using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
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", "1.3.0", "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 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 OnUpdate()
{
//IL_0e47: Unknown result type (might be due to invalid IL or missing references)
//IL_0e68: Unknown result type (might be due to invalid IL or missing references)
//IL_0284: Unknown result type (might be due to invalid IL or missing references)
//IL_02a1: Unknown result type (might be due to invalid IL or missing references)
//IL_02bb: Unknown result type (might be due to invalid IL or missing references)
//IL_02d5: Unknown result type (might be due to invalid IL or missing references)
//IL_0432: Unknown result type (might be due to invalid IL or missing references)
//IL_0457: Unknown result type (might be due to invalid IL or missing references)
//IL_04d8: Unknown result type (might be due to invalid IL or missing references)
//IL_04f9: Unknown result type (might be due to invalid IL or missing references)
//IL_051a: Unknown result type (might be due to invalid IL or missing references)
//IL_053b: Unknown result type (might be due to invalid IL or missing references)
//IL_05c3: Unknown result type (might be due to invalid IL or missing references)
//IL_05db: Unknown result type (might be due to invalid IL or missing references)
//IL_05f3: Unknown result type (might be due to invalid IL or missing references)
//IL_060b: Unknown result type (might be due to invalid IL or missing references)
//IL_062c: Unknown result type (might be due to invalid IL or missing references)
//IL_0640: Unknown result type (might be due to invalid IL or missing references)
//IL_0645: Unknown result type (might be due to invalid IL or missing references)
//IL_0666: Unknown result type (might be due to invalid IL or missing references)
//IL_067a: Unknown result type (might be due to invalid IL or missing references)
//IL_067f: Unknown result type (might be due to invalid IL or missing references)
//IL_06cd: Unknown result type (might be due to invalid IL or missing references)
//IL_06d2: Unknown result type (might be due to invalid IL or missing references)
//IL_06d6: Unknown result type (might be due to invalid IL or missing references)
//IL_06eb: Unknown result type (might be due to invalid IL or missing references)
//IL_06f0: Unknown result type (might be due to invalid IL or missing references)
//IL_06fe: Unknown result type (might be due to invalid IL or missing references)
//IL_07ff: Unknown result type (might be due to invalid IL or missing references)
//IL_081a: Unknown result type (might be due to invalid IL or missing references)
//IL_083b: Unknown result type (might be due to invalid IL or missing references)
//IL_0850: Unknown result type (might be due to invalid IL or missing references)
//IL_0865: Unknown result type (might be due to invalid IL or missing references)
//IL_086f: Unknown result type (might be due to invalid IL or missing references)
//IL_088c: Unknown result type (might be due to invalid IL or missing references)
//IL_08a1: Unknown result type (might be due to invalid IL or missing references)
//IL_08b6: Unknown result type (might be due to invalid IL or missing references)
//IL_08c0: Unknown result type (might be due to invalid IL or missing references)
//IL_0720: Unknown result type (might be due to invalid IL or missing references)
//IL_073b: Unknown result type (might be due to invalid IL or missing references)
//IL_075c: Unknown result type (might be due to invalid IL or missing references)
//IL_0771: Unknown result type (might be due to invalid IL or missing references)
//IL_0786: Unknown result type (might be due to invalid IL or missing references)
//IL_0790: Unknown result type (might be due to invalid IL or missing references)
//IL_07ad: Unknown result type (might be due to invalid IL or missing references)
//IL_07c2: Unknown result type (might be due to invalid IL or missing references)
