using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using HarmonyLib;
using UnityEngine;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: AssemblyTitle("ChangeShieldStyle")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("ChangeShieldStyle")]
[assembly: AssemblyCopyright("Copyright © 2023")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("4f1a92ce-f667-4db7-a9f2-36a2bb7c28a1")]
[assembly: AssemblyFileVersion("1.1.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.6.2", FrameworkDisplayName = ".NET Framework 4.6.2")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.1.0.0")]
[module: UnverifiableCode]
namespace ChangeShieldStyle;
[BepInPlugin("goldenrevolver.ChangeShieldStyle", "Change Style Of Existing Shield", "1.1.0")]
public class ChangeShieldStylePlugin : BaseUnityPlugin
{
public const string GUID = "goldenrevolver.ChangeShieldStyle";
public const string NAME = "Change Style Of Existing Shield";
public const string VERSION = "1.1.0";
protected void Awake()
{
Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly(), (string)null);
}
}
[HarmonyPatch]
internal static class Patches
{
[HarmonyPatch(typeof(CraftingStation), "UseItem")]
[HarmonyPrefix]
public static bool UpdateShieldStylePatch(CraftingStation __instance, Humanoid user, ItemData item, ref bool __result)
{
string prefabName = Utils.GetPrefabName(((Component)__instance).gameObject);
if (prefabName != "piece_workbench" && prefabName != "forge")
{
return true;
}
return !TryUpdateShieldStyle(user, item, ref __result);
}
public static bool TryUpdateShieldStyle(Humanoid user, ItemData item, ref bool __result)
{
//IL_0034: Unknown result type (might be due to invalid IL or missing references)
//IL_003a: Invalid comparison between Unknown and I4
if (!((Character)user).IsPlayer() || (Object)(object)user != (Object)(object)Player.m_localPlayer || !((Character)user).TakeInput())
{
return false;
}
if ((int)item.m_shared.m_itemType != 5 && item.m_shared.m_name != "$item_cape_linen")
{
return false;
}
if (item.m_shared.m_icons == null || item.m_shared.m_icons.Length == 0)
{
return false;
}
if (item.m_variant < 0 || item.m_variant >= item.m_shared.m_icons.Length)
{
return false;
}
item.m_variant = (item.m_variant + 1) % item.m_shared.m_icons.Length;
if (item.IsEquipable() && user.IsItemEquiped(item))
{
user.UnequipItem(item, true);
user.EquipItem(item, true);
}
__result = true;
return true;
}
}