using System;
using System.CodeDom.Compiler;
using System.Configuration;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using ChestChance;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using UnityEngine;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETFramework,Version=v4.6.2", FrameworkDisplayName = ".NET Framework 4.6.2")]
[assembly: IgnoresAccessChecksTo("")]
[assembly: AssemblyCompany("ChestChance")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyDescription("ChestChance")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0")]
[assembly: AssemblyProduct("ChestChance")]
[assembly: AssemblyTitle("ChestChance")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
internal sealed class EmbeddedAttribute : Attribute
{
}
}
namespace System.Runtime.CompilerServices
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
internal sealed class RefSafetyRulesAttribute : Attribute
{
public readonly int Version;
public RefSafetyRulesAttribute(int P_0)
{
Version = P_0;
}
}
}
[BepInPlugin("ChestChance", "ChestChance", "1.0")]
public class Plugin : BaseUnityPlugin
{
public static ConfigEntry<int> commond;
public static ConfigEntry<int> rared;
public static ConfigEntry<int> Uniqed;
public static ConfigEntry<int> Legeno;
public static ConfigEntry<bool> isRandom;
public static ConfigEntry<bool> isReverseRandom;
private void Awake()
{
commond = ((BaseUnityPlugin)this).Config.Bind<int>("General", "일반", 25, "0부터 100사이의 확율을 지정해주세요");
rared = ((BaseUnityPlugin)this).Config.Bind<int>("General", "레어", 25, "0부터 100사이의 확율을 지정해주세요");
Uniqed = ((BaseUnityPlugin)this).Config.Bind<int>("General", "유니크", 25, "0부터 100사이의 확율을 지정해주세요");
Legeno = ((BaseUnityPlugin)this).Config.Bind<int>("General", "레전드", 25, "0부터 100사이의 확율을 지정해주세요");
isRandom = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "확율 정상화", false, "확율을 정상적으로 되돌립니다.");
isReverseRandom = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "확율역전화", false, "확율을 역전시킵니다.");
Harmony.CreateAndPatchAll(typeof(ChestChanced), (string)null);
((BaseUnityPlugin)this).Logger.LogInfo((object)"Mod ChestChance is loaded!");
}
private void Update()
{
((BaseUnityPlugin)this).Config.Reload();
}
}
namespace ChestChance
{
public class ChestChanced
{
[HarmonyPostfix]
[HarmonyPatch(typeof(RarityPossibilities), "Evaluate", new Type[]
{
typeof(Random),
typeof(int[])
})]
private static void Rarye(ref Rarity __result)
{
if (!Plugin.isRandom.Value)
{
int num = new Random().Next(1, Plugin.commond.Value + Plugin.rared.Value + Plugin.Uniqed.Value + Plugin.Legeno.Value + 1);
if (num <= Plugin.commond.Value)
{
Debug.LogError((object)"기본!");
__result = (Rarity)0;
}
else if (num > Plugin.commond.Value && num <= Plugin.commond.Value + Plugin.rared.Value)
{
Debug.LogError((object)"레어!");
__result = (Rarity)1;
}
else if (num > Plugin.commond.Value + Plugin.rared.Value && num <= Plugin.commond.Value + Plugin.rared.Value + Plugin.Uniqed.Value)
{
Debug.LogError((object)"유니크!");
__result = (Rarity)2;
}
else if (num > Plugin.commond.Value + Plugin.rared.Value + Plugin.Uniqed.Value && num <= Plugin.commond.Value + Plugin.rared.Value + Plugin.Uniqed.Value + Plugin.Legeno.Value)
{
Debug.LogError((object)"레전드!");
__result = (Rarity)3;
}
}
else if (Plugin.isReverseRandom.Value)
{
if ((int)__result == 3)
{
Debug.LogError((object)"기본!");
__result = (Rarity)0;
}
else if ((int)__result == 2)
{
Debug.LogError((object)"레어!");
__result = (Rarity)1;
}
else if ((int)__result == 1)
{
Debug.LogError((object)"유니크!");
__result = (Rarity)2;
}
else if ((int)__result == 0)
{
Debug.LogError((object)"레전드!");
__result = (Rarity)3;
}
}
}
}
public static class MyPluginInfo
{
public const string PLUGIN_GUID = "ChestChance";
public const string PLUGIN_NAME = "ChestChance";
public const string PLUGIN_VERSION = "1.0";
}
}
namespace ChestChance.Properties
{
[CompilerGenerated]
[GeneratedCode("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "17.7.0.0")]
internal sealed class Settings : ApplicationSettingsBase
{
private static Settings defaultInstance = (Settings)(object)SettingsBase.Synchronized((SettingsBase)(object)new Settings());
public static Settings Default => defaultInstance;
}
}
namespace System.Runtime.CompilerServices
{
[AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)]
internal sealed class IgnoresAccessChecksToAttribute : Attribute
{
public IgnoresAccessChecksToAttribute(string assemblyName)
{
}
}
}