using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using DM;
using FhpSLib.BundleModCore;
using HarmonyLib;
using Landfall.TABS;
using SLMA;
using UnityEngine;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: AssemblyTitle("Mod name")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("made in SFT by FhpSlime")]
[assembly: AssemblyCopyright("Copyright © 2022")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("3a45c3cf-230c-4310-952f-0887d4266a22")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
namespace lxc2
{
public static class UManager
{
public static string modname;
public static string modder;
private static string com;
public static SLMABundleMod bundleMod;
static UManager()
{
modname = "SFT";
modder = "FhpSlime";
}
public static void SetRiders(UnitBlueprint me, UnitBlueprint[] riders)
{
s.SetField<UnitBlueprint>(me, "Riders", (object)riders);
}
public static void EditBlueprint(UnitBlueprint unit, LandfallContentDatabase db)
{
if (unit.Entity.Name == "偷盗等级30")
{
unit.health = 1000f;
unit.forceCost = 1000u;
unit.massMultiplier = 5f;
unit.sizeMultiplier = 1.1f;
unit.RightWeapon = bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("中世纪武器");
unit.holdinigWithTwoHands = true;
ChineseLibrary.服装设置(unit, (GameObject[])(object)new GameObject[12]
{
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("中世纪大腿盔甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("中世纪大臂"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("中世纪头盔"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("中世纪头部锁子甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("中世纪小腿盔甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("中世纪手套"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("中世纪护肘"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("中世纪护膝"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("中世纪板甲衣"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("中世纪胫甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("中世纪裤子"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("中世纪锁子甲")
});
}
if (unit.Entity.Name == "胡狼使者")
{
unit.health = 800f;
unit.forceCost = 1000u;
unit.massMultiplier = 5f;
unit.sizeMultiplier = 1.3f;
unit.RightWeapon = bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("亡灵武器");
unit.holdinigWithTwoHands = true;
ChineseLibrary.服装设置(unit, (GameObject[])(object)new GameObject[12]
{
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("亡灵头盔"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("亡灵头部锁子甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("亡灵小腿锁子甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("亡灵扎甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("亡灵扎甲裙甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("亡灵护臂"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("亡灵拖鞋"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("亡灵胖次"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("亡灵腰带"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("亡灵裙子"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("亡灵锁子甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("亡灵颈圈")
});
}
if (unit.Entity.Name == "部落勇者")
{
unit.health = 800f;
unit.forceCost = 1000u;
unit.massMultiplier = 3f;
unit.sizeMultiplier = 1.2f;
unit.RightWeapon = bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("部落武器");
unit.holdinigWithTwoHands = true;
ChineseLibrary.服装设置(unit, (GameObject[])(object)new GameObject[14]
{
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("部落下摆"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("部落兽骨"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("部落大腿盔甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("部落头发"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("部落小肩甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("部落小腿盔甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("部落护腰"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("部落拖鞋"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("部落斗篷"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("部落肩甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("部落胖次"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("部落颈环"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("部落骨头腰带"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("部落胫甲")
