Decompiled source of IKEASimulator v1.0.1

IKEASimulator.dll

Decompiled 3 weeks ago
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using Photon.Pun;
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-CSharp-firstpass")]
[assembly: IgnoresAccessChecksTo("Assembly-CSharp")]
[assembly: IgnoresAccessChecksTo("Autodesk.Fbx")]
[assembly: IgnoresAccessChecksTo("Facepunch.Steamworks.Win64")]
[assembly: IgnoresAccessChecksTo("FbxBuildTestAssets")]
[assembly: IgnoresAccessChecksTo("Klattersynth")]
[assembly: IgnoresAccessChecksTo("Photon3Unity3D")]
[assembly: IgnoresAccessChecksTo("PhotonChat")]
[assembly: IgnoresAccessChecksTo("PhotonRealtime")]
[assembly: IgnoresAccessChecksTo("PhotonUnityNetworking")]
[assembly: IgnoresAccessChecksTo("PhotonUnityNetworking.Utilities")]
[assembly: IgnoresAccessChecksTo("PhotonVoice.API")]
[assembly: IgnoresAccessChecksTo("PhotonVoice")]
[assembly: IgnoresAccessChecksTo("PhotonVoice.PUN")]
[assembly: IgnoresAccessChecksTo("SingularityGroup.HotReload.Runtime")]
[assembly: IgnoresAccessChecksTo("SingularityGroup.HotReload.Runtime.Public")]
[assembly: IgnoresAccessChecksTo("Sirenix.OdinInspector.Attributes")]
[assembly: IgnoresAccessChecksTo("Sirenix.Serialization.Config")]
[assembly: IgnoresAccessChecksTo("Sirenix.Serialization")]
[assembly: IgnoresAccessChecksTo("Sirenix.Utilities")]
[assembly: IgnoresAccessChecksTo("Unity.AI.Navigation")]
[assembly: IgnoresAccessChecksTo("Unity.Formats.Fbx.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.InputSystem")]
[assembly: IgnoresAccessChecksTo("Unity.InputSystem.ForUI")]
[assembly: IgnoresAccessChecksTo("Unity.Postprocessing.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.Core.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.Core.ShaderLibrary")]
[assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary")]
[assembly: IgnoresAccessChecksTo("Unity.TextMeshPro")]
[assembly: IgnoresAccessChecksTo("Unity.Timeline")]
[assembly: IgnoresAccessChecksTo("Unity.VisualScripting.Antlr3.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.VisualScripting.Core")]
[assembly: IgnoresAccessChecksTo("Unity.VisualScripting.Flow")]
[assembly: IgnoresAccessChecksTo("Unity.VisualScripting.State")]
[assembly: IgnoresAccessChecksTo("UnityEngine.ARModule")]
[assembly: IgnoresAccessChecksTo("UnityEngine.NVIDIAModule")]
[assembly: IgnoresAccessChecksTo("UnityEngine.UI")]
[assembly: IgnoresAccessChecksTo("websocket-sharp")]
[assembly: AssemblyCompany("Ticxo")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyDescription("Let's you sell everything")]
[assembly: AssemblyFileVersion("1.0.1.0")]
[assembly: AssemblyInformationalVersion("1.0.1")]
[assembly: AssemblyProduct("IKEASimulator")]
[assembly: AssemblyTitle("IKEASimulator")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.1.0")]
[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;
		}
	}
}
namespace IKEASimulator
{
	[BepInPlugin("Ticxo.IKEASimualtor", "IKEASimulator", "1.0.1")]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	public class IKEASimulator : BaseUnityPlugin
	{
		private static readonly string BundleName = GetModName();

		public static bool PrintDebug = false;

		public static int ToSpawn = 0;

		public static int Spawned = 0;

		public static List<Action> SpawnActions = new List<Action>();

		private AssetBundle? assetBundle;

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

		private NetworkManager networkManager = null;

		private static IKEASimulator Instance { get; set; } = null;


		public static ManualLogSource Logger => Instance.logger;

		public static Dictionary<string, GameObject> Prefabs => Instance.prefabs;

		public static NetworkManager NetworkManager => Instance.networkManager;

		public static ConfigEntry<bool> BreakableFurniture { get; private set; } = null;


		public static ConfigEntry<int> MinValue { get; private set; } = null;


		public static ConfigEntry<int> MaxValue { get; private set; } = null;


		public static ConfigEntry<int> FurnitureLimit { get; private set; } = null;


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

		private Harmony? Harmony { get; set; }

		public static GameObject? InstantiateLocal(string assetKey, Transform parent)
		{
			return Object.Instantiate<GameObject>(Prefabs[assetKey.ToLower()], parent);
		}

		public static GameObject? Instantiate(string assetKey)
		{
			//IL_0002: Unknown result type (might be due to invalid IL or missing references)
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			return Instantiate(assetKey, Vector3.zero, Quaternion.identity);
		}

		public static GameObject? Instantiate(string assetKey, Vector3 position, Quaternion rotation)
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			//IL_0008: Unknown result type (might be due to invalid IL or missing references)
			return NetworkPrefabs.SpawnNetworkPrefab(assetKey.ToLower(), position, rotation, (byte)0, (object[])null);
		}

		private static string GetModName()
		{
			object obj = typeof(IKEASimulator).GetCustomAttributes(typeof(BepInPlugin), inherit: false)[0];
			BepInPlugin val = (BepInPlugin)((obj is BepInPlugin) ? obj : null);
			return ((val != null) ? val.Name : null) ?? "IKEASimulator";
		}

