RUMBLE does not support other mod managers. If you want to use a manager, you must use the RUMBLE Mod Manager, a manager specifically designed for this game.
Decompiled source of CharredGym v2.1.0
Mods/CharredGym.dll
Decompiled 7 months agousing System.Collections; using System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Runtime.Versioning; using CharredGym; using Il2CppInterop.Runtime.InteropTypes; using Il2CppInterop.Runtime.InteropTypes.Arrays; using MelonLoader; 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(Main), "CharredGym", "2.1.0", "UlvakSkillz", null)] [assembly: MelonGame("Buckethead Entertainment", "RUMBLE")] [assembly: MelonColor(255, 195, 0, 255)] [assembly: MelonAuthorColor(255, 195, 0, 255)] [assembly: VerifyLoaderVersion(0, 6, 5, true)] [assembly: AssemblyTitle("CharredGym")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("CharredGym")] [assembly: AssemblyCopyright("Copyright © 2024")] [assembly: AssemblyTrademark("")] [assembly: ComVisible(false)] [assembly: Guid("db13d99d-7906-4356-8efc-1e450dc83fc2")] [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 CharredGym; public static class ModBuildInfo { public const string Version = "2.1.0"; } public class Main : MelonMod { private string currentScene = "Loader"; public override void OnLateInitializeMelon() { Calls.onMapInitialized += Init; } public override void OnSceneWasLoaded(int buildIndex, string sceneName) { currentScene = sceneName; } private void Init() { if (currentScene == "Gym") { MelonCoroutines.Start(Loaded()); } } private IEnumerator Loaded() { yield return (object)new WaitForFixedUpdate(); yield return (object)new WaitForFixedUpdate(); Material material = ((Renderer)Root.GetGameObject().GetComponent<MeshRenderer>()).material; MeshRenderer rumbleStationWoodMeshRenderer = FightResFloor.GetGameObject().GetComponent<MeshRenderer>(); ((Renderer)rumbleStationWoodMeshRenderer).material.shader = new Shader(((Il2CppObjectBase)material.shader).Pointer); MeshRenderer rumbleStationMetalMeshRenderer = Industrial.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRenderer(rumbleStationMetalMeshRenderer, material); MeshRenderer rumbleStationRoofMeshRenderer = ArenaMetalRim.GetGameObject().GetComponent<MeshRenderer>(); ((Renderer)rumbleStationRoofMeshRenderer).material = ((Renderer)rumbleStationWoodMeshRenderer).material; MeshRenderer rumbleStationStorageMeshRenderer = Storage.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRendererMaterials2(rumbleStationStorageMeshRenderer, ((Renderer)rumbleStationWoodMeshRenderer).material); ReskinMeshRendererMaterials0and1(rumbleStationStorageMeshRenderer, material); MeshRenderer boxMeshRenderer = Crate.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRendererMaterials1(boxMeshRenderer, ((Renderer)rumbleStationWoodMeshRenderer).material); MeshRenderer rankSignsMetalMeshRenderer = RankSign.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRenderer(rankSignsMetalMeshRenderer, material); MeshRenderer measureAreaMetalMeshRenderer = MeasureArea.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRenderer(measureAreaMetalMeshRenderer, material); MeshRenderer rumbleStationBenchMeshRenderer = WoodsetLarge.GetGameObject().GetComponent<MeshRenderer>(); ((Renderer)rumbleStationBenchMeshRenderer).material = ((Renderer)rumbleStationWoodMeshRenderer).material; MeshRenderer parkboardMeshRenderer = Model.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRendererMaterials0(parkboardMeshRenderer, ((Renderer)rumbleStationWoodMeshRenderer).material); MeshRenderer parkboardRotatingScreenMeshRenderer = RotatingScreen.