//IL_07d7: Unknown result type (might be due to invalid IL or missing references)
//IL_07e1: Unknown result type (might be due to invalid IL or missing references)
//IL_09a1: Unknown result type (might be due to invalid IL or missing references)
//IL_09db: Unknown result type (might be due to invalid IL or missing references)
//IL_0a56: Unknown result type (might be due to invalid IL or missing references)
//IL_0a71: Unknown result type (might be due to invalid IL or missing references)
//IL_0a8c: Unknown result type (might be due to invalid IL or missing references)
//IL_0aa7: Unknown result type (might be due to invalid IL or missing references)
//IL_0ac8: Unknown result type (might be due to invalid IL or missing references)
//IL_0aea: Unknown result type (might be due to invalid IL or missing references)
//IL_0b0c: Unknown result type (might be due to invalid IL or missing references)
//IL_0b2e: Unknown result type (might be due to invalid IL or missing references)
//IL_0bb7: Unknown result type (might be due to invalid IL or missing references)
//IL_0bcf: Unknown result type (might be due to invalid IL or missing references)
//IL_0be7: Unknown result type (might be due to invalid IL or missing references)
//IL_0bff: Unknown result type (might be due to invalid IL or missing references)
//IL_0c20: Unknown result type (might be due to invalid IL or missing references)
//IL_0c34: Unknown result type (might be due to invalid IL or missing references)
//IL_0c39: Unknown result type (might be due to invalid IL or missing references)
//IL_0c5a: Unknown result type (might be due to invalid IL or missing references)
//IL_0c6e: Unknown result type (might be due to invalid IL or missing references)
//IL_0c73: Unknown result type (might be due to invalid IL or missing references)
//IL_0c94: Unknown result type (might be due to invalid IL or missing references)
//IL_0ca8: Unknown result type (might be due to invalid IL or missing references)
//IL_0cad: Unknown result type (might be due to invalid IL or missing references)
//IL_0cce: Unknown result type (might be due to invalid IL or missing references)
//IL_0ce2: Unknown result type (might be due to invalid IL or missing references)
//IL_0ce7: Unknown result type (might be due to invalid IL or missing references)
//IL_0cfd: Unknown result type (might be due to invalid IL or missing references)
//IL_0d02: Unknown result type (might be due to invalid IL or missing references)
//IL_0d06: Unknown result type (might be due to invalid IL or missing references)
//IL_0d1b: Unknown result type (might be due to invalid IL or missing references)
//IL_0d20: Unknown result type (might be due to invalid IL or missing references)
//IL_0d2e: Unknown result type (might be due to invalid IL or missing references)
//IL_0da5: Unknown result type (might be due to invalid IL or missing references)
//IL_0daa: Unknown result type (might be due to invalid IL or missing references)
//IL_0daf: Unknown result type (might be due to invalid IL or missing references)
//IL_0dcc: Unknown result type (might be due to invalid IL or missing references)
//IL_0dd1: Unknown result type (might be due to invalid IL or missing references)
//IL_0dd6: Unknown result type (might be due to invalid IL or missing references)
//IL_0d53: Unknown result type (might be due to invalid IL or missing references)
//IL_0d58: Unknown result type (might be due to invalid IL or missing references)
//IL_0d5d: Unknown result type (might be due to invalid IL or missing references)
//IL_0d7a: Unknown result type (might be due to invalid IL or missing references)
//IL_0d7f: Unknown result type (might be due to invalid IL or missing references)
//IL_0d84: Unknown result type (might be due to invalid IL or missing references)
//IL_0df4: Unknown result type (might be due to invalid IL or missing references)
//IL_0e11: 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).transform.GetChild(0).GetChild(1)).GetComponent<Renderer>().material;
