Decompiled source of PoseHitboxes v1.3.2

Mods/PoseHitboxes.dll

Decompiled a week ago
using System.Collections;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using Il2CppInterop.Runtime.InteropTypes.Arrays;
using Il2CppRUMBLE.Poses;
using Il2CppRUMBLE.Tutorial.MoveLearning;
using MelonLoader;
using PoseHitboxes;
using RumbleModdingAPI;
using UnityEngine;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: MelonInfo(typeof(ClassPH), "PoseHitboxes", "1.3.2", "Marcopolo1613", null)]
[assembly: MelonGame("Buckethead Entertainment", "RUMBLE")]
[assembly: AssemblyTitle("PoseHitboxes")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("PoseHitboxes")]
[assembly: AssemblyCopyright("Copyright ©  2024")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("138ef4a5-245f-4c7b-a130-69645d5b6e5b")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace PoseHitboxes;

public class ClassPH : MelonMod
{
	private string currentScene = "Loader";

	private bool sceneChanged = false;

	private bool loaded = false;

	private PoseGhost poseGhost;

	private Material ghosty;

	private Material redy;

	private Material glassy;

	private string currentPoseName = "";

	private int delayCycle = 0;

	private GameObject LHitbox;

	private GameObject RHitbox;

	private GameObject LRotate;

	private GameObject RRotate;

	private GameObject LRotateLimit;

	private GameObject RRotateLimit;

	private GameObject LHandRef;

	private GameObject RHandRef;

	private float deg2rad = 0.01745328f;

	private float LThresh = 0f;

	private float RThresh = 0f;

	private Color red8 = new Color(1f, 0f, 0f, 0.8f);

	private Color green8 = new Color(0f, 1f, 0f, 0.8f);

	private Color blue8 = new Color(0f, 0f, 1f, 0.8f);

	private Color black8 = new Color(0f, 0f, 0f, 0.8f);

	private Color red1 = new Color(1f, 0f, 0f, 0.1f);

	private Color green1 = new Color(0f, 1f, 0f, 0.1f);

	private Color blue1 = new Color(0f, 0f, 1f, 0.1f);

	private object coroutine = null;

	private void BuildWireframeBox(GameObject WFParent, Material WFMat, Color WFColor)
	{
		//IL_0079: Unknown result type (might be due to invalid IL or missing references)
		//IL_00bb: Unknown result type (might be due to invalid IL or missing references)
		//IL_00f6: Unknown result type (might be due to invalid IL or missing references)
		//IL_0122: Unknown result type (might be due to invalid IL or missing references)
		//IL_015d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0186: Unknown result type (might be due to invalid IL or missing references)
		//IL_01c1: Unknown result type (might be due to invalid IL or missing references)
		GameObject[,] array = new GameObject[3, 4];
		int[,] array2 = new int[4, 2]
		{
			{ 1, 1 },
			{ 1, -1 },
			{ -1, 1 },
			{ -1, -1 }
		};
		for (int i = 0; i < 3; i++)
		{
			for (int j = 0; j < 4; j++)
			{
				array[i, j] = GameObject.CreatePrimitive((PrimitiveType)3);
				array[i, j].transform.parent = WFParent.transform;
				array[i, j].GetComponent<Renderer>().material = WFMat;
				array[i, j].GetComponent<Renderer>().material.color = WFColor;
				switch (i)
				{
				case 0:
					array[i, j].transform.localScale = new Vector3(1f, 0.003f, 0.003f);
					array[i, j].transform.localPosition = new Vector3(0f, 0.5f * (float)array2[j, 0], 0.5f * (float)array2[j, 1]);
					break;
				case 1:
					array[i, j].transform.localScale = new Vector3(0.003f, 1f, 0.003f);
					array[i, j].transform.localPosition = new Vector3(0.5f * (float)array2[j, 0], 0f, 0.5f * (float)array2[j, 1]);
					break;
				case 2:
					array[i, j].transform.localScale = new Vector3(0.003f, 0.003f, 1f);
					array[i, j].transform.localPosition = new Vector3(0.5f * (float)array2[j, 0], 0.5f * (float)array2[j, 1], 0f);
					break;
				}
			}
		}
	}

	public override void OnSceneWasLoaded(int buildIndex, string sceneName)
	{
		currentScene = sceneName;
		sceneChanged = true;
		delayCycle = 5;
		loaded = false;
	}

