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 System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Logging;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using REPOLib;
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("Wexop")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0+f82867a66bab5efdd3a7b5d39116f0980eec79de")]
[assembly: AssemblyProduct("CosyValuables")]
[assembly: AssemblyTitle("CosyValuables")]
[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 CosyValuables
{
[BepInPlugin("Wexop.CosyValuables", "CosyValuables", "1.0.1")]
public class Plugin : BaseUnityPlugin
{
internal static Plugin Instance { get; private set; }
internal static ManualLogSource Logger => Instance._logger;
private ManualLogSource _logger => ((BaseUnityPlugin)this).Logger;
internal Harmony? Harmony { get; set; }
private void Awake()
{
Instance = this;
((Component)this).gameObject.transform.parent = null;
((Object)((Component)this).gameObject).hideFlags = (HideFlags)61;
LoadValuables();
Logger.LogInfo((object)$"{((BaseUnityPlugin)this).Info.Metadata.GUID} v{((BaseUnityPlugin)this).Info.Metadata.Version} has loaded!");
}
private void LoadValuables()
{
string text = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "cozyvaluables");
BundleLoader.LoadBundle(text, (Action<AssetBundle>)delegate(AssetBundle assetBundle)
{
GameObject val = assetBundle.LoadAsset<GameObject>("Assets/REPO/Mods/CozyValuables/CozyCoffee.prefab");
Valuables.RegisterValuable(val);
GameObject val2 = assetBundle.LoadAsset<GameObject>("Assets/REPO/Mods/CozyValuables/Aquarium.prefab");
Valuables.RegisterValuable(val2);
GameObject val3 = assetBundle.LoadAsset<GameObject>("Assets/REPO/Mods/CozyValuables/Candles.prefab");
Valuables.RegisterValuable(val3);
GameObject val4 = assetBundle.LoadAsset<GameObject>("Assets/REPO/Mods/CozyValuables/GreenCandles.prefab");
Valuables.RegisterValuable(val4);
GameObject val5 = assetBundle.LoadAsset<GameObject>("Assets/REPO/Mods/CozyValuables/DiscoBall.prefab");
Valuables.RegisterValuable(val5);
}, false);
}
}
}
namespace CosyValuables.Scripts
{
public class DiscoBall : MonoBehaviour
{
[CompilerGenerated]
private sealed class <onPlayingSong>d__6 : IEnumerator<object>, IEnumerator, IDisposable
{
private int <>1__state;
private object <>2__current;
public DiscoBall <>4__this;
object IEnumerator<object>.Current
{
[DebuggerHidden]
get
{
return <>2__current;
}
}
object IEnumerator.Current
{
[DebuggerHidden]
get
{
return <>2__current;
}
}
[DebuggerHidden]
public <onPlayingSong>d__6(int <>1__state)
{
this.<>1__state = <>1__state;
}
[DebuggerHidden]
void IDisposable.Dispose()
{
<>1__state = -2;
}
private bool MoveNext()
{
//IL_0032: Unknown result type (might be due to invalid IL or missing references)
//IL_003c: Expected O, but got Unknown
switch (<>1__state)
{
default:
return false;
case 0:
<>1__state = -1;
<>2__current = (object)new WaitUntil((Func<bool>)(() => !<>4__this.audioSource.isPlaying));
<>1__state = 1;
return true;
case 1:
<>1__state = -1;
<>4__this.audioSource.Stop();
<>4__this.audioSource.clip = null;
<>4__this.isPlaying = 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 Play = Animator.StringToHash("play");
public AudioSource audioSource;
public AudioClip clip;
public Animator animator;
private bool isPlaying = false;
private bool isDestroy = false;
[IteratorStateMachine(typeof(<onPlayingSong>d__6))]
public IEnumerator onPlayingSong()
{
//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
return new <onPlayingSong>d__6(0)
{
<>4__this = this
};
}
public void OnImpact()
{
if (!isDestroy)
{
if (isPlaying)
{
audioSource.Stop();
audioSource.clip = null;
isPlaying = false;
((MonoBehaviour)this).StartCoroutine(onPlayingSong());
}
else
{
audioSource.PlayOneShot(clip);
isPlaying = true;
}
animator.SetBool(Play, isPlaying);
}
}
public void OnDestroy()
{
audioSource.Stop();
audioSource.clip = null;
isPlaying = false;
isDestroy = true;
}
}
}