Decompiled source of FineWoodPieces v1.4.8
FineWoodPieces.dll
Decompiled 2 weeks ago
The result has been truncated due to the large size, download it to view full contents!
using System; using System.Collections; using System.Collections.Concurrent; using System.Collections.Generic; using System.Collections.ObjectModel; using System.ComponentModel; using System.Diagnostics; using System.Diagnostics.CodeAnalysis; using System.Globalization; using System.IO; using System.IO.Compression; using System.Linq; using System.Linq.Expressions; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Runtime.Serialization; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using System.Text; using System.Text.RegularExpressions; using BepInEx; using BepInEx.Bootstrap; using BepInEx.Configuration; using BepInEx.Logging; using FineWoodPieces.Functions; using HarmonyLib; using JetBrains.Annotations; using LocalizationManager; using LocationManager; using Microsoft.CodeAnalysis; using ServerSync; using SoftReferenceableAssets; using TMPro; using UnityEngine; using YamlDotNet.Core; using YamlDotNet.Core.Events; using YamlDotNet.Core.Tokens; using YamlDotNet.Helpers; using YamlDotNet.Serialization; using YamlDotNet.Serialization.Converters; using YamlDotNet.Serialization.EventEmitters; using YamlDotNet.Serialization.NamingConventions; using YamlDotNet.Serialization.NodeDeserializers; using YamlDotNet.Serialization.NodeTypeResolvers; using YamlDotNet.Serialization.ObjectFactories; using YamlDotNet.Serialization.ObjectGraphTraversalStrategies; using YamlDotNet.Serialization.ObjectGraphVisitors; using YamlDotNet.Serialization.Schemas; using YamlDotNet.Serialization.TypeInspectors; using YamlDotNet.Serialization.TypeResolvers; using YamlDotNet.Serialization.Utilities; using YamlDotNet.Serialization.ValueDeserializers; [assembly: AssemblyFileVersion("1.4.8")] [assembly: Guid("C53803CC-D333-4666-B35B-7B53D7AFA18E")] [assembly: ComVisible(false)] [assembly: AssemblyTrademark("")] [assembly: AssemblyCopyright("Copyright © 2023")] [assembly: AssemblyProduct("FineWoodPieces")] [assembly: AssemblyCompany("blacks7ar")] [assembly: AssemblyConfiguration("")] [assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")] [assembly: AssemblyTitle("FineWoodPieces")] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: CompilationRelaxations(8)] [assembly: AssemblyDescription("https://valheim.thunderstore.io/package/blacks7ar/FineWoodPieces/")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.4.8.0")] [module: UnverifiableCode] [module: <d8246041-d695-4abc-abff-c4fc457f3e0e>RefSafetyRules(11)] namespace Microsoft.CodeAnalysis { [<1205671b-08a2-4aa1-a591-e18e00a33491>Embedded] [CompilerGenerated] internal sealed class <1205671b-08a2-4aa1-a591-e18e00a33491>EmbeddedAttribute : Attribute { } } namespace System.Runtime.CompilerServices { [AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)] [CompilerGenerated] [<1205671b-08a2-4aa1-a591-e18e00a33491>Embedded] internal sealed class <d8246041-d695-4abc-abff-c4fc457f3e0e>RefSafetyRulesAttribute : Attribute { public readonly int Version; public <d8246041-d695-4abc-abff-c4fc457f3e0e>RefSafetyRulesAttribute(int P_0) { Version = P_0; } } } namespace FineWoodPieces { [BepInPlugin("blacks7ar.FineWoodPieces", "FineWoodPieces", "1.4.8")] [BepInIncompatibility("blacks7ar.ClayBuildPieces")] [BepInIncompatibility("blacks7ar.FineWoodFurnitures")] [BepInIncompatibility("blacks7ar.FineWoodBuildPieces")] public class Plugin : BaseUnityPlugin { private const string modGUID = "blacks7ar.FineWoodPieces"; public const string modName = "FineWoodPieces"; public const string modAuthor = "blacks7ar"; public const string modVersion = "1.4.8"; public const string modLink = "https://valheim.thunderstore.io/package/blacks7ar/FineWoodPieces/"; private static string configFileName = "blacks7ar.FineWoodPieces.cfg"; private static string configFileFullPath; public static readonly ManualLogSource FWPLogger; private static readonly Harmony _harmony; private static readonly ConfigSync _configSync; private static ConfigEntry<Toggle> _serverConfigLocked; public static ConfigEntry<Toggle> _enableReed; public static ConfigEntry<float> _reedGroupRadius; public static ConfigEntry<int> _reedGroupSizeMin; public static ConfigEntry<int> _reedGroupSizeMax; public static ConfigEntry<float> _reedMax; public static ConfigEntry<Toggle> _enableClay; public static ConfigEntry<float> _clayGroupRadius; public static ConfigEntry<int> _clayGroupSizeMin; public static ConfigEntry<int> _clayGroupSizeMax; public static ConfigEntry<float> _clayMax; public static ConfigEntry<Toggle> _enableClayBig; public static ConfigEntry<float> _clayBigGroupRadius; public static ConfigEntry<int> _clayBigGroupSizeMin; public static ConfigEntry<int> _clayBigGroupSizeMax; public static ConfigEntry<float> _clayBigMax; public static ConfigEntry<float> _secPerUnit; public static ConfigEntry<int> _maxClay; public static ConfigEntry<Biome> _clayPit1Biome; public static ConfigEntry<BiomeArea> _clayPit1BiomeArea; public static ConfigEntry<float> _clayPit1MinDistance; public static ConfigEntry<int> _clayPit1Count; public static ConfigEntry<Biome> _clayPit2Biome; public static ConfigEntry<BiomeArea> _clayPit2BiomeArea; public static ConfigEntry<float> _clayPit2MinDistance; public static ConfigEntry<int> _clayPit2Count; public static ConfigEntry<Toggle> _hideTrapDoorHoverText; private ConfigEntry<T> config<T>(string group, string name, T value, ConfigDescription description, bool synchronizedConfig = true) { //IL_002a: Unknown result type (might be due to invalid IL or missing references) //IL_0030: Expected O, but got Unknown ConfigDescription val = new ConfigDescription(description.Description + (synchronizedConfig ? " [Synced with Server]" : " [Not Synced with Server]"), description.AcceptableValues, description.Tags); ConfigEntry<T> val2 = ((BaseUnityPlugin)this).Config.Bind<T>(group, name, value, val); _configSync.AddConfigEntry<T>(val2).SynchronizedConfig = synchronizedConfig; return val2; } private void ConfigWatcher() { FileSystemWatcher fileSystemWatcher = new FileSystemWatcher(Paths.ConfigPath, configFileName); fileSystemWatcher.Changed += OnConfigChanged; fileSystemWatcher.Created += OnConfigChanged; fileSystemWatcher.Renamed += OnConfigChanged; fileSystemWatcher.IncludeSubdirectories = true; fileSystemWatcher.SynchronizingObject = ThreadingHelper.SynchronizingObject; fileSystemWatcher.EnableRaisingEvents = true; } private void OnConfigChanged(object sender, FileSystemEventArgs e) { if (!File.Exists(configFileFullPath)) { return; } try { Logging.LogDebug("OnConfigChanged called.."); ((BaseUnityPlugin)this).Config.Reload(); } catch { Logging.LogError("There was an issue loading your " + configFileName); Logging.LogError("Please check your config entries for spelling and format!"); } } public void Awake() { //IL_001c: Unknown result type (might be due to invalid IL or missing references) //IL_0027: Expected O, but got Unknown //IL_0053: Unknown result type (might be due to invalid IL or missing references) //IL_005e: Expected O, but got Unknown //IL_007a: Unknown result type (might be due to invalid IL or missing references) //IL_0085: Expected O, but got Unknown //IL_00b3: Unknown result type (might be due to invalid IL or missing references) //IL_00be: Expected O, but got Unknown //IL_00e1: Unknown result type (might be due to invalid IL or missing references) //IL_00ec: Expected O, but got Unknown //IL_010f: Unknown result type (might be due to invalid IL or missing references) //IL_011a: Expected O, but got Unknown //IL_0148: Unknown result type (might be due to invalid IL or missing references) //IL_0153: Expected O, but got Unknown //IL_016f: Unknown result type (might be due to invalid IL or missing references) //IL_017a: Expected O, but got Unknown //IL_01a8: Unknown result type (might be due to invalid IL or missing references) //IL_01b3: Expected O, but got Unknown //IL_01d6: Unknown result type (might be due to invalid IL or missing references) //IL_01e1: Expected O, but got Unknown //IL_0204: Unknown result type (might be due to invalid IL or missing references) //IL_020f: Expected O, but got Unknown //IL_023d: Unknown result type (might be due to invalid IL or missing references) //IL_0248: Expected O, but got Unknown //IL_0264: Unknown result type (might be due to invalid IL or missing references) //IL_026f: Expected O, but got Unknown //IL_029d: Unknown result type (might be due to invalid IL or missing references) //IL_02a8: Expected O, but got Unknown //IL_02cb: Unknown result type (might be due to invalid IL or missing references) //IL_02d6: Expected O, but got Unknown //IL_02f9: Unknown result type (might be due to invalid IL or missing references) //IL_0304: Expected O, but got Unknown //IL_0332: Unknown result type (might be due to invalid IL or missing references) //IL_033d: Expected O, but got Unknown //IL_036b: Unknown result type (might be due to invalid IL or missing references) //IL_0376: Expected O, but got Unknown //IL_039a: Unknown result type (might be due to invalid IL or missing references) //IL_03a5: Expected O, but got Unknown //IL_03c1: Unknown result type (might be due to invalid IL or missing references) //IL_03cc: Expected O, but got Unknown //IL_03e8: Unknown result type (might be due to invalid IL or missing references) //IL_03f3: Expected O, but got Unknown //IL_0421: Unknown result type (might be due to invalid IL or missing references) //IL_042c: Expected O, but got Unknown //IL_0453: Unknown result type (might be due to invalid IL or missing references) //IL_045e: Expected O, but got Unknown //IL_047a: Unknown result type (might be due to invalid IL or missing references) //IL_0485: Expected O, but got Unknown //IL_04a1: Unknown result type (might be due to invalid IL or missing references) //IL_04ac: Expected O, but got Unknown //IL_04da: Unknown result type (might be due to invalid IL or missing references) //IL_04e5: Expected O, but got Unknown //IL_050c: Unknown result type (might be due to invalid IL or missing references) //IL_0517: Expected O, but got Unknown Localizer.Load(); _serverConfigLocked = config("1- ServerSync", "Lock Configuration", Toggle.On, new ConfigDescription("If On, the configuration is locked and can be changed by server admins only.", (AcceptableValueBase)null, Array.Empty<object>())); _configSync.AddLockingConfigEntry<Toggle>(_serverConfigLocked); _hideTrapDoorHoverText = config("8- TrapDoor", "Hide HoverText", Toggle.On, new ConfigDescription("If On, trap doors hover text and interact prompt will be hidden.", (AcceptableValueBase)null, Array.Empty<object>())); _enableReed = config("2- Reed", "Enable", Toggle.On, new ConfigDescription("If On, harvestable reeds will spawn across meadows and black forest biomes.", (AcceptableValueBase)null, Array.Empty<object>())); _reedGroupRadius = config("2- Reed", "Group Radius", 4f, new ConfigDescription("Group radius.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(1f, 50f), Array.Empty<object>())); _reedGroupSizeMin = config("2- Reed", "Group Size Min", 4, new ConfigDescription("Minimum group size.", (AcceptableValueBase)(object)new AcceptableValueRange<int>(1, 20), Array.Empty<object>())); _reedGroupSizeMax = config("2- Reed", "Group Size Max", 8, new ConfigDescription("Maximum group size.", (AcceptableValueBase)(object)new AcceptableValueRange<int>(1, 20), Array.Empty<object>())); _reedMax = config("2- Reed", "Max", 10f, new ConfigDescription("Maximum amount per zone.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(1f, 20f), Array.Empty<object>())); _enableClay = config("3- Clay-Pickable", "Enable", Toggle.On, new ConfigDescription("If On, pickable clays will spawn to all biomes except ashlands and deepnorth.", (AcceptableValueBase)null, Array.Empty<object>())); _clayGroupRadius = config("3- Clay-Pickable", "Group Radius", 2f, new ConfigDescription("Group radius.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(1f, 50f), Array.Empty<object>())); _clayGroupSizeMin = config("3- Clay-Pickable", "Group Size Min", 2, new ConfigDescription("Minimum group size.", (AcceptableValueBase)(object)new AcceptableValueRange<int>(1, 20), Array.Empty<object>())); _clayGroupSizeMax = config("3- Clay-Pickable", "Group Size Max", 6, new ConfigDescription("Maximum group size.", (AcceptableValueBase)(object)new AcceptableValueRange<int>(1, 20), Array.Empty<object>())); _clayMax = config("3- Clay-Pickable", "Max", 20f, new ConfigDescription("Maximum amount per zone.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(1f, 20f), Array.Empty<object>())); _enableClayBig = config("4- Clay-Cluster", "Enable", Toggle.On, new ConfigDescription("If On, a giant cluster of clays will spawn to all biomes except ashlands and deepnorth.", (AcceptableValueBase)null, Array.Empty<object>())); _clayBigGroupRadius = config("4- Clay-Cluster", "Group Radius", 20f, new ConfigDescription("Group radius.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(1f, 50f), Array.Empty<object>())); _clayBigGroupSizeMin = config("4- Clay-Cluster", "Group Size Min", 1, new ConfigDescription("Minimum group size.", (AcceptableValueBase)(object)new AcceptableValueRange<int>(1, 20), Array.Empty<object>())); _clayBigGroupSizeMax = config("4- Clay-Cluster", "Group Size Max", 1, new ConfigDescription("Maximum group size.", (AcceptableValueBase)(object)new AcceptableValueRange<int>(1, 20), Array.Empty<object>())); _clayBigMax = config("4- Clay-Cluster", "Max", 5f, new ConfigDescription("Maximum amount per zone.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(1f, 20f), Array.Empty<object>())); _secPerUnit = config("5- Collector", "Duration", 120f, new ConfigDescription("How long does the collector would take to collect clays from pits in seconds.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(30f, 300f), Array.Empty<object>())); _maxClay = config("5- Collector", "Max Capacity", 10, new ConfigDescription("Maximum Capacity.", (AcceptableValueBase)(object)new AcceptableValueRange<int>(1, 50), Array.Empty<object>())); _clayPit1Biome = config<Biome>("7- ClayPit-NeckSpawn", "Biome", (Biome)1, new ConfigDescription("Biome to spawn the clay pit location.", (AcceptableValueBase)null, Array.Empty<object>())); _clayPit1BiomeArea = config<BiomeArea>("7- ClayPit-NeckSpawn", "Biome Area", (BiomeArea)3, new ConfigDescription("Biome area.", (AcceptableValueBase)null, Array.Empty<object>())); _clayPit1MinDistance = config("7- ClayPit-NeckSpawn", "Minimum Distance", 128f, new ConfigDescription("Minimum distance to group.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(1f, 500f), Array.Empty<object>())); _clayPit1Count = config("7- ClayPit-NeckSpawn", "Max Count", 100, new ConfigDescription("Maximum count to try to spawn.", (AcceptableValueBase)(object)new AcceptableValueRange<int>(1, 200), Array.Empty<object>())); _clayPit2Biome = config<Biome>("6- ClayPit-BoarSpawn", "Biome", (Biome)1, new ConfigDescription("Biome to spawn the clay pit location.", (AcceptableValueBase)null, Array.Empty<object>())); _clayPit2BiomeArea = config<BiomeArea>("6- ClayPit-BoarSpawn", "Biome Area", (BiomeArea)3, new ConfigDescription("Biome area.", (AcceptableValueBase)null, Array.Empty<object>())); _clayPit2MinDistance = config("6- ClayPit-BoarSpawn", "Minimum Distance", 128f, new ConfigDescription("Minimum distance to group.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(1f, 500f), Array.Empty<object>())); _clayPit2Count = config("6- ClayPit-BoarSpawn", "Max Count", 100, new ConfigDescription("Maximum count to try to spawn.", (AcceptableValueBase)(object)new AcceptableValueRange<int>(1, 200), Array.Empty<object>())); PrefabsSetup.Init(); ClayPitSetup.Init(); Assembly executingAssembly = Assembly.GetExecutingAssembly(); _harmony.PatchAll(executingAssembly); ConfigWatcher(); } private void OnDestroy() { ((BaseUnityPlugin)this).Config.Save(); } static Plugin() { //IL_003f: Unknown result type (might be due to invalid IL or missing references) //IL_0049: Expected O, but got Unknown string configPath = Paths.ConfigPath; char directorySeparatorChar = Path.DirectorySeparatorChar; configFileFullPath = configPath + directorySeparatorChar + configFileName; FWPLogger = Logger.CreateLogSource("FineWoodPieces"); _harmony = new Harmony("blacks7ar.FineWoodPieces"); _configSync = new ConfigSync("blacks7ar.FineWoodPieces") { DisplayName = "FineWoodPieces", CurrentVersion = "1.4.8", MinimumRequiredVersion = "1.4.8" }; } } } namespace FineWoodPieces.Patches { [HarmonyPatch] public class ClayCollectorPatch { [HarmonyPrefix] [HarmonyPatch(typeof(ClayCollector), "Awake")] private static void Awake_Prefix(ref float ___m_secPerUnit, ref int ___m_maxClay, ClayCollector __instance) { Plugin._secPerUnit.SettingChanged += delegate { __instance.m_secPerUnit = Plugin._secPerUnit.Value; }; ___m_secPerUnit = Plugin._secPerUnit.Value; Plugin._maxClay.SettingChanged += delegate { __instance.m_maxClay = Plugin._maxClay.Value; }; ___m_maxClay = Plugin._maxClay.Value; } [HarmonyPostfix] [HarmonyPatch(typeof(ClayCollector), "UpdateEffects")] private static void UpdateEffects_Postfix(ClayCollector __instance) { if ((Object)(object)__instance == (Object)null || (Object)(object)__instance.m_nview == (Object)null || !