	public override void OnFixedUpdate()
	{
		//IL_02bd: Unknown result type (might be due to invalid IL or missing references)
		//IL_02de: Unknown result type (might be due to invalid IL or missing references)
		if (currentScene != "Gym")
		{
			return;
		}
		if (sceneChanged)
		{
			if (delayCycle > 1)
			{
				delayCycle--;
			}
			else
			{
				if (!loaded)
				{
					try
					{
						poseGhost = MoveLearning.GetGameObject().GetComponentInChildren<PoseGhost>();
						ghosty = ((Component)((Component)poseGhost.bodyRenderer).transform.parent.GetChild(1)).GetComponent<Renderer>().material;
						redy = ((Component)Gymarena.GetGameObject().transform.GetChild(0)).GetComponent<Renderer>().material;
						LHandRef = GameObject.Find("Player Controller(Clone)/Visuals/Skelington/Bone_Pelvis/Bone_Spine_A/Bone_Chest/Bone_Shoulderblade_L/Bone_Shoulder_L/Bone_Lowerarm_L/Bone_HandAlpha_L");
						RHandRef = GameObject.Find("Player Controller(Clone)/Visuals/Skelington/Bone_Pelvis/Bone_Spine_A/Bone_Chest/Bone_Shoulderblade_R/Bone_Shoulder_R/Bone_Lowerarm_R/Bone_HandAlpha_R");
						loaded = true;
						currentPoseName = "";
					}
					catch
					{
						return;
					}
				}
				sceneChanged = false;
			}
		}
		if (loaded)
		{
			try
			{
				if (currentPoseName != ((Object)((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose).name)
				{
					if (((Component)poseGhost.bodyRenderer).transform.parent.GetChild(0).childCount > 0)
					{
						while (((Component)poseGhost.bodyRenderer).transform.parent.GetChild(0).childCount > 0 || ((Component)poseGhost.bodyRenderer).transform.parent.GetChild(1).childCount > 0)
						{
							try
							{
								Object.DestroyImmediate((Object)(object)((Component)((Component)poseGhost.bodyRenderer).transform.parent.GetChild(0).GetChild(0)).gameObject);
								Object.DestroyImmediate((Object)(object)((Component)((Component)poseGhost.bodyRenderer).transform.parent.GetChild(1).GetChild(0)).gameObject);
								Object.DestroyImmediate((Object)(object)LRotate.gameObject);
								Object.DestroyImmediate((Object)(object)RRotate.gameObject);
							}
							catch
							{
								return;
							}
						}
					}
					if (coroutine != null)
					{
						MelonCoroutines.Stop(coroutine);
					}
					coroutine = MelonCoroutines.Start(CreateHitboxes());
				}
			}
			catch
			{
				return;
			}
		}
		try
		{
			if ((Object)(object)LRotate != (Object)null)
			{
				LRotate.transform.rotation = LHandRef.GetComponent<Transform>().rotation;
				RRotate.transform.rotation = RHandRef.GetComponent<Transform>().rotation;
			}
		}
		catch
		{
		}
	}