		private void Awake()
		{
			Instance = this;
			((Component)this).gameObject.transform.parent = null;
			((Object)((Component)this).gameObject).hideFlags = (HideFlags)61;
			Logger.LogInfo((object)"Initializing IKEASimulator Mod");
			Configure();
			Patch();
			LoadAssetBundle();
			LoadResourcesFromBundle();
			Logger.LogInfo((object)"IKEASimulator Mod Loaded");
		}

		private void Start()
		{
			GameObject val = InstantiateLocal("Managers/IKEASimulatorManager", ((Component)this).gameObject.transform);
			if (val != null)
			{
				networkManager = val.GetComponent<NetworkManager>();
				val.transform.parent = null;
				((Object)val).hideFlags = (HideFlags)61;
				Object.DontDestroyOnLoad((Object)(object)val);
				Logger.LogInfo((object)"IKEASimulatorManager instantiated");
			}
		}

		private void Configure()
		{
			BreakableFurniture = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "BreakableFurniture", true, "If true, furniture will be breakable");
			MinValue = ((BaseUnityPlugin)this).Config.Bind<int>("General", "MinValue", 300, "Min value of furniture");
			MaxValue = ((BaseUnityPlugin)this).Config.Bind<int>("General", "MaxValue", 450, "Max value of furniture");
			FurnitureLimit = ((BaseUnityPlugin)this).Config.Bind<int>("General", "FurnitureLimit", -1, "Max amount of furniture that can be converted. -1 for no limit.");
		}

		private void LoadAssetBundle()
		{
			if ((Object)(object)assetBundle != (Object)null)
			{
				return;
			}
			string directoryName = Path.GetDirectoryName(((BaseUnityPlugin)this).Info.Location);
			if (directoryName != null)
			{
				string text = Path.Combine(directoryName, BundleName + ".bundle");
				assetBundle = AssetBundle.LoadFromFile(text);
				if ((Object)(object)assetBundle == (Object)null)
				{
					Logger.LogError((object)("Failed to load bundle from " + text));
				}
			}
		}

		private void LoadResourcesFromBundle()
		{
			if ((Object)(object)assetBundle == (Object)null)
			{
				return;
			}
			string[] allAssetNames = assetBundle.GetAllAssetNames();
			foreach (string text in allAssetNames)
			{
				bool flag = text.EndsWith(".prefab");
				bool flag2 = text.EndsWith(".asset");
				if (flag && text.Contains("/assets/"))
				{
					string text2 = text.Split("/assets/")[1].Replace(".prefab", "");
					GameObject val = assetBundle.LoadAsset<GameObject>(text);
					if ((Object)(object)val != (Object)null)
					{
						NetworkPrefabs.RegisterNetworkPrefab(text2, val);
						prefabs[text2] = val;
					}
				}
				else if (flag && text.Contains("/valuables/"))
				{
					Valuables.RegisterValuable(assetBundle.LoadAsset<GameObject>(text));
				}
				else if (flag2 && text.Contains("/items/"))
				{
					Items.RegisterItem(assetBundle.LoadAsset<Item>(text));
				}
				else if (flag && text.Contains("/enemies/"))
				{
					GameObject val2 = assetBundle.LoadAsset<GameObject>(text);
					EnemySetup component = val2.GetComponent<EnemySetup>();
					if ((Object)(object)component != (Object)null)
					{
						Enemies.RegisterEnemy(component);
					}
				}
			}
		}

		private 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();
		}

		private void Unpatch()
		{
			Harmony? harmony = Harmony;
			if (harmony != null)
			{
				harmony.UnpatchSelf();
			}
		}
	}
	[HarmonyPatch(typeof(LevelGenerator))]
	[HarmonyPatch("ModuleGeneration")]
	public static class ModuleGenerationPatch
	{
		[CompilerGenerated]
		private sealed class <RunPrefabSpawning>d__1 : IEnumerator<object>, IEnumerator, IDisposable
		{
			private int <>1__state;

			private object <>2__current;

			public LevelGenerator __instance;

			public IEnumerator original;

			private int <counter>5__1;

			private List<Action> <actionsToRun>5__2;

			private int <subCounter>5__3;

			private List<Action>.Enumerator <>s__4;

			private Action <action>5__5;

			private decimal <spawned>5__6;

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

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

			[DebuggerHidden]
			public <RunPrefabSpawning>d__1(int <>1__state)
			{
				this.<>1__state = <>1__state;
			}

			[DebuggerHidden]
			void IDisposable.Dispose()
			{
				int num = <>1__state;
				if (num == -3 || (uint)(num - 2) <= 1u)
				{
					try
					{
					}
					finally
					{
						<>m__Finally1();
					}
				}
				<actionsToRun>5__2 = null;
				<>s__4 = default(List<Action>.Enumerator);
				<action>5__5 = null;
				<>1__state = -2;
			}

