using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using MelonLoader;
using ProjectUmble;
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(UmbleWithoutTheR), "No Bending", "1.0.0", "Teddy", null)]
[assembly: MelonGame("Buckethead Entertainment", "RUMBLE")]
[assembly: AssemblyTitle("ProjectUmble")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("ProjectUmble")]
[assembly: AssemblyCopyright("Copyright © 2024")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("bd30066a-98d5-4c82-9220-fd8ec4e19da1")]
[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 ProjectUmble;
public class UmbleWithoutTheR : MelonMod
{
private const float retryInterval = 5f;
private const int maxRetries = 5;
private readonly List<string> objectNames = new List<string> { "Col_combatfloor0", "Col_combatfloor2", "Col_combatfloor1", "Col_combatfloor3", "Floor collission" };
private string currentScene;
private bool sceneChanged;
public override void OnInitializeMelon()
{
MelonLogger.Msg("Umble without the r mod loaded!");
}
public override void OnSceneWasLoaded(int buildIndex, string sceneName)
{
currentScene = sceneName;
sceneChanged = true;
}
public override void OnFixedUpdate()
{
if (!(currentScene != "Gym") && sceneChanged)
{
sceneChanged = false;
MelonLogger.Msg("Gym scene detected. Applying changes...");
MelonCoroutines.Start(ChangeLayerWithRetry(objectNames, "Floor"));
}
}
private IEnumerator ChangeLayerWithRetry(List<string> objectNames, string layerName)
{
int newLayer = LayerMask.NameToLayer(layerName);
if (newLayer == -1)
{
MelonLogger.Warning("Layer '" + layerName + "' does not exist.");
yield break;
}
HashSet<string> remainingObjects = new HashSet<string>(objectNames);
int retryCount = 0;
while (remainingObjects.Count > 0 && retryCount < 5)
{
foreach (string objectName in new List<string>(remainingObjects))
{
GameObject targetObject = GameObject.Find(objectName);
if ((Object)targetObject != (Object)null)
{
int oldLayer = targetObject.layer;
targetObject.layer = newLayer;
MelonLogger.Msg($"Changed layer of '{objectName}' from {oldLayer} to {newLayer} ('{layerName}').");
remainingObjects.Remove(objectName);
}
else
{
MelonLogger.Warning($"GameObject with name '{objectName}' not found. Retrying in {5f} seconds...");
}
}
if (remainingObjects.Count > 0)
{
retryCount++;
yield return (object)new WaitForSeconds(5f);
}
}
if (remainingObjects.Count <= 0)
{
yield break;
}
foreach (string objectName2 in remainingObjects)
{
MelonLogger.Error($"Failed to find and change layer of GameObject '{objectName2}' after {5} retries.");
}
}
}