redy = ((Component)GymArena.GetGameObject().transform.GetChild(0)).GetComponent<Renderer>().material;
LHandRef = GameObject.Find("Player Controller(Clone)/Visuals/RIG/Bone_Pelvis/Bone_Spine/Bone_Chest/Bone_Shoulderblade_L/Bone_Shoulder_L/Bone_Lowerarm_L/Bone_Hand_L");
RHandRef = GameObject.Find("Player Controller(Clone)/Visuals/RIG/Bone_Pelvis/Bone_Spine/Bone_Chest/Bone_Shoulderblade_R/Bone_Shoulder_R/Bone_Lowerarm_R/Bone_Hand_R");
loaded = true;
currentPoseName = "";
}
catch
{
return;
}
}
sceneChanged = false;
}
}
if (loaded && currentPoseName != ((Object)poseGhost.showCurrentPoseData).name)
{
if (((Component)poseGhost).transform.GetChild(0).GetChild(0).childCount > 0)
{
while (((Component)poseGhost).transform.GetChild(0).GetChild(0).childCount > 0 || ((Component)poseGhost).transform.GetChild(0).GetChild(1).childCount > 0)
{
Object.DestroyImmediate((Object)(object)((Component)((Component)poseGhost).transform.GetChild(0).GetChild(0).GetChild(0)).gameObject);
Object.DestroyImmediate((Object)(object)((Component)((Component)poseGhost).transform.GetChild(0).GetChild(1).GetChild(0)).gameObject);
Object.DestroyImmediate((Object)(object)LRotate.gameObject);
Object.DestroyImmediate((Object)(object)RRotate.gameObject);
}
}
GameObject val = GameObject.CreatePrimitive((PrimitiveType)3);
GameObject val2 = GameObject.CreatePrimitive((PrimitiveType)3);
val.transform.parent = ((Component)poseGhost).transform.GetChild(0).GetChild(0);
val2.transform.parent = ((Component)poseGhost).transform.GetChild(0).GetChild(1);
val.transform.position = poseGhost.leftHand.position;
val2.transform.position = poseGhost.rightHand.position;
BuildWireframeBox(val.gameObject, redy, black8);
BuildWireframeBox(val2.gameObject, redy, black8);
val.GetComponent<Renderer>().enabled = false;
val2.GetComponent<Renderer>().enabled = false;
((Component)((Component)poseGhost).transform.GetChild(0).GetChild(0)).GetComponent<Renderer>().material = redy;
((Component)((Component)poseGhost).transform.GetChild(0).GetChild(1)).GetComponent<Renderer>().material = redy;
currentPoseName = ((Object)poseGhost.showCurrentPoseData).name;
LRotate = GameObject.CreatePrimitive((PrimitiveType)3);
RRotate = GameObject.CreatePrimitive((PrimitiveType)3);
GameObject val3 = GameObject.CreatePrimitive((PrimitiveType)3);
GameObject val4 = GameObject.CreatePrimitive((PrimitiveType)3);
GameObject val5 = GameObject.CreatePrimitive((PrimitiveType)3);
GameObject val6 = GameObject.CreatePrimitive((PrimitiveType)3);
LRotate.transform.parent = ((Component)poseGhost).transform.GetChild(0).GetChild(0);
RRotate.transform.parent = ((Component)poseGhost).transform.GetChild(0).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);
val3.transform.parent = LRotate.transform;
val4.transform.parent = LRotate.transform;
val5.transform.parent = RRotate.transform;
val6.transform.parent = RRotate.transform;
val3.transform.localScale = new Vector3(1f, 25f, 1f);
val4.transform.localScale = new Vector3(1f, 1f, 25f);
val5.transform.localScale = new Vector3(1f, 25f, 1f);
val6.transform.localScale = new Vector3(1f, 1f, 25f);
val3.GetComponent<Renderer>().material.shader = Shader.Find("Universal Render Pipeline/Lit");
val4.GetComponent<Renderer>().material.shader = Shader.Find("Universal Render Pipeline/Lit");
val5.GetComponent<Renderer>().material.shader = Shader.Find("Universal Render Pipeline/Lit");
val6.GetComponent<Renderer>().material.shader = Shader.Find("Universal Render Pipeline/Lit");
val3.GetComponent<Renderer>().material.color = green8;
val4.GetComponent<Renderer>().material.color = blue8;
val5.GetComponent<Renderer>().material.color = green8;
val6.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 val7 = GameObject.CreatePrimitive((PrimitiveType)2);
GameObject val8 = GameObject.CreatePrimitive((PrimitiveType)2);
GameObject val9 = GameObject.CreatePrimitive((PrimitiveType)2);
GameObject val10 = GameObject.CreatePrimitive((PrimitiveType)2);
Quaternion rotation = poseGhost.leftHand.rotation;
float x = ((Quaternion)(ref rotation)).eulerAngles.x;