__instance.m_nview.IsValid() || !((Object)((Component)__instance).gameObject).name.StartsWith("BCP_Clay")) { return; } Transform val = Utils.FindChild(((Component)__instance).gameObject.transform, "refinery_high", (IterativeSearchType)0); Transform val2 = Utils.FindChild(((Component)__instance).gameObject.transform, "refinery_high_worn", (IterativeSearchType)0); Transform val3 = Utils.FindChild(((Component)__instance).gameObject.transform, "refineryBroken", (IterativeSearchType)0); if (__instance.GetStatusText() == __instance.m_collectingText) { if (((Component)val).gameObject.activeInHierarchy) { ((Component)val).gameObject.GetComponent<Animator>().speed = 1f; } else if (((Component)val2).gameObject.activeInHierarchy) { ((Component)val2).gameObject.GetComponent<Animator>().speed = 1f; } else if (((Component)val3).gameObject.activeInHierarchy) { ((Component)val3).gameObject.GetComponent<Animator>().speed = 1f; } } else if (((Component)val).gameObject.activeInHierarchy) { ((Component)val).gameObject.GetComponent<Animator>().speed = 0f; } else if (((Component)val2).gameObject.activeInHierarchy) { ((Component)val2).gameObject.GetComponent<Animator>().speed = 0f; } else if (((Component)val3).gameObject.activeInHierarchy) { ((Component)val3).gameObject.GetComponent<Animator>().speed = 0f; } } } [HarmonyPatch] public class ObjectDBPatch { [HarmonyPriority(700)] [HarmonyPatch(typeof(ObjectDB), "Awake")] [HarmonyPostfix] public static void Awake_Postfix(ObjectDB __instance) { RegisterPrefabsToObjectDB.Init(); RegisterRecipesToObjectDB.Init(); __instance.UpdateItemHashes(); } [HarmonyPriority(700)] [HarmonyPostfix] [HarmonyPatch(typeof(ObjectDB), "CopyOtherDB")] public static void CopyOtherDB_Postfix(ObjectDB __instance) { RegisterPrefabsToObjectDB.Init(); RegisterRecipesToObjectDB.Init(); __instance.UpdateItemHashes(); } } [HarmonyPatch(typeof(ZNetScene), "Awake")] public class ZNetScenePatch { public static void Postfix() { RegisterPrefabsToZNetScene.Init(); RegisterPrefabsToZNetScene.Effects(); } } [HarmonyPatch(typeof(ZoneSystem), "ValidateVegetation")] public class ZoneSystemPatch { private static readonly List<ZoneVegetation> _resourceList = new List<ZoneVegetation>(); public static void Prefix(ZoneSystem __instance) { //IL_0047: Unknown result type (might be due to invalid IL or missing references) //IL_004c: Unknown result type (might be due to invalid IL or missing references) //IL_005f: Unknown result type (might be due to invalid IL or missing references) //IL_006f: Unknown result type (might be due to invalid IL or missing references) //IL_007f: Unknown result type (might be due to invalid IL or missing references) //IL_008f: Unknown result type (might be due to invalid IL or missing references) //IL_009f: Unknown result type (might be due to invalid IL or missing references) //IL_00aa: Unknown result type (might be due to invalid IL or missing references) //IL_00ad: Unknown result type (might be due to invalid IL or missing references) //IL_00b2: Unknown result type (might be due to invalid IL or missing references) //IL_00bd: Unknown result type (might be due to invalid IL or missing references) //IL_00c8: Unknown result type (might be due to invalid IL or missing references) //IL_00d3: Unknown result type (might be due to invalid IL or missing references) //IL_00df: Expected O, but got Unknown //IL_00df: Unknown result type (might be due to invalid IL or missing references) //IL_00e4: Unknown result type (might be due to invalid IL or missing references) //IL_00f7: Unknown result type (might be due to invalid IL or missing references) //IL_0107: Unknown result type (might be due to invalid IL or missing references) //IL_0117: Unknown result type (might be due to invalid IL or missing references) //IL_0127: Unknown result type (might be due to invalid IL or missing references) //IL_0137: Unknown result type (might be due to invalid IL or missing references) //IL_0142: Unknown result type (might be due to invalid IL or missing references) //IL_0148: Unknown result type (might be due to invalid IL or missing references) //IL_014d: Unknown result type (might be due to invalid IL or missing references) //IL_0158: Unknown result type (might be due to invalid IL or missing references) //IL_0163: Unknown result type (might be due to invalid IL or missing references) //IL_016e: Unknown result type (might be due to invalid IL or missing references) //IL_017a: Expected O, but got Unknown //IL_017a: Unknown result type (might be due to invalid IL or missing references) //IL_017f: Unknown result type (might be due to invalid IL or missing references) //IL_0192: Unknown result type (might be due to invalid IL or missing references) //IL_01a2: Unknown result type (might be due to invalid IL or missing references) //IL_01b2: Unknown result type (might be due to invalid IL or missing references) //IL_01c2: Unknown result type (might be due to invalid IL or missing references) //IL_01d2: Unknown result type (might be due to invalid IL or missing references) //IL_01dd: Unknown result type (might be due to invalid IL or missing references) //IL_01e3: Unknown result type (might be due to invalid IL or missing references) //IL_01e8: Unknown result type (might be due to invalid IL or missing references) //IL_01f3: Unknown result type (might be due to invalid IL or missing references) //IL_01fe: Unknown result type (might be due to invalid IL or missing references) //IL_0209: Unknown result type (might be due to invalid IL or missing references) //IL_0215: Expected O, but got Unknown foreach (ZoneVegetation resource in _resourceList) { __instance.m_vegetation.Remove(resource); } _resourceList.Clear(); ZoneVegetation item = new ZoneVegetation { m_enable = (Plugin._enableReed.Value == Toggle.On), m_groupRadius = Plugin._reedGroupRadius.Value, m_groupSizeMin = Plugin._reedGroupSizeMin.Value, m_groupSizeMax = Plugin._reedGroupSizeMax.Value, m_max = Plugin._reedMax.Value, m_chanceToUseGroundTilt = 1f, m_biome = (Biome)9, m_minAltitude = -0.6f, m_maxAltitude = 1.8f, m_maxTerrainDelta = 2f, m_prefab = PrefabsSetup._pickableReed }; ZoneVegetation item2 = new ZoneVegetation { m_enable = (Plugin._enableClay.Value == Toggle.On), m_groupRadius = Plugin._clayGroupRadius.Value, m_groupSizeMin = Plugin._clayGroupSizeMin.Value, m_groupSizeMax = Plugin._clayGroupSizeMax.Value, m_max = Plugin._clayMax.Value, m_chanceToUseGroundTilt = 1f, m_biome = (Biome)539, m_minAltitude = -0.5f, m_maxAltitude = 2f, m_maxTerrainDelta = 2f, m_prefab = PrefabsSetup._pickableClay }; ZoneVegetation item3 = new ZoneVegetation { m_enable = (Plugin._enableClayBig.Value == Toggle.On), m_groupRadius = Plugin._clayBigGroupRadius.Value, m_groupSizeMin = Plugin._clayBigGroupSizeMin.Value, m_groupSizeMax = Plugin._clayBigGroupSizeMax.Value, m_max = Plugin._clayBigMax.Value, m_chanceToUseGroundTilt = 1f, m_biome = (Biome)539, m_minAltitude = -0.5f, m_maxAltitude = 2f, m_maxTerrainDelta = 2f, m_prefab = PrefabsSetup._pickableClayBig }; _resourceList.Add(item); _resourceList.Add(item2); _resourceList.Add(item3); foreach (ZoneVegetation resource2 in _resourceList) { __instance.m_vegetation.Add(resource2); } } } } namespace FineWoodPieces.Functions { public class ClayCollector : MonoBehaviour, Hoverable, Interactable { public string m_name; public Transform m_spawnPoint; public float m_secPerUnit = 10f; public int m_maxClay = 4; public ItemDrop m_clayItem; public EffectList m_spawnEffect = new EffectList(); public GameObject m_enabledObject; public Biome m_biome; [Header("Texts")] public string