Decompiled source of RailgunSonicBoom v1.0.1

Mods/RailgunEffect.dll

Decompiled a day ago
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using Il2CppInterop.Runtime.InteropTypes.Arrays;
using MelonLoader;
using MelonLoader.Preferences;
using Microsoft.CodeAnalysis;
using RailgunEffect;
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(Class1), "The Railgun Effect", "1.0.1", "SpooderCode", null)]
[assembly: MelonGame("", "")]
[assembly: TargetFramework(".NETCoreApp,Version=v6.0", FrameworkDisplayName = ".NET 6.0")]
[assembly: AssemblyCompany("RailgunEffect")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("RailgunEffect")]
[assembly: AssemblyTitle("RailgunEffect")]
[assembly: AssemblyVersion("1.0.0.0")]
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;
		}
	}
}
namespace RailgunEffect
{
	public class Class1 : MelonMod
	{
		private MelonPreferences_Category? ourFirstCategory;

		private MelonPreferences_Entry<bool>? sound;

		private MelonPreferences_Entry<bool>? vfx;

		public float RailgunThreshold = 21f;

		public GameObject? explosion;

		public Rigidbody[] walls;

		public List<float> wallSpeeds = new List<float>(0);

		public List<Rigidbody> hitstopped = new List<Rigidbody>(0);

		public override void OnInitializeMelon()
		{
			ourFirstCategory = MelonPreferences.CreateCategory("Config");
			sound = ourFirstCategory.CreateEntry<bool>("Play Ding Sound", true, (string)null, (string)null, false, false, (ValueValidator)null, (string)null);
			vfx = ourFirstCategory.CreateEntry<bool>("Show VFX", true, (string)null, (string)null, false, false, (ValueValidator)null, (string)null);
			ourFirstCategory.SetFilePath("UserData/Railgun.cfg");
			ourFirstCategory.SaveToFile(true);
		}

		public GameObject LoadAsset()
		{
			using Stream stream = ((MelonBase)this).MelonAssembly.Assembly.GetManifestResourceStream("RailgunEffect.Resources.railgun");
			byte[] array = new byte[stream.Length];
			stream.Read(array, 0, array.Length);
			Il2CppAssetBundle val = Il2CppAssetBundleManager.LoadFromMemory(Il2CppStructArray<byte>.op_Implicit(array));
			GameObject result = val.LoadAsset<GameObject>("Explosion");
			val.Unload(false);
			return result;
		}

		public override void OnSceneWasLoaded(int buildIndex, string sceneName)
		{
			if (wallSpeeds.Count > 0)
			{
				wallSpeeds.Clear();
				hitstopped.Clear();
			}
		}

		public override void OnFixedUpdate()
		{
			//IL_018c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0191: Unknown result type (might be due to invalid IL or missing references)
			//IL_01fd: Unknown result type (might be due to invalid IL or missing references)
			//IL_0202: Unknown result type (might be due to invalid IL or missing references)
			//IL_0279: Unknown result type (might be due to invalid IL or missing references)
			//IL_027e: Unknown result type (might be due to invalid IL or missing references)
			//IL_02ad: Unknown result type (might be due to invalid IL or missing references)
			//IL_02b2: Unknown result type (might be due to invalid IL or missing references)
			//IL_025d: Unknown result type (might be due to invalid IL or missing references)
			if (!(Scene.GetSceneName() == "Gym") && !(Scene.GetSceneName() == "Park") && !(Scene.GetSceneName() == "Map0") && !(Scene.GetSceneName() == "Map1"))
			{
				return;
			}
			if ((Object)(object)explosion == (Object)null)
			{
				explosion = LoadAsset();
				explosion.GetComponent<AudioSource>().playOnAwake = sound.Value;
				Object.DontDestroyOnLoad((Object)(object)explosion);
			}
			Rigidbody[] first = Il2CppArrayBase<Rigidbody>.op_Implicit(Structures.GetPoolWall().GetComponentsInChildren<Rigidbody>());
			Rigidbody[] second = Il2CppArrayBase<Rigidbody>.op_Implicit(Structures.GetPoolCube().GetComponentsInChildren<Rigidbody>());
			Rigidbody[] second2 = Il2CppArrayBase<Rigidbody>.op_Implicit(Structures.GetPoolLargeRock().GetComponentsInChildren<Rigidbody>());
			Rigidbody[] second3 = Il2CppArrayBase<Rigidbody>.op_Implicit(Structures.GetPoolPillar().GetComponentsInChildren<Rigidbody>());
			walls = first.Concat(second).ToArray();
			walls = walls.Concat(second2).ToArray();
			walls = walls.Concat(second3).ToArray();
			if (walls.Length > wallSpeeds.Count())
			{
				for (int i = 0; i < walls.Length - wallSpeeds.Count(); i++)
				{
					wallSpeeds.Add(0f);
				}
			}
			Rigidbody[] array = walls;
			foreach (Rigidbody val in array)
			{
				Vector3 velocity = val.velocity;
				float num = ((Vector3)(ref velocity)).magnitude - wallSpeeds[Array.IndexOf(walls, val)] * 2f;
				bool flag = false;
				if ((double)num < 0.1 && (double)num > -0.1)
				{
					flag = true;
				}
				if (flag && hitstopped.Contains(val))
				{
					velocity = val.velocity;
					if (((Vector3)(ref velocity)).magnitude > 18f && vfx.Value)
					{
						GameObject val2 = Object.Instantiate<GameObject>(explosion);
						val2.transform.SetParent(((Component)val).transform.parent);
						val2.transform.position = val.position;
						Object.Destroy((Object)(object)val2, 2f);
					}
				}
				velocity = val.velocity;
				if (((Vector3)(ref velocity)).magnitude != 0f)
				{
					List<float> list = wallSpeeds;
					int index = Array.IndexOf(walls, val);
					velocity = val.velocity;
					list[index] = ((Vector3)(ref velocity)).magnitude;
					if (hitstopped.Contains(val))
					{
						hitstopped.Remove(val);
					}
				}
				else if (!hitstopped.Contains(val))
				{
					hitstopped.Add(val);
				}
			}
		}
	}
}