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRenderer(parkboardRotatingScreenMeshRenderer, ((Renderer)rumbleStationWoodMeshRenderer).material); GameObject parkboardPrimaryDisplayGameObject = ((Component)PrimaryDisplay.GetGameObject().transform.GetChild(0)).gameObject; for (int i2 = 0; i2 < 4; i2++) { ((Renderer)((Component)parkboardPrimaryDisplayGameObject.transform.GetChild(i2)).GetComponent<MeshRenderer>()).material = ((Renderer)rumbleStationWoodMeshRenderer).material; } MeshRenderer ParkboardParkNameplateMeshRenderer = ((Component)PrimaryDisplay.GetGameObject().transform.GetChild(2).GetChild(0)).gameObject.GetComponent<MeshRenderer>(); ((Renderer)ParkboardParkNameplateMeshRenderer).material = ((Renderer)rumbleStationWoodMeshRenderer).material; GameObject DailyLeaderboardFrameGameObject = Frame.GetGameObject(); ((Renderer)((Component)DailyLeaderboardFrameGameObject.transform.GetChild(0)).GetComponent<MeshRenderer>()).material = ((Renderer)rumbleStationWoodMeshRenderer).material; ((Renderer)((Component)DailyLeaderboardFrameGameObject.transform.GetChild(2)).GetComponent<MeshRenderer>()).material = ((Renderer)rumbleStationWoodMeshRenderer).material; ((Renderer)((Component)DailyLeaderboardFrameGameObject.transform.GetChild(3)).GetComponent<MeshRenderer>()).material = ((Renderer)rumbleStationWoodMeshRenderer).material; ((Renderer)((Component)DailyLeaderboardFrameGameObject.transform.GetChild(4)).GetComponent<MeshRenderer>()).material = ((Renderer)rumbleStationWoodMeshRenderer).material; ((Renderer)((Component)DailyLeaderboardFrameGameObject.transform.GetChild(5)).GetComponent<MeshRenderer>()).material = ((Renderer)rumbleStationWoodMeshRenderer).material; ((Renderer)((Component)DailyLeaderboardFrameGameObject.transform.GetChild(11)).GetComponent<MeshRenderer>()).material = ((Renderer)rumbleStationWoodMeshRenderer).material; ((Renderer)((Component)DailyLeaderboardFrameGameObject.transform.GetChild(12)).GetComponent<MeshRenderer>()).material = material; MeshRenderer rumbleStationWoodsetMeshRenderer = WoodsetLarge.GetGameObject().GetComponent<MeshRenderer>(); ((Renderer)rumbleStationWoodsetMeshRenderer).material = ((Renderer)rumbleStationWoodMeshRenderer).material; MeshRenderer spawnAreaWoodMeshRenderer = PathToSchool.GetGameObject().GetComponent<MeshRenderer>(); ((Il2CppArrayBase<Material>)(object)((Renderer)spawnAreaWoodMeshRenderer).materials)[1].shader = new Shader(((Il2CppObjectBase)material.shader).Pointer); MeshRenderer spawnAreaMetalMeshRenderer = PathToSchool.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRendererMaterials0and2(spawnAreaMetalMeshRenderer, material); GameObject signsGameObject = Signs.GetGameObject(); for (int n = 0; n < signsGameObject.transform.childCount; n++) { ReskinSignMeshRenderer(((Component)signsGameObject.transform.GetChild(n).GetChild(3)).gameObject.GetComponent<MeshRenderer>(), ((Renderer)rumbleStationWoodMeshRenderer).material, material); } MeshRenderer poseGhostWoodMeshRenderer = WoodsetPlank.GetGameObject().GetComponent<MeshRenderer>(); ((Il2CppArrayBase<Material>)(object)((Renderer)poseGhostWoodMeshRenderer).materials)[0].shader = new Shader(((Il2CppObjectBase)material.shader).Pointer); MeshRenderer poseGhostMetalMeshRenderer = Industrial.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRenderer(poseGhostMetalMeshRenderer, material); MeshRenderer poseGhostRoofMeshRenderer = Roof.GetGameObject().GetComponent<MeshRenderer>(); ((Renderer)poseGhostRoofMeshRenderer).material = ((Renderer)rumbleStationWoodMeshRenderer).material; GameObject planksGameObject = Planks.GetGameObject(); for (int m = 0; m < planksGameObject.transform.childCount; m++) { ReskinMeshRenderer(((Component)planksGameObject.transform.GetChild(m)).gameObject.GetComponent<MeshRenderer>(), ((Renderer)rumbleStationWoodMeshRenderer).material); } MeshRenderer bridgeMeshRenderer = BridgeMesh.GetGameObject().GetComponent<MeshRenderer>(); ((Il2CppArrayBase<Material>)(object)((Renderer)bridgeMeshRenderer).materials)[0].shader = new Shader(((Il2CppObjectBase)material.shader).Pointer); ReskinMeshRendererMaterials1(bridgeMeshRenderer, material); MeshRenderer upperRingMetalMeshRenderer = ArenaMetalRim.GetGameObject().GetComponent<MeshRenderer>(); ((Renderer)upperRingMetalMeshRenderer).material = material; MeshRenderer stairsMeshRenderer = Stair.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRenderer(stairsMeshRenderer, material); GameObject combatCarvingsGameObject = CombatCarvings.GetGameObject(); for (int l = 0; l < combatCarvingsGameObject.transform.childCount; l++) { ReskinPodiumMeshRenderer(((Component)combatCarvingsGameObject.transform.GetChild(l).GetChild(0)).gameObject.GetComponent<MeshRenderer>(), ((Renderer)rumbleStationWoodMeshRenderer).material, material); } MeshRenderer trackStopMetalMeshRenderer = HowardTrackStop.