m_extractText = "$bcp_claycollector_extract"; public string m_collectingText = "$bcp_claycollector_collecting"; public string m_notConnectedText = "$bcp_claycollector_notconnected"; public string m_fullText = "$bcp_claycollector_full"; public ZNetView m_nview; private Collider m_collider; private Piece m_piece; private bool m_connected; public void Awake() { m_nview = ((Component)this).GetComponent<ZNetView>(); m_collider = ((Component)this).GetComponentInChildren<Collider>(); m_piece = ((Component)this).GetComponent<Piece>(); if (m_nview.GetZDO() != null) { if (m_nview.IsOwner() && m_nview.GetZDO().GetLong(ZDOVars.s_lastTime, 0L) == 0L) { m_nview.GetZDO().Set(ZDOVars.s_lastTime, ZNet.instance.GetTime().Ticks); } m_nview.Register("RPC_Extract", (Action<long>)RPC_Extract); m_nview.Register("RPC_UpdateEffects", (Action<long>)RPC_UpdateEffects); ((MonoBehaviour)this).InvokeRepeating("UpdateTicks", Random.Range(0f, 2f), 5f); } } public string GetHoverText() { //IL_0006: Unknown result type (might be due to invalid IL or missing references) if (!PrivateArea.CheckAccess(((Component)this).transform.position, 0f, false, false)) { return Localization.instance.Localize(m_name + "\n$bcp_noaccess"); } int tarLevel = GetTarLevel(); string statusText = GetStatusText(); string text = ((!m_connected) ? (m_name + "\n( " + statusText + ", " + tarLevel + " / " + m_maxClay + " ) ") : (m_name + "\n( " + statusText + ", " + tarLevel + " / " + m_maxClay + " ) <color=orange>" + TimeLeft() + "</color>")); if (tarLevel > 0) { text = text + "\n[<color=yellow><b>$KEY_Use</b></color>] " + m_extractText; } return Localization.instance.Localize(text); } public string GetHoverName() { return m_name; } public bool Interact(Humanoid character, bool repeat, bool alt) { //IL_000b: Unknown result type (might be due to invalid IL or missing references) if (repeat) { return false; } if (!PrivateArea.CheckAccess(((Component)this).transform.position, 0f, true, false)) { return true; } if (GetTarLevel() <= 0) { return false; } Extract(); return true; } public string GetStatusText() { if (GetTarLevel() >= m_maxClay) { return m_fullText; } if (!m_connected) { return m_notConnectedText; } return m_collectingText; } public bool UseItem(Humanoid user, ItemData item) { return false; } public void Extract() { m_nview.InvokeRPC("RPC_Extract", Array.Empty<object>()); } public void RPC_Extract(long caller) { //IL_0018: Unknown result type (might be due to invalid IL or missing references) //IL_001d: Unknown result type (might be due to invalid IL or missing references) //IL_0033: Unknown result type (might be due to invalid IL or missing references) //IL_003d: Unknown result type (might be due to invalid IL or missing references) //IL_0042: Unknown result type (might be due to invalid IL or missing references) //IL_0049: Unknown result type (might be due to invalid IL or missing references) //IL_004e: Unknown result type (might be due to invalid IL or missing references) //IL_005c: Unknown result type (might be due to invalid IL or missing references) //IL_0062: Unknown result type (might be due to invalid IL or missing references) //IL_0067: Unknown result type (might be due to invalid IL or missing references) //IL_006c: Unknown result type (might be due to invalid IL or missing references) //IL_0073: Unknown result type (might be due to invalid IL or missing references) //IL_0074: Unknown result type (might be due to invalid IL or missing references) int tarLevel = GetTarLevel(); if (tarLevel > 0) { m_spawnEffect.Create(m_spawnPoint.position, Quaternion.identity, (Transform)null, 1f, -1); for (int i = 0; i < tarLevel; i++) { Vector2 val = Random.insideUnitCircle * 0.5f; Vector3 val2 = m_spawnPoint.position + new Vector3(val.x, 0.25f * (float)i, val.y); Object.Instantiate<ItemDrop>(m_clayItem, val2, Quaternion.identity); } ResetLevel(); m_nview.InvokeRPC(ZNetView.Everybody, "RPC_UpdateEffects", Array.Empty<object>()); } } private float GetTimeSinceLastUpdate() { DateTime dateTime = new DateTime(m_nview.GetZDO().GetLong(ZDOVars.s_lastTime, ZNet.instance.GetTime().Ticks)); DateTime time = ZNet.instance.GetTime(); TimeSpan timeSpan = time - dateTime; m_nview.GetZDO().Set(ZDOVars.s_lastTime, time.Ticks); double num = timeSpan.TotalSeconds; if (num < 0.0) { num = 0.0; } return (float)num; } public void ResetLevel() { m_nview.GetZDO().Set(ZDOVars.s_level, 0, false); } public void IncreaseLevel(int i) { int tarLevel = GetTarLevel(); tarLevel += i; tarLevel = Mathf.Clamp(tarLevel, 0, m_maxClay); m_nview.GetZDO().Set(ZDOVars.s_level, tarLevel, false); } private int GetTarLevel() { if (m_nview.GetZDO() != null) { return m_nview.GetZDO().GetInt(ZDOVars.s_level, 0); } return 0; } public void UpdateTicks() { //IL_0016: Unknown result type (might be due to invalid IL or missing references) //IL_003d: Unknown result type (might be due to invalid IL or missing references) if (CheckBiome() && !m_connected) { Collider[] array = Physics.OverlapSphere(((Component)this).transform.position, 0.2f); for (int i = 0; i < array.Length; i++) { LiquidVolume componentInParent = ((Component)array[i]).GetComponentInParent<LiquidVolume>(); if (!((Object)(object)componentInParent == (Object)null) && (int)componentInParent.m_liquidType == 0) { m_connected = true; break; } } } bool flag = CheckBiome() && m_connected; if (m_nview.IsOwner() && flag) { float timeSinceLastUpdate = GetTimeSinceLastUpdate(); if (GetTarLevel() < m_maxClay) { float @float = m_nview.GetZDO().GetFloat(ZDOVars.s_product, 0f); @float += timeSinceLastUpdate; if (@float > m_secPerUnit) { int i2 = (int)(@float / m_secPerUnit); IncreaseLevel(i2); @float = 0f; } m_nview.GetZDO().Set(ZDOVars.s_product, @float); } } UpdateEffects(); } public void RPC_UpdateEffects(long caller) { UpdateEffects(); } public void UpdateEffects() { bool active = GetTarLevel() < m_maxClay && m_connected && GetStatusText() == m_collectingText; m_enabledObject.SetActive(active); } private bool CheckBiome() { //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_0011: Unknown result type (might be due to invalid IL or missing references) //IL_0016: Unknown result type (might be due to invalid IL or missing references) //IL_0018: Invalid comparison between Unknown and I4 return (Heightmap.FindBiome(((Component)this).transform.position) & m_biome) > 0; } private string TimeLeft() { string result = ""; if (GetTarLevel() == m_maxClay) { return result; } if (!m_nview.IsValid() || !m_nview.IsOwner()) { return result; } float @float = m_nview.GetZDO().GetFloat(ZDOVars.s_product, 0f); float num = m_secPerUnit - @float; int num2 = Mathf.FloorToInt((float)((int)num / 60)); int num3 = Mathf.FloorToInt((float)((int)num % 60)); return $"[ {num2:00}:{num3:00} ]"; } } public static class ClayPitSetup { public static void Init() { //IL_001b: Unknown result type (might be due to invalid IL or missing references) //IL_0020: Unknown result type (might be due to invalid IL or missing references) //IL_006a: Unknown result type (might be due to invalid IL or missing references) //IL_006f: Unknown result type (might be due to invalid IL or missing references) //IL_0193: Unknown result type (might be due to invalid IL or missing references) //IL_0198: Unknown result type (might be due to invalid IL or missing references) //IL_01e2: Unknown result type (might be due to invalid IL or missing references) //IL_01e7: Unknown result type (might be due to invalid IL or missing references) Location.ConfigurationEnabled = false; new Location(PrefabsSetup._finewoodBundle, "BCP_ClayPit") { Biome = Plugin._clayPit1Biome.Value, SpawnAltitude = new LocationManager.Range(1f, 60f), SpawnDistance = new LocationManager.Range(100f, 7000f), HeightDelta = new LocationManager.Range(0f, 2f), SpawnArea = Plugin._clayPit1BiomeArea.Value, Rotation = Rotation.Random, CanSpawn = true, GroupName = "claypit", MinimumDistanceFromGroup = Plugin._clayPit1MinDistance.Value, Count = Plugin._clayPit1Count.Value, ForestThreshold = new LocationManager.Range(0f, 1.1f), CreatureSpawner = { { "neck_spawner_1", "Neck" }, { "neck_spawner_2", "Neck" }, { "neck_spawner_3", "Neck" }, { "neck_spawner_4", "Neck" }, { "neck_spawner_5", "Neck" }, { "neck_spawner_6", "Neck" }, { "neck_spawner_7", "Neck" }, { "neck_respawner_1", "Neck" }, { "neck_respawner_2", "Neck" } } }; new