	private IEnumerator CreateHitboxes()
	{
		currentPoseName = ((Object)((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose).name;
		while (poseGhost.currentPoseLerp < 0.5f)
		{
			yield return null;
		}
		GameObject LCube = GameObject.CreatePrimitive((PrimitiveType)3);
		GameObject RCube = GameObject.CreatePrimitive((PrimitiveType)3);
		LCube.transform.parent = ((Component)poseGhost.bodyRenderer).transform.parent.GetChild(0);
		RCube.transform.parent = ((Component)poseGhost.bodyRenderer).transform.parent.GetChild(1);
		LCube.transform.position = poseGhost.leftHand.position;
		RCube.transform.position = poseGhost.rightHand.position;
		BuildWireframeBox(LCube.gameObject, redy, black8);
		BuildWireframeBox(RCube.gameObject, redy, black8);
		LCube.GetComponent<Renderer>().enabled = false;
		RCube.GetComponent<Renderer>().enabled = false;
		((Component)((Component)poseGhost.bodyRenderer).transform.parent.GetChild(0)).GetComponent<Renderer>().material = redy;
		((Component)((Component)poseGhost.bodyRenderer).transform.parent.GetChild(1)).GetComponent<Renderer>().material = redy;
		LRotate = GameObject.CreatePrimitive((PrimitiveType)3);
		RRotate = GameObject.CreatePrimitive((PrimitiveType)3);
		GameObject LYBar = GameObject.CreatePrimitive((PrimitiveType)3);
		GameObject LZBar = GameObject.CreatePrimitive((PrimitiveType)3);
		GameObject RYBar = GameObject.CreatePrimitive((PrimitiveType)3);
		GameObject RZBar = GameObject.CreatePrimitive((PrimitiveType)3);
		LRotate.transform.parent = ((Component)poseGhost.bodyRenderer).transform.parent.GetChild(0);
		RRotate.transform.parent = ((Component)poseGhost.bodyRenderer).transform.parent.GetChild(1);
		LRotate.GetComponent<Renderer>().material = redy;
		RRotate.GetComponent<Renderer>().material = redy;
		LRotate.transform.localScale = new Vector3(0.003f, 0.003f, 0.003f);
		RRotate.transform.localScale = new Vector3(0.003f, 0.003f, 0.003f);
		LYBar.transform.parent = LRotate.transform;
		LZBar.transform.parent = LRotate.transform;
		RYBar.transform.parent = RRotate.transform;
		RZBar.transform.parent = RRotate.transform;
		LYBar.transform.localScale = new Vector3(1f, 25f, 1f);
		LZBar.transform.localScale = new Vector3(1f, 1f, 25f);
		RYBar.transform.localScale = new Vector3(1f, 25f, 1f);
		RZBar.transform.localScale = new Vector3(1f, 1f, 25f);
		LYBar.GetComponent<Renderer>().material.shader = Shader.Find("Universal Render Pipeline/Lit");
		LZBar.GetComponent<Renderer>().material.shader = Shader.Find("Universal Render Pipeline/Lit");
		RYBar.GetComponent<Renderer>().material.shader = Shader.Find("Universal Render Pipeline/Lit");
		RZBar.GetComponent<Renderer>().material.shader = Shader.Find("Universal Render Pipeline/Lit");
		LYBar.GetComponent<Renderer>().material.color = green8;
		LZBar.GetComponent<Renderer>().material.color = blue8;
		RYBar.GetComponent<Renderer>().material.color = green8;
		RZBar.GetComponent<Renderer>().material.color = blue8;
		LRotate.transform.position = poseGhost.leftHand.position + new Vector3(-1f, 0f, -1f);
		RRotate.transform.position = poseGhost.rightHand.position + new Vector3(-1f, 0f, -1f);
		LRotateLimit = GameObject.CreatePrimitive((PrimitiveType)0);
		RRotateLimit = GameObject.CreatePrimitive((PrimitiveType)0);
		GameObject LYBarLimit = GameObject.CreatePrimitive((PrimitiveType)2);
		GameObject LZBarLimit = GameObject.CreatePrimitive((PrimitiveType)2);
		GameObject RYBarLimit = GameObject.CreatePrimitive((PrimitiveType)2);
		GameObject RZBarLimit = GameObject.CreatePrimitive((PrimitiveType)2);
		Quaternion rotation = poseGhost.leftHand.rotation;
		float x = ((Quaternion)(ref rotation)).eulerAngles.x;
		Condition leftControllerCondition = ((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.leftControllerCondition;
		if (x == ((Quaternion)(ref leftControllerCondition.DesiredPose.rotation)).eulerAngles.x)
		{
			LThresh = ((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.LeftControllerCondition.RotationTreshold;
			RThresh = ((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.RightControllerCondition.RotationTreshold;
			LCube.transform.localScale = new Vector3(((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.leftControllerCondition.PositionTreshold, ((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.leftControllerCondition.PositionTreshold, ((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.leftControllerCondition.PositionTreshold);
			RCube.transform.localScale = new Vector3(((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.RightControllerCondition.PositionTreshold, ((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.RightControllerCondition.PositionTreshold, ((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.RightControllerCondition.PositionTreshold);
