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Decompiled source of CosyValuables v1.0.1
CosyValuables.dll
Decompiled a year agousing 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; } } }