Decompiled source of Ring Swapper v2.1.1

Mods/RingSwapper.dll

Decompiled a day ago
using System;
using System.Collections;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using Il2CppInterop.Runtime.InteropTypes.Arrays;
using Il2CppRUMBLE.Combat.ShiftStones;
using Il2CppRUMBLE.Managers;
using Il2CppRUMBLE.Utilities;
using MelonLoader;
using NostalgicRing;
using RumbleModUI;
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), "Ring Swapper", "2.1.1", "UlvakSkillz", null)]
[assembly: MelonGame("Buckethead Entertainment", "RUMBLE")]
[assembly: MelonColor(255, 195, 0, 255)]
[assembly: MelonAuthorColor(255, 195, 0, 255)]
[assembly: VerifyLoaderVersion(0, 6, 2, true)]
[assembly: AssemblyTitle("RingSwapper")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("RingSwapper")]
[assembly: AssemblyCopyright("Copyright ©  2024")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("2fa22153-4207-4920-b248-5fd3db5f3f12")]
[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 NostalgicRing;

public class main : MelonMod
{
	private string currentScene = "Loader";

	private bool sceneChanged = false;

	private int[] ringTypes = new int[3];

	private int ringType = 0;

	private bool gymInitRan = false;

	private GameObject materialsGameObject;

	private Material[] materials;

	private Random random = new Random();

	private UI UI = UI.instance;

	private Mod RingSwapper = new Mod();

	private Material[] originalRing;

	private GameObject originalRingGameObject;

	public override void OnLateInitializeMelon()
	{
		//IL_0049: Unknown result type (might be due to invalid IL or missing references)
		//IL_004e: Unknown result type (might be due to invalid IL or missing references)
		//IL_005b: Expected O, but got Unknown
		//IL_00f3: Unknown result type (might be due to invalid IL or missing references)
		//IL_00fd: Expected O, but got Unknown
		//IL_0194: Unknown result type (might be due to invalid IL or missing references)
		//IL_019e: Expected O, but got Unknown
		//IL_0235: Unknown result type (might be due to invalid IL or missing references)
		//IL_023f: Expected O, but got Unknown
		//IL_0252: Unknown result type (might be due to invalid IL or missing references)
		//IL_025c: Expected O, but got Unknown
		RingSwapper.ModName = "Ring Swapper";
		RingSwapper.ModVersion = "2.1.1";
		RingSwapper.SetFolder("RingSwapper");
		RingSwapper.AddDescription("Description", "Description", "Changes the Rings in each Map", new Tags
		{
			IsSummary = true
		});
		RingSwapper.AddToList("Park", 14, "0 = Default            | 1 = Dusty Metal" + Environment.NewLine + "2 = Deep Metal     | 3 = Bright Metal" + Environment.NewLine + "4 = Yin and Yang  | 5 = Rustic" + Environment.NewLine + "6 = Plant Life         | 7 = Wooden" + Environment.NewLine + "8 = RumbleBee     | 9 = Rumblekai" + Environment.NewLine + "10 = UlvakSkillz    | 11 = Honey" + Environment.NewLine + "12 = Christmas     | 13 = Rocky" + Environment.NewLine + "14 = Spaceship     | 15 = Candy", new Tags());
		RingSwapper.AddToList("Ring", 7, "0 = Default            | 1 = Dusty Metal" + Environment.NewLine + "2 = Deep Metal     | 3 = Bright Metal" + Environment.NewLine + "4 = Yin and Yang  | 5 = Rustic" + Environment.NewLine + "6 = Plant Life         | 7 = Wooden" + Environment.NewLine + "8 = RumbleBee     | 9 = Rumblekai" + Environment.NewLine + "10 = UlvakSkillz    | 11 = Honey" + Environment.NewLine + "12 = Christmas     | 13 = Rocky" + Environment.NewLine + "14 = Spaceship     | 15 = Candy", new Tags());
		RingSwapper.AddToList("Pit", 3, "0 = Default            | 1 = Dusty Metal" + Environment.NewLine + "2 = Deep Metal     | 3 = Bright Metal" + Environment.NewLine + "4 = Yin and Yang  | 5 = Rustic" + Environment.NewLine + "6 = Plant Life         | 7 = Wooden" + Environment.NewLine + "8 = RumbleBee     | 9 = Rumblekai" + Environment.NewLine + "10 = UlvakSkillz    | 11 = Honey" + Environment.NewLine + "12 = Christmas     | 13 = Rocky" + Environment.NewLine + "14 = Spaceship     | 15 = Candy", new Tags());
		RingSwapper.AddToList("Random", false, 0, "Changes Rings to Random Types", new Tags());
		RingSwapper.GetFromFile();
		ringTypes[0] = (int)RingSwapper.Settings[1].Value;
		ringTypes[1] = (int)RingSwapper.Settings[2].Value;
		ringTypes[2] = (int)RingSwapper.Settings[3].Value;
		RingSwapper.ModSaved += Save;
		UI.instance.UI_Initialized += UIInit;
		Calls.onMapInitialized += MapChange;
	}