});
}
if (unit.Entity.Name == "瓦兰吉战士")
{
unit.health = 700f;
unit.forceCost = 1000u;
unit.massMultiplier = 6f;
unit.sizeMultiplier = 1.3f;
unit.RightWeapon = bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("古代武器");
unit.holdinigWithTwoHands = true;
ChineseLibrary.服装设置(unit, (GameObject[])(object)new GameObject[14]
{
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("古代头盔"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("古代小短裙"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("古代手套"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("古代扎甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("古代护心镜"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("古代护肘"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("古代护颈"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("古代绑腿"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("古代胫甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("古代腰带"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("古代裤子"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("古代软甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("古代锁子甲下摆"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("古代鞋子")
});
}
if (unit.Entity.Name == "军中力士")
{
unit.health = 800f;
unit.forceCost = 1000u;
unit.massMultiplier = 6f;
unit.sizeMultiplier = 1.2f;
unit.RightWeapon = bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("王朝武器");
unit.holdinigWithTwoHands = true;
ChineseLibrary.服装设置(unit, (GameObject[])(object)new GameObject[7]
{
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("王朝包腰"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("王朝头盔"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("王朝布面甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("王朝环臂铠"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("王朝衬衫"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("王朝裤子"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("王朝鞋子")
});
}
if (unit.Entity.Name == "氏族战士")
{
unit.health = 600f;
unit.forceCost = 1000u;
unit.massMultiplier = 3f;
unit.sizeMultiplier = 1.4f;
unit.RightWeapon = bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("维京盾");
unit.LeftWeapon = bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("维京武器");
ChineseLibrary.服装设置(unit, (GameObject[])(object)new GameObject[11]
{
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("维京头盔"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("维京头部锁子甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("维京小背心"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("维京斗篷"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("维京板条甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("维京绑腿"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("维京腰带"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("维京衣服"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("维京裤子"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("维京锁子甲"),
bundleMod.GetAssetBundle("lxc2").LoadAsset<GameObject>("维京鞋子")
});
}
}
public static void EditClothes(GameObject cloth, CharacterItem item, PropItemData data, Unit unit, int index, LandfallContentDatabase db)
{
//IL_0055: Unknown result type (might be due to invalid IL or missing references)
//IL_005b: Expected O, but got Unknown
Debug.Log((object)"Hey");
if (unit.unitBlueprint.Entity.Name == "unit name")
{
Renderer[] componentsInChildren = cloth.GetComponentsInChildren<Renderer>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
componentsInChildren[i].materials = (Material[])(object)new Material[1] { (Material)SLMALoader.SDic["materials"]["Glow_Neon_Green_143734"] };
}
}
}
public static void EditProjectiles(GameObject proj, ProjectileHit projhit, Unit unit, LandfallContentDatabase db)
{
//IL_0023: Unknown result type (might be due to invalid IL or missing references)
//IL_002d: Unknown result type (might be due to invalid IL or missing references)
if (unit.unitBlueprint.Entity.Name == "unit name")
{
Transform transform = proj.transform;