			private bool MoveNext()
			{
				//IL_0191: Unknown result type (might be due to invalid IL or missing references)
				//IL_019b: Expected O, but got Unknown
				try
				{
					switch (<>1__state)
					{
					default:
						return false;
					case 0:
						<>1__state = -1;
						goto IL_0066;
					case 1:
						<>1__state = -1;
						goto IL_0066;
					case 2:
						<>1__state = -3;
						goto IL_01d3;
					case 3:
						{
							<>1__state = -3;
							goto IL_01d3;
						}
						IL_01d3:
						<action>5__5 = null;
						goto IL_01db;
						IL_0066:
						if (original.MoveNext())
						{
							<>2__current = original.Current;
							<>1__state = 1;
							return true;
						}
						<counter>5__1 = 0;
						goto IL_0274;
						IL_0274:
						if (IKEASimulator.ToSpawn > IKEASimulator.Spawned)
						{
							<actionsToRun>5__2 = new List<Action>(IKEASimulator.SpawnActions);
							IKEASimulator.SpawnActions.Clear();
							<subCounter>5__3 = 0;
							<>s__4 = <actionsToRun>5__2.GetEnumerator();
							<>1__state = -3;
							goto IL_01db;
						}
						IKEASimulator.Spawned = 0;
						IKEASimulator.ToSpawn = 0;
						IKEASimulator.NetworkManager.PathMapper?.ClearAllPaths();
						return false;
						IL_01db:
						if (<>s__4.MoveNext())
						{
							<action>5__5 = <>s__4.Current;
							<action>5__5();
							<subCounter>5__3++;
							<counter>5__1++;
							if (<counter>5__1 >= 30)
							{
								<spawned>5__6 = IKEASimulator.Spawned + <subCounter>5__3;
								IKEASimulator.Logger.LogInfo((object)$"Syncing props: [{<spawned>5__6}/{IKEASimulator.ToSpawn}] {Math.Round(<spawned>5__6 / (decimal)IKEASimulator.ToSpawn * 100m)}%");
								<counter>5__1 = 0;
								<>2__current = (object)new WaitForSeconds(0.5f);
								<>1__state = 2;
								return true;
							}
							<>2__current = null;
							<>1__state = 3;
							return true;
						}
						<>m__Finally1();
						<>s__4 = default(List<Action>.Enumerator);
						IKEASimulator.Spawned += <actionsToRun>5__2.Count;
						IKEASimulator.Logger.LogInfo((object)$"Syncing props: [{IKEASimulator.Spawned}/{IKEASimulator.ToSpawn}] {Math.Round((decimal)IKEASimulator.Spawned / (decimal)IKEASimulator.ToSpawn * 100m)}%");
						<actionsToRun>5__2 = null;
						goto IL_0274;
					}
				}
				catch
				{
					//try-fault
					((IDisposable)this).Dispose();
					throw;
				}
			}

			bool IEnumerator.MoveNext()
			{
				//ILSpy generated this explicit interface implementation from .override directive in MoveNext
				return this.MoveNext();
			}

			private void <>m__Finally1()
			{
				<>1__state = -1;
				((IDisposable)<>s__4).Dispose();
			}

			[DebuggerHidden]
			void IEnumerator.Reset()
			{
				throw new NotSupportedException();
			}
		}

		[HarmonyPostfix]
		private static void Postfix(LevelGenerator __instance, ref IEnumerator __result)
		{
			__result = RunPrefabSpawning(__instance, __result);
		}