	public void UIInit()
	{
		UI.AddMod(RingSwapper);
	}

	public void Save()
	{
		ringTypes[0] = (int)RingSwapper.Settings[1].Value;
		ringTypes[1] = (int)RingSwapper.Settings[2].Value;
		ringTypes[2] = (int)RingSwapper.Settings[3].Value;
		if (currentScene == "Map0")
		{
			SwitchRingType(RingBoarder.GetGameObject());
		}
		else if (currentScene == "Map1")
		{
			SwitchRingType(RingClamp.GetGameObject());
		}
		else if (currentScene == "Park")
		{
			SwitchRingType(Arena.GetGameObject());
		}
	}

	private void MapChange()
	{
		try
		{
			if (currentScene != "Loader")
			{
				ringTypes[0] = (int)RingSwapper.Settings[1].Value;
				ringTypes[1] = (int)RingSwapper.Settings[2].Value;
				ringTypes[2] = (int)RingSwapper.Settings[3].Value;
				if ((bool)RingSwapper.Settings[4].Value)
				{
					ringTypes[0] = random.Next(0, 15);
					ringTypes[1] = random.Next(0, 15);
					ringTypes[2] = random.Next(0, 15);
				}
				if (ringType < 0 || 15 < ringType)
				{
					ringType = 0;
				}
				MelonCoroutines.Start(WaitThenSwap());
			}
		}
		catch
		{
		}
	}

	private IEnumerator WaitThenSwap()
	{
		if (currentScene == "Map0")
		{
			originalRing = (Material[])(object)new Material[((Il2CppArrayBase<Material>)(object)((Renderer)RingBoarder.GetGameObject().GetComponent<MeshRenderer>()).materials).Count];
			for (int j = 0; j < ((Il2CppArrayBase<Material>)(object)((Renderer)RingBoarder.GetGameObject().GetComponent<MeshRenderer>()).materials).Count; j++)
			{
				originalRing[j] = new Material(((Il2CppArrayBase<Material>)(object)((Renderer)RingBoarder.GetGameObject().GetComponent<MeshRenderer>()).materials)[j]);
			}
			SwitchRingType(RingBoarder.GetGameObject());
		}
		else if (currentScene == "Map1")
		{
			originalRing = (Material[])(object)new Material[((Il2CppArrayBase<Material>)(object)((Renderer)RingClamp.GetGameObject().GetComponent<MeshRenderer>()).materials).Count];
			for (int i = 0; i < ((Il2CppArrayBase<Material>)(object)((Renderer)RingClamp.GetGameObject().GetComponent<MeshRenderer>()).materials).Count; i++)
			{
				originalRing[i] = new Material(((Il2CppArrayBase<Material>)(object)((Renderer)RingClamp.GetGameObject().GetComponent<MeshRenderer>()).materials)[i]);
			}
			SwitchRingType(RingClamp.GetGameObject());
		}
		else if (currentScene == "Park")
		{
			yield return (object)new WaitForFixedUpdate();
			yield return (object)new WaitForFixedUpdate();
			SwitchRingType(Arena.GetGameObject());
		}
	}

	public override void OnSceneWasLoaded(int buildIndex, string sceneName)
	{
		currentScene = sceneName;
		sceneChanged = true;
	}

	public override void OnFixedUpdate()
	{
		//IL_00a6: Unknown result type (might be due to invalid IL or missing references)
		//IL_00ac: Expected O, but got Unknown
		//IL_00cf: Unknown result type (might be due to invalid IL or missing references)
		//IL_00d9: Expected O, but got Unknown
		if (!sceneChanged)
		{
			return;
		}
		if (currentScene == "Gym")
		{
			if (!gymInitRan)
			{
				MelonCoroutines.Start(Init());
			}
		}
		else if (currentScene == "Park")
		{
			GameObject val = GameObject.Find("________________SCENE_________________/Park/Main static group/Arenas/Gymarena/Arena");
			originalRing = (Material[])(object)new Material[((Il2CppArrayBase<Material>)(object)((Renderer)val.GetComponent<MeshRenderer>()).materials).Count];
			for (int i = 0; i < ((Il2CppArrayBase<Material>)(object)((Renderer)val.GetComponent<MeshRenderer>()).materials).Count; i++)
			{
				originalRing[i] = new Material(((Il2CppArrayBase<Material>)(object)((Renderer)val.GetComponent<MeshRenderer>()).materials)[i]);
			}
			originalRingGameObject = new GameObject();
			((Renderer)originalRingGameObject.AddComponent<MeshRenderer>()).materials = Il2CppReferenceArray<Material>.op_Implicit(originalRing);
			originalRingGameObject.SetActive(false);
		}
		sceneChanged = false;
	}

