using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using HarmonyLib;
using Il2CppInterop.Runtime.InteropTypes.Arrays;
using Il2CppRUMBLE.MoveSystem;
using MelonLoader;
using Microsoft.CodeAnalysis;
using RumbleModUI;
using Swash;
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), "Swash", "1.0.1", "SpooderCode", null)]
[assembly: MelonGame("Buckethead Entertainment", "RUMBLE")]
[assembly: TargetFramework(".NETCoreApp,Version=v6.0", FrameworkDisplayName = ".NET 6.0")]
[assembly: AssemblyCompany("Swash")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("Swash")]
[assembly: AssemblyTitle("Swash")]
[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 Swash
{
public class Class1 : MelonMod
{
[HarmonyPatch(typeof(Structure), "Kill")]
public static class structurebreak
{
[HarmonyPrefix]
public static void spawnEffectOnBreak(Structure __instance)
{
//IL_001e: Unknown result type (might be due to invalid IL or missing references)
//IL_0023: Unknown result type (might be due to invalid IL or missing references)
//IL_018e: Unknown result type (might be due to invalid IL or missing references)
//IL_0198: Unknown result type (might be due to invalid IL or missing references)
//IL_014e: Unknown result type (might be due to invalid IL or missing references)
//IL_0158: Unknown result type (might be due to invalid IL or missing references)
//IL_01ab: Unknown result type (might be due to invalid IL or missing references)
//IL_01b5: 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_020c: Unknown result type (might be due to invalid IL or missing references)
//IL_016e: Unknown result type (might be due to invalid IL or missing references)
//IL_0178: Unknown result type (might be due to invalid IL or missing references)
//IL_01c8: Unknown result type (might be due to invalid IL or missing references)
//IL_01d2: Unknown result type (might be due to invalid IL or missing references)
//IL_01e5: Unknown result type (might be due to invalid IL or missing references)
//IL_01ef: Unknown result type (might be due to invalid IL or missing references)
if (splashEnabled)
{
GameObject val = Object.Instantiate<GameObject>(watersplash, ((Component)__instance).gameObject.transform.position, Quaternion.identity);
switch (((Object)((Component)__instance).gameObject).name)
{
case "Disc":
val.transform.localScale = Vector3.one * 0.2f;
break;
case "RockCube":
val.transform.localScale = Vector3.one * 0.5f;
break;
case "Wall":
val.transform.localScale = Vector3.one * 0.65f;
break;
case "Pillar":
val.transform.localScale = Vector3.one * 0.4f;
break;
case "Ball":
val.transform.localScale = Vector3.one * 0.3f;
break;
case "LargeRock":
val.transform.localScale = Vector3.one * 1f;
break;
case "SmallRock":
val.transform.localScale = Vector3.one * 0.3f;
break;
}
val.SetActive(true);
Object.Destroy((Object)(object)val, 5f);
}
}
}
[HarmonyPatch(typeof(Structure), "Start")]
public static class structurespawn
{
private static void Postfix(Structure __instance)
{
if (((Component)__instance).transform.childCount > 1)
{
applyMats(((Component)__instance).GetComponentInChildren<MeshRenderer>());
}
else
{
applyMats(((Component)__instance).GetComponent<MeshRenderer>());
}
}
}
[HarmonyPatch(typeof(Structure), "OnFetchFromPool")]
public static class structurerespawn
{
private static void Postfix(Structure __instance)
{
if (((Component)__instance).transform.childCount > 1)
{
applyMats(((Component)__instance).GetComponentInChildren<MeshRenderer>());
}
else
{
applyMats(((Component)__instance).GetComponent<MeshRenderer>());
}
}
}
public static List<MeshRenderer> structures = new List<MeshRenderer>();
public static GameObject watercube;
public static GameObject watersplash;
public static GameObject waterparticles;
public static Mod SwashMod = new Mod();
public static bool particlesEnabled = true;
public static bool splashEnabled = true;
public override void OnLateInitializeMelon()
{
//IL_0042: Unknown result type (might be due to invalid IL or missing references)
//IL_004c: Expected O, but got Unknown
//IL_005e: Unknown result type (might be due to invalid IL or missing references)
//IL_0068: Expected O, but got Unknown
SwashMod.ModName = "Swash";
SwashMod.ModVersion = "1.0.0";
SwashMod.SetFolder("Swash");
SwashMod.AddToList("Enable Particles", true, 0, "Turns on/off the water particles on strucures", new Tags());
SwashMod.AddToList("Enable Splash", true, 1, "Turns on/off the splash effect when structures break", new Tags());
SwashMod.GetFromFile();
UI.instance.UI_Initialized += UIinit;
SwashMod.ModSaved += Save;
Save();
}
public void Save()
{
particlesEnabled = (bool)SwashMod.Settings[0].SavedValue;
splashEnabled = (bool)SwashMod.Settings[1].SavedValue;
}
private void UIinit()
{
UI.instance.AddMod(SwashMod);
}
public Shader LoadMat(string path)
{
using Stream stream = ((MelonBase)this).MelonAssembly.Assembly.GetManifestResourceStream("Swash.Resources.swash");
byte[] array = new byte[stream.Length];
stream.Read(array, 0, array.Length);
Il2CppAssetBundle val = Il2CppAssetBundleManager.LoadFromMemory(Il2CppStructArray<byte>.op_Implicit(array));
Shader result = val.LoadAsset<Shader>(path);
val.Unload(false);
return result;
}
public GameObject LoadObj(string path)
{
using Stream stream = ((MelonBase)this).MelonAssembly.Assembly.GetManifestResourceStream("Swash.Resources.swash");
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>(path);
val.Unload(false);
return result;
}
public static void applyMats(MeshRenderer i)
{
if ((Object)(object)((Renderer)i).material.shader != (Object)(object)((Renderer)watercube.GetComponent<MeshRenderer>()).material.shader)
{
((Renderer)i).material = ((Renderer)watercube.GetComponent<MeshRenderer>()).material;
}
if (((Component)i).transform.childCount < 1)
{
if (particlesEnabled)
{
GameObject val = Object.Instantiate<GameObject>(waterparticles, ((Component)i).transform);
val.SetActive(true);
}
}
else if (((Component)i).transform.childCount > 0 && !particlesEnabled)
{
Object.Destroy((Object)(object)((Component)((Component)i).transform.GetChild(0)).gameObject);
}
}
public override void OnSceneWasLoaded(int buildIndex, string sceneName)
{
if ((Object)(object)watercube == (Object)null)
{
watercube = Object.Instantiate<GameObject>(LoadObj("DebugCube"));
watercube.SetActive(false);
watersplash = Object.Instantiate<GameObject>(LoadObj("WaterSplash"));
watersplash.SetActive(false);
waterparticles = Object.Instantiate<GameObject>(LoadObj("WaterParticles"));
waterparticles.SetActive(false);
Object.DontDestroyOnLoad((Object)(object)watercube);
Object.DontDestroyOnLoad((Object)(object)watersplash);
Object.DontDestroyOnLoad((Object)(object)waterparticles);
}
}
}
}