		[IteratorStateMachine(typeof(<RunPrefabSpawning>d__1))]
		private static IEnumerator RunPrefabSpawning(LevelGenerator __instance, IEnumerator original)
		{
			//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
			return new <RunPrefabSpawning>d__1(0)
			{
				__instance = __instance,
				original = original
			};
		}
	}
	[HarmonyPatch(typeof(Module))]
	[HarmonyPatch("Start")]
	public static class ModuleStartPrePatch
	{
		[HarmonyPrefix]
		public static void Prefix(Module __instance)
		{
			if (SemiFunc.IsMasterClientOrSingleplayer() && SemiFunc.RunIsLevel())
			{
				if (!SemiFunc.IsMultiplayer())
				{
					IKEASimulator.NetworkManager.SingleplayerRoomData();
				}
				PropSwitchContext propSwitchContext = ((Component)__instance).gameObject.AddComponent<PropSwitchContext>();
				propSwitchContext.ModuleName = ((Object)__instance).name;
				propSwitchContext.PathId = IKEASimulator.NetworkManager.PathMapper?.MapPath(((Object)__instance).name);
			}
		}
	}
	[HarmonyPatch(typeof(Module))]
	[HarmonyPatch("Start")]
	public static class ModuleStartPostPatch
	{
		[HarmonyPostfix]
		public static void Postfix(Module __instance)
		{
			//IL_017e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0188: Expected O, but got Unknown
			if (!SemiFunc.IsMasterClientOrSingleplayer() || !SemiFunc.RunIsLevel())
			{
				return;
			}
			ValuableObject wrapper = PropUtils.GetWrapper();
			if ((Object)(object)wrapper == (Object)null)
			{
				IKEASimulator.Logger.LogError((object)"FurnitureWrapper not found");
				return;
			}
			PropSwitchContext context = ((Component)__instance).gameObject.GetComponent<PropSwitchContext>();
			if ((Object)(object)context == (Object)null || context.ModuleName == null || !context.PathId.HasValue)
			{
				IKEASimulator.Logger.LogError((object)"ModulePatch: PropSwitchContext not found");
				return;
			}
			PropUtils.ModuleName = context.ModuleName;
			PropUtils.PathId = context.PathId;
			Transform val = ((IEnumerable)((Component)__instance).transform).Cast<Transform>().FirstOrDefault((Func<Transform, bool>)((Transform child) => ((Object)child).name.Contains(" Props ") && ((Object)child).name.StartsWith("-") && ((Object)child).name.EndsWith("-")));
			if ((Object)(object)val == (Object)null)
			{
				return;
			}
			Transform val2 = ((IEnumerable)val).Cast<Transform>().FirstOrDefault((Func<Transform, bool>)((Transform child) => ((Object)child).name == "Props"));
			if ((Object)(object)val2 == (Object)null)
			{
				return;
			}
			int num = 0;
			foreach (Transform item in val2)
			{
				Transform child2 = item;
				if (IKEASimulator.FurnitureLimit.Value != -1 && IKEASimulator.ToSpawn >= IKEASimulator.FurnitureLimit.Value)
				{
					break;
				}
				if (!PropUtils.HasCollider(child2) || !PropUtils.HasMeshRenderer(child2))
				{
					continue;
				}
				IKEASimulator.ToSpawn++;
				IKEASimulator.SpawnActions.Add(delegate
				{
					//IL_0012: Unknown result type (might be due to invalid IL or missing references)
					//IL_001d: Unknown result type (might be due to invalid IL or missing references)
					GameObject val3 = Valuables.SpawnValuable(wrapper, child2.position, child2.rotation);
					if (val3 != null)
					{
						val3.GetComponent<PropsParenting>().SetPropPath(context.PathId.Value, ((Object)child2).name);
					}
				});
				num++;
			}
			IKEASimulator.Logger.LogInfo((object)$"Found {num} Props object in {((Object)__instance).name}");
		}
	}
	[HarmonyPatch(typeof(PhysGrabObject))]
	[HarmonyPatch("GrabStarted")]
	public static class PhysGrabObjectGrabStartPatch
	{
		[HarmonyPostfix]
		private static void Postfix(PhysGrabObject __instance)
		{
			if (!SemiFunc.IsMultiplayer())
			{
				((Component)__instance).gameObject.GetComponent<PropsParenting>()?.OnGrabStarted();
			}
		}
	}
	[HarmonyPatch(typeof(PhysGrabObject))]
	[HarmonyPatch("GrabStartedRPC")]
	public static class PhysGrabObjectGrabStartRPCPatch
	{
		[HarmonyPostfix]
		private static void Postfix(PhysGrabObject __instance)
		{
			((Component)__instance).gameObject.GetComponent<PropsParenting>()?.OnGrabStarted();
		}
	}
	[HarmonyPatch(typeof(ValuableObject))]
	[HarmonyPatch("DollarValueSetLogic")]
	public static class ValuableObjectStartPatch
	{
		[HarmonyPostfix]
		private static void Postfix(ValuableObject __instance)
		{
			if (__instance.dollarValueOverride == 0 && !((Object)(object)((Component)__instance).gameObject.GetComponent<PropsParenting>() == (Object)null))
			{
				float num = Mathf.Round((float)Random.Range(IKEASimulator.MinValue.Value, IKEASimulator.MaxValue.Value + 1));
				num = ((num < 100f) ? Mathf.Round(num) : (Mathf.Round(num / 100f) * 100f));
				__instance.dollarValueOriginal = (IKEASimulator.BreakableFurniture.Value ? Mathf.Max(num, 100f) : 0f);
				__instance.dollarValueCurrent = num;
			}
		}
	}
	[HarmonyPatch(typeof(ValuablePropSwitch))]
	[HarmonyPatch("Start")]
	public static class ValuablePropSwitchStartPatch
	{
		[HarmonyPostfix]
		private static void Postfix(ValuablePropSwitch __instance)
		{
			if (SemiFunc.IsMasterClientOrSingleplayer())
			{
				PropSwitchContext propSwitchContext = ((Component)__instance).gameObject.AddComponent<PropSwitchContext>();
				propSwitchContext.ModuleName = PropUtils.ModuleName;
				propSwitchContext.PathId = PropUtils.PathId;
			}
		}
	}
	[HarmonyPatch(typeof(ValuablePropSwitch))]
	[HarmonyPatch("Setup")]
	public static class ValuablePropSwitchSetupPatch
	{
		[CompilerGenerated]
		private sealed class <>c__DisplayClass1_0
		{
			public ValuableObject wrapper;

			public PropSwitchContext context;
		}

		[CompilerGenerated]
		private sealed class <>c__DisplayClass1_1
		{
			public Transform child;

			public <>c__DisplayClass1_0 CS$<>8__locals1;

			internal void <Setup>b__0()
			{
				//IL_0012: Unknown result type (might be due to invalid IL or missing references)
				//IL_001d: Unknown result type (might be due to invalid IL or missing references)
				GameObject val = Valuables.SpawnValuable(CS$<>8__locals1.wrapper, child.position, child.rotation);
				if (val != null)
				{
					val.GetComponent<PropsParenting>().SetPropPath(-CS$<>8__locals1.context.PathId.Value, getFullPath(CS$<>8__locals1.context.ModuleName, child));
				}
			}
		}

		[CompilerGenerated]
		private sealed class <Setup>d__1 : IEnumerator<object>, IEnumerator, IDisposable
		{
			private int <>1__state;

			private object <>2__current;

			public ValuablePropSwitch __instance;

			private <>c__DisplayClass1_0 <>8__1;

			private int <tries>5__2;

			private <>c__DisplayClass1_1 <>8__3;

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

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

			[DebuggerHidden]
			public <Setup>d__1(int <>1__state)
			{
				this.<>1__state = <>1__state;
			}

