Decompiled source of Shining Years And Days v0.7.2

Shining Years And Days .dll

Decompiled 3 months ago
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;
using HarmonyLib;
using Landfall.TABS;
using Landfall.TABS.UnitEditor;
using Landfall.TABS.Workshop;
using MoreContent;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: AssemblyTitle("MoreContent")]
[assembly: AssemblyDescription("just some new things")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("FhpK")]
[assembly: AssemblyProduct("by FhpStudio")]
[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 MoreContent
{
	public static class UManager
	{
		public static string modname;

		public static string modder;

		private static string com;

		public static List<GameObject> weapons;

		private static string[] Fan;

		static UManager()
		{
			modname = "More Content";
			modder = "FhpStudio";
			weapons = new List<GameObject>();
		}

		public static void EditBlueprint(UnitBlueprint unit, LandfallContentDatabase db)
		{
		}

		public static void EditClothes(GameObject cloth, CharacterItem item, PropItemData data, Unit unit, int index, LandfallContentDatabase db)
		{
		}

		public static void EditProjectiles(GameObject proj, ProjectileHit projhit, Unit unit, LandfallContentDatabase db)
		{
		}

		public static void EditCombatMoves(GameObject move, int index, Unit unit, LandfallContentDatabase db)
		{
		}

		public static void CodeAfterSpawn(Unit unit, LandfallContentDatabase db)
		{
		}

		public static void Init(LandfallContentDatabase db)
		{
			//IL_00ac: Unknown result type (might be due to invalid IL or missing references)
			//IL_01cd: Unknown result type (might be due to invalid IL or missing references)
			//IL_0123: 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_02d8: 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_027e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0349: Unknown result type (might be due to invalid IL or missing references)
			//IL_0399: Unknown result type (might be due to invalid IL or missing references)
			//IL_062e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0633: Unknown result type (might be due to invalid IL or missing references)
			//IL_063e: Unknown result type (might be due to invalid IL or missing references)
			//IL_058e: Unknown result type (might be due to invalid IL or missing references)
			AssetBundle bundle;
			using (Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("more"))
			{
				bundle = AssetBundle.LoadFromStream(stream);
			}
			MoreContentDatas.AddAssetBundle("weapons", bundle);
			Object[] array = MoreContentDatas.GetAssetBundle("weapons").LoadAllAssets<Object>();
			foreach (Object val in array)
			{
				MoreContentDatas.Tools.Debug.LogWarning("load:" + val);
			}
			GameObject[] array2 = MoreContentDatas.GetAssetBundle("weapons").LoadAllAssets<GameObject>();
			foreach (GameObject val2 in array2)
			{
				if (Object.op_Implicit((Object)(object)val2.GetComponent<WeaponItem>()) && !HelpLibrary.m_weapons.ContainsKey(((CharacterItem)val2.GetComponent<WeaponItem>()).Entity.GUID))
				{
					GameObject gameObject = val2.gameObject;
					weapons.Add(gameObject);
					MoreContentDatas.Tools.Debug.LogError("Weapon:" + ((Object)gameObject).name);
					gameObject.AddComponent<NumberofMoreContent>().Init(weapons.IndexOf(gameObject), ((Object)gameObject).name);
					Setthing(gameObject.GetComponent<NumberofMoreContent>());
					Dictionary<DatabaseID, GameObject> dictionary = HelpLibrary.m_weapons;
					dictionary.Add(((CharacterItem)val2.GetComponentInChildren<WeaponItem>()).Entity.GUID, val2.gameObject);
					HelpLibrary.m_weapons = dictionary;
					Dictionary<DatabaseID, Object> dictionary2 = (Dictionary<DatabaseID, Object>)typeof(AssetLoader).GetField("m_nonStreamableAssets", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(ContentDatabase.Instance().AssetLoader);
					dictionary2.Add(((CharacterItem)val2.GetComponentInChildren<WeaponItem>()).Entity.GUID, (Object)(object)val2.gameObject);
					typeof(AssetLoader).GetField("m_nonStreamableAssets", BindingFlags.Instance | BindingFlags.NonPublic).SetValue(ContentDatabase.Instance().AssetLoader, dictionary2);
				}
				if (Object.op_Implicit((Object)(object)val2.GetComponent<PropItem>()) && !HelpLibrary.m_characterProps.ContainsKey(((CharacterItem)val2.GetComponent<PropItem>()).Entity.GUID))
				{
					GameObject gameObject2 = val2.gameObject;
