Decompiled source of RemiliaCharacterMod v0.1.3
RemiliaCharacterMod.dll
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using System; using System.Collections; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using BepInEx; using BepInEx.Configuration; using BepInEx.Logging; using Cysharp.Threading.Tasks; using HarmonyLib; using LBoL.Base; using LBoL.Base.Extensions; using LBoL.ConfigData; using LBoL.Core; using LBoL.Core.Battle; using LBoL.Core.Battle.BattleActions; using LBoL.Core.Battle.Interactions; using LBoL.Core.Cards; using LBoL.Core.Randoms; using LBoL.Core.StatusEffects; using LBoL.Core.Units; using LBoL.EntityLib.Cards.Neutral.NoColor; using LBoL.EntityLib.EnemyUnits.Character; using LBoL.EntityLib.Exhibits; using LBoL.EntityLib.StatusEffects.Basic; using LBoL.EntityLib.StatusEffects.Enemy; using LBoL.Presentation; using LBoLEntitySideloader; using LBoLEntitySideloader.Attributes; using LBoLEntitySideloader.Entities; using LBoLEntitySideloader.Resource; using LBoLEntitySideloader.Utils; using RemiliaCharacterMod.Cards; using RemiliaCharacterMod.Cards.Template; using RemiliaCharacterMod.Config; using RemiliaCharacterMod.Enemies.Template; using RemiliaCharacterMod.GunName; using RemiliaCharacterMod.ImageLoader; using RemiliaCharacterMod.Localization; using RemiliaCharacterMod.StatusEffects; using UnityEngine; using UnityEngine.Experimental.Rendering; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)] [assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")] [assembly: IgnoresAccessChecksTo("LBoL.Base")] [assembly: IgnoresAccessChecksTo("LBoL.ConfigData")] [assembly: IgnoresAccessChecksTo("LBoL.Core")] [assembly: IgnoresAccessChecksTo("LBoL.EntityLib")] [assembly: IgnoresAccessChecksTo("LBoL.Presentation")] [assembly: IgnoresAccessChecksTo("Untitled.ConfigDataBuilder.Base")] [assembly: AssemblyCompany("RemiliaCharacterMod")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0+c4bdb9eece779879a9b905bf0863d5ebddfddc18")] [assembly: AssemblyProduct("RemiliaCharacterMod")] [assembly: AssemblyTitle("RemiliaCharacterMod")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [module: UnverifiableCode] namespace RemiliaCharacterMod { [BepInPlugin("rmrfmaxxc.character.RemiliaCharacter", "RemiliaCharacterMod", "0.1.3")] [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInProcess("LBoL.exe")] public class BepinexPlugin : BaseUnityPlugin { public static string modUniqueID = "RemiliaCharacterMod"; public static string playerName = "RemiliaCharacter"; public static bool useInGameModel = true; public static string modelName = "Remilia"; public static bool modelIsFlipped = true; public static List<ManaColor> offColors = new List<ManaColor> { (ManaColor)6, (ManaColor)5, (ManaColor)1 }; public static ConfigEntry<bool> enableAct1Boss; public static CustomConfigEntry<bool> enableAct1BossEntry = new CustomConfigEntry<bool>(value: false, "EnableAct1Boss", "EnableAct1Boss", "Toggle the Act 1 boss. Default: Off"); private static readonly Harmony harmony = PInfo.harmony; internal static ManualLogSource log; internal static TemplateSequenceTable sequenceTable = new TemplateSequenceTable(0); internal static IResourceSource embeddedSource = (IResourceSource)new EmbeddedSource(Assembly.GetExecutingAssembly()); internal static DirectorySource directorySource = new DirectorySource("rmrfmaxxc.character.RemiliaCharacter", ""); private void Awake() { log = ((BaseUnityPlugin)this).Logger; enableAct1Boss = ((BaseUnityPlugin)this).Config.Bind<bool>(enableAct1BossEntry.Section, enableAct1BossEntry.Key, enableAct1BossEntry.Value, enableAct1BossEntry.Description); Object.DontDestroyOnLoad((Object)(object)((Component)this).gameObject); ((Object)((Component)this).gameObject).hideFlags = (HideFlags)61; CardIndexGenerator.PromiseClearIndexSet(); EntityManager.RegisterSelf(); harmony.PatchAll(); Func<Sprite> func = () => ResourceLoader.LoadSprite("BossIcon.png", (IResourceSource)(object)directorySource, (Rect?)null, 1, (Vector2?)null); EnemyUnitTemplate.AddBossNodeIcon("RemiliaCharacterMod", func, (Assembly)null); } private void OnDestroy() { if (harmony != null) { harmony.UnpatchSelf(); } } } public static class PInfo { public const string GUID = "rmrfmaxxc.character.RemiliaCharacter"; public const string Name = "RemiliaCharacterMod"; public const string version = "0.1.3"; public static readonly Harmony harmony = new Harmony("rmrfmaxxc.character.RemiliaCharacter"); } public class RemiliaCharacterLoadouts { public static string UltimateSkillU = "RemiliaCharacterUltU"; public static string UltimateSkillB = "RemiliaCharacterUltB"; public static string ExhibitU = "RemiliaCharacterExhibitU"; public static string ExhibitB = "RemiliaCharacterExhibitB"; public static List<string> DeckA = new List<string> { "Shoot", "Shoot", "Boundary", "Boundary", "RemiliaCharacterAttackU", "RemiliaCharacterAttackB", "RemiliaCharacterBlockR", "RemiliaCharacterBlockR", "RemiliaCharacterBlockR", "RemiliaCharacterMistForm", "RemiliaCharacterDescendantOfTepes" }; public static List<string> DeckB = new List<string> { "Shoot", "Shoot", "Boundary", "Boundary", "RemiliaCharacterAttackU", "RemiliaCharacterAttackB", "RemiliaCharacterBlockR", "RemiliaCharacterBlockR", "RemiliaCharacterBlockR", "RemiliaCharacterScarletBat", "RemiliaCharacterHeartBreak" }; public static PlayerUnitConfig playerUnitConfig; static RemiliaCharacterLoadouts() { //IL_015a: Unknown result type (might be due to invalid IL or missing references) //IL_017b: Unknown result type (might be due to invalid IL or missing references) //IL_017c: Unknown result type (might be due to invalid IL or missing references) //IL_0188: Unknown result type (might be due to invalid IL or missing references) //IL_01b3: Unknown result type (might be due to invalid IL or missing references) //IL_01bd: Expected O, but got Unknown string modUniqueID = BepinexPlugin.modUniqueID; int? num = 0; ManaGroup val = default(ManaGroup); ((ManaGroup)(ref val)).Blue = 1; ((ManaGroup)(ref val)).Black = 1; ((ManaGroup)(ref val)).Red = 2; ManaGroup val2 = val; playerUnitConfig = new PlayerUnitConfig(modUniqueID, true, "", 0, 8, num, true, (int?)null, (ManaColor)2, (ManaColor)3, val2, "#FF3333", 75, 99, 0, UltimateSkillU, UltimateSkillB, ExhibitU, ExhibitB, (IReadOnlyList<string>)DeckA, (IReadOnlyList<string>)DeckB, 3, 2); } } public sealed class RemiliaCharacterModDef : PlayerUnitTemplate { [EntityLogic(typeof(RemiliaCharacterModDef))] public sealed class RemiliaCharacterMod : PlayerUnit { [CompilerGenerated] private sealed class <OnTurnStarted>d__1 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; private UnitEventArgs args; public UnitEventArgs <>3__args; public RemiliaCharacterMod <>4__this; private List<EnemyUnit>.Enumerator <>s__1; private EnemyUnit <Remilia>5__2; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <OnTurnStarted>d__1(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { int num = <>1__state; if (num == -3 || (uint)(num - 1) <= 4u) { try { } finally { <>m__Finally1(); } } <>s__1 = default(List<EnemyUnit>.Enumerator); <Remilia>5__2 = null; <>1__state = -2; } private bool MoveNext() { //IL_0159: Unknown result type (might be due to invalid IL or missing references) //IL_0163: Expected O, but got Unknown try { switch (<>1__state) { default: return false; case 0: <>1__state = -1; <>s__1 = ((Unit)<>4__this).Battle.AllAliveEnemies.Where((EnemyUnit unit) => unit is Remilia).ToList().GetEnumerator(); <>1__state = -3; goto IL_0214; case 1: <>1__state = -3; <>2__current = (BattleAction)(object)PerformAction.Spell((Unit)(object)((Unit)<>4__this).Battle.Player, "RemiliaCharacterScarletDestiny"); <>1__state = 2; return true; case 2: <>1__state = -3; <>2__current = (BattleAction)new RemoveStatusEffectAction((StatusEffect)(object)((Unit)<Remilia>5__2).GetStatusEffect<ScarletDestiny>(), true, 0.1f); <>1__state = 3; return true; case 3: <>1__state = -3; <>2__current = (BattleAction)(object)PerformAction.Chat((Unit)(object)<>4__this, ((GameEntity)<>4__this).LocalizeProperty("CustomChatRemilia2", false, true), 3f, 0f, 3.2f, true); <>1__state = 4; return true; case 4: <>1__state = -3; <>2__current = (BattleAction)(object)PerformAction.Chat((Unit)(object)<Remilia>5__2, ((GameEntity)<>4__this).LocalizeProperty("CustomChatRemilia3", false, true), 3f, 0f, 0f, true); <>1__state = 5; return true; case 5: { <>1__state = -3; goto IL_020c; } IL_020c: <Remilia>5__2 = null; goto IL_0214; IL_0214: if (<>s__1.MoveNext()) { <Remilia>5__2 = <>s__1.Current; if (((Unit)<Remilia>5__2).HasStatusEffect<ScarletDestiny>()) { <>2__current = (BattleAction)(object)PerformAction.Chat((Unit)(object)<>4__this, ((GameEntity)<>4__this).LocalizeProperty("CustomChatRemilia1", false, true), 3f, 0f, 3.2f, true); <>1__state = 1; return true; } goto IL_020c; } <>m__Finally1(); <>s__1 = default(List<EnemyUnit>.Enumerator); if (((Unit)((Unit)<>4__this).Battle.Player).HasStatusEffect<FoxCharm>() && ((StatusEffect)((Unit)((Unit)<>4__this).Battle.Player).GetStatusEffect<FoxCharm>()).Limit < 5) { ((StatusEffect)((Unit)((Unit)<>4__this).Battle.Player).GetStatusEffect<FoxCharm>()).Limit = 5; ((StatusEffect)((Unit)((Unit)<>4__this).Battle.Player).GetStatusEffect<FoxCharm>()).Count = 5; ((GameEntity)((Unit)((Unit)<>4__this).Battle.Player).GetStatusEffect<FoxCharm>()).NotifyChanged(); } return false; } } catch { //try-fault ((IDisposable)this).Dispose(); throw; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } private void <>m__Finally1() { <>1__state = -1; ((IDisposable)<>s__1).Dispose(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <OnTurnStarted>d__1 <OnTurnStarted>d__; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; <OnTurnStarted>d__ = this; } else { <OnTurnStarted>d__ = new <OnTurnStarted>d__1(0) { <>4__this = <>4__this }; } <OnTurnStarted>d__.args = <>3__args; return <OnTurnStarted>d__; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } protected override void OnEnterBattle(BattleController battle) { ((Unit)this).ReactBattleEvent<UnitEventArgs>(((Unit)((Unit)this).Battle.Player).TurnStarted, (Func<UnitEventArgs, IEnumerable<BattleAction>>)OnTurnStarted); } [IteratorStateMachine(typeof(<OnTurnStarted>d__1))] private IEnumerable<BattleAction> OnTurnStarted(UnitEventArgs args) { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <OnTurnStarted>d__1(-2) { <>4__this = this, <>3__args = args }; } } public UniTask<Sprite>? LoadSpellPortraitAsync { get; private set; } public override IdContainer GetId() { //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_000b: Unknown result type (might be due to invalid IL or missing references) //IL_000e: Unknown result type (might be due to invalid IL or missing references) return IdContainer.op_Implicit(BepinexPlugin.modUniqueID); } public override LocalizationOption LoadLocalization() { return (LocalizationOption)(object)RemiliaCharacterLocalization.PlayerUnitBatchLoc.AddEntity((EntityDefinition)(object)this); } public override PlayerImages LoadPlayerImages() { return RemiliaCharacterImageLoader.LoadPlayerImages(BepinexPlugin.playerName); } public override PlayerUnitConfig MakeConfig() { return RemiliaCharacterLoadouts.playerUnitConfig; } } } namespace RemiliaCharacterMod.RemiliaCharacterUlt { public sealed class RemiliaCharacterScarletDestinyDef : RemiliaCharacterUltTemplate { } [EntityLogic(typeof(RemiliaCharacterScarletDestinyDef))] public sealed class RemiliaCharacterScarletDestiny : UltimateSkill { [CompilerGenerated] private sealed class <Actions>d__1 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; private UnitSelector selector; public UnitSelector <>3__selector; public RemiliaCharacterScarletDestiny <>4__this; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <Actions>d__1(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <>1__state = -2; } private bool MoveNext() { if (<>1__state != 0) { return false; } <>1__state = -1; return false; } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <Actions>d__1 <Actions>d__; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; <Actions>d__ = this; } else { <Actions>d__ = new <Actions>d__1(0) { <>4__this = <>4__this }; } <Actions>d__.selector = <>3__selector; return <Actions>d__; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } public RemiliaCharacterScarletDestiny() { ((UltimateSkill)this).TargetType = (TargetType)1; ((UltimateSkill)this).GunName = GunNameID.GetGunFromId(4158); } [IteratorStateMachine(typeof(<Actions>d__1))] protected override IEnumerable<BattleAction> Actions(UnitSelector selector) { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <Actions>d__1(-2) { <>4__this = this, <>3__selector = selector }; } } public sealed class RemiliaCharacterUltBDef : RemiliaCharacterUltTemplate { public override UltimateSkillConfig MakeConfig() { UltimateSkillConfig val = DefaulUltConfig(); val.Damage = 36; return val; } } [EntityLogic(typeof(RemiliaCharacterUltBDef))] public sealed class RemiliaCharacterUltB : UltimateSkill { [CompilerGenerated] private sealed class <Actions>d__2 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; private UnitSelector selector; public UnitSelector <>3__selector; public RemiliaCharacterUltB <>4__this; private EnemyUnit <enemy>5__1; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <Actions>d__2(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <enemy>5__1 = null; <>1__state = -2; } private bool MoveNext() { //IL_009b: Unknown result type (might be due to invalid IL or missing references) //IL_00ac: Unknown result type (might be due to invalid IL or missing references) //IL_00b6: Expected O, but got Unknown //IL_00cd: Unknown result type (might be due to invalid IL or missing references) //IL_00d2: Unknown result type (might be due to invalid IL or missing references) //IL_00dc: Expected O, but got Unknown switch (<>1__state) { default: return false; case 0: <>1__state = -1; <enemy>5__1 = selector.GetEnemy(((UltimateSkill)<>4__this).Battle); <>2__current = (BattleAction)(object)PerformAction.Spell((Unit)(object)((UltimateSkill)<>4__this).Battle.Player, "RemiliaCharacterUltB"); <>1__state = 1; return true; case 1: <>1__state = -1; <>2__current = (BattleAction)new DamageAction((Unit)(object)((UltimateSkill)<>4__this).Owner, (Unit)(object)<enemy>5__1, ((UltimateSkill)<>4__this).Damage, ((UltimateSkill)<>4__this).GunName, (GunType)0); <>1__state = 2; return true; case 2: <>1__state = -1; <>2__current = (BattleAction)new GainManaAction(<>4__this.Mana); <>1__state = 3; return true; case 3: <>1__state = -1; return false; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <Actions>d__2 <Actions>d__; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; <Actions>d__ = this; } else { <Actions>d__ = new <Actions>d__2(0) { <>4__this = <>4__this }; } <Actions>d__.selector = <>3__selector; return <Actions>d__; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } public ManaGroup Mana; public RemiliaCharacterUltB() { //IL_0003: 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) ManaGroup mana = default(ManaGroup); ((ManaGroup)(ref mana)).Red = 1; ((ManaGroup)(ref mana)).Black = 1; Mana = mana; ((UltimateSkill)this)..ctor(); ((UltimateSkill)this).TargetType = (TargetType)1; ((UltimateSkill)this).GunName = GunNameID.GetGunFromId(4091); } [IteratorStateMachine(typeof(<Actions>d__2))] protected override IEnumerable<BattleAction> Actions(UnitSelector selector) { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <Actions>d__2(-2) { <>4__this = this, <>3__selector = selector }; } } public class RemiliaCharacterUltTemplate : UltimateSkillTemplate { public override IdContainer GetId() { //IL_0007: Unknown result type (might be due to invalid IL or missing references) //IL_000c: Unknown result type (might be due to invalid IL or missing references) //IL_000f: Unknown result type (might be due to invalid IL or missing references) return IdContainer.op_Implicit(RemiliaCharacterDefaultConfig.DefaultID((EntityDefinition)(object)this)); } public override LocalizationOption LoadLocalization() { return (LocalizationOption)(object)RemiliaCharacterLocalization.UltimateSkillsBatchLoc.AddEntity((EntityDefinition)(object)this); } public override Sprite LoadSprite() { return RemiliaCharacterImageLoader.LoadUltLoader((UltimateSkillTemplate)(object)this); } public override UltimateSkillConfig MakeConfig() { return DefaulUltConfig(); } public UltimateSkillConfig DefaulUltConfig() { return RemiliaCharacterDefaultConfig.DefaultUltConfig(); } } public