using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using Microsoft.CodeAnalysis;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.SceneManagement;
[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=v2.0", FrameworkDisplayName = ".NET Standard 2.0")]
[assembly: AssemblyCompany("PlayableSwordsMachine")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyDescription("My first plugin")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("PlayableSwordsMachine")]
[assembly: AssemblyTitle("PlayableSwordsMachine")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
internal sealed class EmbeddedAttribute : Attribute
{
}
}
namespace System.Runtime.CompilerServices
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
internal sealed class RefSafetyRulesAttribute : Attribute
{
public readonly int Version;
public RefSafetyRulesAttribute(int P_0)
{
Version = P_0;
}
}
}
namespace PlayableSwordsMachine
{
[BepInPlugin("com.lazy.mods.playable.swordsmachine", "Playable Swordsmachine", "1.0.0.1")]
public class Plugin : BaseUnityPlugin
{
private GameObject plrswordsmachine;
private SwordsMachine plrsmcomp;
private float SMComboCooldown = 0f;
private float framesSinceSceneChange = 0f;
private bool dostuff = false;
private void Update()
{
//IL_00d0: Unknown result type (might be due to invalid IL or missing references)
//IL_00d5: Unknown result type (might be due to invalid IL or missing references)
//IL_00eb: Unknown result type (might be due to invalid IL or missing references)
//IL_00f0: Unknown result type (might be due to invalid IL or missing references)
//IL_0104: Unknown result type (might be due to invalid IL or missing references)
//IL_0109: Unknown result type (might be due to invalid IL or missing references)
if (!(SceneHelper.CurrentScene != "Main Menu") || !(SceneHelper.CurrentScene != "Bootstrap") || !dostuff)
{
return;
}
framesSinceSceneChange += 1f;
if (framesSinceSceneChange == 10f)
{
((Behaviour)plrsmcomp).enabled = false;
}
SMComboCooldown -= 4f * Time.deltaTime;
GameObject val = GameObject.Find("Player/Main Camera");
GameObject val2 = GameObject.Find("Player");
NewMovement component = val2.GetComponent<NewMovement>();
Rigidbody component2 = val2.GetComponent<Rigidbody>();
CameraController component3 = val.GetComponent<CameraController>();
component.modNoDashSlide = true;
component.hp = 2000000100;
component3.defaultPos = new Vector3(2f, 4f, -2f);
component3.originalPos = new Vector3(2f, 4f, -2f);
Animator component4 = plrswordsmachine.GetComponent<Animator>();
Vector3 velocity = component2.velocity;
if (((Vector3)(ref velocity)).magnitude > 1f)
{
component4.SetTrigger("Running");
}
else
{
component4.ResetTrigger("Running");
}
component.jumpPower = 0f;
component.modNoJump = true;
if (Input.GetKeyDown((KeyCode)324) && SMComboCooldown < 0f && SceneHelper.CurrentScene != "Main Menu" && SceneHelper.CurrentScene != "Bootstrap")
{
SMComboCooldown = 3f;
Debug.Log((object)"Doing Swordsmachine Slash Move");
plrsmcomp.RunningSwing();
}
if (Input.GetKeyDown((KeyCode)323) && SMComboCooldown < 0f && SceneHelper.CurrentScene != "Main Menu" && SceneHelper.CurrentScene != "Bootstrap")
{
SMComboCooldown = 9f;
Debug.Log((object)"Doing Swordsmachine Combo Move");
((Component)plrsmcomp).SendMessage("Combo");
}
for (int i = 0; i < ((Component)MonoSingleton<GunControl>.Instance).transform.childCount; i++)
{
GameObject gameObject = ((Component)((Component)MonoSingleton<GunControl>.Instance).transform.GetChild(i)).gameObject;