Location(PrefabsSetup._finewoodBundle, "BCP_ClayPit1") { Biome = Plugin._clayPit2Biome.Value, SpawnAltitude = new LocationManager.Range(1f, 60f), SpawnDistance = new LocationManager.Range(100f, 7000f), HeightDelta = new LocationManager.Range(0f, 2f), SpawnArea = Plugin._clayPit2BiomeArea.Value, Rotation = Rotation.Random, CanSpawn = true, GroupName = "claypit", MinimumDistanceFromGroup = Plugin._clayPit2MinDistance.Value, Count = Plugin._clayPit2Count.Value, ForestThreshold = new LocationManager.Range(0f, 1.1f), CreatureSpawner = { { "boar_spawner_1", "Boar" }, { "boar_spawner_2", "Boar" }, { "boar_spawner_3", "Boar" }, { "boar_spawner_4", "Boar" }, { "boar_spawner_5", "Boar" }, { "boar_spawner_6", "Boar" }, { "boar_spawner_7", "Boar" }, { "boar_respawner_1", "Boar" }, { "boar_respawner_2", "Boar" } } }; } } public static class Helper { public static void AddGameObject(this ZNetScene zNetScene, GameObject gameObject, bool overWrite = true) { GameObject prefab; if ((Object)(object)(prefab = zNetScene.GetPrefab(((Object)gameObject).name)) != (Object)null) { if (!overWrite) { return; } zNetScene.m_prefabs.Remove(prefab); zNetScene.m_namedPrefabs.Remove(StringExtensionMethods.GetStableHashCode(((Object)gameObject).name)); } zNetScene.m_prefabs.Add(gameObject); zNetScene.m_namedPrefabs.Add(StringExtensionMethods.GetStableHashCode(((Object)gameObject).name), gameObject); } public static void AddGameObject(this ObjectDB objectDB, GameObject gameObject, bool overWrite = true) { GameObject itemPrefab; if ((Object)(object)(itemPrefab = objectDB.GetItemPrefab(((Object)gameObject).name)) != (Object)null) { if (!overWrite) { return; } objectDB.m_items.Remove(itemPrefab); objectDB.m_itemByHash.Remove(StringExtensionMethods.GetStableHashCode(((Object)gameObject).name)); } objectDB.m_items.Add(gameObject); objectDB.m_itemByHash.Add(StringExtensionMethods.GetStableHashCode(((Object)gameObject).name), gameObject); } public static void AddRecipe(this ObjectDB objectDB, Recipe recipe, bool overWrite = true) { Recipe recipe2; if ((Object)(object)(recipe2 = objectDB.GetRecipe(recipe.m_item.m_itemData)) != (Object)null) { if (!overWrite) { return; } objectDB.m_recipes.Remove(recipe2); } objectDB.m_recipes.Add(recipe); } public static void AddToHammer(this ObjectDB objectDB, GameObject gameObject, bool overWrite = true) { PieceTable buildPieces = PrefabsSetup._fineHammer.GetComponent<ItemDrop>().m_itemData.m_shared.m_buildPieces; if (buildPieces.m_pieces.Contains(gameObject)) { if (!overWrite) { return; } buildPieces.m_pieces.Remove(gameObject); } buildPieces.m_pieces.Add(gameObject); } public static bool ObjectDBAwake() { if ((Object)(object)ObjectDB.instance != (Object)null && ObjectDB.instance.m_items.Count != 0) { return (Object)(object)ObjectDB.instance.GetItemPrefab("Wood") != (Object)null; } return false; } public static bool ZNetSceneAwake() { if ((Object)(object)ZNetScene.instance != (Object)null && ZNetScene.instance.m_prefabs.Count != 0) { return (Object)(object)ZNetScene.instance.GetPrefab("piece_workbench") != (Object)null; } return false; } } public static class Logging { public static void LogDebug(string debug) { Plugin.FWPLogger.LogDebug((object)debug); } public static void LogInfo(string info) { Plugin.FWPLogger.LogInfo((object)info); } public static void LogWarning(string warning) { Plugin.FWPLogger.LogWarning((object)warning); } public static void LogError(string error) { Plugin.FWPLogger.LogError((object)error); } } public static class PrefabsSetup { public static AssetBundle _finewoodBundle; public static GameObject _barrelClutter; public static GameObject _bronzeFrameChest; public static GameObject _fineHammer; public static GameObject _fineHammerRepair; public static GameObject _finewoodBasket; public static GameObject _finewoodBeam1x1; public static GameObject _finewoodBeam2x2; public static GameObject _finewoodBeam26; public static GameObject _finewoodBeam45; public static GameObject _logChair; public static GameObject _finewoodDecoWall; public static GameObject _finewoodDoor; public static GameObject _finewoodFloor1x1; public static GameObject _finewoodFloor2x2; public static GameObject _finewoodGate; public static GameObject _finewoodHalfWall; public static GameObject _finewoodLedge; public static GameObject _finewoodPole1x1; public static GameObject _finewoodPole2x2; public static GameObject _finewoodQuaterWall; public static GameObject _finewoodRoof26; public static GameObject _finewoodRoof45; public static GameObject _finewoodRoofCross26; public static GameObject _finewoodRoofCross45; public static GameObject _finewoodRoofICorner26; public static GameObject _finewoodRoofICorner45; public static GameObject _finewoodRoofOCorner26; public static GameObject _finewoodRoofOCorner45; public static GameObject _finewoodRoofTop26; public static GameObject _finewoodRoofTop45; public static GameObject _finewoodStair; public static GameObject _finewoodStepLadder; public static GameObject _finewoodStool; public static GameObject _finewoodWall; public static GameObject _finewoodWallRoof26; public static GameObject _finewoodWallRoof26_UpsideDown; public static GameObject _finewoodWallRoof45; public static GameObject _finewoodWallRoof45_UpsideDown; public static GameObject _finewoodWindowShutter; public static GameObject _longCrate; public static GameObject _pickableReed; public static GameObject _shelfClutter; public static GameObject _stoneLighPost; public static GameObject _stoneRoof26; public static GameObject _stoneRoof45; public static GameObject _stoneRoofICorner26; public static GameObject _stoneRoofICorner45; public static GameObject _stoneRoofOCorner26; public static GameObject _stoneRoofOCorner45; public static GameObject _stoneRoofTop26; public static GameObject _stoneRoofTop45; public static GameObject _straw; public static GameObject _thatchHalfWall; public static GameObject _thatchQuaterWall; public static GameObject _thatchWall; public static GameObject _finewoodBed1; public static GameObject _finewoodBed2; public static GameObject _finewoodBench1; public static GameObject _finewoodBench2; public static GameObject _finewoodBench3; public static GameObject _finewoodBench4; public static GameObject _finewoodBench5; public static GameObject _finewoodBench6; public static GameObject _finewoodBench7; public static GameObject _finewoodCabinet1; public static GameObject _finewoodCabinet2; public static GameObject _finewoodCabinet3; public static GameObject _finewoodCabinet4; public static GameObject _finewoodCabinet5; public static GameObject _finewoodCabinet6; public static GameObject _horizontalDecoWall; public static GameObject _finewoodChair1; public static GameObject _finewoodChair2; public static GameObject _finewoodChair3; public static GameObject _finewoodChair4; public static GameObject _finewoodChair5; public static GameObject _finewoodCrib; public static GameObject _deskDrawer1; public static GameObject _deskDrawer2; public static GameObject _deskDrawer3; public static GameObject _deskDrawer4; public static GameObject _deskDrawer5; public static GameObject _finewoodTable1; public static GameObject _miniStool1; public static GameObject _miniStool2; public static GameObject _miniTable1; public static GameObject _miniTable2; public static GameObject _miniTable3; public static GameObject _shelf1; public static GameObject _shelf2; public static GameObject _shelf3; public static GameObject _shelf4; public static GameObject _shelf5; public static GameObject _stool1; public static GameObject _stool2; public static GameObject _finewoodChair6; public static GameObject _finewoodTable2; public static GameObject _finewoodTable3; public static GameObject _finewoodTable4; public static GameObject _finewoodTable5; public static GameObject _finewoodTable6; public static GameObject _finewoodTable7; public static GameObject _finewoodTable8; public static GameObject _finewoodTable9; public static GameObject _poolChair; public static GameObject _stepLadder; public static GameObject _armorStand; public static GameObject _stepLadder2; public static GameObject _plant1; public static GameObject _plant2; public static GameObject _plant3; public static GameObject _plant4; public static GameObject _plant5; public