using System;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Resources;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using Jotunn.Managers;
using Jotunn.Utils;
using Microsoft.CodeAnalysis;
using UnityEngine;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: IgnoresAccessChecksTo("assembly_guiutils")]
[assembly: IgnoresAccessChecksTo("assembly_utils")]
[assembly: IgnoresAccessChecksTo("assembly_valheim")]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = "")]
[assembly: AssemblyCompany("Cheb Gonaz")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyFileVersion("1.2.2.0")]
[assembly: AssemblyInformationalVersion("1.2.2.0+f7d585abee2656db8006bbd76f408259bceb1e9a")]
[assembly: AssemblyProduct("Cheb's Demolisher Sword")]
[assembly: AssemblyTitle("Cheb's Demolisher Sword")]
[assembly: NeutralResourcesLanguage("en")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.2.2.0")]
[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 ChebsDemolisherSword
{
[BepInPlugin("com.chebgonaz.chebsdemolishersword", "ChebsDemolisherSword", "1.2.2")]
[BepInDependency(/*Could not decode attribute arguments.*/)]
[NetworkCompatibility(/*Could not decode attribute arguments.*/)]
internal class ChebsDemolisherSword : BaseUnityPlugin
{
public const string PluginGuid = "com.chebgonaz.chebsdemolishersword";
public const string PluginName = "ChebsDemolisherSword";
public const string PluginVersion = "1.2.2";
private Mesh _demolisherSwordMesh;
private Material _demolisherSwordMaterial;
private void Awake()
{
LoadAssetBundle();
PrefabManager.OnVanillaPrefabsAvailable += DoOnVanillaPrefabsAvailable;
}
private void DoOnVanillaPrefabsAvailable()
{
PrefabManager.OnVanillaPrefabsAvailable -= DoOnVanillaPrefabsAvailable;
GameObject prefab = PrefabManager.Instance.GetPrefab("SledgeDemolisher");
if ((Object)(object)prefab == (Object)null)
{
((BaseUnityPlugin)this).Logger.LogError((object)"Failed to get demolisher hammer prefab");
return;
}
MeshFilter componentInChildren = prefab.GetComponentInChildren<MeshFilter>(true);
if ((Object)(object)componentInChildren == (Object)null)
{
((BaseUnityPlugin)this).Logger.LogError((object)"Failed to get demolisher hammer prefab's mesh filter");
return;
}
componentInChildren.mesh = _demolisherSwordMesh;
MeshRenderer componentInChildren2 = prefab.GetComponentInChildren<MeshRenderer>(true);
if ((Object)(object)componentInChildren2 == (Object)null)
{
((BaseUnityPlugin)this).Logger.LogError((object)"Failed to get demolisher hammer prefab's mesh renderer");
}
else
{
((Renderer)componentInChildren2).sharedMaterial = _demolisherSwordMaterial;
}
}
private void LoadAssetBundle()
{
AssetBundle val = AssetUtils.LoadAssetBundle(Path.Combine(Path.GetDirectoryName(((BaseUnityPlugin)this).Info.Location), "enclavesix"));
try
{
_demolisherSwordMesh = val.LoadAsset<Mesh>("EnclaveSix_DemolisherSwordMesh");
_demolisherSwordMaterial = val.LoadAsset<Material>("EnclaveSix_DemolisherSwordMaterial");
}
catch (Exception arg)
{
((BaseUnityPlugin)this).Logger.LogWarning((object)$"Exception caught while loading assets: {arg}");
}
finally
{
val.Unload(false);
}
}
}
}
namespace System.Runtime.CompilerServices
{
[AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)]
internal sealed class IgnoresAccessChecksToAttribute : Attribute
{
public IgnoresAccessChecksToAttribute(string assemblyName)
{
}
}
}