets:");
						string[] array = allAssetNames;
						foreach (string text in array)
						{
							modLogger.LogDebug((object)("  - " + text));
						}
					}
					<>2__current = dafiWEaponsYesOrNo.PreloadAssets();
					<>1__state = 3;
					return true;
				case 3:
					<>1__state = -1;
					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();
			}
		}

		[CompilerGenerated]
		private sealed class <PreloadAssets>d__20 : IEnumerator<object>, IEnumerator, IDisposable
		{
			private int <>1__state;

			private object <>2__current;

			public DafiWEaponsYesOrNo <>4__this;

			private string[] <>7__wrap1;

			private int <>7__wrap2;

			private string <assetPath>5__4;

			private AssetBundleRequest <assetRequest>5__5;

			object IEnumerator<object>.Current
			{
				[DebuggerHidden]
				get
				{
					return <>2__current;
				}
			}

			object IEnumerator.Current
			{
				[DebuggerHidden]
				get
				{
					return <>2__current;
				}
			}

			[DebuggerHidden]
			public <PreloadAssets>d__20(int <>1__state)
			{
				this.<>1__state = <>1__state;
			}

			[DebuggerHidden]
			void IDisposable.Dispose()
			{
				<>7__wrap1 = null;
				<assetPath>5__4 = null;
				<assetRequest>5__5 = null;
				<>1__state = -2;
			}

			private bool MoveNext()
			{
				int num = <>1__state;
				DafiWEaponsYesOrNo dafiWEaponsYesOrNo = <>4__this;
				if (num != 0)
				{
					if (num != 1)
					{
						return false;
					}
					<>1__state = -1;
					if (<assetRequest>5__5.asset != (Object)null)
					{
						Dictionary<string, GameObject> loadedAssets = dafiWEaponsYesOrNo.loadedAssets;
						string key = <assetPath>5__4;
						Object asset = <assetRequest>5__5.asset;
						loadedAssets[key] = (GameObject)(object)((asset is GameObject) ? asset : null);
						if (dafiWEaponsYesOrNo.debugMode)
						{
							modLogger.LogDebug((object)("Preloaded asset: " + <assetPath>5__4));
						}
					}
					<assetRequest>5__5 = null;
					goto IL_0104;
				}
				<>1__state = -1;
				string[] array = new string[2] { "assets/prefabs/customprefab1.prefab", "assets/prefabs/customprefab2.prefab" };
				<>7__wrap1 = array;
				<>7__wrap2 = 0;
				goto IL_0119;
				IL_0119:
				if (<>7__wrap2 < <>7__wrap1.Length)
				{
					<assetPath>5__4 = <>7__wrap1[<>7__wrap2];
					if (dafiWEaponsYesOrNo.loadedBundle.Contains(<assetPath>5__4))
					{
						<assetRequest>5__5 = dafiWEaponsYesOrNo.loadedBundle.LoadAssetAsync<GameObject>(<assetPath>5__4);
						<>2__current = <assetRequest>5__5;
						<>1__state = 1;
						return true;
					}
					goto IL_0104;
				}
				<>7__wrap1 = null;
				return false;
				IL_0104:
				<assetPath>5__4 = null;
				<>7__wrap2++;
				goto IL_0119;
			}

			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 const string ModGUID = "com.dafini.dafiweaponsyesorno";

		public const string ModName = "DafiWEaponsYesOrNo";

		public const string ModVersion = "1.0.0";

		private ConfigEntry<bool> enableAssetBundle;

		private readonly string assetBundlePath = "BepInEx/plugins/YourModFolder/DafiWeapons.repobundle";

		private readonly bool debugMode;

		private readonly bool networkSyncEnabled = true;

		private readonly int loadPriority = 100;

		private AssetBundle loadedBundle;

		private Dictionary<string, GameObject> loadedAssets = new Dictionary<string, GameObject>();

		private Dictionary<string, Object> cachedAssets = new Dictionary<string, Object>();

		private static ManualLogSource modLogger;

		private Harmony harmony;