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRenderer(trackStopMetalMeshRenderer, material); MeshRenderer stationFloorMeshRenderer = StationFloor.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRendererMaterials2(stationFloorMeshRenderer, ((Renderer)rumbleStationWoodMeshRenderer).material); ReskinMeshRendererMaterials0and1(stationFloorMeshRenderer, material); MeshRenderer sidePlintMeshRenderer = StationSidePlint000.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRenderer(sidePlintMeshRenderer, material); MeshRenderer sidePlintMeshRenderer2 = StationSidePlint001.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRendererMaterials1(sidePlintMeshRenderer2, ((Renderer)rumbleStationWoodMeshRenderer).material); ReskinMeshRendererMaterials0(sidePlintMeshRenderer2, material); MeshRenderer stationStudsMeshRenderer = StationStuds.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRenderer(stationStudsMeshRenderer, material); MeshRenderer stationWallMeshRenderer = StationWall.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRendererMaterials0(stationWallMeshRenderer, ((Renderer)rumbleStationWoodMeshRenderer).material); ReskinMeshRendererMaterials1(stationWallMeshRenderer, material); MeshRenderer studsAndStrengthMeshRenderer = StudsAndStrength.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRenderer(studsAndStrengthMeshRenderer, material); MeshRenderer trackMeshRenderer = Track.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRendererMaterials1and2(trackMeshRenderer, material); MeshRenderer trackPillarsMeshRenderer = TrackPillars.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRenderer(trackPillarsMeshRenderer, material); MeshRenderer trackPlintMeshRenderer = TrackPlint.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRenderer(trackPlintMeshRenderer, material); MeshRenderer trackRoofMeshRenderer = TrackRoof.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRendererMaterials0(trackRoofMeshRenderer, ((Renderer)rumbleStationWoodMeshRenderer).material); ReskinMeshRendererMaterials1(trackRoofMeshRenderer, material); MeshRenderer trackWallMeshRenderer = TrackWall.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRendererMaterials0(trackWallMeshRenderer, ((Renderer)rumbleStationWoodMeshRenderer).material); ReskinMeshRendererMaterials1(trackWallMeshRenderer, material); GameObject woodset1GameObject = Woodset1.GetGameObject(); for (int k = 0; k < woodset1GameObject.transform.childCount; k++) { ReskinMeshRenderer(((Component)woodset1GameObject.transform.GetChild(k)).gameObject.GetComponent<MeshRenderer>(), ((Renderer)rumbleStationWoodMeshRenderer).material); } GameObject woodset2GameObject = Woodset2.GetGameObject(); for (int j = 0; j < woodset2GameObject.transform.childCount; j++) { ReskinMeshRenderer(((Component)woodset2GameObject.transform.GetChild(j)).gameObject.GetComponent<MeshRenderer>(), ((Renderer)rumbleStationWoodMeshRenderer).material); } MeshRenderer howardStorageMeshRenderer = Storage.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRenderer(howardStorageMeshRenderer, material); GameObject boxesGameObject = Props.GetGameObject(); for (int i = 0; i < 5; i++) { ReskinMeshRendererMaterials1(((Component)boxesGameObject.transform.GetChild(i + 1)).GetComponent<MeshRenderer>(), ((Renderer)rumbleStationWoodMeshRenderer).material); } MeshRenderer Tetherball1MeshRenderer = Tetherball0.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRenderer(Tetherball1MeshRenderer, material); ReskinMeshRendererMaterials2(Tetherball1MeshRenderer, ((Renderer)rumbleStationWoodMeshRenderer).material); MeshRenderer Tetherball1CageMeshRenderer = ((Component)Ball.GetGameObject().transform.GetChild(2)).gameObject.GetComponent<MeshRenderer>(); ((Renderer)Tetherball1CageMeshRenderer).material.color = new Color(0.5f, 0.25f, 0.3f, 1f); ReskinMeshRendererMaterials1and2(Tetherball1CageMeshRenderer, material); MeshRenderer Tetherball2MeshRenderer = Tetherball1.GetGameObject().GetComponent<MeshRenderer>(); ReskinMeshRenderer(Tetherball2MeshRenderer, material); ReskinMeshRendererMaterials2(Tetherball2MeshRenderer, ((Renderer)rumbleStationWoodMeshRenderer).material); MeshRenderer Tetherball2CageMeshRenderer = ((Component)Ball.GetGameObject().transform.GetChild(2)).gameObject.GetComponent<MeshRenderer>(); ((Renderer)Tetherball2CageMeshRenderer).material.color = new Color(0.5f, 0.25f, 0.3f, 1f); ReskinMeshRendererMaterials1and2(Tetherball2CageMeshRenderer, material); MeshRenderer PoseSelectorPlate1MeshRenderer = ((Component)PoseDisplaySelector.GetGameObject().transform.GetChild(1).GetChild(0)).gameObject.GetComponent<MeshRenderer>(); ReskinMeshRenderer(PoseSelectorPlate1MeshRenderer, material); ReskinMeshRendererWithChildren(((Component)((Component)PoseSelectorPlate1MeshRenderer).gameObject.transform.parent.GetChild(1)).GetComponent<MeshRenderer>(), material); ReskinMeshRendererWithChildren(((Component)((Component)PoseSelectorPlate1MeshRenderer).gameObject.transform.parent.GetChild(2)).GetComponent<MeshRenderer>(), material); MeshRenderer PoseSelectorPlate2MeshRenderer = ((Component)PoseDisplaySelector.GetGameObject().transform.GetChild(1).GetChild(0)).gameObject.GetComponent<MeshRenderer>(); ReskinMeshRenderer(PoseSelectorPlate2MeshRenderer, material); ReskinMeshRendererWithChildren(((Component)((Component)PoseSelectorPlate2MeshRenderer).gameObject.transform.parent.GetChild(1)).GetComponent<MeshRenderer>(), material); ReskinMeshRendererWithChildren(((Component)((Component)PoseSelectorPlate2MeshRenderer).gameObject.transform.parent.GetChild(2)).GetComponent<MeshRenderer>(), material); ReskinMeshRenderer(((Component)RotatingScreen.GetGameObject().transform.GetChild(1).GetChild(0)).GetComponent<MeshRenderer>(), material); ReskinMeshRenderer(((Component)RotatingScreen.GetGameObject().transform.GetChild(2).GetChild(0)).GetComponent<MeshRenderer>(), material); } private void ReskinMeshRendererWithChildren(MeshRenderer meshRendererToBeReskinned, Material mat) { ReskinMeshRenderer(meshRendererToBeReskinned, mat); for (int i = 0; i < ((Component)meshRendererToBeReskinned).transform.childCount; i++) { ReskinMeshRenderer(((Component)((Component)meshRendererToBeReskinned).transform.GetChild(i)).GetComponent<MeshRenderer>(), mat); } } private void ReskinSignMeshRenderer(MeshRenderer meshRendererToBeReskinned, Material woodMaterial, Material metalMaterial) { ((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit((Material[])(object)new Material[6] { metalMaterial, metalMaterial, metalMaterial, metalMaterial, woodMaterial, metalMaterial }); } private void ReskinPodiumMeshRenderer(MeshRenderer meshRendererToBeReskinned, Material woodMaterial, Material metalMaterial) { ((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit((Material[])(object)new Material[5] { ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[0], woodMaterial, metalMaterial, metalMaterial, metalMaterial }); } private void ReskinMeshRenderer(MeshRenderer meshRendererToBeReskinned, Material mat) { Material[] array = (Material[])(object)new Material[((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length]; for (int i = 0; i < ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length; i++) { array[i] = mat; } ((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit(array); } private void ReskinMeshRendererMaterials0and1(MeshRenderer meshRendererToBeReskinned, Material mat) { Material[] array = (Material[])(object)new Material[((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length]; for (int i = 0; i < ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length; i++) { if (i != 0 && i != 1) { array[i] = ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[i]; } else { array[i] = mat; } } ((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit(array); } private void ReskinMeshRendererMaterials0and2(MeshRenderer meshRendererToBeReskinned, Material mat) { Material[] array = (Material[])(object)new Material[((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length]; for (int i = 0; i < ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length; i++) { if (i != 0 && i != 2) { array[i] = ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[i]; } else { array[i] = mat; } } ((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit(array); } private void ReskinMeshRendererMaterials1and2(MeshRenderer meshRendererToBeReskinned, Material mat) { Material[] array = (Material[])(object)new Material[((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length]; for (int