sealed class RemiliaCharacterUltUDef : RemiliaCharacterUltTemplate { public override UltimateSkillConfig MakeConfig() { UltimateSkillConfig val = DefaulUltConfig(); val.RelativeCards = new List<string> { "RemiliaCharacterDemonLordArrow" }; val.Damage = 24; return val; } } [EntityLogic(typeof(RemiliaCharacterUltUDef))] public sealed class RemiliaCharacterUltU : UltimateSkill { [CompilerGenerated] private sealed class <Actions>d__5 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; private UnitSelector selector; public UnitSelector <>3__selector; public RemiliaCharacterUltU <>4__this; private EnemyUnit <enemy>5__1; private Card <card>5__2; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <Actions>d__5(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <enemy>5__1 = null; <card>5__2 = null; <>1__state = -2; } private bool MoveNext() { //IL_009b: Unknown result type (might be due to invalid IL or missing references) //IL_00ac: Unknown result type (might be due to invalid IL or missing references) //IL_00b6: Expected O, but got Unknown //IL_00de: Unknown result type (might be due to invalid IL or missing references) //IL_00fe: Unknown result type (might be due to invalid IL or missing references) //IL_0108: Expected O, but got Unknown switch (<>1__state) { default: return false; case 0: <>1__state = -1; <enemy>5__1 = selector.GetEnemy(((UltimateSkill)<>4__this).Battle); <>2__current = (BattleAction)(object)PerformAction.Spell((Unit)(object)((UltimateSkill)<>4__this).Battle.Player, "RemiliaCharacterUltU"); <>1__state = 1; return true; case 1: <>1__state = -1; <>2__current = (BattleAction)new DamageAction((Unit)(object)((UltimateSkill)<>4__this).Owner, (Unit)(object)<enemy>5__1, ((UltimateSkill)<>4__this).Damage, ((UltimateSkill)<>4__this).GunName, (GunType)0); <>1__state = 2; return true; case 2: <>1__state = -1; <card>5__2 = (Card)(object)Library.CreateCard<RemiliaCharacterDemonLordArrow>(false); <card>5__2.SetTurnCost(<>4__this.Mana); <>2__current = (BattleAction)new AddCardsToHandAction((IEnumerable<Card>)new List<Card> { <card>5__2 }, (AddCardsType)0, false); <>1__state = 3; return true; case 3: <>1__state = -1; return false; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <Actions>d__5 <Actions>d__; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; <Actions>d__ = this; } else { <Actions>d__ = new <Actions>d__5(0) { <>4__this = <>4__this }; } <Actions>d__.selector = <>3__selector; return <Actions>d__; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } public ManaGroup Mana { get; set; } public RemiliaCharacterUltU() { //IL_0003: Unknown result type (might be due to invalid IL or missing references) //IL_0012: Unknown result type (might be due to invalid IL or missing references) //IL_0013: Unknown result type (might be due to invalid IL or missing references) ManaGroup val = default(ManaGroup); ((ManaGroup)(ref val)).Any = 0; Mana = val; ((UltimateSkill)this)..ctor(); ((UltimateSkill)this).TargetType = (TargetType)1; ((UltimateSkill)this).GunName = GunNameID.GetGunFromId(4092); } [IteratorStateMachine(typeof(<Actions>d__5))] protected override IEnumerable<BattleAction> Actions(UnitSelector selector) { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <Actions>d__5(-2) { <>4__this = this, <>3__selector = selector }; } } } namespace RemiliaCharacterMod.StatusEffects { public sealed class RemiliaCharacterAmuletFateSeDef : RemiliaCharacterFateTemplate { } [EntityLogic(typeof(RemiliaCharacterAmuletFateSeDef))] public sealed class RemiliaCharacterAmuletFateSe : RemiliaCharacterFateSe { [CompilerGenerated] private sealed class <FateAction>d__0 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; public RemiliaCharacterAmuletFateSe <>4__this; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <FateAction>d__0(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <>1__state = -2; } private bool MoveNext() { switch (<>1__state) { default: return false; case 0: <>1__state = -1; <>2__current = ((StatusEffect)<>4__this).BuffAction<Amulet>(((StatusEffect)<>4__this).Level, 0, 0, 0, 0.2f); <>1__state = 1; return true; case 1: <>1__state = -1; return false; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <FateAction>d__0 result; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; result = this; } else { result = new <FateAction>d__0(0) { <>4__this = <>4__this }; } return result; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } [IteratorStateMachine(typeof(<FateAction>d__0))] protected override IEnumerable<BattleAction> FateAction() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <FateAction>d__0(-2) { <>4__this = this }; } } public sealed class RemiliaCharacterArrowFateSeDef : RemiliaCharacterFateTemplate { } [EntityLogic(typeof(RemiliaCharacterArrowFateSeDef))] public sealed class RemiliaCharacterArrowFateSe : RemiliaCharacterFateSe { [CompilerGenerated] private sealed class <FateAction>d__3 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; public RemiliaCharacterArrowFateSe <>4__this; private Card <card>5__1; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <FateAction>d__3(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <card>5__1 = null; <>1__state = -2; } private bool MoveNext() { //IL_0041: Unknown result type (might be due to invalid IL or missing references) //IL_004b: Expected O, but got Unknown switch (<>1__state) { default: return false; case 0: <>1__state = -1; <card>5__1 = (Card)(object)Library.CreateCard<RemiliaCharacterDemonLordArrow>(false); <>2__current = (BattleAction)new AddCardsToHandAction((IEnumerable<Card>)new List<Card> { <card>5__1 }, (AddCardsType)0, false); <>1__state = 1; return true; case 1: <>1__state = -1; return false; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <FateAction>d__3 result; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; result = this; } else { result = new <FateAction>d__3(0) { <>4__this = <>4__this }; } return result; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } public ManaGroup Mana { get; } [IteratorStateMachine(typeof(<FateAction>d__3))] protected override IEnumerable<BattleAction> FateAction() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <FateAction>d__3(-2) { <>4__this = this }; } public RemiliaCharacterArrowFateSe() { //IL_0003: Unknown result type (might be due to invalid IL or missing references) //IL_0012: Unknown result type (might be due to invalid IL or missing references) //IL_0013: Unknown result type (might be due to invalid IL or missing references) ManaGroup val = default(ManaGroup); ((ManaGroup)(ref val)).Any = 0; Mana = val; base..ctor(); } } public sealed class RemiliaCharacterBarrierFateSeDef : RemiliaCharacterFateTemplate { } [EntityLogic(typeof(RemiliaCharacterBarrierFateSeDef))] public sealed class RemiliaCharacterBarrierFateSe : RemiliaCharacterFateSe { [CompilerGenerated] private sealed class <FateAction>d__0 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; public RemiliaCharacterBarrierFateSe <>4__this; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <FateAction>d__0(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <>1__state = -2; } private bool MoveNext() { //IL_004f: Unknown result type (might be due to invalid IL or missing references) //IL_0059: Expected O, but got Unknown switch (<>1__state) { default: return false; case 0: <>1__state = -1; <>2__current = (BattleAction)new CastBlockShieldAction((Unit)(object)((StatusEffect)<>4__this).Battle.Player, (Unit)(object)((StatusEffect)<>4__this).Battle.Player, 0, ((StatusEffect)<>4__this).Level, (BlockShieldType)1, true); <>1__state = 1; return true; case 1: <>1__state = -1; return false; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <FateAction>d__0 result; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; result = this; } else { result = new <FateAction>d__0(0) { <>4__this = <>4__this }; } return result; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } [IteratorStateMachine(typeof(<FateAction>d__0))] protected override IEnumerable<BattleAction> FateAction() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <FateAction>d__0(-2) { <>4__this = this }; } } public sealed class RemiliaCharacterBombardNightFateSeDef : RemiliaCharacterFateTemplate { } [EntityLogic(typeof(RemiliaCharacterBombardNightFateSeDef))] public sealed class RemiliaCharacterBombardNightFateSe : RemiliaCharacterFateSe { [CompilerGenerated] private sealed class <FateAction>d__4 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; public RemiliaCharacterBombardNightFateSe <>4__this; private EnemyUnit <enemyUnit>5__1; private IEnumerator<RemiliaCharacterBombardNightFateSe> <>s__2; private RemiliaCharacterBombardNightFateSe <se>5__3; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <FateAction>d__4(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <enemyUnit>5__1 = null; <>s__2 = null; <se>5__3 = null; <>1__state = -2; } private bool MoveNext() { //IL_00aa: Unknown result type (might be due to invalid IL or missing references) //IL_00ba: Unknown result type (might be due to invalid IL or missing references) //IL_00c4: Expected O, but got Unknown switch (<>1__state) { default: return false; case 0: <>1__state = -1; if (!