					MoreContentDatas.Tools.Debug.LogError("Prop:" + ((Object)gameObject2).name);
					gameObject2.AddComponent<NumberofMoreContent>().Init(-2, ((Object)gameObject2).name);
					Setthing(gameObject2.GetComponent<NumberofMoreContent>());
					Dictionary<DatabaseID, GameObject> characterProps = HelpLibrary.m_characterProps;
					characterProps.Add(((CharacterItem)val2.GetComponentInChildren<PropItem>()).Entity.GUID, val2.gameObject);
					HelpLibrary.m_characterProps = characterProps;
					Dictionary<DatabaseID, Object> dictionary3 = (Dictionary<DatabaseID, Object>)typeof(AssetLoader).GetField("m_nonStreamableAssets", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(ContentDatabase.Instance().AssetLoader);
					dictionary3.Add(((CharacterItem)val2.GetComponentInChildren<PropItem>()).Entity.GUID, (Object)(object)val2.gameObject);
					typeof(AssetLoader).GetField("m_nonStreamableAssets", BindingFlags.Instance | BindingFlags.NonPublic).SetValue(ContentDatabase.Instance().AssetLoader, dictionary3);
				}
				if (Object.op_Implicit((Object)(object)val2.GetComponent<Unit>()) && !HelpLibrary.m_unitBases.ContainsKey(val2.GetComponent<Unit>().Entity.GUID))
				{
					GameObject gameObject3 = val2.gameObject;
					MoreContentDatas.UnitBasesData.bases.Add(val2.GetComponent<Unit>());
					gameObject3.AddComponent<NumberofMoreContent>().Init(-1, ((Object)gameObject3).name);
					MoreContentDatas.Tools.Debug.LogError("Unit:" + ((Object)gameObject3).name);
					Setthing(gameObject3.GetComponent<NumberofMoreContent>());
					Dictionary<DatabaseID, GameObject> unitBases = HelpLibrary.m_unitBases;
					unitBases.Add(val2.GetComponentInChildren<Unit>().Entity.GUID, val2.gameObject);
					HelpLibrary.m_unitBases = unitBases;
					Dictionary<DatabaseID, Object> dictionary4 = (Dictionary<DatabaseID, Object>)typeof(AssetLoader).GetField("m_nonStreamableAssets", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(ContentDatabase.Instance().AssetLoader);
					dictionary4.Add(val2.GetComponentInChildren<Unit>().Entity.GUID, (Object)(object)val2.gameObject);
					typeof(AssetLoader).GetField("m_nonStreamableAssets", BindingFlags.Instance | BindingFlags.NonPublic).SetValue(ContentDatabase.Instance().AssetLoader, dictionary4);
				}
			}
			SoundBank[] array3 = MoreContentDatas.GetAssetBundle("weapons").LoadAllAssets<SoundBank>();
			foreach (SoundBank obj in array3)
			{
				SoundBank soundBank = ServiceLocator.GetService<SoundPlayer>().soundBank;
				List<SoundBankCategory> list = soundBank.Categories.ToList();
				SoundBankCategory[] categories = obj.Categories;
				foreach (SoundBankCategory item in categories)
				{
					list.Add(item);
				}
				soundBank.Categories = list.ToArray();
			}
			ServiceLocator.GetService<CustomContentLoaderModIO>().QuickRefresh((WorkshopContentType)0, (Action)null);
			Dictionary<int, Language> dictionary5 = new Dictionary<int, Language>();
			dictionary5.Add(0, (Language)7);
			dictionary5.Add(1, (Language)0);
			dictionary5.Add(2, (Language)8);
			dictionary5.Add(3, (Language)3);
			dictionary5.Add(4, (Language)1);
			dictionary5.Add(5, (Language)6);
			dictionary5.Add(6, (Language)4);
			dictionary5.Add(7, (Language)2);
			TextAsset obj2 = MoreContentDatas.GetAssetBundle("weapons").LoadAsset<TextAsset>("翻译");
			Dictionary<Language, Dictionary<string, string>> dictionary6 = (Dictionary<Language, Dictionary<string, string>>)typeof(Localizer).GetField("m_localization", BindingFlags.Static | BindingFlags.NonPublic).GetValue(null);
			Fan = obj2.text.Split(new string[1] { "#" }, StringSplitOptions.RemoveEmptyEntries);
			string[] fan = Fan;
			foreach (string text in fan)
			{
				for (int num = 0; num < text.Split(new char[1] { '=' }).Length; num++)
				{
					if (num <= 7)
					{
						MoreContentDatas.Tools.Debug.LogWarning("add" + num + ":" + text.Split(new char[1] { '=' })[0] + "  " + text.Split(new char[1] { '=' })[num]);
						dictionary6[dictionary5[num]].TryAdd(text.Split(new char[1] { '=' })[0], text.Split(new char[1] { '=' })[num]);
					}
				}
			}
			typeof(Localizer).GetField("m_localization", BindingFlags.Static | BindingFlags.NonPublic).SetValue(typeof(Localizer), dictionary6);
			MoreContentDatas.HiddenWeapons.LoadAssets(MoreContentDatas.GetAssetBundle("weapons"));
			new GameObject
			{
				name = "WeaponsCore",
				hideFlags = (HideFlags)52
			}.AddComponent<ScenesManager>();
		}