Condition leftControllerCondition = poseGhost.showCurrentPoseData.leftControllerCondition;
if (x == ((Quaternion)(ref leftControllerCondition.DesiredPose.rotation)).eulerAngles.x)
{
LThresh = poseGhost.showCurrentPoseData.LeftControllerCondition.RotationTreshold;
RThresh = poseGhost.showCurrentPoseData.RightControllerCondition.RotationTreshold;
val.transform.localScale = new Vector3(poseGhost.showCurrentPoseData.leftControllerCondition.PositionTreshold, poseGhost.showCurrentPoseData.leftControllerCondition.PositionTreshold, poseGhost.showCurrentPoseData.leftControllerCondition.PositionTreshold);
val2.transform.localScale = new Vector3(poseGhost.showCurrentPoseData.RightControllerCondition.PositionTreshold, poseGhost.showCurrentPoseData.RightControllerCondition.PositionTreshold, poseGhost.showCurrentPoseData.RightControllerCondition.PositionTreshold);
}
else
{
RThresh = poseGhost.showCurrentPoseData.LeftControllerCondition.RotationTreshold;
LThresh = poseGhost.showCurrentPoseData.RightControllerCondition.RotationTreshold;
val2.transform.localScale = new Vector3(poseGhost.showCurrentPoseData.leftControllerCondition.PositionTreshold, poseGhost.showCurrentPoseData.leftControllerCondition.PositionTreshold, poseGhost.showCurrentPoseData.leftControllerCondition.PositionTreshold);
val.transform.localScale = new Vector3(poseGhost.showCurrentPoseData.RightControllerCondition.PositionTreshold, poseGhost.showCurrentPoseData.RightControllerCondition.PositionTreshold, poseGhost.showCurrentPoseData.RightControllerCondition.PositionTreshold);
}
float num = (1f - LThresh) * 3.14159f;
float num2 = (1f - RThresh) * 3.14159f;
LRotateLimit.transform.parent = ((Component)poseGhost).transform.GetChild(0).GetChild(0);
RRotateLimit.transform.parent = ((Component)poseGhost).transform.GetChild(0).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);
val7.transform.parent = LRotateLimit.transform;
val8.transform.parent = LRotateLimit.transform;
val9.transform.parent = RRotateLimit.transform;
val10.transform.parent = RRotateLimit.transform;
val7.transform.localScale = new Vector3(num, 0.5f, num);
val8.transform.localScale = new Vector3(num, 0.5f, num);
val9.transform.localScale = new Vector3(num2, 0.5f, num2);
val10.transform.localScale = new Vector3(num2, 0.5f, num2);
val7.transform.Rotate(new Vector3(0f, 90f, 0f), (Space)1);
val8.transform.Rotate(new Vector3(90f, 0f, 0f), (Space)1);
val9.transform.Rotate(new Vector3(0f, 90f, 0f), (Space)1);
val10.transform.Rotate(new Vector3(90f, 0f, 0f), (Space)1);
val7.GetComponent<Renderer>().material.shader = Shader.Find("Universal Render Pipeline/Lit");
val8.GetComponent<Renderer>().material.shader = Shader.Find("Universal Render Pipeline/Lit");
val9.GetComponent<Renderer>().material.shader = Shader.Find("Universal Render Pipeline/Lit");
val10.GetComponent<Renderer>().material.shader = Shader.Find("Universal Render Pipeline/Lit");
val7.GetComponent<Renderer>().material.color = green1;
val8.GetComponent<Renderer>().material.color = blue1;
val9.GetComponent<Renderer>().material.color = green1;
val10.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 = poseGhost.showCurrentPoseData.leftControllerCondition;
if (x2 == ((Quaternion)(ref leftControllerCondition.DesiredPose.rotation)).eulerAngles.x)
{
val.transform.localRotation = poseGhost.showCurrentPoseData.leftControllerCondition.DesiredPose.rotation;
val2.transform.localRotation = poseGhost.showCurrentPoseData.rightControllerCondition.DesiredPose.rotation;
}
else
{
val2.transform.localRotation = poseGhost.showCurrentPoseData.leftControllerCondition.DesiredPose.rotation;
val.transform.localRotation = poseGhost.showCurrentPoseData.rightControllerCondition.DesiredPose.rotation;
}
LRotateLimit.transform.rotation = val.transform.rotation;
RRotateLimit.transform.rotation = val2.transform.rotation;
}
if ((Object)(object)LRotate != (Object)null)
{
LRotate.transform.rotation = LHandRef.GetComponent<Transform>().rotation;
RRotate.transform.rotation = RHandRef.GetComponent<Transform>().rotation;
}
}
}