			[DebuggerHidden]
			void IDisposable.Dispose()
			{
				<>8__1 = null;
				<>8__3 = null;
				<>1__state = -2;
			}

			private bool MoveNext()
			{
				//IL_0073: Unknown result type (might be due to invalid IL or missing references)
				//IL_007d: Expected O, but got Unknown
				switch (<>1__state)
				{
				default:
					return false;
				case 0:
					<>1__state = -1;
					<>8__1 = new <>c__DisplayClass1_0();
					<tries>5__2 = 10;
					<>8__1.context = null;
					break;
				case 1:
					<>1__state = -1;
					break;
				}
				if ((Object)(object)<>8__1.context == (Object)null && <tries>5__2 > 0)
				{
					<>8__1.context = ((Component)__instance).gameObject.GetComponent<PropSwitchContext>();
					<tries>5__2--;
					<>2__current = (object)new WaitForSeconds(1f);
					<>1__state = 1;
					return true;
				}
				if ((Object)(object)<>8__1.context == (Object)null)
				{
					IKEASimulator.Logger.LogError((object)"PropSwitchContext not found");
					return false;
				}
				if (<>8__1.context.ModuleName == null || !<>8__1.context.PathId.HasValue)
				{
					IKEASimulator.Logger.LogError((object)"PropSwitchContext is missing ModuleName or PathId");
					return false;
				}
				<>8__1.wrapper = PropUtils.GetWrapper();
				if ((Object)(object)<>8__1.wrapper == (Object)null)
				{
					IKEASimulator.Logger.LogError((object)"FurnitureWrapper not found");
					return false;
				}
				if (__instance.PropParent.activeInHierarchy)
				{
					<>8__3 = new <>c__DisplayClass1_1();
					<>8__3.CS$<>8__locals1 = <>8__1;
					if (IKEASimulator.PrintDebug)
					{
						IKEASimulator.Logger.LogInfo((object)("Spawning " + <>8__3.CS$<>8__locals1.context.ModuleName + "/" + ((Object)__instance).name));
					}
					<>8__3.child = __instance.PropParent.gameObject.transform;
					if (!PropUtils.HasCollider(<>8__3.child) || !PropUtils.HasMeshRenderer(<>8__3.child))
					{
						return false;
					}
					if (IKEASimulator.FurnitureLimit.Value != -1 && IKEASimulator.ToSpawn >= IKEASimulator.FurnitureLimit.Value)
					{
						return false;
					}
					IKEASimulator.ToSpawn++;
					IKEASimulator.SpawnActions.Add(delegate
					{
						//IL_0012: Unknown result type (might be due to invalid IL or missing references)
						//IL_001d: Unknown result type (might be due to invalid IL or missing references)
						GameObject val = Valuables.SpawnValuable(<>8__3.CS$<>8__locals1.wrapper, <>8__3.child.position, <>8__3.child.rotation);
						if (val != null)
						{
							val.GetComponent<PropsParenting>().SetPropPath(-<>8__3.CS$<>8__locals1.context.PathId.Value, getFullPath(<>8__3.CS$<>8__locals1.context.ModuleName, <>8__3.child));
						}
					});
					<>8__3 = null;
				}
				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();
			}
		}

		[HarmonyPostfix]
		private static void Postfix(ValuablePropSwitch __instance)
		{
			if (SemiFunc.IsMasterClientOrSingleplayer())
			{
				((MonoBehaviour)__instance).StartCoroutine(Setup(__instance));
			}
		}

		[IteratorStateMachine(typeof(<Setup>d__1))]
		private static IEnumerator Setup(ValuablePropSwitch __instance)
		{
			//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
			return new <Setup>d__1(0)
			{
				__instance = __instance
			};
		}

		private static string getFullPath(string terminate, Transform child)
		{
			string text = ((Object)child).name;
			Transform parent = child.parent;
			while ((Object)(object)parent != (Object)null && !(((Object)parent).name == terminate))
			{
				text = ((Object)parent).name + "/" + text;
				parent = parent.parent;
			}
			return text;
		}
	}
	public class NetworkManager : MonoBehaviourPunCallbacks
	{
		[CompilerGenerated]
		private sealed class <InstantiateRoomData>d__11 : IEnumerator<object>, IEnumerator, IDisposable
		{
			private int <>1__state;

			private object <>2__current;

			public NetworkManager <>4__this;

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

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

			[DebuggerHidden]
			public <InstantiateRoomData>d__11(int <>1__state)
			{
				this.<>1__state = <>1__state;
			}

			[DebuggerHidden]
			void IDisposable.Dispose()
			{
				<>1__state = -2;
			}

			private bool MoveNext()
			{
				//IL_007b: Unknown result type (might be due to invalid IL or missing references)
				//IL_0085: Expected O, but got Unknown
				//IL_010e: Unknown result type (might be due to invalid IL or missing references)
				//IL_0113: Unknown result type (might be due to invalid IL or missing references)
				switch (<>1__state)
				{
				default:
					return false;
				case 0:
					<>1__state = -1;
					if (!SemiFunc.IsMasterClientOrSingleplayer() || ((Object)(object)<>4__this.roomData != (Object)null && !<>4__this.isSingleplayer))
					{
						return false;
					}
					<>4__this.retryCount = 10;
					break;
				case 1:
					<>1__state = -1;
					<>4__this.retryCount--;
					if (<>4__this.retryCount == 0)
					{
						IKEASimulator.Logger.LogError((object)"Failed to connect to room");
						return false;
					}
					break;
				}
				if ((!PhotonNetwork.InRoom || !PhotonNetwork.IsConnectedAndReady) && <>4__this.retryCount > 0)
				{
					IKEASimulator.Logger.LogInfo((object)"Waiting for room");
					<>2__current = (object)new WaitForSeconds(1f);
					<>1__state = 1;
					return true;
				}
				IKEASimulator.Logger.LogInfo((object)"Trying to instantiate room data");
				PhotonNetwork.InstantiateRoomObject("Managers/RoomData", Vector3.zero, Quaternion.identity, (byte)0, (object[])null);
				<>4__this.isSingleplayer = false;
				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 <QueueRoomAfterDelay>d__10 : IEnumerator<object>, IEnumerator, IDisposable
		{
			private int <>1__state;

			private object <>2__current;

			public NetworkManager <>4__this;