transform.localScale *= 3f;
}
}
public static void EditCombatMoves(GameObject move, int index, Unit unit, LandfallContentDatabase db)
{
//IL_0055: Unknown result type (might be due to invalid IL or missing references)
//IL_005a: Unknown result type (might be due to invalid IL or missing references)
//IL_006b: Unknown result type (might be due to invalid IL or missing references)
//IL_0070: Unknown result type (might be due to invalid IL or missing references)
//IL_0081: Unknown result type (might be due to invalid IL or missing references)
//IL_0086: Unknown result type (might be due to invalid IL or missing references)
//IL_0097: Unknown result type (might be due to invalid IL or missing references)
//IL_009c: Unknown result type (might be due to invalid IL or missing references)
//IL_00ad: Unknown result type (might be due to invalid IL or missing references)
//IL_00b2: Unknown result type (might be due to invalid IL or missing references)
//IL_00b7: Unknown result type (might be due to invalid IL or missing references)
//IL_00c1: Expected O, but got Unknown
//IL_0116: Unknown result type (might be due to invalid IL or missing references)
//IL_011b: Unknown result type (might be due to invalid IL or missing references)
//IL_012c: Unknown result type (might be due to invalid IL or missing references)
//IL_0131: Unknown result type (might be due to invalid IL or missing references)
//IL_0142: Unknown result type (might be due to invalid IL or missing references)
//IL_0147: 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_015d: 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_0173: 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_0182: Expected O, but got Unknown
//IL_01e7: Unknown result type (might be due to invalid IL or missing references)
//IL_01ec: Unknown result type (might be due to invalid IL or missing references)
//IL_01fd: 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_0213: Unknown result type (might be due to invalid IL or missing references)
//IL_0218: Unknown result type (might be due to invalid IL or missing references)
//IL_0229: Unknown result type (might be due to invalid IL or missing references)
//IL_022e: Unknown result type (might be due to invalid IL or missing references)
//IL_023f: Unknown result type (might be due to invalid IL or missing references)
//IL_0244: Unknown result type (might be due to invalid IL or missing references)
//IL_0249: Unknown result type (might be due to invalid IL or missing references)
//IL_0253: Expected O, but got Unknown
//IL_02b8: Unknown result type (might be due to invalid IL or missing references)
//IL_02bd: Unknown result type (might be due to invalid IL or missing references)
//IL_02ce: Unknown result type (might be due to invalid IL or missing references)
//IL_02d3: Unknown result type (might be due to invalid IL or missing references)
//IL_02e4: Unknown result type (might be due to invalid IL or missing references)
//IL_02e9: Unknown result type (might be due to invalid IL or missing references)
//IL_02fa: Unknown result type (might be due to invalid IL or missing references)
//IL_02ff: Unknown result type (might be due to invalid IL or missing references)
//IL_0310: Unknown result type (might be due to invalid IL or missing references)
//IL_0315: Unknown result type (might be due to invalid IL or missing references)
//IL_031a: Unknown result type (might be due to invalid IL or missing references)
//IL_0324: Expected O, but got Unknown
if (unit.unitBlueprint.Entity.Name == "666" && Object.op_Implicit((Object)(object)move.GetComponentInChildren<DodgeMove>()) && index == 1)
{
move.GetComponentInChildren<DodgeMove>().moves[0].forceCurve = new AnimationCurve((Keyframe[])(object)new Keyframe[5]
{
new Keyframe(-1f, 1f),
new Keyframe(1f, 1f),
new Keyframe(5f, 4f),
new Keyframe(0f, 0f),
new Keyframe(0f, 0f)
});
}
if (unit.unitBlueprint.Entity.Name == "666" && Object.op_Implicit((Object)(object)move.GetComponentInChildren<DodgeMove>()) && index == 4)
{
move.GetComponentInChildren<DodgeMove>().moves[0].forceCurve = new AnimationCurve((Keyframe[])(object)new Keyframe[5]
