Decompiled source of DreadHeadDuck v1.0.0

DreadHeadDuck.dll

Decompiled 2 months 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.Configuration;
using BepInEx.Logging;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using Photon.Pun;
using UnityEngine;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[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("linkoid")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("DreadHeadDuck")]
[assembly: AssemblyTitle("DreadHeadDuck")]
[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 Linkoid.Repo.DreadHeadDuck
{
	[BepInPlugin("Linkoid.Repo.DreadHeadDuck", "Dread Head Duck", "1.0")]
	public class DreadHeadDuck : BaseUnityPlugin
	{
		public ConfigEntry<float> DreadHeadChance;

		public ConfigEntry<bool> MimicPlayerHeads;

		internal static DreadHeadDuck Instance { get; private set; }

		internal static ManualLogSource Logger => Instance._logger;

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

		internal Harmony? Harmony { get; set; }

		private void Awake()
		{
			//IL_0053: Unknown result type (might be due to invalid IL or missing references)
			//IL_005d: Expected O, but got Unknown
			//IL_009c: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a1: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a3: Expected O, but got Unknown
			//IL_00a8: Expected O, but got Unknown
			Instance = this;
			((Component)this).gameObject.transform.parent = null;
			((Object)((Component)this).gameObject).hideFlags = (HideFlags)61;
			DreadHeadChance = ((BaseUnityPlugin)this).Config.Bind<float>("DreadHeadDuck", "DreadHeadChance", 0.5f, new ConfigDescription("Chance for a duck to have a Dread Head", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 1f), Array.Empty<object>()));
			MimicPlayerHeads = ((BaseUnityPlugin)this).Config.Bind<bool>("DreadHeadDuck", "MimicPlayerHeads", true, "Mimic player heads in multiplayer, random otherwise.");
			if (Harmony == null)
			{
				Harmony val = new Harmony(((BaseUnityPlugin)this).Info.Metadata.GUID);
				Harmony val2 = val;
				Harmony = val;
			}
			Harmony.PatchAll();
			Logger.LogInfo((object)$"{((BaseUnityPlugin)this).Info.Metadata.GUID} v{((BaseUnityPlugin)this).Info.Metadata.Version} has loaded!");
		}
	}
	[HarmonyPatch(typeof(EnemyDuck))]
	internal static class EnemyDuckPatch
	{
		[HarmonyPostfix]
		[HarmonyPatch("Awake")]
		private static void Start_Prefix(EnemyDuck __instance)
		{
			DreadHeadDuck.Logger.LogDebug((object)$"controllerActorNr = {__instance.photonView.InstantiationId}");
			Random random = new Random(__instance.photonView.InstantiationId);
			if ((float)random.NextDouble() < DreadHeadDuck.Instance.DreadHeadChance.Value)
			{
				ConvertToDreadHeadDuck(__instance, random);
			}
		}

		private static void ConvertToDreadHeadDuck(EnemyDuck enemyDuck, Random random)
		{
			//IL_0078: 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_0148: Unknown result type (might be due to invalid IL or missing references)
			//IL_0160: Unknown result type (might be due to invalid IL or missing references)
			//IL_00da: Unknown result type (might be due to invalid IL or missing references)
			bool flag = false;
			PlayerDeathHead val = null;
			if (GameDirector.instance.PlayerList.Count > 1 && DreadHeadDuck.Instance.MimicPlayerHeads.Value)
			{
				val = PickRandomPlayerDeathHead(random);
			}
			if ((Object)(object)val == (Object)null)
			{
				val = GenerateRandomDeathHead(random);
				flag = true;
			}
			EnemyParent componentInParent = ((Component)enemyDuck).GetComponentInParent<EnemyParent>();
			componentInParent.enemyName = "Dread Head Predator";
			GameObject gameObject = ((Component)componentInParent).gameObject;
			((Object)gameObject).name = "Enemy - Dread Head Duck(Clone)";
			GameObject val2 = gameObject.FindFirstChild("ANIM Head") ?? throw new MissingReferenceException("Could not find GameObject 'ANIM Head'");
			PlayerDeathHead component = Object.Instantiate<GameObject>(((Component)val).gameObject, val2.transform.parent, false).GetComponent<PlayerDeathHead>();
			StripDeathHead(component);
			((Component)component).transform.SetAsFirstSibling();
			((Object)component).name = "ANIM Head";
			val2.SetActive(false);
			GameObject val3 = gameObject.FindFirstChild("ANIM Mon Head") ?? throw new MissingReferenceException("Could not find GameObject 'ANIM Mon Head'");
			PlayerDeathHead component2 = Object.Instantiate<GameObject>(((Component)val).gameObject, val3.transform, false).GetComponent<PlayerDeathHead>();
			StripDeathHead(component2);
			InitializeEyeMaterials(component2);
			component2.eyeMaterial.SetColor(component2.eyeMaterialColor, Color.red);
			component2.eyeMaterial.SetFloat(component2.eyeMaterialAmount, 1f);
			((Component)component2).transform.position = val3.transform.position;
			((Component)component2).transform.rotation = val3.transform.rotation;
			if (flag)
			{
				Object.Destroy((Object)(object)((Component)val).gameObject);
			}
		}