		public static void EditWeapons(GameObject weapon, Team team, Unit unit, MeleeWeapon melee, RangeWeapon range, LandfallContentDatabase db)
		{
		}

		public static void Setthing(NumberofMoreContent number)
		{
			if (Object.op_Implicit((Object)(object)((Component)number).gameObject.GetComponent<TextMesh>()) && ((Component)number).gameObject.GetComponent<TextMesh>().text == "CRBZ")
			{
				((Component)number).gameObject.AddComponent<BZSL>();
			}
		}
	}
	[BepInPlugin("MoreContent", "fhp.cc.mc", "0.0.1")]
	internal class Loader : BaseUnityPlugin
	{
		private void Awake()
		{
			((MonoBehaviour)this).StartCoroutine("call");
		}

		private IEnumerator call()
		{
			Debug.Log((object)"here");
			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));
			SLMALoader.GetInstance();
			UManager.Init(ContentDatabase.Instance().LandfallContentDatabase);
			new Harmony(UManager.modname).PatchAll();
			Debug.Log((object)("Loaded " + UManager.modname + " Successfully"));
			Debug.Log((object)(UManager.modname + "is made by FhpStudio"));
			Debug.Log((object)(UManager.modder + "wished you a pleasant trip"));
		}
	}
	public static class MoreContentDatas
	{
		public static class Tools
		{
			public static class Debug
			{
				public static void Log(object con)
				{
					if (Dev_mode)
					{
						Debug.Log(con);
					}
				}

				public static void LogWarning(object con)
				{
					if (Dev_mode)
					{
						Debug.LogWarning(con);
					}
				}

				public static void LogError(object con)
				{
					if (Dev_mode)
					{
						Debug.LogError(con);
					}
				}
			}
		}

		public static class HiddenWeapons
		{
			public static List<SecretUnlock> unlocks;

			public static List<string> scences;

			public static Dictionary<string, GameObject[]> secrets;