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

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

			[DebuggerHidden]
			public <QueueRoomAfterDelay>d__10(int <>1__state)
			{
				this.<>1__state = <>1__state;
			}

			[DebuggerHidden]
			void IDisposable.Dispose()
			{
				<>1__state = -2;
			}

			private bool MoveNext()
			{
				//IL_0026: Unknown result type (might be due to invalid IL or missing references)
				//IL_0030: Expected O, but got Unknown
				switch (<>1__state)
				{
				default:
					return false;
				case 0:
					<>1__state = -1;
					<>2__current = (object)new WaitForSeconds(1f);
					<>1__state = 1;
					return true;
				case 1:
					<>1__state = -1;
					if (SemiFunc.IsMainMenu())
					{
						return false;
					}
					((MonoBehaviour)<>4__this).StartCoroutine(<>4__this.InstantiateRoomData());
					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();
			}
		}

		private bool isSingleplayer = false;

		private GameObject? roomData;

		private int retryCount = 0;

		public PathMapper? PathMapper { get; private set; }

		public override void OnCreatedRoom()
		{
			IKEASimulator.Logger.LogInfo((object)"Created room");
			((MonoBehaviour)this).StartCoroutine(InstantiateRoomData());
		}

		public void SingleplayerRoomData()
		{
			isSingleplayer = true;
			if (!((Object)(object)roomData != (Object)null))
			{
				roomData = IKEASimulator.Instantiate("Managers/RoomData");
				PathMapper = roomData.GetComponent<PathMapper>();
			}
		}

		public void QueueRoomData()
		{
			((MonoBehaviour)this).StartCoroutine(QueueRoomAfterDelay());
		}

		[IteratorStateMachine(typeof(<QueueRoomAfterDelay>d__10))]
		private IEnumerator QueueRoomAfterDelay()
		{
			//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
			return new <QueueRoomAfterDelay>d__10(0)
			{
				<>4__this = this
			};
		}

		[IteratorStateMachine(typeof(<InstantiateRoomData>d__11))]
		private IEnumerator InstantiateRoomData()
		{
			//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
			return new <InstantiateRoomData>d__11(0)
			{
				<>4__this = this
			};
		}

		public override void OnLeftRoom()
		{
			IKEASimulator.Logger.LogInfo((object)"Left room");
			ClearRoomData();
		}

		public void SetRoomData(GameObject data)
		{
			roomData = data;
			PathMapper = roomData.GetComponent<PathMapper>();
		}

		public void ClearRoomData()
		{
			roomData = null;
		}
	}
	public class PathMapper : MonoBehaviour
	{
		public PhotonView photonView = null;

		private int nextPathId = 0;

		private Dictionary<int, string> pathMap = new Dictionary<int, string>();

		public int MapPath(string path)
		{
			int num = nextPathId;
			if (SemiFunc.IsMultiplayer())
			{
				photonView.RPC("MapPathRPC", (RpcTarget)0, new object[2] { num, path });
			}
			else
			{
				pathMap[num] = path;
			}
			nextPathId++;
			return num;
		}

		[PunRPC]
		public void MapPathRPC(int pathId, string path)
		{
			pathMap[pathId] = path;
			if (IKEASimulator.PrintDebug)
			{
				IKEASimulator.Logger.LogInfo((object)$"Mapped path {pathId} to {path}");
			}
		}

		public string GetPath(int pathId)
		{
			return pathMap[pathId];
		}

		public void ClearAllPaths()
		{
			nextPathId = 0;
		}

		private void Start()
		{
			IKEASimulator.Logger.LogInfo((object)"PathMapper started");
			IKEASimulator.NetworkManager.SetRoomData(((Component)this).gameObject);
			Object.DontDestroyOnLoad((Object)(object)((Component)this).gameObject);
		}

		private void OnDestroy()
		{
			IKEASimulator.Logger.LogInfo((object)"PathMapper destroyed");
			if (SemiFunc.IsMasterClientOrSingleplayer())
			{
				IKEASimulator.Logger.LogInfo((object)"Queue room data");
				IKEASimulator.NetworkManager.QueueRoomData();
			}
		}
	}
	public class PropsParenting : MonoBehaviourPunCallbacks, IPunObservable
	{
		[CompilerGenerated]
		private sealed class <>c__DisplayClass11_0
		{
			public PropsParenting <>4__this;

			public bool failed;

			internal bool <ParentPropEnumerator>b__0()
			{
				return <>4__this.fullPath != null;
			}

			internal void <ParentPropEnumerator>b__1()
			{
				<>4__this.fullPath = IKEASimulator.NetworkManager.PathMapper?.GetPath(<>4__this.pathId.Value);
			}

			internal void <ParentPropEnumerator>b__2()
			{
				failed = true;
			}

			internal bool <ParentPropEnumerator>b__3()
			{
				return (Object)(object)<>4__this.propObject != (Object)null;
			}

			internal void <ParentPropEnumerator>b__4()
			{
				<>4__this.propObject = GameObject.Find(<>4__this.fullPath);
			}

			internal void <ParentPropEnumerator>b__5()
			{
				failed = true;
			}
		}

		[CompilerGenerated]
		private sealed class <ParentPropEnumerator>d__11 : IEnumerator<object>, IEnumerator, IDisposable
		{
			private int <>1__state;

			private object <>2__current;

			public PropsParenting <>4__this;

			private <>c__DisplayClass11_0 <>8__1;

			private Transform <child>5__2;

			private MonoBehaviour[] <>s__3;

			private int <>s__4;

			private MonoBehaviour <component>5__5;