		}
		else
		{
			RThresh = ((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.LeftControllerCondition.RotationTreshold;
			LThresh = ((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.RightControllerCondition.RotationTreshold;
			RCube.transform.localScale = new Vector3(((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.leftControllerCondition.PositionTreshold, ((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.leftControllerCondition.PositionTreshold, ((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.leftControllerCondition.PositionTreshold);
			LCube.transform.localScale = new Vector3(((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.RightControllerCondition.PositionTreshold, ((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.RightControllerCondition.PositionTreshold, ((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.RightControllerCondition.PositionTreshold);
		}
		float LRotationLimit = (1f - LThresh) * 3.14159f;
		float RRotationLimit = (1f - RThresh) * 3.14159f;
		LRotateLimit.transform.parent = ((Component)poseGhost.bodyRenderer).transform.parent.GetChild(0);
		RRotateLimit.transform.parent = ((Component)poseGhost.bodyRenderer).transform.parent.GetChild(1);
		LRotateLimit.GetComponent<Renderer>().material = redy;
		RRotateLimit.GetComponent<Renderer>().material = redy;
		LRotateLimit.transform.localScale = new Vector3(0.03f * LThresh, 0.03f * LThresh, 0.03f * LThresh);
		RRotateLimit.transform.localScale = new Vector3(0.03f * RThresh, 0.03f * RThresh, 0.03f * RThresh);
		LYBarLimit.transform.parent = LRotateLimit.transform;
		LZBarLimit.transform.parent = LRotateLimit.transform;
		RYBarLimit.transform.parent = RRotateLimit.transform;
		RZBarLimit.transform.parent = RRotateLimit.transform;
		LYBarLimit.transform.localScale = new Vector3(LRotationLimit, 0.6f, LRotationLimit);
		LZBarLimit.transform.localScale = new Vector3(LRotationLimit, 0.6f, LRotationLimit);
		RYBarLimit.transform.localScale = new Vector3(RRotationLimit, 0.6f, RRotationLimit);
		RZBarLimit.transform.localScale = new Vector3(RRotationLimit, 0.6f, RRotationLimit);
		LYBarLimit.transform.Rotate(new Vector3(0f, 90f, 0f), (Space)1);
		LZBarLimit.transform.Rotate(new Vector3(90f, 0f, 0f), (Space)1);
		RYBarLimit.transform.Rotate(new Vector3(0f, 90f, 0f), (Space)1);
		RZBarLimit.transform.Rotate(new Vector3(90f, 0f, 0f), (Space)1);
		LYBarLimit.GetComponent<Renderer>().material.shader = Shader.Find("Universal Render Pipeline/Lit");
		LZBarLimit.GetComponent<Renderer>().material.shader = Shader.Find("Universal Render Pipeline/Lit");
		RYBarLimit.GetComponent<Renderer>().material.shader = Shader.Find("Universal Render Pipeline/Lit");
		RZBarLimit.GetComponent<Renderer>().material.shader = Shader.Find("Universal Render Pipeline/Lit");
		LYBarLimit.GetComponent<Renderer>().material.color = green1;
		LZBarLimit.GetComponent<Renderer>().material.color = blue1;
		RYBarLimit.GetComponent<Renderer>().material.color = green1;
		RZBarLimit.GetComponent<Renderer>().material.color = blue1;
		LRotateLimit.transform.position = poseGhost.leftHand.position + new Vector3(-0.3f, 0.15f, -0.3f);
		RRotateLimit.transform.position = poseGhost.rightHand.position + new Vector3(-0.3f, 0.15f, -0.3f);
		LRotate.transform.position = poseGhost.leftHand.position + new Vector3(-0.3f, 0.15f, -0.3f);
		RRotate.transform.position = poseGhost.rightHand.position + new Vector3(-0.3f, 0.15f, -0.3f);
		rotation = poseGhost.leftHand.rotation;
		float x2 = ((Quaternion)(ref rotation)).eulerAngles.x;
		leftControllerCondition = ((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.leftControllerCondition;
		if (x2 == ((Quaternion)(ref leftControllerCondition.DesiredPose.rotation)).eulerAngles.x)
		{
			LCube.transform.localRotation = ((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.leftControllerCondition.DesiredPose.rotation;
			RCube.transform.localRotation = ((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.rightControllerCondition.DesiredPose.rotation;
		}
		else
		{
			RCube.transform.localRotation = ((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.leftControllerCondition.DesiredPose.rotation;
			LCube.transform.localRotation = ((Il2CppArrayBase<PoseConfiguration>)(object)poseGhost.CurrentPoseSet.configurations)[poseGhost.currentVisualPoseIndex].Pose.rightControllerCondition.DesiredPose.rotation;
		}
		LRotateLimit.transform.rotation = LCube.transform.rotation;
		RRotateLimit.transform.rotation = RCube.transform.rotation;
	}
}