((StatusEffect)<>4__this).Battle.BattleShouldEnd) { <enemyUnit>5__1 = CollectionsExtensions.MaxBy<EnemyUnit, int>(((StatusEffect)<>4__this).Battle.EnemyGroup.Alives, (Func<EnemyUnit, int>)((EnemyUnit unit) => ((Unit)unit).Hp)); <>2__current = (BattleAction)new DamageAction(((StatusEffect)<>4__this).Owner, (Unit)(object)<enemyUnit>5__1, DamageInfo.Attack((float)((StatusEffect)<>4__this).Level, false), GunNameID.GetGunFromId(4700), (GunType)0); <>1__state = 1; return true; } break; case 1: <>1__state = -1; if (!((StatusEffect)<>4__this).Battle.BattleShouldEnd) { <>2__current = ((StatusEffect)<>4__this).BuffAction<RemiliaCharacterBombardNightSe>(<>4__this.Bonus, 0, 0, 0, 0.2f); <>1__state = 2; return true; } goto IL_01b1; case 2: { <>1__state = -1; <>s__2 = ((Unit)((StatusEffect)<>4__this).Battle.Player).StatusEffects.OfType<RemiliaCharacterBombardNightFateSe>().GetEnumerator(); try { while (<>s__2.MoveNext()) { <se>5__3 = <>s__2.Current; RemiliaCharacterBombardNightFateSe remiliaCharacterBombardNightFateSe = <se>5__3; ((StatusEffect)remiliaCharacterBombardNightFateSe).Level = ((StatusEffect)remiliaCharacterBombardNightFateSe).Level + 5; ((GameEntity)<se>5__3).NotifyChanged(); <se>5__3 = null; } } finally { if (<>s__2 != null) { <>s__2.Dispose(); } } <>s__2 = null; goto IL_01b1; } IL_01b1: <enemyUnit>5__1 = null; break; } return false; } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <FateAction>d__4 result; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; result = this; } else { result = new <FateAction>d__4(0) { <>4__this = <>4__this }; } return result; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } public int Bonus => 5; public DamageInfo Damage => DamageInfo.Attack((float)((StatusEffect)this).Level, false); [IteratorStateMachine(typeof(<FateAction>d__4))] protected override IEnumerable<BattleAction> FateAction() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <FateAction>d__4(-2) { <>4__this = this }; } } public sealed class RemiliaCharacterCradleFateSeDef : RemiliaCharacterFateTemplate { } [EntityLogic(typeof(RemiliaCharacterCradleFateSeDef))] public sealed class RemiliaCharacterCradleFateSe : RemiliaCharacterFateSe { [CompilerGenerated] private sealed class <FateAction>d__3 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; public RemiliaCharacterCradleFateSe <>4__this; private Card <card>5__1; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <FateAction>d__3(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <card>5__1 = null; <>1__state = -2; } private bool MoveNext() { //IL_0041: Unknown result type (might be due to invalid IL or missing references) //IL_004b: Expected O, but got Unknown switch (<>1__state) { default: return false; case 0: <>1__state = -1; <card>5__1 = (Card)(object)Library.CreateCard<RemiliaCharacterDemonLordCradle>(false); <>2__current = (BattleAction)new AddCardsToHandAction((IEnumerable<Card>)new List<Card> { <card>5__1 }, (AddCardsType)0, false); <>1__state = 1; return true; case 1: <>1__state = -1; return false; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <FateAction>d__3 result; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; result = this; } else { result = new <FateAction>d__3(0) { <>4__this = <>4__this }; } return result; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } public ManaGroup Mana { get; } [IteratorStateMachine(typeof(<FateAction>d__3))] protected override IEnumerable<BattleAction> FateAction() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <FateAction>d__3(-2) { <>4__this = this }; } public RemiliaCharacterCradleFateSe() { //IL_0003: Unknown result type (might be due to invalid IL or missing references) //IL_0012: Unknown result type (might be due to invalid IL or missing references) //IL_0013: Unknown result type (might be due to invalid IL or missing references) ManaGroup val = default(ManaGroup); ((ManaGroup)(ref val)).Any = 0; Mana = val; base..ctor(); } } public sealed class RemiliaCharacterDarkRitualFateSeDef : RemiliaCharacterFateTemplate { } [EntityLogic(typeof(RemiliaCharacterDarkRitualFateSeDef))] public sealed class RemiliaCharacterDarkRitualFateSe : RemiliaCharacterFateSe { [CompilerGenerated] private sealed class <FateAction>d__2 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; public RemiliaCharacterDarkRitualFateSe <>4__this; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <FateAction>d__2(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <>1__state = -2; } private bool MoveNext() { //IL_0027: Unknown result type (might be due to invalid IL or missing references) //IL_002c: Unknown result type (might be due to invalid IL or missing references) //IL_0036: Expected O, but got Unknown switch (<>1__state) { default: return false; case 0: <>1__state = -1; <>2__current = (BattleAction)new GainManaAction(<>4__this.Mana); <>1__state = 1; return true; case 1: <>1__state = -1; return false; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <FateAction>d__2 result; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; result = this; } else { result = new <FateAction>d__2(0) { <>4__this = <>4__this }; } return result; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } public ManaGroup Mana { get { //IL_0003: 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_0018: 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) ManaGroup result = default(ManaGroup); ((ManaGroup)(ref result)).Black = ((StatusEffect)this).Level; return result; } } [IteratorStateMachine(typeof(<FateAction>d__2))] protected override IEnumerable<BattleAction> FateAction() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <FateAction>d__2(-2) { <>4__this = this }; } } public sealed class RemiliaCharacterDrawFateSeDef : RemiliaCharacterFateTemplate { } [EntityLogic(typeof(RemiliaCharacterDrawFateSeDef))] public sealed class RemiliaCharacterDrawFateSe : RemiliaCharacterFateSe { [CompilerGenerated] private sealed class <FateAction>d__0 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; public RemiliaCharacterDrawFateSe <>4__this; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <FateAction>d__0(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <>1__state = -2; } private bool MoveNext() { //IL_002c: Unknown result type (might be due to invalid IL or missing references) //IL_0036: Expected O, but got Unknown switch (<>1__state) { default: return false; case 0: <>1__state = -1; <>2__current = (BattleAction)new DrawManyCardAction(((StatusEffect)<>4__this).Level); <>1__state = 1; return true; case 1: <>1__state = -1; return false; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <FateAction>d__0 result; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; result = this; } else { result = new <FateAction>d__0(0) { <>4__this = <>4__this }; } return result; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } [IteratorStateMachine(typeof(<FateAction>d__0))] protected override IEnumerable<BattleAction> FateAction() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <FateAction>d__0(-2) { <>4__this = this }; } } public class RemiliaCharacterFateSe : StatusEffect { [CompilerGenerated] private sealed class <FateAction>d__5 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; public RemiliaCharacterFateSe <>4__this; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <FateAction>d__5(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <>1__state = -2; } private bool MoveNext() { if (<>1__state != 0) { return false; } <>1__state = -1; return false; } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <FateAction>d__5 result; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; result = this; } else { result = new <FateAction>d__5(0) { <>4__this = <>4__this }; } return result; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } [CompilerGenerated] private sealed class <OnCardUsed>d__3 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; private CardUsingEventArgs args; public CardUsingEventArgs <>3__args; public RemiliaCharacterFateSe <>4__this; private IEnumerator<BattleAction> <>s__1; private BattleAction <ba>5__2; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <OnCardUsed>d__3(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { int num = <>1__state; if (num == -3 || num == 1) { try { } finally { <>m__Finally1(); } } <>s__1 = null; <ba>5__2 = null; <>1__state = -2; } private bool MoveNext() { try { int num = <>1__state; if (num != 0) { if (num != 1) { return false; } <>1__state = -3; <ba>5__2 = null; } else { <>1__state = -1; if (!<>4__this.SawActivation) { goto IL_00ba; } <>s__1 = <>4__this.ReduceCountdown().GetEnumerator(); <>1__state = -3; } if (<>s__1.MoveNext()) { <ba>5__2 = <>s__1.Current; <>2__current = <ba>5__2; <>1__state = 1; return true; } <>m__Finally1(); <>s__1 = null; <>4__this.SawActivation = false; goto IL_00ba; IL_00ba: return false; } catch { //try-fault ((IDisposable)this).Dispose(); throw; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } private void <>m__Finally1() { <>1__state = -1; if (<>s__1 != null) { <>s__1.Dispose(); } } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <OnCardUsed>d__3 <OnCardUsed>d__; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; <OnCardUsed>d__ = this; } else { <OnCardUsed>d__ = new <OnCardUsed>d__3(0) { <>4__this = <>4__this }; } <OnCardUsed>d__.args = <>3__args; return <OnCardUsed>d__; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } [CompilerGenerated] private sealed class <ReduceCountdown>d__4 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; public RemiliaCharacterFateSe <>4__this; private IEnumerator<BattleAction> <>s__1; private BattleAction <ba>5__2; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <ReduceCountdown>d__4(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { int num = <>1__state; if (num == -3 || num == 1) { try { } finally { <>m__Finally1(); } } <>s__1 = null; <ba>5__2 = null; <>1__state = -2; } private bool MoveNext() { //IL_0122: Unknown result type (might be due to invalid IL or missing references) //IL_012c: Expected O, but got Unknown try { switch (<>1__state) { default: return false; case 0: { <>1__state = -1; int count = ((StatusEffect)<>4__this).Count; ((StatusEffect)<>4__this).Count = count - 1; if (((StatusEffect)<>4__this).Count == 1) { ((StatusEffect)<>4__this).Highlight = true; } if (((StatusEffect)<>4__this).Count > 0 || ((StatusEffect)<>4__this).Battle.BattleShouldEnd) { break; } <>s__1 = <>4__this.FateAction().GetEnumerator(); <>1__state = -3; goto IL_00fa; } case 1: <>1__state = -3; <ba>5__2 = null; goto IL_00fa; case 2: { <>1__state = -1; break; } IL_00fa: if (<>s__1.MoveNext()) { <ba>5__2 = <>s__1.Current; <>2__current = <ba>5__2; <>1__state = 1; return true; } <>m__Finally1(); <>s__1 = null; <>2__current = (BattleAction)new RemoveStatusEffectAction((StatusEffect)(object)<>4__this, true, 0.1f); <>1__state = 2; return true; } return false; } catch { //try-fault ((IDisposable)this).Dispose(); throw; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } private void <>m__Finally1() { <>1__state = -1; if (<>s__1 != null) { <>s__1.Dispose(); } } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <ReduceCountdown>d__4 result; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; result = this; } else { result = new <ReduceCountdown>d__4(0) { <>4__this = <>4__this }; } return result; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } private bool SawActivation = false; protected override void OnAdded(Unit unit) { ((StatusEffect)this).HandleOwnerEvent<CardUsingEventArgs>(((StatusEffect)this).Battle.CardUsing, (GameEventHandler<CardUsingEventArgs>)OnCardUsing); ((StatusEffect)this).ReactOwnerEvent<CardUsingEventArgs>(((StatusEffect)this).Battle.CardUsed, (EventSequencedReactor<CardUsingEventArgs>)OnCardUsed); } private void OnCardUsing(CardUsingEventArgs args) { SawActivation = true; } [IteratorStateMachine(typeof(<OnCardUsed>d__3))] private IEnumerable<BattleAction> OnCardUsed(CardUsingEventArgs args) { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <OnCardUsed>d__3(-2) { <>4__this = this, <>3__args = args }; } [IteratorStateMachine(typeof(<ReduceCountdown>d__4))] public IEnumerable<BattleAction> ReduceCountdown() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <ReduceCountdown>d__4(-2) { <>4__this = this }; } [IteratorStateMachine(typeof(<FateAction>d__5))] protected virtual IEnumerable<BattleAction> FateAction() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <FateAction>d__5(-2) { <>4__this = this }; } } public class RemiliaCharacterFateTemplate : RemiliaCharacterStatusEffectTemplate { public override StatusEffectConfig MakeConfig() { StatusEffectConfig val = RemiliaCharacterStatusEffectTemplate.DefaultStatusEffectConfig(); val.IsStackable = false; val.HasCount = true; return val; } } public sealed class RemiliaCharacterFirepowerFateSeDef : RemiliaCharacterFateTemplate { } [EntityLogic(typeof(RemiliaCharacterFirepowerFateSeDef))] public sealed class RemiliaCharacterFirepowerFateSe : RemiliaCharacterFateSe { [CompilerGenerated] private sealed class <FateAction>d__0 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; public RemiliaCharacterFirepowerFateSe <>4__this; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <FateAction>d__0(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <>1__state = -2; } private bool MoveNext() { switch (<>1__state) { default: return false; case 0: <>1__state = -1; <>2__current = ((StatusEffect)<>4__this).BuffAction<Firepower>(((StatusEffect)<>4__this).Level, 0, 0, 0, 0.2f); <>1__state = 1; return true; case 1: <>1__state = -1; return false; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <FateAction>d__0 result; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; result = this; } else { result = new <FateAction>d__0(0) { <>4__this = <>4__this }; } return result; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } [IteratorStateMachine(typeof(<FateAction>d__0))] protected override IEnumerable<BattleAction> FateAction() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <FateAction>d__0(-2) { <>4__this = this }; } } public sealed class RemiliaCharacterFlameFateSeDef : RemiliaCharacterFateTemplate { } [EntityLogic(typeof(RemiliaCharacterFlameFateSeDef))] public sealed class RemiliaCharacterFlameFateSe : RemiliaCharacterFateSe { [CompilerGenerated] private sealed class <FateAction>d__0 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; public RemiliaCharacterFlameFateSe <>4__this; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <FateAction>d__0(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <>1__state = -2; } private bool MoveNext() { //IL_0034: Unknown result type (might be due to invalid IL or missing references) //IL_003e: Expected O, but got Unknown switch (<>1__state) { default: return false; case 0: <>1__state = -1; <>2__current = (BattleAction)new AddCardsToHandAction((IEnumerable<Card>)Library.CreateCards<RManaCard>(((StatusEffect)<>4__this).Level, false), (AddCardsType)0, false); <>1__state = 1; return true; case 1: <>1__state = -1; return false; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <FateAction>d__0 result; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; result = this; } else { result = new <FateAction>d__0(0) { <>4__this = <>4__this }; } return result; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } [IteratorStateMachine(typeof(<FateAction>d__0))] protected override