using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using UnityEngine;
using UnityEngine.SceneManagement;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: AssemblyTitle("UpgradeDivider")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("UpgradeDivider")]
[assembly: AssemblyCopyright("Copyright © 2025")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("4070c5a9-55a0-46cb-9986-7282c066cefc")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")]
[assembly: AssemblyVersion("1.0.0.0")]
[BepInPlugin("com.yourname.shopdiscount", "Shop Discount Mod", "1.0.0")]
public class ShopDiscountMod : BaseUnityPlugin
{
[CompilerGenerated]
private sealed class <WaitAndApplyDiscount>d__1 : IEnumerator<object>, IDisposable, IEnumerator
{
private int <>1__state;
private object <>2__current;
public ShopDiscountMod <>4__this;
private int <playerCount>5__1;
object IEnumerator<object>.Current
{
[DebuggerHidden]
get
{
return <>2__current;
}
}
object IEnumerator.Current
{
[DebuggerHidden]
get
{
return <>2__current;
}
}
[DebuggerHidden]
public <WaitAndApplyDiscount>d__1(int <>1__state)
{
this.<>1__state = <>1__state;
}
[DebuggerHidden]
void IDisposable.Dispose()
{
<>1__state = -2;
}
private bool MoveNext()
{
//IL_0046: 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)
Scene activeScene;
switch (<>1__state)
{
default:
return false;
case 0:
<>1__state = -1;
goto IL_0046;
case 1:
<>1__state = -1;
goto IL_0046;
case 2:
{
<>1__state = -1;
break;
}
IL_0046:
activeScene = SceneManager.GetActiveScene();
if (((Scene)(ref activeScene)).name != "Level - Shop")
{
<>2__current = null;
<>1__state = 1;
return true;
}
((BaseUnityPlugin)<>4__this).Logger.LogInfo((object)"In Shop Scene... waiting for StatsManager");
break;
}
if ((Object)(object)StatsManager.instance == (Object)null)
{
<>2__current = null;
<>1__state = 2;
return true;
}
((BaseUnityPlugin)<>4__this).Logger.LogInfo((object)"StatsManager is ready. Applying discount.");
<playerCount>5__1 = <>4__this.GetPlayerCount();
((BaseUnityPlugin)<>4__this).Logger.LogInfo((object)$"Detected player count: {<playerCount>5__1}");
<>4__this.ApplyDiscountToAllUpgrades(<playerCount>5__1);
return false;
}
bool IEnumerator.MoveNext()
{
//ILSpy generated this explicit interface implementation from .override directive in MoveNext
return this.MoveNext();
}
[DebuggerHidden]
void IEnumerator.Reset()
{
throw new NotSupportedException();
}
}
private void Start()
{
((BaseUnityPlugin)this).Logger.LogInfo((object)"Shop Discount Mod started.");
((MonoBehaviour)this).StartCoroutine(WaitAndApplyDiscount());
}
[IteratorStateMachine(typeof(<WaitAndApplyDiscount>d__1))]
private IEnumerator WaitAndApplyDiscount()
{
//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
return new <WaitAndApplyDiscount>d__1(0)
{
<>4__this = this
};
}
private int GetPlayerCount()
{
return 2;
}
private void ApplyDiscountToAllUpgrades(int playerCount)
{
StatsManager instance = StatsManager.instance;
ModifyUpgradePrice(instance.playerUpgradeStrength, playerCount);
ModifyUpgradePrice(instance.playerUpgradeStamina, playerCount);
ModifyUpgradePrice(instance.playerUpgradeHealth, playerCount);
ModifyUpgradePrice(instance.playerUpgradeSpeed, playerCount);
ModifyUpgradePrice(instance.playerUpgradeExtraJump, playerCount);
ModifyUpgradePrice(instance.playerUpgradeLaunch, playerCount);
ModifyUpgradePrice(instance.playerUpgradeMapPlayerCount, playerCount);
ModifyUpgradePrice(instance.playerUpgradeRange, playerCount);
}
private void ModifyUpgradePrice(Dictionary<string, int> upgradeDictionary, int playerCount)
{
foreach (KeyValuePair<string, int> item in new Dictionary<string, int>(upgradeDictionary))
{
int value = item.Value;
int num = Mathf.Max(1, value / playerCount);
((BaseUnityPlugin)this).Logger.LogInfo((object)$"Discounted {item.Key}: {value} → {num}");
upgradeDictionary[item.Key] = num;
}
}
}