Decompiled source of BigSalad v1.1.0

BigSalad.dll

Decompiled 3 weeks ago
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Logging;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using REPOLib.Modules;
using UnityEngine;

[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: IgnoresAccessChecksTo("")]
[assembly: AssemblyCompany("DoYouLikeStairs")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("BigSalad")]
[assembly: AssemblyTitle("BigSalad")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
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;
		}
	}
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
	internal sealed class RefSafetyRulesAttribute : Attribute
	{
		public readonly int Version;

		public RefSafetyRulesAttribute(int P_0)
		{
			Version = P_0;
		}
	}
}
namespace BigSalad
{
	[BepInPlugin("rs.doyoulikestai.bigsalad", "Big Salad", "1.1.0")]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	public class BigSalad : BaseUnityPlugin
	{
		private AssetBundle? _bundle;

		internal static BigSalad Instance { get; private set; }

		internal static ManualLogSource Logger => Instance._logger;

		private ManualLogSource _logger => ((BaseUnityPlugin)this).Logger;

		internal Harmony? Harmony { get; set; }

		public static PrefabRef? LettuceLeafPrefabRef { get; private set; }

		private void Awake()
		{
			Instance = this;
			((Component)this).gameObject.transform.parent = null;
			((Object)((Component)this).gameObject).hideFlags = (HideFlags)61;
			Patch();
			Logger.LogInfo((object)$"{((BaseUnityPlugin)this).Info.Metadata.GUID} v{((BaseUnityPlugin)this).Info.Metadata.Version} has loaded!");
		}

		internal void Patch()
		{
			//IL_001a: Unknown result type (might be due to invalid IL or missing references)
			//IL_001f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0021: Expected O, but got Unknown
			//IL_0026: Expected O, but got Unknown
			if (Harmony == null)
			{
				Harmony val = new Harmony(((BaseUnityPlugin)this).Info.Metadata.GUID);
				Harmony val2 = val;
				Harmony = val;
			}
			Harmony.PatchAll();
		}

		internal void Unpatch()
		{
			Harmony? harmony = Harmony;
			if (harmony != null)
			{
				harmony.UnpatchSelf();
			}
		}

		private void Update()
		{
		}
	}
	internal class ValuableBigSalad : MonoBehaviour
	{
		public ParticleSystem destroyParticles;

		private PhysGrabObject physgrabObject;

		public float lettuceDropSize = 2.5f;

		[Space]
		public PhysAudio physAudio;

		private Vector3 valuablePosition;

		[Header("Dropped Leaf Object")]
		public GameObject droppedLeafObject;

		private void Awake()
		{
			physgrabObject = ((Component)this).GetComponent<PhysGrabObject>();
		}

		public void OnDestroy()
		{
			//IL_0008: Unknown result type (might be due to invalid IL or missing references)
			//IL_000d: Unknown result type (might be due to invalid IL or missing references)
			//IL_00af: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b4: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b7: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b9: Unknown result type (might be due to invalid IL or missing references)
			//IL_00bf: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ca: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00db: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e1: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ec: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f1: Unknown result type (might be due to invalid IL or missing references)
			//IL_0118: 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)
			//IL_0126: Unknown result type (might be due to invalid IL or missing references)
			//IL_0155: Unknown result type (might be due to invalid IL or missing references)
			valuablePosition = ((Component)this).transform.position;
			if (SemiFunc.IsMasterClientOrSingleplayer())
			{
				Vector3 val = default(Vector3);
				((Vector3)(ref val))..ctor(valuablePosition.x - lettuceDropSize, valuablePosition.y - lettuceDropSize, valuablePosition.z - lettuceDropSize);
				Vector3 val2 = default(Vector3);
				((Vector3)(ref val2))..ctor(valuablePosition.x + lettuceDropSize, valuablePosition.y + lettuceDropSize, valuablePosition.z + lettuceDropSize);
				List<Vector3> list = new List<Vector3>();
				int num = Random.Range(4, 7);
				for (int i = 0; i < num; i++)
				{
					Vector3 val3 = valuablePosition;
					list.Add(val3 + new Vector3(Random.Range(val.x, val2.x), Random.Range(val.y, val2.y), Random.Range(val.z, val2.z)));
				}
				for (int j = 0; j < list.Count; j++)
				{
					Vector3 pos = list[j];
					GameObject val4 = InstantiateValuable(droppedLeafObject, pos, Quaternion.Euler(Random.Range(0f, 360f), Random.Range(0f, 360f), Random.Range(0f, 360f)));
				}
			}
		}

		private GameObject? InstantiateValuable(GameObject prefabRef, Vector3 pos, Quaternion rot)
		{
			//IL_005e: Unknown result type (might be due to invalid IL or missing references)
			//IL_005f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0071: Unknown result type (might be due to invalid IL or missing references)
			//IL_007b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0080: Unknown result type (might be due to invalid IL or missing references)
			//IL_004b: Unknown result type (might be due to invalid IL or missing references)
			//IL_004c: Unknown result type (might be due to invalid IL or missing references)
			if (!SemiFunc.IsMasterClientOrSingleplayer())
			{
				return null;
			}
			try
			{
				GameObject val = null;
				if (SemiFunc.IsMultiplayer())
				{
					if (NetworkPrefabs.GetNetworkPrefabRef(((Object)prefabRef).name) == null)
					{
						NetworkPrefabs.RegisterNetworkPrefab(prefabRef);
					}
					val = NetworkPrefabs.SpawnNetworkPrefab(NetworkPrefabs.GetNetworkPrefabRef(((Object)prefabRef).name), pos, Quaternion.identity, (byte)0, (object[])null);
				}
				else
				{
					val = Object.Instantiate<GameObject>(prefabRef, pos, Quaternion.identity);
				}
				val.GetComponent<PhysGrabObject>().spawnTorque = Random.insideUnitSphere * 0.01f;
				return val;
			}
			catch (Exception ex)
			{
				BigSalad.Logger.LogError((object)ex);
				return null;
			}
		}
	}
}