IEnumerable<BattleAction> FateAction() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <FateAction>d__0(-2) { <>4__this = this }; } } public sealed class RemiliaCharacterHeartBreakFateSeDef : RemiliaCharacterFateTemplate { } [EntityLogic(typeof(RemiliaCharacterHeartBreakFateSeDef))] public sealed class RemiliaCharacterHeartBreakFateSe : RemiliaCharacterFateSe { [CompilerGenerated] private sealed class <FateAction>d__0 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; public RemiliaCharacterHeartBreakFateSe <>4__this; private IEnumerator<BattleAction> <>s__1; private BattleAction <battleAction>5__2; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <FateAction>d__0(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { int num = <>1__state; if (num == -3 || num == 1) { try { } finally { <>m__Finally1(); } } <>s__1 = null; <battleAction>5__2 = null; <>1__state = -2; } private bool MoveNext() { try { switch (<>1__state) { default: return false; case 0: <>1__state = -1; <>s__1 = ((StatusEffect)<>4__this).DebuffAction<TempFirepowerNegative>((IEnumerable<Unit>)((StatusEffect)<>4__this).Battle.AllAliveEnemies, ((StatusEffect)<>4__this).Level, 0, 0, 0, true, 0.2f).GetEnumerator(); <>1__state = -3; break; case 1: <>1__state = -3; <battleAction>5__2 = null; break; } if (<>s__1.MoveNext()) { <battleAction>5__2 = <>s__1.Current; <>2__current = <battleAction>5__2; <>1__state = 1; return true; } <>m__Finally1(); <>s__1 = null; return false; } catch { //try-fault ((IDisposable)this).Dispose(); throw; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } private void <>m__Finally1() { <>1__state = -1; if (<>s__1 != null) { <>s__1.Dispose(); } } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <FateAction>d__0 result; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; result = this; } else { result = new <FateAction>d__0(0) { <>4__this = <>4__this }; } return result; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } [IteratorStateMachine(typeof(<FateAction>d__0))] protected override IEnumerable<BattleAction> FateAction() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <FateAction>d__0(-2) { <>4__this = this }; } } public sealed class RemiliaCharacterLockOnFateSeDef : RemiliaCharacterFateTemplate { } [EntityLogic(typeof(RemiliaCharacterLockOnFateSeDef))] public sealed class RemiliaCharacterLockOnFateSe : RemiliaCharacterFateSe { [CompilerGenerated] private sealed class <FateAction>d__0 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; public RemiliaCharacterLockOnFateSe <>4__this; private IEnumerator<BattleAction> <>s__1; private BattleAction <battleAction>5__2; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <FateAction>d__0(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { int num = <>1__state; if (num == -3 || num == 1) { try { } finally { <>m__Finally1(); } } <>s__1 = null; <battleAction>5__2 = null; <>1__state = -2; } private bool MoveNext() { try { switch (<>1__state) { default: return false; case 0: <>1__state = -1; <>s__1 = ((StatusEffect)<>4__this).DebuffAction<LockedOn>((IEnumerable<Unit>)((StatusEffect)<>4__this).Battle.AllAliveEnemies, ((StatusEffect)<>4__this).Level, 0, 0, 0, true, 0.2f).GetEnumerator(); <>1__state = -3; break; case 1: <>1__state = -3; <battleAction>5__2 = null; break; } if (<>s__1.MoveNext()) { <battleAction>5__2 = <>s__1.Current; <>2__current = <battleAction>5__2; <>1__state = 1; return true; } <>m__Finally1(); <>s__1 = null; return false; } catch { //try-fault ((IDisposable)this).Dispose(); throw; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } private void <>m__Finally1() { <>1__state = -1; if (<>s__1 != null) { <>s__1.Dispose(); } } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <FateAction>d__0 result; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; result = this; } else { result = new <FateAction>d__0(0) { <>4__this = <>4__this }; } return result; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } [IteratorStateMachine(typeof(<FateAction>d__0))] protected override IEnumerable<BattleAction> FateAction() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <FateAction>d__0(-2) { <>4__this = this }; } } public sealed class RemiliaCharacterRainbowFateSeDef : RemiliaCharacterFateTemplate { } [EntityLogic(typeof(RemiliaCharacterRainbowFateSeDef))] public sealed class RemiliaCharacterRainbowFateSe : RemiliaCharacterFateSe { [CompilerGenerated] private sealed class <FateAction>d__0 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; public RemiliaCharacterRainbowFateSe <>4__this; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <FateAction>d__0(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <>1__state = -2; } private bool MoveNext() { //IL_0034: Unknown result type (might be due to invalid IL or missing references) //IL_003e: Expected O, but got Unknown switch (<>1__state) { default: return false; case 0: <>1__state = -1; <>2__current = (BattleAction)new AddCardsToHandAction((IEnumerable<Card>)Library.CreateCards<PManaCard>(((StatusEffect)<>4__this).Level, false), (AddCardsType)0, false); <>1__state = 1; return true; case 1: <>1__state = -1; return false; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <FateAction>d__0 result; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; result = this; } else { result = new <FateAction>d__0(0) { <>4__this = <>4__this }; } return result; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } [IteratorStateMachine(typeof(<FateAction>d__0))] protected override IEnumerable<BattleAction> FateAction() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <FateAction>d__0(-2) { <>4__this = this }; } } public sealed class RemiliaCharacterScarletFateFateSeDef : RemiliaCharacterFateTemplate { } [EntityLogic(typeof(RemiliaCharacterScarletFateFateSeDef))] public sealed class RemiliaCharacterScarletFateFateSe : RemiliaCharacterFateSe { [CompilerGenerated] private sealed class <FateAction>d__0 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; public RemiliaCharacterScarletFateFateSe <>4__this; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <FateAction>d__0(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <>1__state = -2; } private bool MoveNext() { switch (<>1__state) { default: return false; case 0: <>1__state = -1; <>2__current = (BattleAction)(object)PerformAction.Effect((Unit)(object)((StatusEffect)<>4__this).Battle.Player, "ExtraTime", 0f, (string)null, 0f, (EffectBehavior)0, 0f); <>1__state = 1; return true; case 1: <>1__state = -1; <>2__current = (BattleAction)(object)PerformAction.Sfx("ExtraTurnLaunch", 0f); <>1__state = 2; return true; case 2: <>1__state = -1; <>2__current = (BattleAction)(object)PerformAction.Animation((Unit)(object)((StatusEffect)<>4__this).Battle.Player, "spell", 1.6f, (string)null, 0f, -1); <>1__state = 3; return true; case 3: <>1__state = -1; <>2__current = ((StatusEffect)<>4__this).BuffAction<ExtraTurn>(((StatusEffect)<>4__this).Level, 0, 0, 0, 0.2f); <>1__state = 4; return true; case 4: <>1__state = -1; return false; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <FateAction>d__0 result; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; result = this; } else { result = new <FateAction>d__0(0) { <>4__this = <>4__this }; } return result; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } [IteratorStateMachine(typeof(<FateAction>d__0))] protected override IEnumerable<BattleAction> FateAction() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <FateAction>d__0(-2) { <>4__this = this }; } } public sealed class RemiliaCharacterUpgradeFateSeDef : RemiliaCharacterFateTemplate { } [EntityLogic(typeof(RemiliaCharacterUpgradeFateSeDef))] public sealed class RemiliaCharacterUpgradeFateSe : RemiliaCharacterFateSe { [CompilerGenerated] private sealed class <FateAction>d__0 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; public RemiliaCharacterUpgradeFateSe <>4__this; private List<Card> <list>5__1; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <FateAction>d__0(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <list>5__1 = null; <>1__state = -2; } private bool MoveNext() { //IL_00a1: Unknown result type (might be due to invalid IL or missing references) //IL_00ab: Expected O, but got Unknown switch (<>1__state) { default: return false; case 