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

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

			[DebuggerHidden]
			public <ParentPropEnumerator>d__11(int <>1__state)
			{
				this.<>1__state = <>1__state;
			}

			[DebuggerHidden]
			void IDisposable.Dispose()
			{
				<>8__1 = null;
				<child>5__2 = null;
				<>s__3 = null;
				<component>5__5 = null;
				<>1__state = -2;
			}

			private bool MoveNext()
			{
				//IL_023a: Unknown result type (might be due to invalid IL or missing references)
				//IL_024b: Unknown result type (might be due to invalid IL or missing references)
				switch (<>1__state)
				{
				default:
					return false;
				case 0:
					<>1__state = -1;
					<>8__1 = new <>c__DisplayClass11_0();
					<>8__1.<>4__this = <>4__this;
					<>8__1.failed = false;
					<>4__this.fullPath = null;
					<>2__current = ((MonoBehaviour)<>4__this).StartCoroutine(<>4__this.TryAction(() => <>8__1.<>4__this.fullPath != null, delegate
					{
						<>8__1.<>4__this.fullPath = IKEASimulator.NetworkManager.PathMapper?.GetPath(<>8__1.<>4__this.pathId.Value);
					}, $"Missing prop path after {MAX_TRIES} tries. Returning.", delegate
					{
						<>8__1.failed = true;
					}));
					<>1__state = 1;
					return true;
				case 1:
					<>1__state = -1;
					if (<>8__1.failed)
					{
						return false;
					}
					<>4__this.fullPath = (<>4__this.isSwitched ? ("Level Generator/Level/" + <>4__this.fullPath + "/" + <>4__this.propPath) : ("Level Generator/Level/" + <>4__this.fullPath + "/---- Props ------------/Props/" + <>4__this.propPath));
					<>4__this.propObject = null;
					<>2__current = ((MonoBehaviour)<>4__this).StartCoroutine(<>4__this.TryAction(() => (Object)(object)<>8__1.<>4__this.propObject != (Object)null, delegate
					{
						<>8__1.<>4__this.propObject = GameObject.Find(<>8__1.<>4__this.fullPath);
					}, $"Could not find prop at path {<>4__this.fullPath} ({<>4__this.propPath}) after {MAX_TRIES} tries. Returning.", delegate
					{
						<>8__1.failed = true;
					}));
					<>1__state = 2;
					return true;
				case 2:
					<>1__state = -1;
					if (<>8__1.failed)
					{
						return false;
					}
					<child>5__2 = <>4__this.propObject.transform;
					((Component)<child>5__2).gameObject.SetActive(false);
					<child>5__2.SetParent(((Component)<>4__this).transform);
					<child>5__2.localPosition = Vector3.zero;
					<child>5__2.localRotation = Quaternion.identity;
					AddPhysGrabComponents(<child>5__2);
					((Component)<child>5__2).gameObject.SetActive(true);
					<>4__this.rigidbody.isKinematic = true;
					<>s__3 = <>4__this.componentsToEnable;
					for (<>s__4 = 0; <>s__4 < <>s__3.Length; <>s__4++)
					{
						<component>5__5 = <>s__3[<>s__4];
						((Behaviour)<component>5__5).enabled = true;
						<component>5__5 = null;
					}
					<>s__3 = null;
					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 <TryAction>d__14 : IEnumerator<object>, IEnumerator, IDisposable
		{
			private int <>1__state;

			private object <>2__current;

			public Func<bool> predicate;

			public Action action;

			public string message;

			public Action onFail;

			public PropsParenting <>4__this;

			private int <tries>5__1;

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

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

			[DebuggerHidden]
			public <TryAction>d__14(int <>1__state)
			{
				this.<>1__state = <>1__state;
			}

			[DebuggerHidden]
			void IDisposable.Dispose()
			{
				<>1__state = -2;
			}

			private bool MoveNext()
			{
				//IL_0034: Unknown result type (might be due to invalid IL or missing references)
				//IL_003e: Expected O, but got Unknown
				switch (<>1__state)
				{
				default:
					return false;
				case 0:
					<>1__state = -1;
					<tries>5__1 = MAX_TRIES;
					break;
				case 1:
					<>1__state = -1;
					action?.Invoke();
					<tries>5__1--;
					break;
				}
				if (!predicate() && <tries>5__1 > 0)
				{
					<>2__current = (object)new WaitForSeconds(1f);
					<>1__state = 1;
					return true;
				}
				if (!predicate())
				{
					if (IKEASimulator.PrintDebug)
					{
						IKEASimulator.Logger.LogWarning((object)message);
					}
					onFail?.Invoke();
					return false;
				}
				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();
			}
		}

		private static readonly int MAX_TRIES = 10;

		public Rigidbody rigidbody = null;

		public MonoBehaviour[] componentsToEnable = null;

		private int? pathId = null;

		private string? propPath = null;

		private bool isSwitched = false;

		private string? fullPath = null;

		private GameObject? propObject = null;

		private bool allowMovement = false;

		public void SetPropPath(int pathId, string propPath)
		{
			if (SemiFunc.IsMultiplayer())
			{
				((MonoBehaviourPun)this).photonView.RPC("SetPropPathRPC", (RpcTarget)0, new object[2] { pathId, propPath });
			}
			else
			{
				SetPropPathRPC(pathId, propPath);
			}
		}