	private IEnumerator Init()
	{
		while (!gymInitRan)
		{
			yield return (object)new WaitForFixedUpdate();
			try
			{
				materials = (Material[])(object)new Material[13];
				materials[0] = new Material(((Renderer)((Component)((Component)Singleton<PlayerManager>.instance.localPlayer.Controller).gameObject.transform.GetChild(0).GetChild(0)).gameObject.GetComponent<SkinnedMeshRenderer>()).material);
				materials[1] = new Material(((Renderer)Root.GetGameObject().GetComponent<MeshRenderer>()).material);
				materials[2] = new Material(((Renderer)SpawnRingFloor.GetGameObject().GetComponent<MeshRenderer>()).material);
				materials[3] = new Material(((Renderer)RootLeaves000.GetGameObject().GetComponent<MeshRenderer>()).material);
				materials[4] = new Material(((Renderer)FloorMesh.GetGameObject().GetComponent<MeshRenderer>()).material);
				materials[5] = new Material(((Renderer)WoodsetLarge.GetGameObject().GetComponent<MeshRenderer>()).material);
				materials[6] = new Material(((ShiftStone)ChargeStone.GetGameObject().GetComponent<ChargeStone>()).gemRenderer.material);
				materials[7] = new Material(((ShiftStone)AdamantStone.GetGameObject().GetComponent<UnyieldingStone>()).gemRenderer.material);
				materials[8] = new Material(((ShiftStone)GuardStone.GetGameObject().GetComponent<GuardStone>()).gemRenderer.material);
				materials[9] = new Material(((ShiftStone)VolatileStone.GetGameObject().GetComponent<VolatileStone>()).gemRenderer.material);
				materials[10] = new Material(((ShiftStone)SurgeStone.GetGameObject().GetComponent<CounterStone>()).gemRenderer.material);
				materials[11] = new Material(((Renderer)FarRocks0.GetGameObject().GetComponent<MeshRenderer>()).material);
				materials[12] = new Material(((ShiftStone)FlowStone.GetGameObject().GetComponent<FlowStone>()).gemRenderer.material);
				materialsGameObject = new GameObject();
				((Object)materialsGameObject).name = "RingSwapper Materials";
				materialsGameObject.AddComponent<MeshRenderer>();
				((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials = Il2CppReferenceArray<Material>.op_Implicit(materials);
				Object.DontDestroyOnLoad((Object)(object)materialsGameObject);
				gymInitRan = true;
				Log("Initialized");
			}
			catch
			{
			}
		}
	}

	private void SwitchRingType(GameObject objectToModify)
	{
		try
		{
			switch (currentScene)
			{
			case "Park":
				ringType = ringTypes[0];
				break;
			case "Map0":
				ringType = ringTypes[1];
				break;
			case "Map1":
				ringType = ringTypes[2];
				break;
			}
			((Renderer)objectToModify.GetComponent<MeshRenderer>()).materials = Il2CppReferenceArray<Material>.op_Implicit(originalRing);
			switch (ringType)
			{
			case 0:
				break;
			case 1:
				ReskinRing(objectToModify.GetComponent<MeshRenderer>(), ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[1].shader, ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[1].shader);
				break;
			case 2:
				CopyReskinRing(objectToModify.GetComponent<MeshRenderer>(), ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[1], ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[1]);
				break;
			case 3:
				ReskinRing(objectToModify.GetComponent<MeshRenderer>(), ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[0].shader, ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[0].shader);
				break;
			case 4:
				ReskinRing(objectToModify.GetComponent<MeshRenderer>(), ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[2].shader, ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[0].shader);
				break;
			case 5:
				ReskinRing(objectToModify.GetComponent<MeshRenderer>(), ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[1], ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[1]);
				break;
			case 6:
				ReskinRing(objectToModify.GetComponent<MeshRenderer>(), ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[4], ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[3]);
				break;
			case 7:
				ReskinRing(objectToModify.GetComponent<MeshRenderer>(), ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[5], ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[5]);
				break;
			case 8:
				ReskinRing(objectToModify.GetComponent<MeshRenderer>(), ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[2].shader, ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[6]);
				break;
			case 9:
				ReskinRing(objectToModify.GetComponent<MeshRenderer>(), ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[6], ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[2].shader);
				break;
			case 10:
				ReskinRing(objectToModify.GetComponent<MeshRenderer>(), ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[7], ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[0].shader);
				break;
			case 11:
				ReskinRing(objectToModify.GetComponent<MeshRenderer>(), ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[8], ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[6]);
				break;
			case 12:
				ReskinRing(objectToModify.GetComponent<MeshRenderer>(), ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[9], ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[10]);
				break;
			case 13:
				ReskinRing(objectToModify.GetComponent<MeshRenderer>(), ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[11], ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[11]);
				break;
			case 14:
				ReskinRing(objectToModify.GetComponent<MeshRenderer>(), ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[12], ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[8]);
				break;
			case 15:
				ReskinRing(objectToModify.GetComponent<MeshRenderer>(), ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[9], ((Il2CppArrayBase<Material>)(object)((Renderer)materialsGameObject.GetComponent<MeshRenderer>()).materials)[12]);
				break;
			}
		}
		catch (Exception ex)
		{
			MelonLogger.Error((object)ex);
		}
	}