0: <>1__state = -1; <list>5__1 = CollectionsExtensions.SampleManyOrAll<Card>((IEnumerable<Card>)((StatusEffect)<>4__this).Battle.HandZone.Where((Card card) => card.CanUpgradeAndPositive).ToList(), ((StatusEffect)<>4__this).Level, ((GameEntity)<>4__this).GameRun.BattleRng).ToList(); if (<list>5__1.Count > 0) { <>2__current = (BattleAction)new UpgradeCardsAction((IEnumerable<Card>)<list>5__1); <>1__state = 1; return true; } break; case 1: <>1__state = -1; break; } return false; } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <FateAction>d__0 result; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; result = this; } else { result = new <FateAction>d__0(0) { <>4__this = <>4__this }; } return result; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } [IteratorStateMachine(typeof(<FateAction>d__0))] protected override IEnumerable<BattleAction> FateAction() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <FateAction>d__0(-2) { <>4__this = this }; } } public sealed class RemiliaCharacterVulnerableFateSeDef : RemiliaCharacterFateTemplate { } [EntityLogic(typeof(RemiliaCharacterVulnerableFateSeDef))] public sealed class RemiliaCharacterVulnerableFateSe : RemiliaCharacterFateSe { [CompilerGenerated] private sealed class <FateAction>d__0 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; public RemiliaCharacterVulnerableFateSe <>4__this; private IEnumerator<BattleAction> <>s__1; private BattleAction <battleAction>5__2; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <FateAction>d__0(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { int num = <>1__state; if (num == -3 || num == 1) { try { } finally { <>m__Finally1(); } } <>s__1 = null; <battleAction>5__2 = null; <>1__state = -2; } private bool MoveNext() { try { switch (<>1__state) { default: return false; case 0: <>1__state = -1; <>s__1 = ((StatusEffect)<>4__this).DebuffAction<Vulnerable>((IEnumerable<Unit>)((StatusEffect)<>4__this).Battle.AllAliveEnemies, 0, ((StatusEffect)<>4__this).Level, 0, 0, true, 0.2f).GetEnumerator(); <>1__state = -3; break; case 1: <>1__state = -3; <battleAction>5__2 = null; break; } if (<>s__1.MoveNext()) { <battleAction>5__2 = <>s__1.Current; <>2__current = <battleAction>5__2; <>1__state = 1; return true; } <>m__Finally1(); <>s__1 = null; return false; } catch { //try-fault ((IDisposable)this).Dispose(); throw; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } private void <>m__Finally1() { <>1__state = -1; if (<>s__1 != null) { <>s__1.Dispose(); } } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <FateAction>d__0 result; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; result = this; } else { result = new <FateAction>d__0(0) { <>4__this = <>4__this }; } return result; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } [IteratorStateMachine(typeof(<FateAction>d__0))] protected override IEnumerable<BattleAction> FateAction() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <FateAction>d__0(-2) { <>4__this = this }; } } public sealed class RemiliaCharacterWardFateSeDef : RemiliaCharacterFateTemplate { } [EntityLogic(typeof(RemiliaCharacterWardFateSeDef))] public sealed class RemiliaCharacterWardFateSe : RemiliaCharacterFateSe { [CompilerGenerated] private sealed class <FateAction>d__0 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; public RemiliaCharacterWardFateSe <>4__this; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <FateAction>d__0(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <>1__state = -2; } private bool MoveNext() { switch (<>1__state) { default: return false; case 0: <>1__state = -1; <>2__current = ((StatusEffect)<>4__this).BuffAction<AmuletForCard>(((StatusEffect)<>4__this).Level, 0, 0, 0, 0.2f); <>1__state = 1; return true; case 1: <>1__state = -1; return false; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <FateAction>d__0 result; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; result = this; } else { result = new <FateAction>d__0(0) { <>4__this = <>4__this }; } return result; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } [IteratorStateMachine(typeof(<FateAction>d__0))] protected override IEnumerable<BattleAction> FateAction() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <FateAction>d__0(-2) { <>4__this = this }; } } public sealed class RemiliaCharacterWeakFateSeDef : RemiliaCharacterFateTemplate { } [EntityLogic(typeof(RemiliaCharacterWeakFateSeDef))] public sealed class RemiliaCharacterWeakFateSe : RemiliaCharacterFateSe { [CompilerGenerated] private sealed class <FateAction>d__0 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; public RemiliaCharacterWeakFateSe <>4__this; private IEnumerator<BattleAction> <>s__1; private BattleAction <battleAction>5__2; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <FateAction>d__0(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { int num = <>1__state; if (num == -3 || num == 1) { try { } finally { <>m__Finally1(); } } <>s__1 = null; <battleAction>5__2 = null; <>1__state = -2; } private bool MoveNext() { try { switch (<>1__state) { default: return false; case 0: <>1__state = -1; <>s__1 = ((StatusEffect)<>4__this).DebuffAction<Weak>((IEnumerable<Unit>)((StatusEffect)<>4__this).Battle.AllAliveEnemies, 0, ((StatusEffect)<>4__this).Level, 0, 0, true, 0.2f).GetEnumerator(); <>1__state = -3; break; case 1: <>1__state = -3; <battleAction>5__2 = null; break; } if (<>s__1.MoveNext()) { <battleAction>5__2 = <>s__1.Current; <>2__current = <battleAction>5__2; <>1__state = 1; return true; } <>m__Finally1(); <>s__1 = null; return false; } catch { //try-fault ((IDisposable)this).Dispose(); throw; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } private void <>m__Finally1() { <>1__state = -1; if (<>s__1 != null) { <>s__1.Dispose(); } } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <FateAction>d__0 result; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; result = this; } else { result = new <FateAction>d__0(0) { <>4__this = <>4__this }; } return result; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } [IteratorStateMachine(typeof(<FateAction>d__0))] protected override IEnumerable<BattleAction> FateAction() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <FateAction>d__0(-2) { <>4__this = this }; } } public sealed class RemiliaCharacterFateKeywordSeDef : RemiliaCharacterStatusEffectTemplate { public override Sprite LoadSprite() { return null; } } [EntityLogic(typeof(RemiliaCharacterFateKeywordSeDef))] public sealed class RemiliaCharacterFateKeywordSe : StatusEffect { } public sealed class RemiliaCharacterTributeKeywordSeDef : RemiliaCharacterStatusEffectTemplate { public override Sprite LoadSprite() { return null; } } [EntityLogic(typeof(RemiliaCharacterTributeKeywordSeDef))] public sealed class RemiliaCharacterTributeKeywordSe : StatusEffect { } public sealed class RemiliaCharacterAscendingIntoNaughtSeDef : RemiliaCharacterStatusEffectTemplate { } [EntityLogic(typeof(RemiliaCharacterAscendingIntoNaughtSeDef))] public sealed class RemiliaCharacterAscendingIntoNaughtSe : StatusEffect { [CompilerGenerated] private sealed class <OnOwnerTurnStarted>d__2 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; private UnitEventArgs args; public UnitEventArgs <>3__args; public RemiliaCharacterAscendingIntoNaughtSe <>4__this; private List<Card> <ToAdd>5__1; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <OnOwnerTurnStarted>d__2(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <ToAdd>5__1 = null; <>1__state = -2; } private bool MoveNext() { //IL_0045: Unknown result type (might be due to invalid IL or missing references) //IL_004f: Expected O, but got Unknown switch (<>1__state) { default: return false; case 0: <>1__state = -1; <ToAdd>5__1 = ((IEnumerable<Card>)Library.CreateCards<RemiliaCharacterDemonLordArrow>(((StatusEffect)<>4__this).Level, false)).ToList(); <>2__current = (BattleAction)new AddCardsToHandAction((IEnumerable<Card>)<ToAdd>5__1, (AddCardsType)0, false); <>1__state = 1; return true; case 1: <>1__state = -1; return false; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <OnOwnerTurnStarted>d__2 <OnOwnerTurnStarted>d__; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; <OnOwnerTurnStarted>d__ = this; } else { <OnOwnerTurnStarted>d__ = new <OnOwnerTurnStarted>d__2(0) { <>4__this = <>4__this }; } <OnOwnerTurnStarted>d__.args = <>3__args; return <OnOwnerTurnStarted>d__; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } public ManaGroup Mana; protected override void OnAdded(Unit unit) { ((StatusEffect)this).ReactOwnerEvent<UnitEventArgs>(((StatusEffect)this).Owner.TurnStarted, (EventSequencedReactor<UnitEventArgs>)OnOwnerTurnStarted); } [IteratorStateMachine(typeof(<OnOwnerTurnStarted>d__2))] private IEnumerable<BattleAction> OnOwnerTurnStarted(UnitEventArgs args) { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <OnOwnerTurnStarted>d__2(-2) { <>4__this = this, <>3__args = args }; } public RemiliaCharacterAscendingIntoNaughtSe() { //IL_0003: Unknown result type (might be due to invalid IL or missing references) //IL_0012: Unknown result type (might be due to invalid IL or missing references) //IL_0013: Unknown result type (might be due to invalid IL or missing references) ManaGroup mana = default(ManaGroup); ((ManaGroup)(ref mana)).Any = 1; Mana = mana; ((StatusEffect)this)..ctor(); } } public sealed class RemiliaCharacterBombardNightSeDef : RemiliaCharacterStatusEffectTemplate { } [EntityLogic(typeof(RemiliaCharacterBombardNightSeDef))] public sealed class RemiliaCharacterBombardNightSe : StatusEffect { } public sealed class RemiliaCharacterClocktowerSeDef : RemiliaCharacterStatusEffectTemplate { } [EntityLogic(typeof(RemiliaCharacterClocktowerSeDef))] public sealed class RemiliaCharacterClocktowerSe : StatusEffect { [CompilerGenerated] private sealed class <OnOwnerTurnStarted>d__3 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; private UnitEventArgs args; public UnitEventArgs <>3__args; public RemiliaCharacterClocktowerSe <>4__this; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <OnOwnerTurnStarted>d__3(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <>1__state = -2; } private bool MoveNext() { //IL_0027: Unknown result type (might be due to invalid IL or missing references) //IL_002c: Unknown result type (might be due to invalid IL or missing references) //IL_0036: Expected O, but got Unknown switch (<>1__state) { default: return false; case 0: <>1__state = -1; <>2__current = (BattleAction)new GainManaAction(<>4__this.Mana); <>1__state = 1; return true; case 1: <>1__state = -1; return false; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <OnOwnerTurnStarted>d__3 <OnOwnerTurnStarted>d__; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; <OnOwnerTurnStarted>d__ = this; } else { <OnOwnerTurnStarted>d__ = new <OnOwnerTurnStarted>d__3(0) { <>4__this = <>4__this }; } <OnOwnerTurnStarted>d__.args = <>3__args; return <OnOwnerTurnStarted>d__; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } private ManaGroup Mana { get { //IL_0003: 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_0018: 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) ManaGroup result = default(ManaGroup); ((ManaGroup)(ref result)).Blue = ((StatusEffect)this).Level; return result; } } protected override void OnAdded(Unit unit) { ((StatusEffect)this).ReactOwnerEvent<UnitEventArgs>(((StatusEffect)this).Owner.TurnStarted, (EventSequencedReactor<UnitEventArgs>)OnOwnerTurnStarted); } [IteratorStateMachine(typeof(<OnOwnerTurnStarted>d__3))] private IEnumerable<BattleAction> OnOwnerTurnStarted(UnitEventArgs args) { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <OnOwnerTurnStarted>d__3(-2) { <>4__this = this, <>3__args = args }; } } public sealed class RemiliaCharacterClownishCalendulaSeDef : RemiliaCharacterStatusEffectTemplate { public override StatusEffectConfig MakeConfig() { StatusEffectConfig val = RemiliaCharacterStatusEffectTemplate.DefaultStatusEffectConfig(); val.Type = (StatusEffectType)2; return val; } } [EntityLogic(typeof(RemiliaCharacterClownishCalendulaSeDef))] public sealed class RemiliaCharacterClownishCalendulaSe : StatusEffect { [CompilerGenerated] private sealed class <OnCardUsed>d__2 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; private CardUsingEventArgs args; public CardUsingEventArgs <>3__args; public RemiliaCharacterClownishCalendulaSe <>4__this; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <OnCardUsed>d__2(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <>1__state = -2; } private bool MoveNext() { //IL_0050: Unknown result type (might be due to invalid IL or missing references) //IL_0061: Unknown result type (might be due to invalid IL or missing references) //IL_006b: Expected O, but got Unknown switch (<>1__state) { default: return false; case 0: <>1__state = -1; <>4__this.<>n__0(); <>2__current = (BattleAction)new DamageAction(((StatusEffect)<>4__this).Owner, ((StatusEffect)<>4__this).Owner, DamageInfo.Reaction((float)((StatusEffect)<>4__this).Level, false), <>4__this.GunName, (GunType)0); <>1__state = 1; return true; case 1: <>1__state = -1; return false; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <OnCardUsed>d__2 <OnCardUsed>d__; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; <OnCardUsed>d__ = this; } else { <OnCardUsed>d__ = new <OnCardUsed>d__2(0) { <>4__this = <>4__this }; } <OnCardUsed>d__.args = <>3__args; return <OnCardUsed>d__; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } public string GunName = GunNameID.GetGunFromId(4531); protected override void OnAdded(Unit unit) { ((StatusEffect)this).ReactOwnerEvent<CardUsingEventArgs>(((StatusEffect)this).Battle.CardUsed, (EventSequencedReactor<CardUsingEventArgs>)OnCardUsed); } [IteratorStateMachine(typeof(<OnCardUsed>d__2))] private IEnumerable<BattleAction> OnCardUsed(CardUsingEventArgs args) { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <OnCardUsed>d__2(-2) { <>4__this = this, <>3__args = args }; } [CompilerGenerated] [DebuggerHidden] private void <>n__0() { ((StatusEffect)this).NotifyActivating(); } } public sealed class RemiliaCharacterCurseOfVladTepesSeDef : RemiliaCharacterStatusEffectTemplate { } [EntityLogic(typeof(RemiliaCharacterCurseOfVladTepesSeDef))] public sealed class RemiliaCharacterCurseOfVladTepesSe : StatusEffect { [CompilerGenerated] private sealed class <OnStatusEffectRemoved>d__3 : IEnumerable<BattleAction>, IEnumerable, IEnumerator<BattleAction>, IEnumerator, IDisposable { private int <>1__state; private BattleAction <>2__current; private int <>l__initialThreadId; private StatusEffectEventArgs args; public StatusEffectEventArgs <>3__args; public RemiliaCharacterCurseOfVladTepesSe <>4__this; BattleAction IEnumerator<BattleAction>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <OnStatusEffectRemoved>d__3(int <>1__state) { this.<>1__state = <>1__state; <>l__initialThreadId = Environment.CurrentManagedThreadId; } [DebuggerHidden] void IDisposable.Dispose() { <>1__state = -2; } private bool MoveNext() { //IL_003f: Unknown result type (might be due to invalid IL or missing references) //IL_0044: Unknown result type (might be due to invalid IL or missing references) //IL_004e: Expected O, but got Unknown switch (<>1__state) { default: return false; case 0: <>1__state = -1; if (args.Effect is RemiliaCharacterFateSe) { <>2__current = (BattleAction)new GainManaAction(<>4__this.Mana); <>1__state = 1; return true; } break; case 1: <>1__state = -1; break; } return false; } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } [DebuggerHidden] IEnumerator<BattleAction> IEnumerable<BattleAction>.GetEnumerator() { <OnStatusEffectRemoved>d__3 <OnStatusEffectRemoved>d__; if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId) { <>1__state = 0; <OnStatusEffectRemoved>d__ = this; } else { <OnStatusEffectRemoved>d__ = new <OnStatusEffectRemoved>d__3(0) { <>4__this = <>4__this }; } <OnStatusEffectRemoved>d__.args = <>3__args; return <OnStatusEffectRemoved>d__; } [DebuggerHidden] IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<BattleAction>)this).GetEnumerator(); } } public ManaGroup Mana { get { //IL_0003: 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_0018: 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) ManaGroup result = default(ManaGroup); ((ManaGroup)(ref result)).Philosophy = ((StatusEffect)this).Level; return result; } } protected override void OnAdded(Unit unit) { ((StatusEffect)this