if (((Object)gameObject).name != "Spawner Arm(Clone) - MoveHand" && ((Object)gameObject).name != "Spawner Arm(Clone) - AlterHand" && ((Object)gameObject).name != "Spawner Arm(Clone) - DestroyHand" && ((Object)gameObject).name != "Spawner Arm(Clone) - Prop")
{
gameObject.SetActive(false);
}
}
for (int j = 0; j < ((Component)MonoSingleton<FistControl>.Instance).transform.childCount; j++)
{
GameObject gameObject2 = ((Component)((Component)MonoSingleton<GunControl>.Instance).transform.GetChild(j)).gameObject;
gameObject2.SetActive(false);
}
}
public static T Fetch<T>(string key)
{
//IL_0002: Unknown result type (might be due to invalid IL or missing references)
//IL_0007: Unknown result type (might be due to invalid IL or missing references)
return Addressables.LoadAssetAsync<T>((object)key).WaitForCompletion();
}
public static void SendHudMessage(string msg, int delay, bool silent)
{
MonoSingleton<HudMessageReceiver>.Instance.SendHudMessage(msg, "", "", delay, silent);
}
private void OnSceneChange(Scene before, Scene after)
{
//IL_00bd: Unknown result type (might be due to invalid IL or missing references)
//IL_00c3: Expected O, but got Unknown
//IL_00f6: Unknown result type (might be due to invalid IL or missing references)
//IL_011b: Unknown result type (might be due to invalid IL or missing references)
//IL_0184: Unknown result type (might be due to invalid IL or missing references)
//IL_01a9: Unknown result type (might be due to invalid IL or missing references)
if (SceneHelper.CurrentScene == "Main Menu")
{
dostuff = true;
}
if (SceneHelper.CurrentScene != "Main Menu" && SceneHelper.CurrentScene != "Bootstrap")
{
framesSinceSceneChange = 0f;
SMComboCooldown = 0f;
GameObject val = GameObject.Find("Player");
GameObject.Find("Canvas/HurtScreen").SetActive(false);
for (int i = 0; i < ((Component)MonoSingleton<GunControl>.Instance).transform.childCount; i++)
{
((Component)((Component)MonoSingleton<GunControl>.Instance).transform.GetChild(i)).gameObject.SetActive(false);
}
GameObject val2 = new GameObject();
((Object)val2).name = "SM Target Transform";
val2.transform.parent = val.transform;
val2.transform.localPosition = new Vector3(0f, 0f, 50f);
val2.transform.localRotation = new Quaternion(0f, 0f, 0f, 0f);
plrswordsmachine = Object.Instantiate<GameObject>(Fetch<GameObject>("Assets/Prefabs/Enemies/SwordsMachineNonboss.prefab"));
CapsuleCollider component = plrswordsmachine.GetComponent<CapsuleCollider>();
((Collider)component).enabled = false;
Debug.Log((object)"Instantiated SM and disabled default collider");
plrswordsmachine.transform.parent = val.transform;
plrswordsmachine.transform.position = val.transform.position;
plrswordsmachine.transform.localScale = new Vector3(0.8f, 0.8f, 0.8f);
EnemyIdentifier component2 = plrswordsmachine.GetComponent<EnemyIdentifier>();
plrsmcomp = plrswordsmachine.GetComponent<SwordsMachine>();
plrsmcomp.firstPhase = false;
CopyPositionAndRotation val3 = plrswordsmachine.AddComponent<CopyPositionAndRotation>();
val3.target = val.transform;
component2.blessed = true;
component2.ignorePlayer = true;
component2.attackEnemies = false;
component2.fallbackTarget = val2.transform;
}
}
private void Awake()
{
SceneManager.activeSceneChanged += OnSceneChange;
((BaseUnityPlugin)this).Logger.LogInfo((object)"Plugin PlayableSwordsMachine is loaded!");
}
}
public static class MyPluginInfo
{
public const string PLUGIN_GUID = "PlayableSwordsMachine";
public const string PLUGIN_NAME = "PlayableSwordsMachine";
public const string PLUGIN_VERSION = "1.0.0";
}
}