		public static DafiWEaponsYesOrNo Instance { get; private set; }

		private void Awake()
		{
			//IL_002c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0036: Expected O, but got Unknown
			Instance = this;
			modLogger = ((BaseUnityPlugin)this).Logger;
			modLogger.LogInfo((object)"DafiWEaponsYesOrNo v1.0.0 is loading...");
			InitializeConfig();
			try
			{
				harmony = new Harmony("com.dafini.dafiweaponsyesorno");
				harmony.PatchAll(Assembly.GetExecutingAssembly());
				modLogger.LogInfo((object)"Harmony patches applied successfully");
			}
			catch (Exception arg)
			{
				modLogger.LogError((object)$"Failed to apply Harmony patches: {arg}");
			}
			if (enableAssetBundle.Value)
			{
				((MonoBehaviour)this).StartCoroutine(LoadAssetBundleAsync());
			}
			else
			{
				modLogger.LogInfo((object)"Asset bundle is disabled in configuration");
			}
			enableAssetBundle.SettingChanged += OnAssetBundleToggled;
			modLogger.LogInfo((object)"DafiWEaponsYesOrNo loaded successfully!");
		}

		private void InitializeConfig()
		{
			enableAssetBundle = ((BaseUnityPlugin)this).Config.Bind<bool>("New Items in Item Shop Toggle", "Enable Asset Bundle", false, "Enable or disable my valuables coming up as items in the Item Shop. Default is OFF.");
			if (debugMode)
			{
				modLogger.LogDebug((object)"Configuration loaded:");
				modLogger.LogDebug((object)$"  - Asset Bundle Enabled: {enableAssetBundle.Value}");
				modLogger.LogDebug((object)("  - Asset Bundle Path: " + assetBundlePath));
				modLogger.LogDebug((object)$"  - Load Priority: {loadPriority}");
				modLogger.LogDebug((object)$"  - Network Sync: {networkSyncEnabled}");
			}
		}

		[IteratorStateMachine(typeof(<LoadAssetBundleAsync>d__19))]
		private IEnumerator LoadAssetBundleAsync()
		{
			//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
			return new <LoadAssetBundleAsync>d__19(0)
			{
				<>4__this = this
			};
		}

		[IteratorStateMachine(typeof(<PreloadAssets>d__20))]
		private IEnumerator PreloadAssets()
		{
			//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
			return new <PreloadAssets>d__20(0)
			{
				<>4__this = this
			};
		}

		private void OnAssetBundleToggled(object sender, EventArgs e)
		{
			if (enableAssetBundle.Value && (Object)(object)loadedBundle == (Object)null)
			{
				modLogger.LogInfo((object)"Asset bundle enabled - loading...");
				((MonoBehaviour)this).StartCoroutine(LoadAssetBundleAsync());
			}
			else if (!enableAssetBundle.Value && (Object)(object)loadedBundle != (Object)null)
			{
				UnloadAssetBundle();
			}
		}

		private void UnloadAssetBundle()
		{
			if ((Object)(object)loadedBundle != (Object)null)
			{
				modLogger.LogInfo((object)"Unloading asset bundle...");
				loadedAssets.Clear();
				cachedAssets.Clear();
				loadedBundle.Unload(true);
				loadedBundle = null;
				modLogger.LogInfo((object)"Asset bundle unloaded");
			}
		}

		public GameObject GetLoadedAsset(string assetPath)
		{
			if (!enableAssetBundle.Value || (Object)(object)loadedBundle == (Object)null)
			{
				if (debugMode)
				{
					modLogger.LogWarning((object)("Cannot get asset '" + assetPath + "' - bundle not loaded"));
				}
				return null;
			}
			if (loadedAssets.ContainsKey(assetPath))
			{
				return loadedAssets[assetPath];
			}
			GameObject val = loadedBundle.LoadAsset<GameObject>(assetPath);
			if ((Object)(object)val != (Object)null)
			{
				loadedAssets[assetPath] = val;
				if (debugMode)
				{
					modLogger.LogDebug((object)("Loaded asset on demand: " + assetPath));
				}
			}
			return val;
		}

		public T GetAsset<T>(string assetPath) where T : Object
		{
			if (!enableAssetBundle.Value || (Object)(object)loadedBundle == (Object)null)
			{
				if (debugMode)
				{
					modLogger.LogWarning((object)("Cannot get asset '" + assetPath + "' - bundle not loaded"));
				}
				return default(T);
			}
			if (cachedAssets.ContainsKey(assetPath))
			{
				Object obj = cachedAssets[assetPath];
				return (T)(object)((obj is T) ? obj : null);
			}
			T val = loadedBundle.LoadAsset<T>(assetPath);
			if ((Object)(object)val != (Object)null)
			{
				cachedAssets[assetPath] = (Object)(object)val;
				if (debugMode)
				{
					modLogger.LogDebug((object)("Loaded asset on demand: " + assetPath + " (Type: " + typeof(T).Name + ")"));
				}
			}
			return val;
		}

		public bool HasAsset(string assetPath)
		{
			if ((Object)(object)loadedBundle != (Object)null)
			{
				return loadedBundle.Contains(assetPath);
			}
			return false;
		}