		[PunRPC]
		private void SetPropPathRPC(int pathId, string propPath)
		{
			this.propPath = propPath;
			this.pathId = Mathf.Abs(pathId);
			isSwitched = pathId < 0;
			((MonoBehaviour)this).StartCoroutine(ParentPropEnumerator());
		}

		[IteratorStateMachine(typeof(<ParentPropEnumerator>d__11))]
		public IEnumerator ParentPropEnumerator()
		{
			//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
			return new <ParentPropEnumerator>d__11(0)
			{
				<>4__this = this
			};
		}

		private void FixedUpdate()
		{
			if (!allowMovement && !rigidbody.isKinematic)
			{
				rigidbody.isKinematic = true;
			}
			else if (allowMovement && rigidbody.isKinematic)
			{
				rigidbody.isKinematic = false;
			}
		}

		public void OnGrabStarted()
		{
			allowMovement = true;
		}

		[IteratorStateMachine(typeof(<TryAction>d__14))]
		private IEnumerator TryAction(Func<bool> predicate, Action? action, string message, Action? onFail = null)
		{
			//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
			return new <TryAction>d__14(0)
			{
				<>4__this = this,
				predicate = predicate,
				action = action,
				message = message,
				onFail = onFail
			};
		}

		private static void AddPhysGrabComponents(Transform transform)
		{
			//IL_00f9: Unknown result type (might be due to invalid IL or missing references)
			//IL_0100: Expected O, but got Unknown
			bool flag = false;
			if ((Object)(object)((Component)transform).GetComponent<BoxCollider>() != (Object)null && (Object)(object)((Component)transform).GetComponent<PhysGrabObjectBoxCollider>() == (Object)null)
			{
				((Component)transform).gameObject.AddComponent<PhysGrabObjectBoxCollider>();
				flag = true;
			}
			else if ((Object)(object)((Component)transform).GetComponent<SphereCollider>() != (Object)null && (Object)(object)((Component)transform).GetComponent<PhysGrabObjectSphereCollider>() == (Object)null)
			{
				((Component)transform).gameObject.AddComponent<PhysGrabObjectSphereCollider>();
				flag = true;
			}
			else if ((Object)(object)((Component)transform).GetComponent<CapsuleCollider>() != (Object)null && (Object)(object)((Component)transform).GetComponent<PhysGrabObjectCapsuleCollider>() == (Object)null)
			{
				((Component)transform).gameObject.AddComponent<PhysGrabObjectCapsuleCollider>();
				flag = true;
			}
			if (flag && (Object)(object)((Component)transform).GetComponent<PhysGrabObjectCollider>() == (Object)null)
			{
				((Component)transform).gameObject.AddComponent<PhysGrabObjectCollider>();
				((Component)transform).gameObject.tag = "Phys Grab Object";
				((Component)transform).gameObject.layer = LayerMask.NameToLayer("PhysGrabObject");
			}
			foreach (Transform item in transform)
			{
				Transform transform2 = item;
				AddPhysGrabComponents(transform2);
			}
		}

		public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
		{
			if (stream.IsWriting)
			{
				stream.SendNext((object)propPath);
			}
			else
			{
				propPath = (string)stream.ReceiveNext();
			}
		}
	}
	public class PropSwitchContext : MonoBehaviour
	{
		public string? ModuleName;

		public int? PathId = null;
	}
	public static class PropUtils
	{
		public static string ModuleName = "";

		public static int? PathId = null;

		private static ValuableObject? wrapper;

		private static bool wrapperInitialized = false;

		public static ValuableObject? GetWrapper()
		{
			if (!wrapperInitialized)
			{
				wrapper = Valuables.GetValuableThatContainsName("FurnitureWrapper");
				wrapperInitialized = true;
			}
			return wrapper;
		}

		public static bool HasCollider(Transform transform)
		{
			MeshCollider component = ((Component)transform).GetComponent<MeshCollider>();
			if ((Object)(object)component != (Object)null && !component.convex)
			{
				return false;
			}
			if (((IEnumerable)transform).Cast<Transform>().Any(delegate(Transform child)
			{
				MeshCollider component2 = ((Component)child).GetComponent<MeshCollider>();
				return (Object)(object)component2 != (Object)null && !component2.convex;
			}))
			{
				return false;
			}
			if ((Object)(object)((Component)transform).GetComponent<BoxCollider>() != (Object)null || (Object)(object)((Component)transform).GetComponent<SphereCollider>() != (Object)null || (Object)(object)((Component)transform).GetComponent<CapsuleCollider>() != (Object)null)
			{
				return transform.childCount <= 0 || ((IEnumerable)transform).Cast<Transform>().Any((Transform child) => HasCollider(child));
			}
			return ((IEnumerable)transform).Cast<Transform>().Any((Transform child) => HasCollider(child));
		}

		public static bool HasMeshRenderer(Transform transform)
		{
			if ((Object)(object)((Component)transform).GetComponent<MeshRenderer>() != (Object)null)
			{
				return true;
			}
			return ((IEnumerable)transform).Cast<Transform>().Any((Transform child) => HasMeshRenderer(child));
		}
	}
}