			public static void LoadAssets(AssetBundle bundle)
			{
				Tools.Debug.Log(((Object)bundle).name);
				Tools.Debug.Log(bundle.LoadAllAssets<SecretUnlock>().Length);
				GameObject[] array = bundle.LoadAllAssets<GameObject>();
				foreach (GameObject val in array)
				{
					if (Object.op_Implicit((Object)(object)val.GetComponent<SecretUnlock>()))
					{
						SecretUnlock component = val.GetComponent<SecretUnlock>();
						unlocks.Add(component);
						Tools.Debug.Log(((Object)((Component)component).gameObject).name);
						string[] array2 = ((Object)((Component)component).gameObject).name.Split(new string[1] { "#" }, StringSplitOptions.RemoveEmptyEntries);
						((Object)((Component)component).gameObject).name = array2[1];
						if (!scences.Contains(array2[0]))
						{
							scences.Add(array2[0]);
						}
						if (secrets.ContainsKey(array2[0]))
						{
							List<GameObject> list = secrets[array2[0]].ToList();
							list.Add(((Component)component).gameObject);
							secrets[array2[0]] = list.ToArray();
						}
						else
						{
							secrets.Add(array2[0], (GameObject[])(object)new GameObject[1] { ((Component)component).gameObject });
						}
					}
				}
			}

			static HiddenWeapons()
			{
				unlocks = new List<SecretUnlock>();
				scences = new List<string>();
				secrets = new Dictionary<string, GameObject[]>();
			}
		}

		public static class UnitBasesData
		{
			public static List<Unit> bases;

			static UnitBasesData()
			{
				bases = new List<Unit>();
			}
		}

		public static Dictionary<string, AssetBundle> bundlepools;

		public static bool Dev_mode;

		public static AssetBundle GetAssetBundle(string name)
		{
			if (name == null)
			{
				return null;
			}
			if (bundlepools.ContainsKey(name))
			{
				return bundlepools[name];
			}
			return null;
		}

		public static void AddAssetBundle(string name, AssetBundle bundle)
		{
			if (name != null && !((Object)(object)bundle == (Object)null))
			{
				if (bundlepools.ContainsKey(name))
				{
					bundlepools.Add(name + "-", bundle);
				}
				else
				{
					bundlepools.Add(name, bundle);
				}
			}
		}

		static MoreContentDatas()
		{
			bundlepools = new Dictionary<string, AssetBundle>();
			Dev_mode = false;
		}
	}
	public class NumberofMoreContent : MonoBehaviour
	{
		public int id;

		public string name;

		public void Init(int id, string name)
		{
			this.id = id;
			this.name = name;
		}
	}
}
public class SZ : MonoBehaviour
{
	public void Start()
	{
		Object.Destroy((Object)(object)((Component)((Component)this).transform).gameObject, 5f);
	}
}
public class BZSL : MeleeWeaponAddEffect
{
	public override void DoEffect(Transform hitTransform, Collision hit)
	{
		//IL_0000: Unknown result type (might be due to invalid IL or missing references)
		//IL_0006: Expected O, but got Unknown
		//IL_0017: Unknown result type (might be due to invalid IL or missing references)
		//IL_0040: Unknown result type (might be due to invalid IL or missing references)
		//IL_0050: Unknown result type (might be due to invalid IL or missing references)
		GameObject val = new GameObject();
		val.transform.position = ((Component)this).gameObject.transform.position;
		Object.Instantiate<GameObject>(MoreContentDatas.GetAssetBundle("weapons").LoadAsset<GameObject>("SZ"), ((Component)this).gameObject.transform.position, ((Component)this).gameObject.transform.rotation, val.transform).AddComponent<SZ>();
		Object.Destroy((Object)(object)((Component)this).gameObject);
	}
}
namespace MoreContent
{
	public class ScenesManager : MonoBehaviour
	{
		public class CellMono : MonoBehaviour
		{
			public static List<string> texts;