		private static PlayerDeathHead? PickRandomPlayerDeathHead(Random random)
		{
			if (GameDirector.instance.PlayerList.Count <= 0)
			{
				return null;
			}
			int index = random.Next(GameDirector.instance.PlayerList.Count);
			PlayerDeathHead val = GameDirector.instance.PlayerList[index]?.playerDeathHead;
			if (val != null)
			{
				val.UpdateColor();
			}
			return val;
		}

		private static PlayerDeathHead GenerateRandomDeathHead(Random random)
		{
			//IL_004b: Unknown result type (might be due to invalid IL or missing references)
			PlayerDeathHead component = Object.Instantiate<GameObject>(LevelGenerator.Instance.PlayerDeathHeadPrefab).GetComponent<PlayerDeathHead>();
			int index = random.Next(AssetManager.instance.playerColors.Count);
			((Renderer)component.headRenderer).GetMaterial().SetColor(Shader.PropertyToID("_AlbedoColor"), AssetManager.instance.playerColors[index]);
			return component;
		}

		private static void InitializeEyeMaterials(PlayerDeathHead playerDeathHead)
		{
			playerDeathHead.eyeMaterialAmount = Shader.PropertyToID("_ColorOverlayAmount");
			playerDeathHead.eyeMaterialColor = Shader.PropertyToID("_ColorOverlay");
			playerDeathHead.eyeFlashCurve = AssetManager.instance.animationCurveImpact;
			MeshRenderer[] eyeRenderers = playerDeathHead.eyeRenderers;
			foreach (MeshRenderer val in eyeRenderers)
			{
				if (playerDeathHead.eyeMaterial == null)
				{
					playerDeathHead.eyeMaterial = ((Renderer)val).GetMaterial();
				}
				((Renderer)val).SetMaterial(playerDeathHead.eyeMaterial);
			}
		}

		private static void StripDeathHead(PlayerDeathHead deathHead)
		{
			((Component)deathHead).gameObject.tag = "Untagged";
			deathHead.playerAvatar = null;
			deathHead.photonView = null;
			((Component)deathHead).gameObject.SetActive(true);
			((Behaviour)deathHead).enabled = false;
			StripUnusedComponentsOfType<PhotonView>(deathHead);
			StripUnusedComponentsOfType<PhotonTransformView>(deathHead);
			StripUnusedComponentsOfType<PhysGrabObject>(deathHead);
			StripUnusedComponentsOfType<PhysGrabObjectImpactDetector>(deathHead);
			StripUnusedComponentsOfType<RoomVolumeCheck>(deathHead);
			StripUnusedComponentsOfType<NotValuableObject>(deathHead);
			StripUnusedComponentsOfType<MapCustom>(deathHead);
			StripUnusedComponentsOfType<Rigidbody>(deathHead);
			Collider[] componentsInChildren = ((Component)deathHead).GetComponentsInChildren<Collider>();
			foreach (Collider val in componentsInChildren)
			{
				Object.Destroy((Object)(object)((Component)val).gameObject);
			}
		}

		private static void StripUnusedComponentsOfType<T>(PlayerDeathHead playerDeathHead) where T : Object
		{
			T[] componentsInChildren = ((Component)playerDeathHead).GetComponentsInChildren<T>();
			foreach (T val in componentsInChildren)
			{
				Object.Destroy((Object)(object)val);
			}
		}
	}
	internal static class GameObjectExtensions
	{
		public static GameObject? FindFirstChild(this GameObject parent, string name)
		{
			Transform? obj = parent.transform.FindFirstChild(name);
			if (obj == null)
			{
				return null;
			}
			return ((Component)obj).gameObject;
		}

		public static Transform? FindFirstChild(this Transform parent, string name)
		{
			Queue<Transform> queue = new Queue<Transform>();
			queue.Enqueue(parent);
			while (queue.Count > 0)
			{
				parent = queue.Dequeue();
				Transform val = parent.Find(name);
				if ((Object)(object)val != (Object)null)
				{
					return val;
				}
				int childCount = parent.childCount;
				for (int i = 0; i < childCount; i++)
				{
					queue.Enqueue(parent.GetChild(i));
				}
			}
			return null;
		}
	}
}