{
new Keyframe(0f, 0f),
new Keyframe(0f, 1f),
new Keyframe(2f, 1f),
new Keyframe(0f, 0f),
new Keyframe(0f, 0f)
});
move.GetComponentInChildren<DodgeMove>().forceMultiplier = -1f;
}
if (unit.unitBlueprint.Entity.Name == "666" && Object.op_Implicit((Object)(object)move.GetComponentInChildren<DodgeMove>()) && index == 3)
{
move.GetComponentInChildren<DodgeMove>().moves[0].forceCurve = new AnimationCurve((Keyframe[])(object)new Keyframe[5]
{
new Keyframe(1f, 0.1f),
new Keyframe(1f, 0.1f),
new Keyframe(1f, 0.1f),
new Keyframe(1f, 0.1f),
new Keyframe(1f, 0.1f)
});
move.GetComponentInChildren<DodgeMove>().forceMultiplier = 1f;
}
if (unit.unitBlueprint.Entity.Name == "666" && Object.op_Implicit((Object)(object)move.GetComponentInChildren<DodgeMove>()) && index == 5)
{
move.GetComponentInChildren<DodgeMove>().moves[0].forceCurve = new AnimationCurve((Keyframe[])(object)new Keyframe[5]
{
new Keyframe(4f, 0.5f),
new Keyframe(0f, 0f),
new Keyframe(0f, 0f),
new Keyframe(0f, 0f),
new Keyframe(0f, 0f)
});
move.GetComponentInChildren<DodgeMove>().forceMultiplier = -2f;
}
}
public static void CodeAfterSpawn(Unit unit, LandfallContentDatabase db)
{
//IL_0028: Unknown result type (might be due to invalid IL or missing references)
//IL_0032: Unknown result type (might be due to invalid IL or missing references)
if (unit.unitBlueprint.Entity.Name == "unit name")
{
Transform head = unit.data.head;
head.localScale *= 2f;
}
}
public static void Init(LandfallContentDatabase db)
{
//IL_00bb: Unknown result type (might be due to invalid IL or missing references)
//IL_00c0: Unknown result type (might be due to invalid IL or missing references)
//IL_00e3: Unknown result type (might be due to invalid IL or missing references)
//IL_0107: Expected O, but got Unknown
//IL_0126: Unknown result type (might be due to invalid IL or missing references)
//IL_014a: Expected O, but got Unknown
//IL_0169: Unknown result type (might be due to invalid IL or missing references)
//IL_018d: Expected O, but got Unknown
//IL_01ac: Unknown result type (might be due to invalid IL or missing references)
//IL_01d0: Expected O, but got Unknown
//IL_01ef: Unknown result type (might be due to invalid IL or missing references)
//IL_0213: Expected O, but got Unknown
//IL_0232: Unknown result type (might be due to invalid IL or missing references)
//IL_0256: Expected O, but got Unknown
com = "Bundle Mod Init";
com = "Bundle Mod Init";
AssetBundle val;
using (Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("lxc2"))
{
val = AssetBundle.LoadFromStream(stream);
}
if (Loader.BundleMode)
{
SLMABundleMod obj = SLMABundleMod.CreatSLMABundleMod("TestMod", "0.0.1");
obj.AddAssetBundle("lxc2", val);
obj.Dev_mode = true;
obj.LoadAssetBundle("lxc2");
bundleMod = obj;
}
MyModItems.GetInstance();
com = "——————————Fations and Units——————————";
Faction val2 = SLMATool.CreateFaction("Final 6", (UnitBlueprint[])null, bundleMod.GetAssetBundle("lxc2").LoadAsset<Sprite>("派系icon"), 99134);
val2.m_FactionColor = new Color(0.76f, 0.8f, 0f);
SLMATool.CreateUnit("偷盗等级30", (UnitBlueprint)SLMALoader.SDic["blueprints"]["UNIT_TRIBAL_CLUB"], val2, bundleMod.GetAssetBundle("lxc2").LoadAsset<Sprite>("中世纪icon"));
SLMATool.CreateUnit("胡狼使者", (UnitBlueprint)SLMALoader.SDic["blueprints"]["UNIT_TRIBAL_CLUB"], val2, bundleMod.GetAssetBundle("lxc2").LoadAsset<Sprite>("亡灵icon"));
SLMATool.CreateUnit("瓦兰吉战士", (UnitBlueprint)SLMALoader.SDic["blueprints"]["UNIT_TRIBAL_CLUB"], val2, bundleMod.GetAssetBundle("lxc2").LoadAsset<Sprite>("古代icon"));
SLMATool.CreateUnit("军中力士", (UnitBlueprint)SLMALoader.SDic["blueprints"]["UNIT_TRIBAL_CLUB"], val2, bundleMod.GetAssetBundle("lxc2").LoadAsset<Sprite>("王朝icon"));
SLMATool.CreateUnit("氏族战士", (UnitBlueprint)SLMALoader.SDic["blueprints"]["UNIT_TRIBAL_CLUB"], val2, bundleMod.GetAssetBundle("lxc2").LoadAsset<Sprite>("维京icon"));
SLMATool.CreateUnit("部落勇者", (UnitBlueprint)SLMALoader.SDic["blueprints"]["UNIT_TRIBAL_CLUB"], val2, bundleMod.GetAssetBundle("lxc2").LoadAsset<Sprite>("部落icon"));
com = "——————————Clothes——————————";
com = "——————————Weapons——————————";