			public void Update()
			{
				//IL_006d: Unknown result type (might be due to invalid IL or missing references)
				//IL_0077: Expected O, but got Unknown
				GameObject gameObject = ((Component)this).gameObject;
				if (texts.Contains(((UnitEditorItemCell)gameObject.GetComponentInChildren<UnitEditorWeaponCell>()).Item.Entity.UnlockKey) && !ServiceLocator.GetService<ISaveLoaderService>().HasUnlockedSecret(((UnitEditorItemCell)gameObject.GetComponentInChildren<UnitEditorWeaponCell>()).Item.Entity.UnlockKey))
				{
					gameObject.GetComponentInChildren<UnitEditorWeaponCell>().weaponTypeIcon.sprite = (Sprite)SLMALoader.SDic["sprites"]["Secret_Icon1"];
					((Behaviour)gameObject.GetComponentInChildren<Button>()).enabled = false;
					((Behaviour)gameObject.GetComponentInChildren<ScaleJiggleAnimation>()).enabled = false;
					((Behaviour)gameObject.GetComponentInChildren<UnitEditorWeaponCell>()).enabled = false;
				}
			}

			public void Start()
			{
				if (texts != null)
				{
					return;
				}
				texts = new List<string>();
				foreach (SecretUnlock unlock in MoreContentDatas.HiddenWeapons.unlocks)
				{
					MoreContentDatas.Tools.Debug.LogWarning(((Object)((Component)unlock).gameObject).name);
					texts.Add(((Object)((Component)unlock).gameObject).name);
				}
			}
		}

		public ScenesManager()
		{
			SceneManager.sceneLoaded += SceneLoaded;
		}

		public void SceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
		{
			//IL_0142: Unknown result type (might be due to invalid IL or missing references)
			//IL_0149: Expected O, but got Unknown
			//IL_00ab: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b7: Expected O, but got Unknown
			//IL_00c7: Unknown result type (might be due to invalid IL or missing references)
			//IL_00cc: Unknown result type (might be due to invalid IL or missing references)
			//IL_00dd: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ee: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f6: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f8: Unknown result type (might be due to invalid IL or missing references)
			//IL_0102: Expected O, but got Unknown
			if (((Scene)(ref scene)).name == "UnitCreator_GamepadUI")
			{
				((MonoBehaviour)this).StartCoroutine(Set());
				UnitEditorManager component = ((Scene)(ref scene)).GetRootGameObjects().ToList().Find((GameObject x) => Object.op_Implicit((Object)(object)x.GetComponent<UnitEditorManager>()))
					.GetComponent<UnitEditorManager>();
				List<UnitBaseWrapper> list = component.UnitBases.ToList();
				foreach (Unit basis in MoreContentDatas.UnitBasesData.bases)
				{
					UnitBlueprint val = SLMATool.CreateUnit("MoreContent Custom:" + basis.Entity.Name, (UnitBlueprint)SLMALoader.SDic["blueprints"]["CustomWobbler"], (Faction)null, (Sprite)null);
					val.UnitBase = ((Component)basis).gameObject;
					list.Add(new UnitBaseWrapper
					{
						BaseDisplayName = basis.Entity.Name,
						BaseIcon = basis.Entity.SpriteIcon,
						UnitBaseBlueprint = val,
						UnitBaseRestriction = (UnitBaseRestrictions)0
					});
				}
				component.UnitBases = list.ToArray();
			}
			if (MoreContentDatas.HiddenWeapons.scences.Contains(((Scene)(ref scene)).name))
			{
				GameObject val2 = new GameObject("Core");
				GameObject[] array = MoreContentDatas.HiddenWeapons.secrets[((Scene)(ref scene)).name];
				for (int i = 0; i < array.Length; i++)
				{
					Object.Instantiate<GameObject>(array[i], val2.transform);
				}
			}
		}

		public IEnumerator Set()
		{
			yield return (object)new WaitUntil((Func<bool>)(() => Resources.FindObjectsOfTypeAll<UnitEditorWeaponCell>().Length > 1));
			UnitEditorWeaponCell[] array = Resources.FindObjectsOfTypeAll<UnitEditorWeaponCell>();
			for (int i = 0; i < array.Length; i++)
			{
				((Component)array[i]).gameObject.AddComponent<CellMono>();
			}
		}
	}
}