i = 0; i < ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length; i++) { if (i != 1 && i != 2) { array[i] = ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[i]; } else { array[i] = mat; } } ((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit(array); } private void ReskinMeshRendererMaterials0and1and2(MeshRenderer meshRendererToBeReskinned, Material mat) { Material[] array = (Material[])(object)new Material[((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length]; for (int i = 0; i < ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length; i++) { if (i != 0 && i != 1 && i != 2) { array[i] = ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[i]; } else { array[i] = mat; } } ((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit(array); } private void ReskinMeshRendererMaterials0and1and3(MeshRenderer meshRendererToBeReskinned, Material mat) { Material[] array = (Material[])(object)new Material[((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length]; for (int i = 0; i < ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length; i++) { if (i != 0 && i != 1 && i != 3) { array[i] = ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[i]; } else { array[i] = mat; } } ((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit(array); } private void ReskinMeshRendererMaterials0and1and2and3(MeshRenderer meshRendererToBeReskinned, Material mat) { Material[] array = (Material[])(object)new Material[((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length]; for (int i = 0; i < ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length; i++) { if (i != 0 && i != 1 && i != 2 && i != 3) { array[i] = ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[i]; } else { array[i] = mat; } } ((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit(array); } private void ReskinMeshRendererMaterials0(MeshRenderer meshRendererToBeReskinned, Material mat) { Material[] array = (Material[])(object)new Material[((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length]; for (int i = 0; i < ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length; i++) { if (i != 0) { array[i] = ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[i]; } else { array[i] = mat; } } ((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit(array); } private void ReskinMeshRendererMaterials1(MeshRenderer meshRendererToBeReskinned, Material mat) { Material[] array = (Material[])(object)new Material[((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length]; for (int i = 0; i < ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length; i++) { if (i != 1) { array[i] = ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[i]; } else { array[i] = mat; } } ((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit(array); } private void ReskinMeshRendererMaterials2(MeshRenderer meshRendererToBeReskinned, Material mat) { Material[] array = (Material[])(object)new Material[((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length]; for (int i = 0; i < ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length; i++) { if (i != 2) { array[i] = ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[i]; } else { array[i] = mat; } } ((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit(array); } private void ReskinMeshRendererMaterials3(MeshRenderer meshRendererToBeReskinned, Material mat) { Material[] array = (Material[])(object)new Material[((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length]; for (int i = 0; i < ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length; i++) { if (i != 3) { array[i] = ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[i]; } else { array[i] = mat; } } ((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit(array); } private void ReskinMeshRendererMaterials4(MeshRenderer meshRendererToBeReskinned, Material mat) { Material[] array = (Material[])(object)new Material[((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length]; for (int i = 0; i < ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials).Length; i++) { if (i != 4) { array[i] = ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[i]; } else { array[i] = mat; } } ((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit(array); } }