com = "——————————Effects——————————";
com = "——————————Explosions——————————";
com = "——————————UnitBases——————————";
com = "——————————Projectiles——————————";
com = "——————————Moves——————————";
}
public static void EditWeapons(GameObject weapon, Team team, Unit unit, MeleeWeapon melee, RangeWeapon range, LandfallContentDatabase db)
{
//IL_0051: Unknown result type (might be due to invalid IL or missing references)
//IL_0057: Expected O, but got Unknown
Debug.Log((object)weapon);
if (unit.unitBlueprint.Entity.Name == "unit name")
{
MeshRenderer[] componentsInChildren = weapon.GetComponentsInChildren<MeshRenderer>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
((Renderer)componentsInChildren[i]).materials = (Material[])(object)new Material[1] { (Material)SLMALoader.SDic["materials"]["Glow_Neon_Red_212484"] };
}
range.numberOfObjects = 3;
range.spread = 12f;
}
}
public static void SetMoveConditionalValue(this ConditionalEventInstance gameObject, ConditionType type, ValueType valuet, float value)
{
//IL_0012: Unknown result type (might be due to invalid IL or missing references)
//IL_0017: Unknown result type (might be due to invalid IL or missing references)
//IL_001b: Unknown result type (might be due to invalid IL or missing references)
//IL_001c: Unknown result type (might be due to invalid IL or missing references)
//IL_0046: Unknown result type (might be due to invalid IL or missing references)
//IL_004b: Unknown result type (might be due to invalid IL or missing references)
//IL_004c: Unknown result type (might be due to invalid IL or missing references)
//IL_004d: Unknown result type (might be due to invalid IL or missing references)
//IL_0052: Unknown result type (might be due to invalid IL or missing references)
//IL_0053: Unknown result type (might be due to invalid IL or missing references)
//IL_0054: Unknown result type (might be due to invalid IL or missing references)
//IL_0059: Unknown result type (might be due to invalid IL or missing references)
//IL_0065: Expected O, but got Unknown
bool flag = false;
EventCondition[] conditions = gameObject.conditions;
foreach (EventCondition val in conditions)
{
if (val.conditionType == type)
{
val.valueType = valuet;
val.value = value;
flag = true;
}
}
if (!flag)
{
List<EventCondition> list = gameObject.conditions.ToList();
list.Add(new EventCondition
{
conditionType = type,
valueType = valuet,
value = value
});
gameObject.conditions = list.ToArray();
}
}
public static void AddLocalization()
{
(string, string, string)[] array = new(string, string, string)[6]
{
("部落勇者", "Tribal Brave", "部落勇者"),
("瓦兰吉战士", "Varangian warrior", "瓦兰吉战士"),
("偷盗等级30", "Theft level 30", "偷盗等级30"),
("氏族战士", "Clan Warrior", "氏族战士"),
("军中力士", "army bruiser", "军中力士"),
("胡狼使者", "Jackal Emissary", "胡狼使者")
};
Dictionary<Language, Dictionary<string, string>> dictionary = (Dictionary<Language, Dictionary<string, string>>)typeof(Localizer).GetField("m_localization", BindingFlags.Static | BindingFlags.NonPublic).GetValue(null);
try
{
for (int i = 0; i < array.Length; i++)
{
dictionary[(Language)0].Add(array[i].Item1, array[i].Item2);
dictionary[(Language)7].Add(array[i].Item1, array[i].Item3);
}
}
catch
{
}
}
}
[BepInPlugin("LXC2", "LXC2", "1.0.0")]
internal class Loader : BaseUnityPlugin
{
public static bool BundleMode;
private void Awake()
{
((MonoBehaviour)this).StartCoroutine("call");
}
private IEnumerator call()
{
yield return (object)new WaitUntil((Func<bool>)(() => (Object)(object)Object.FindObjectOfType<ServiceLocator>() != (Object)null));
yield return (object)new WaitUntil((Func<bool>)(() => ServiceLocator.GetService<ISaveLoaderService>() != null));
yield return (object)new WaitForSecondsRealtime(0.3f);
SLMALoader.GetInstance();
LandfallContentDatabase landfallContentDatabase = ContentDatabase.Instance().LandfallContentDatabase;
UManager.Init(landfallContentDatabase);
UManager.AddLocalization();
new Harmony(UManager.modname).PatchAll();