	public static void Log(string msg)
	{
		MelonLogger.Msg(msg);
	}

	private void CopyReskinRing(MeshRenderer meshRendererToBeReskinned, Material mat1, Material mat2)
	{
		if (currentScene == "Map0")
		{
			((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[0].CopyPropertiesFromMaterial(mat1);
			((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[1].CopyPropertiesFromMaterial(mat2);
		}
		else if (currentScene == "Map1")
		{
			((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[0].CopyPropertiesFromMaterial(mat2);
			((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[1].CopyPropertiesFromMaterial(mat1);
		}
		else if (currentScene == "Park")
		{
			((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[1].CopyPropertiesFromMaterial(mat1);
			((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[2].CopyPropertiesFromMaterial(mat2);
		}
	}

	private void ReskinRing(MeshRenderer meshRendererToBeReskinned, Shader shader, Material material)
	{
		if (currentScene == "Map0")
		{
			((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[0].shader = shader;
			((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit((Material[])(object)new Material[2]
			{
				((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[0],
				material
			});
		}
		else if (currentScene == "Map1")
		{
			((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[0].shader = shader;
			Material[] array = (Material[])(object)new Material[2];
			array[1] = ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[0];
			array[0] = material;
			((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit(array);
		}
		else if (currentScene == "Park")
		{
			((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[1].shader = shader;
			((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit((Material[])(object)new Material[3]
			{
				((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[0],
				((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[1],
				material
			});
		}
	}

	private void ReskinRing(MeshRenderer meshRendererToBeReskinned, Material material, Shader shader)
	{
		if (currentScene == "Map0")
		{
			Material[] array = (Material[])(object)new Material[2]
			{
				material,
				((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[1]
			};
			array[1].shader = shader;
			((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit(array);
		}
		else if (currentScene == "Map1")
		{
			Material[] array2 = (Material[])(object)new Material[2];
			array2[1] = material;
			array2[0] = ((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[1];
			array2[0].shader = shader;
			((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit(array2);
		}
		else if (currentScene == "Park")
		{
			Material[] array3 = (Material[])(object)new Material[3]
			{
				((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[0],
				material,
				((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[2]
			};
			array3[2].shader = shader;
			((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit(array3);
		}
	}

	private void ReskinRing(MeshRenderer meshRendererToBeReskinned, Shader shader1, Shader shader2)
	{
		if (currentScene == "Map0")
		{
			((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[0].shader = shader1;
			((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[1].shader = shader2;
		}
		else if (currentScene == "Map1")
		{
			((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[1].shader = shader1;
			((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[0].shader = shader2;
		}
		else if (currentScene == "Park")
		{
			((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[1].shader = shader1;
			((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[2].shader = shader2;
		}
	}

	private void ReskinRing(MeshRenderer meshRendererToBeReskinned, Material mat1, Material mat2)
	{
		if (currentScene == "Map0")
		{
			((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit((Material[])(object)new Material[2] { mat1, mat2 });
		}
		else if (currentScene == "Map1")
		{
			Material[] array = (Material[])(object)new Material[2];
			array[1] = mat1;
			array[0] = mat2;
			((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit(array);
		}
		else if (currentScene == "Park")
		{
			((Renderer)meshRendererToBeReskinned).materials = Il2CppReferenceArray<Material>.op_Implicit((Material[])(object)new Material[3]
			{
				((Il2CppArrayBase<Material>)(object)((Renderer)meshRendererToBeReskinned).materials)[0],
				mat1,
				mat2
			});
		}
	}
}