using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using BepInEx;
using Microsoft.CodeAnalysis;
using UnityEngine;
using UnityEngine.SceneManagement;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: AssemblyCompany("ultrakill-custom-level-secret-fix")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("ultrakill-custom-level-secret-fix")]
[assembly: AssemblyTitle("ultrakill-custom-level-secret-fix")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace Microsoft.CodeAnalysis
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
internal sealed class EmbeddedAttribute : Attribute
{
}
}
namespace System.Runtime.CompilerServices
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)]
internal sealed class NullableAttribute : Attribute
{
public readonly byte[] NullableFlags;
public NullableAttribute(byte P_0)
{
NullableFlags = new byte[1] { P_0 };
}
public NullableAttribute(byte[] P_0)
{
NullableFlags = P_0;
}
}
}
namespace CustomLevelSecretFix
{
[BepInPlugin("com.dominicentek.customlevelsecretfix", "CustomLevelSecretFix", "1.0.0")]
public class Plugin : BaseUnityPlugin
{
private List<int> existingBonuses = new List<int>();
public void Awake()
{
((BaseUnityPlugin)this).Logger.LogMessage((object)"CustomLevelSecretFix loaded!");
SceneManager.sceneLoaded += OnSceneLoaded;
SceneManager.sceneUnloaded += OnSceneUnloaded;
}
public void OnSceneUnloaded(Scene scene)
{
existingBonuses.Clear();
}
public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
Bonus[] array = Object.FindObjectsByType<Bonus>((FindObjectsSortMode)1);
Bonus[] array2 = array;
foreach (Bonus val in array2)
{
if (val.secretNumber != -1)
{
existingBonuses.Add(val.secretNumber);
}
}
int j = 0;
array2 = array;
foreach (Bonus val2 in array2)
{
if (val2.secretNumber == -1)
{
for (; existingBonuses.Contains(j); j++)
{
}
val2.secretNumber = j++;
}
}
}
}
}