GOSLMA.EditWeapons = ((GOSLMA.EditWeapons == null) ? new Action<GameObject, Team, Unit, MeleeWeapon, RangeWeapon, LandfallContentDatabase>(UManager.EditWeapons) : ((Action<GameObject, Team, Unit, MeleeWeapon, RangeWeapon, LandfallContentDatabase>)Delegate.Combine(new Action<GameObject, Team, Unit, MeleeWeapon, RangeWeapon, LandfallContentDatabase>(UManager.EditWeapons), GOSLMA.EditWeapons)));
GOSLMA.EditClothes = ((GOSLMA.EditClothes == null) ? new Action<GameObject, CharacterItem, PropItemData, Unit, int, LandfallContentDatabase>(UManager.EditClothes) : ((Action<GameObject, CharacterItem, PropItemData, Unit, int, LandfallContentDatabase>)Delegate.Combine(new Action<GameObject, CharacterItem, PropItemData, Unit, int, LandfallContentDatabase>(UManager.EditClothes), GOSLMA.EditClothes)));
GOSLMA.EditCombatMoves = ((GOSLMA.EditCombatMoves == null) ? new Action<GameObject, int, Unit, LandfallContentDatabase>(UManager.EditCombatMoves) : ((Action<GameObject, int, Unit, LandfallContentDatabase>)Delegate.Combine(new Action<GameObject, int, Unit, LandfallContentDatabase>(UManager.EditCombatMoves), GOSLMA.EditCombatMoves)));
GOSLMA.CodeAfterSpawn = ((GOSLMA.CodeAfterSpawn == null) ? new Action<Unit, LandfallContentDatabase>(UManager.CodeAfterSpawn) : ((Action<Unit, LandfallContentDatabase>)Delegate.Combine(new Action<Unit, LandfallContentDatabase>(UManager.CodeAfterSpawn), GOSLMA.CodeAfterSpawn)));
GOSLMA.EditProjectiles = ((GOSLMA.EditProjectiles == null) ? new Action<GameObject, ProjectileHit, Unit, LandfallContentDatabase>(UManager.EditProjectiles) : ((Action<GameObject, ProjectileHit, Unit, LandfallContentDatabase>)Delegate.Combine(new Action<GameObject, ProjectileHit, Unit, LandfallContentDatabase>(UManager.EditProjectiles), GOSLMA.EditProjectiles)));
UnitBlueprint[] array = Resources.FindObjectsOfTypeAll<UnitBlueprint>();
for (int i = 0; i < array.Length; i++)
{
UManager.EditBlueprint(array[i], landfallContentDatabase);
}
Debug.Log((object)("Loaded " + UManager.modname + " Successfully"));
Debug.Log((object)(UManager.modname + "is made in SFT by FhpSlime"));
Debug.Log((object)(UManager.modder + "wished you a pleasant trip"));
}
static Loader()
{
BundleMode = true;
}
}
}
public class Item : MonoBehaviour
{
public enum kind
{
Weapon,
Cloth,
Skill,
Unit,
Projectile,
Other
}
public string name;
public kind Kind;
}
namespace lxc2
{
public class MyModItems : MonoBehaviour
{
private static Dictionary<string, Item> items;
private static MyModItems instance { get; set; }
public static MyModItems GetInstance()
{
//IL_0012: Unknown result type (might be due to invalid IL or missing references)
if ((Object)(object)instance == (Object)null)
{
instance = new GameObject("MyModItems").AddComponent<MyModItems>();
Object.DontDestroyOnLoad((Object)(object)instance);
}
return instance;
}
public void AddItem(Item item)
{
items.Add(item.name, item);
}
public Item GetItem(string name)
{
Item value = new Item
{
name = null,
Kind = Item.kind.Other
};
items.TryGetValue(name, out value);
return value;
}
}
}
public class AddpParticle : MonoBehaviour
{
public GameObject copy;
public Vector3 vector3;
public Vector3 scale;
public Color color;
private void Start()
{
//IL_0005: Unknown result type (might be due to invalid IL or missing references)
//IL_000b: Expected O, but got Unknown
//IL_003a: Unknown result type (might be due to invalid IL or missing references)
//IL_0045: Unknown result type (might be due to invalid IL or missing references)
//IL_005c: Unknown result type (might be due to invalid IL or missing references)
//IL_0078: Unknown result type (might be due to invalid IL or missing references)
GameObject val = new GameObject("poolp");
val.transform.SetParent(((Component)this).transform);
ParticleSystemRenderer[] componentsInChildren = copy.GetComponentsInChildren<ParticleSystemRenderer>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
GameObject obj = Object.Instantiate<GameObject>(((Component)componentsInChildren[i]).gameObject, ((Component)this).transform.position, ((Component)this).transform.rotation, val.transform);
obj.transform.localScale = scale;
obj.GetComponentInChildren<ParticleSystem>().loop = true;
obj.GetComponentInChildren<ParticleSystem>().startColor = color;
}
}
}