		public string[] GetAllAssetNames()
		{
			if ((Object)(object)loadedBundle != (Object)null)
			{
				return loadedBundle.GetAllAssetNames();
			}
			return new string[0];
		}

		public GameObject SpawnPrefab(string prefabPath, Vector3 position, Quaternion rotation)
		{
			//IL_0067: 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)
			//IL_003d: Unknown result type (might be due to invalid IL or missing references)
			//IL_003e: Unknown result type (might be due to invalid IL or missing references)
			GameObject loadedAsset = GetLoadedAsset(prefabPath);
			if ((Object)(object)loadedAsset == (Object)null)
			{
				modLogger.LogError((object)("Prefab not found: " + prefabPath));
				return null;
			}
			GameObject result;
			if (networkSyncEnabled && PhotonNetwork.IsConnected)
			{
				result = PhotonNetwork.Instantiate(((Object)loadedAsset).name, position, rotation, (byte)0, (object[])null);
				if (debugMode)
				{
					modLogger.LogDebug((object)("Spawned networked prefab: " + prefabPath));
				}
			}
			else
			{
				result = Object.Instantiate<GameObject>(loadedAsset, position, rotation);
				if (debugMode)
				{
					modLogger.LogDebug((object)("Spawned local prefab: " + prefabPath));
				}
			}
			return result;
		}

		public GameObject InstantiateLocal(string prefabPath, Vector3 position, Quaternion rotation)
		{
			//IL_0029: Unknown result type (might be due to invalid IL or missing references)
			//IL_002a: Unknown result type (might be due to invalid IL or missing references)
			GameObject loadedAsset = GetLoadedAsset(prefabPath);
			if ((Object)(object)loadedAsset == (Object)null)
			{
				modLogger.LogError((object)("Prefab not found: " + prefabPath));
				return null;
			}
			return Object.Instantiate<GameObject>(loadedAsset, position, rotation);
		}

		private void OnDestroy()
		{
			UnloadAssetBundle();
			Harmony obj = harmony;
			if (obj != null)
			{
				obj.UnpatchSelf();
			}
			modLogger.LogInfo((object)"DafiWEaponsYesOrNo unloaded");
		}

		public static void Log(string message, LogLevel level = 16)
		{
			//IL_0000: Unknown result type (might be due to invalid IL or missing references)
			//IL_0002: Invalid comparison between Unknown and I4
			//IL_000d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0010: Invalid comparison between Unknown and I4
			//IL_0004: Unknown result type (might be due to invalid IL or missing references)
			//IL_0006: Invalid comparison between Unknown and I4
			//IL_0012: Unknown result type (might be due to invalid IL or missing references)
			//IL_0015: Invalid comparison between Unknown and I4
			//IL_0008: Unknown result type (might be due to invalid IL or missing references)
			//IL_000a: Invalid comparison between Unknown and I4
			if ((int)level <= 4)
			{
				if ((int)level != 2)
				{
					if ((int)level == 4)
					{
						ManualLogSource obj = modLogger;
						if (obj != null)
						{
							obj.LogWarning((object)message);
						}
					}
				}
				else
				{
					ManualLogSource obj2 = modLogger;
					if (obj2 != null)
					{
						obj2.LogError((object)message);
					}
				}
			}
			else if ((int)level != 16)
			{
				if ((int)level == 32)
				{
					ManualLogSource obj3 = modLogger;
					if (obj3 != null)
					{
						obj3.LogDebug((object)message);
					}
				}
			}
			else
			{
				ManualLogSource obj4 = modLogger;
				if (obj4 != null)
				{
					obj4.LogInfo((object)message);
				}
			}
		}
	}
	[HarmonyPatch]
	public static class AssetBundlePatches
	{
	}
	public static class AssetManager
	{
		public static GameObject GetPrefab(string name)
		{
			return DafiWEaponsYesOrNo.Instance?.GetLoadedAsset("assets/prefabs/" + name + ".prefab");
		}

		public static Texture2D GetTexture(string name)
		{
			return DafiWEaponsYesOrNo.Instance?.GetAsset<Texture2D>("assets/textures/" + name + ".png");
		}

		public static AudioClip GetSound(string name)
		{
			return DafiWEaponsYesOrNo.Instance?.GetAsset<AudioClip>("assets/sounds/" + name + ".wav");
		}

		public static Material GetMaterial(string name)
		{
			return DafiWEaponsYesOrNo.Instance?.GetAsset<Material>("assets/materials/" + name + ".mat");
		}
	}
}