static GameObject _plant6; public static GameObject _plant7; public static GameObject _plant8; public static GameObject _finewoodBench8; public static GameObject _finewoodBench9; public static GameObject _finewoodCabinet7; public static GameObject _cupboard; public static GameObject _finewoodChair7; public static GameObject _loxDoubleBed; public static GameObject _loxBed; public static GameObject _plant9; public static GameObject _plant10; public static GameObject _plant11; public static GameObject _plant12; public static GameObject _plant13; public static GameObject _candle; public static GameObject _clay; public static GameObject _clayArch; public static GameObject _clayBase1; public static GameObject _clayBase2; public static GameObject _clayBaseCorner; public static GameObject _clayBlock1x1; public static GameObject _clayBlock2x1x1; public static GameObject _clayBlock2x2_Enforced; public static GameObject _clayBlock2x2x1; public static GameObject _clayBlock2x2x2; public static GameObject _clayBlock_OutCorner; public static GameObject _clayBlock_SlopeInverted1x2; public static GameObject _clayBlockOut1; public static GameObject _clayBlockOut2; public static GameObject _clayBlockSlope1x2; public static GameObject _clayColumn1; public static GameObject _clayColumn2; public static GameObject _clayFloor; public static GameObject _clayFloorLarge; public static GameObject _clayFloorTriangle; public static GameObject _clayHead1; public static GameObject _clayHead2; public static GameObject _clayLightPost; public static GameObject _clayRoof26; public static GameObject _clayRoof45; public static GameObject _clayRoofICorner26; public static GameObject _clayRoofICorner45; public static GameObject _clayRoofOCorner26; public static GameObject _clayRoofOCorner45; public static GameObject _clayRoofTop26; public static GameObject _clayRoofTop45; public static GameObject _clayStair; public static GameObject _clayTileFloor1x1; public static GameObject _clayTileFloor2x2; public static GameObject _clayTileWall1x1; public static GameObject _clayTileWall2x2; public static GameObject _clayTileWall2x4; public static GameObject _clayTip; public static GameObject _flowerStand1; public static GameObject _flowerStand2; public static GameObject _lantern1; public static GameObject _lantern2; public static GameObject _lantern3; public static GameObject _lantern4; public static GameObject _lantern5; public static GameObject _lantern6; public static GameObject _lantern7; public static GameObject _leatherBed; public static GameObject _pickableClay; public static GameObject _pickableClayBig; public static GameObject _plant14; public static GameObject _plant15; public static GameObject _plant16; public static GameObject _plant17; public static GameObject _plant18; public static GameObject _clayArch2; public static GameObject _clayArmorStand; public static GameObject _clayChest; public static GameObject _clayCorgi; public static GameObject _clayDeer; public static GameObject _clayHare; public static GameObject _clayPillar; public static GameObject _fenceGate; public static GameObject _fencePillar1; public static GameObject _fencePillar2; public static GameObject _fencePillar3; public static GameObject _fencePillar4; public static GameObject _fenceTile1; public static GameObject _fenceTile2; public static GameObject _fenceTile3; public static GameObject _fenceTile4; public static GameObject _finewoodArch; public static GameObject _finewoodDragon; public static GameObject _finewoodRaven; public static GameObject _finewoodWolf; public static GameObject _heavyGate; public static GameObject _woodenArmorStand; public static GameObject _glassWindow1; public static GameObject _glassWindow2; private static GameObject _clayPit; private static GameObject _clayPit2; public static GameObject _clayCollector; public static GameObject _thatchWindow; public static GameObject _thatchWindowHalf; public static GameObject _thatchWindowQuarter; public static GameObject _trapDoor; public static GameObject _window; public static GameObject _windowHalf; public static GameObject _windowQuarter; public static void Init() { _finewoodBundle = Location.PrefabManager.RegisterAssetBundle("finewoodbundle"); _barrelClutter = _finewoodBundle.LoadAsset<GameObject>("BFP_BarrelClutter"); ShaderReplacer.Replace(_barrelClutter); _bronzeFrameChest = _finewoodBundle.LoadAsset<GameObject>("BFP_BronzeFrameChest"); ShaderReplacer.Replace(_bronzeFrameChest); _fineHammer = _finewoodBundle.LoadAsset<GameObject>("BFP_FineHammer"); _fineHammerRepair = _finewoodBundle.LoadAsset<GameObject>("BFP_FineHammerRepair"); _finewoodBasket = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodBasket"); _finewoodBeam1x1 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodBeam1x1"); ShaderReplacer.Replace(_finewoodBeam1x1); _finewoodBeam2x2 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodBeam2x2"); ShaderReplacer.Replace(_finewoodBeam2x2); _finewoodBeam26 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodBeam26"); ShaderReplacer.Replace(_finewoodBeam26); _finewoodBeam45 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodBeam45"); ShaderReplacer.Replace(_finewoodBeam45); _logChair = _finewoodBundle.LoadAsset<GameObject>("BFP_LogChair"); ShaderReplacer.Replace(_logChair); _finewoodDecoWall = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodDecoWall"); _finewoodDoor = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodDoor"); ShaderReplacer.Replace(_finewoodDoor); _finewoodFloor1x1 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodFloor1x1"); ShaderReplacer.Replace(_finewoodFloor1x1); _finewoodFloor2x2 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodFloor2x2"); ShaderReplacer.Replace(_finewoodFloor2x2); _finewoodGate = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodGate"); ShaderReplacer.Replace(_finewoodGate); _finewoodHalfWall = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodHalfWall"); ShaderReplacer.Replace(_finewoodHalfWall); _finewoodLedge = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodLedge"); ShaderReplacer.Replace(_finewoodLedge); _finewoodPole1x1 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodPole1x1"); ShaderReplacer.Replace(_finewoodPole1x1); _finewoodPole2x2 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodPole2x2"); ShaderReplacer.Replace(_finewoodPole2x2); _finewoodQuaterWall = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodQuarterWall"); ShaderReplacer.Replace(_finewoodQuaterWall); _finewoodRoof26 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodRoof26"); ShaderReplacer.Replace(_finewoodRoof26); _finewoodRoof45 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodRoof45"); ShaderReplacer.Replace(_finewoodRoof45); _finewoodRoofCross26 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodRoofCross26"); ShaderReplacer.Replace(_finewoodRoofCross26); _finewoodRoofCross45 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodRoofCross45"); ShaderReplacer.Replace(_finewoodRoofCross45); _finewoodRoofICorner26 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodRoofICorner26"); ShaderReplacer.Replace(_finewoodRoofICorner26); _finewoodRoofICorner45 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodRoofICorner45"); ShaderReplacer.Replace(_finewoodRoofICorner45); _finewoodRoofOCorner26 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodRoofOCorner26"); ShaderReplacer.Replace(_finewoodRoofOCorner26); _finewoodRoofOCorner45 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodRoofOCorner45"); ShaderReplacer.Replace(_finewoodRoofOCorner45); _finewoodRoofTop26 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodRoofTop26"); ShaderReplacer.Replace(_finewoodRoofTop26); _finewoodRoofTop45 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodRoofTop45"); ShaderReplacer.Replace(_finewoodRoofTop45); _finewoodStair = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodStair"); ShaderReplacer.Replace(_finewoodStair); _finewoodStepLadder = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodStepLadder"); ShaderReplacer.Replace(_finewoodStepLadder); _finewoodStool = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodStool"); ShaderReplacer.Replace(_finewoodStool); _finewoodWall = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodWall"); ShaderReplacer.Replace(_finewoodWall); _finewoodWallRoof26 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodWallRoof26"); ShaderReplacer.Replace(_finewoodWallRoof26); _finewoodWallRoof26_UpsideDown = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodWallRoof26_UpsideDown"); ShaderReplacer.Replace(_finewoodWallRoof26_UpsideDown); _finewoodWallRoof45 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodWallRoof45"); ShaderReplacer.Replace(_finewoodWallRoof45); _finewoodWallRoof45_UpsideDown = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodWallRoof45_UpsideDown"); ShaderReplacer.Replace(_finewoodWallRoof45_UpsideDown); _finewoodWindowShutter = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodWindowShutter"); ShaderReplacer.Replace(_finewoodWindowShutter); _longCrate = _finewoodBundle.LoadAsset<GameObject>("BFP_LongCrate"); ShaderReplacer.Replace(_longCrate); _pickableReed = _finewoodBundle.LoadAsset<GameObject>("BFP_Pickable_Reed"); ShaderReplacer.Replace(_pickableReed); _shelfClutter = _finewoodBundle.LoadAsset<GameObject>("BFP_ShelfClutter"); ShaderReplacer.Replace(_shelfClutter); _stoneLighPost = _finewoodBundle.LoadAsset<GameObject>("BFP_StoneLightPost"); ShaderReplacer.Replace(_stoneLighPost); _stoneRoof26 = _finewoodBundle.LoadAsset<GameObject>("BFP_StoneRoof26"); ShaderReplacer.Replace(_stoneRoof26); _stoneRoof45 = _finewoodBundle.LoadAsset<GameObject>("BFP_StoneRoof45"); ShaderReplacer.Replace(_stoneRoof45); _stoneRoofICorner26 = _finewoodBundle.LoadAsset<GameObject>("BFP_StoneRoofICorner26"); ShaderReplacer.Replace(_stoneRoofICorner26); _stoneRoofICorner45 = _finewoodBundle.LoadAsset<GameObject>("BFP_StoneRoofICorner45"); ShaderReplacer.Replace(_stoneRoofICorner45); _stoneRoofOCorner26 = _finewoodBundle.LoadAsset<GameObject>("BFP_StoneRoofOCorner26"); ShaderReplacer.Replace(_stoneRoofOCorner26); _stoneRoofOCorner45 = _finewoodBundle.LoadAsset<GameObject>("BFP_StoneRoofOCorner45"); ShaderReplacer.Replace(_stoneRoofOCorner45); _stoneRoofTop26 = _finewoodBundle.LoadAsset<GameObject>("BFP_StoneRoofTop26"); ShaderReplacer.Replace(_stoneRoofTop26); _stoneRoofTop45 = _finewoodBundle.LoadAsset<GameObject>("BFP_StoneRoofTop45"); ShaderReplacer.Replace(_stoneRoofTop45); _straw = _finewoodBundle.LoadAsset<GameObject>("BFP_Straw"); ShaderReplacer.Replace(_straw); _thatchHalfWall = _finewoodBundle.LoadAsset<GameObject>("BFP_ThatchHalfWall"); ShaderReplacer.Replace(_thatchHalfWall); _thatchQuaterWall = _finewoodBundle.LoadAsset<GameObject>("BFP_ThatchQuarterWall"); ShaderReplacer.Replace(_thatchQuaterWall); _thatchWall = _finewoodBundle.LoadAsset<GameObject>("BFP_ThatchWall"); ShaderReplacer.Replace(_thatchWall); _finewoodBed1 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodBed1"); ShaderReplacer.Replace(_finewoodBed1); _finewoodBed2 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodBed2"); ShaderReplacer.Replace(_finewoodBed2); _finewoodBench1 = _finewoodBundle.LoadAsset<GameObject>("BFP_Bench1"); ShaderReplacer.Replace(_finewoodBench1); _finewoodBench2 = _finewoodBundle.LoadAsset<GameObject>("BFP_Bench2"); ShaderReplacer.Replace(_finewoodBench2); _finewoodBench3 = _finewoodBundle.LoadAsset<GameObject>("BFP_Bench3"); ShaderReplacer.Replace(_finewoodBench3); _finewoodBench4 = _finewoodBundle.LoadAsset<GameObject>("BFP_Bench4"); ShaderReplacer.Replace(_finewoodBench4); _finewoodBench5 = _finewoodBundle.LoadAsset<GameObject>("BFP_Bench5"); ShaderReplacer.Replace(_finewoodBench5); _finewoodBench6 = _finewoodBundle.LoadAsset<GameObject>("BFP_Bench6"); ShaderReplacer.Replace(_finewoodBench6); _finewoodBench7 = _finewoodBundle.LoadAsset<GameObject>("BFP_Bench7"); ShaderReplacer.Replace(_finewoodBench7); _finewoodCabinet1 = _finewoodBundle.LoadAsset<GameObject>("BFP_Cabinet1"); ShaderReplacer.Replace(_finewoodCabinet1); _finewoodCabinet2 = _finewoodBundle.LoadAsset<GameObject>("BFP_Cabinet2"); ShaderReplacer.Replace(_finewoodCabinet2); _finewoodCabinet3 = _finewoodBundle.LoadAsset<GameObject>("BFP_Cabinet3"); ShaderReplacer.Replace(_finewoodCabinet3); _finewoodCabinet4 = _finewoodBundle.LoadAsset<GameObject>("BFP_Cabinet4"); ShaderReplacer.Replace(_finewoodCabinet4); _finewoodCabinet5 = _finewoodBundle.LoadAsset<GameObject>("BFP_Cabinet5"); ShaderReplacer.Replace(_finewoodCabinet5); _finewoodCabinet6 = _finewoodBundle.LoadAsset<GameObject>("BFP_Cabinet6"); ShaderReplacer.Replace(_finewoodCabinet6); _finewoodChair1 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodChair1"); ShaderReplacer.Replace(_finewoodChair1); _horizontalDecoWall = _finewoodBundle.LoadAsset<GameObject>("BFP_HorizontalDecoWall"); _finewoodChair2 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodChair2"); ShaderReplacer.Replace(_finewoodChair2); _finewoodChair3 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodChair3"); ShaderReplacer.Replace(_finewoodChair3); _finewoodChair4 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodChair4"); ShaderReplacer.Replace(_finewoodChair4); _finewoodChair5 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodChair5"); ShaderReplacer.Replace(_finewoodChair5); _finewoodCrib = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodCrib"); ShaderReplacer.Replace(_finewoodCrib); _deskDrawer1 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodDrawer1"); ShaderReplacer.Replace(_deskDrawer1); _deskDrawer2 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodDrawer2"); ShaderReplacer.Replace(_deskDrawer2); _deskDrawer3 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodDrawer3"); ShaderReplacer.Replace(_deskDrawer3); _deskDrawer4 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodDrawer4"); ShaderReplacer.Replace(_deskDrawer4); _deskDrawer5 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodDrawer5"); ShaderReplacer.Replace(_deskDrawer5); _finewoodTable1 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodTable1"); ShaderReplacer.Replace(_finewoodTable1); _miniStool1 = _finewoodBundle.LoadAsset<GameObject>("BFP_MiniStool1"); ShaderReplacer.Replace(_miniStool1); _miniStool2 = _finewoodBundle.LoadAsset<GameObject>("BFP_MiniStool2"); ShaderReplacer.Replace(_miniStool2); _miniTable1 = _finewoodBundle.LoadAsset<GameObject>("BFP_MiniTable1"); ShaderReplacer.Replace(_miniTable1); _miniTable2 = _finewoodBundle.LoadAsset<GameObject>("BFP_MiniTable2"); ShaderReplacer.Replace(_miniTable2); _miniTable3 = _finewoodBundle.LoadAsset<GameObject>("BFP_MiniTable4"); ShaderReplacer.Replace(_miniTable3); _shelf1 = _finewoodBundle.LoadAsset<GameObject>("BFP_Shelf1"); ShaderReplacer.Replace(_shelf1); _shelf2 = _finewoodBundle.LoadAsset<GameObject>("BFP_Shelf2"); ShaderReplacer.Replace(_shelf2); _shelf3 = _finewoodBundle.LoadAsset<GameObject>("BFP_Shelf3"); ShaderReplacer.Replace(_shelf3); _shelf4 = _finewoodBundle.LoadAsset<GameObject>("BFP_Shelf4"); ShaderReplacer.Replace(_shelf4); _shelf5 = _finewoodBundle.LoadAsset<GameObject>("BFP_Shelf5"); ShaderReplacer.Replace(_shelf5); _stool1 = _finewoodBundle.LoadAsset<GameObject>("BFP_Stool1"); ShaderReplacer.Replace(_stool1); _stool2 = _finewoodBundle.LoadAsset<GameObject>("BFP_Stool2"); ShaderReplacer.Replace(_stool2); _finewoodChair6 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodChair6"); ShaderReplacer.Replace(_finewoodChair6); _finewoodTable2 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodTable2"); ShaderReplacer.Replace(_finewoodTable2); _finewoodTable3 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodTable3"); ShaderReplacer.Replace(_finewoodTable3); _finewoodTable4 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodTable4"); ShaderReplacer.Replace(_finewoodTable4); _finewoodTable5 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodTable5"); ShaderReplacer.Replace(_finewoodTable5); _finewoodTable6 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodTable6"); ShaderReplacer.Replace(_finewoodTable6); _finewoodTable7 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodTable7"); ShaderReplacer.Replace(_finewoodTable7); _finewoodTable8 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodTable8"); ShaderReplacer.Replace(_finewoodTable8); _finewoodTable9 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodTable9"); ShaderReplacer.Replace(_finewoodTable9); _poolChair = _finewoodBundle.LoadAsset<GameObject>("BFP_PoolChair"); ShaderReplacer.Replace(_poolChair); _stepLadder = _finewoodBundle.LoadAsset<GameObject>("BFP_StepLadder1"); ShaderReplacer.Replace(_stepLadder); _armorStand = _finewoodBundle.LoadAsset<GameObject>("BFP_ArmorStand"); ShaderReplacer.Replace(_armorStand); _stepLadder2 = _finewoodBundle.LoadAsset<GameObject>("BFP_StepLadder2"); ShaderReplacer.Replace(_stepLadder2); _plant1 = _finewoodBundle.LoadAsset<GameObject>("BFP_Plant1"); ShaderReplacer.Replace(_plant1); _plant2 = _finewoodBundle.LoadAsset<GameObject>("BFP_Plant2"); ShaderReplacer.Replace(_plant2); _plant3 = _finewoodBundle.LoadAsset<GameObject>("BFP_Plant3"); ShaderReplacer.Replace(_plant3); _plant4 = _finewoodBundle.LoadAsset<GameObject>("BFP_Plant4"); ShaderReplacer.Replace(_plant4); _plant5 = _finewoodBundle.LoadAsset<GameObject>("BFP_Plant5"); ShaderReplacer.Replace(_plant5); _plant6 = _finewoodBundle.LoadAsset<GameObject>("BFP_Plant6"); ShaderReplacer.Replace(_plant6); _plant7 = _finewoodBundle.LoadAsset<GameObject>("BFP_Plant7"); ShaderReplacer.Replace(_plant7); _plant8 = _finewoodBundle.LoadAsset<GameObject>("BFP_Plant8"); ShaderReplacer.Replace(_plant8); _finewoodBench8 = _finewoodBundle.LoadAsset<GameObject>("BFP_Bench8"); ShaderReplacer.Replace(_finewoodBench8); _finewoodBench9 = _finewoodBundle.LoadAsset<GameObject>("BFP_Bench9"); ShaderReplacer.Replace(_finewoodBench9); _finewoodCabinet7 = _finewoodBundle.LoadAsset<GameObject>("BFP_Cabinet7"); ShaderReplacer.Replace(_finewoodCabinet7); _cupboard = _finewoodBundle.LoadAsset<GameObject>("BFP_Cupboard"); ShaderReplacer.Replace(_cupboard); _finewoodChair7 = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodChair7"); ShaderReplacer.Replace(_finewoodChair7); _loxDoubleBed = _finewoodBundle.LoadAsset<GameObject>("BFP_LoxDoubleBed"); ShaderReplacer.Replace(_loxDoubleBed); _loxBed = _finewoodBundle.LoadAsset<GameObject>("BFP_LoxBed"); ShaderReplacer.Replace(_loxBed); _plant9 = _finewoodBundle.LoadAsset<GameObject>("BFP_Plant9"); ShaderReplacer.Replace(_plant9); _plant10 = _finewoodBundle.LoadAsset<GameObject>("BFP_Plant10"); ShaderReplacer.Replace(_plant10); _plant11 = _finewoodBundle.LoadAsset<GameObject>("BFP_Plant11"); ShaderReplacer.Replace(_plant11); _plant12 = _finewoodBundle.LoadAsset<GameObject>("BFP_Plant12"); ShaderReplacer.Replace(_plant12); _plant13 = _finewoodBundle.LoadAsset<GameObject>("BFP_Plant13"); ShaderReplacer.Replace(_plant13); _candle = _finewoodBundle.LoadAsset<GameObject>("BFP_Candle1"); ShaderReplacer.Replace(_candle); _clay = _finewoodBundle.LoadAsset<GameObject>("BFP_Clay"); ShaderReplacer.Replace(_clay); _clayArch = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayArch"); ShaderReplacer.Replace(_clayArch); _clayBase1 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayBase1"); ShaderReplacer.Replace(_clayBase1); _clayBase2 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayBase2"); ShaderReplacer.Replace(_clayBase2); _clayBaseCorner = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayBaseCorner"); ShaderReplacer.Replace(_clayBaseCorner); _clayBlock1x1 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayBlock1x1"); ShaderReplacer.Replace(_clayBlock1x1); _clayBlock2x1x1 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayBlock2x1x1"); ShaderReplacer.Replace(_clayBlock2x1x1); _clayBlock2x2_Enforced = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayBlock2x2_Enforced"); ShaderReplacer.Replace(_clayBlock2x2_Enforced); _clayBlock2x2x1 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayBlock2x2x1"); ShaderReplacer.Replace(_clayBlock2x2x1); _clayBlock2x2x2 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayBlock2x2x2"); ShaderReplacer.Replace(_clayBlock2x2x2); _clayBlock_OutCorner = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayBlock_OutCorner"); ShaderReplacer.Replace(_clayBlock_OutCorner); _clayBlock_SlopeInverted1x2 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayBlock_SlopeInverted1x2"); ShaderReplacer.Replace(_clayBlock_SlopeInverted1x2); _clayBlockOut1 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayBlockOut1"); ShaderReplacer.Replace(_clayBlockOut1); _clayBlockOut2 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayBlockOut2"); ShaderReplacer.Replace(_clayBlockOut2); _clayBlockSlope1x2 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayBlockSlope1x2"); ShaderReplacer.Replace(_clayBlockSlope1x2); _clayColumn1 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayColumn1"); ShaderReplacer.Replace(_clayColumn1); _clayColumn2 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayColumn2"); ShaderReplacer.Replace(_clayColumn2); _clayFloor = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayFloor"); ShaderReplacer.Replace(_clayFloor); _clayFloorLarge = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayFloorLarge"); ShaderReplacer.Replace(_clayFloorLarge); _clayFloorTriangle = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayFloorTriangle"); ShaderReplacer.Replace(_clayFloorTriangle); _clayHead1 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayHead1"); ShaderReplacer.Replace(_clayHead1); _clayHead2 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayHead2"); ShaderReplacer.Replace(_clayHead2); _clayLightPost = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayLightPost"); ShaderReplacer.Replace(_clayLightPost); _clayRoof26 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayRoof26"); ShaderReplacer.Replace(_clayRoof26); _clayRoof45 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayRoof45"); ShaderReplacer.Replace(_clayRoof45); _clayRoofICorner26 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayRoofICorner26"); ShaderReplacer.Replace(_clayRoofICorner26); _clayRoofICorner45 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayRoofICorner45"); ShaderReplacer.Replace(_clayRoofICorner45); _clayRoofOCorner26 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayRoofOCorner26"); ShaderReplacer.Replace(_clayRoofOCorner26); _clayRoofOCorner45 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayRoofOCorner45"); ShaderReplacer.Replace(_clayRoofOCorner45); _clayRoofTop26 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayRoofTop26"); ShaderReplacer.Replace(_clayRoofTop26); _clayRoofTop45 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayRoofTop45"); ShaderReplacer.Replace(_clayRoofTop45); _clayStair = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayStair"); ShaderReplacer.Replace(_clayStair); _clayTileFloor1x1 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayTileFloor1x1"); ShaderReplacer.Replace(_clayTileFloor1x1); _clayTileFloor2x2 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayTileFloor2x2"); ShaderReplacer.Replace(_clayTileFloor2x2); _clayTileWall1x1 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayTileWall1x1"); ShaderReplacer.Replace(_clayTileWall1x1); _clayTileWall2x2 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayTileWall2x2"); ShaderReplacer.Replace(_clayTileWall2x2); _clayTileWall2x4 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayTileWall2x4"); ShaderReplacer.Replace(_clayTileWall2x4); _clayTip = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayTip"); ShaderReplacer.Replace(_clayTip); _flowerStand1 = _finewoodBundle.LoadAsset<GameObject>("BFP_FlowerStand1"); ShaderReplacer.Replace(_flowerStand1); _flowerStand2 = _finewoodBundle.LoadAsset<GameObject>("BFP_FlowerStand2"); ShaderReplacer.Replace(_flowerStand2); _lantern1 = _finewoodBundle.LoadAsset<GameObject>("BFP_Lantern1"); ShaderReplacer.Replace(_lantern1); _lantern2 = _finewoodBundle.LoadAsset<GameObject>("BFP_Lantern2"); ShaderReplacer.Replace(_lantern2); _lantern3 = _finewoodBundle.LoadAsset<GameObject>("BFP_Lantern3"); ShaderReplacer.Replace(_lantern3); _lantern4 = _finewoodBundle.LoadAsset<GameObject>("BFP_Lantern4"); ShaderReplacer.Replace(_lantern4); _lantern5 = _finewoodBundle.LoadAsset<GameObject>("BFP_Lantern5"); ShaderReplacer.Replace(_lantern5); _lantern6 = _finewoodBundle.LoadAsset<GameObject>("BFP_Lantern6"); ShaderReplacer.Replace(_lantern6); _lantern7 = _finewoodBundle.LoadAsset<GameObject>("BFP_Lantern7"); ShaderReplacer.Replace(_lantern7); _leatherBed = _finewoodBundle.LoadAsset<GameObject>("BFP_LeatherBed"); ShaderReplacer.Replace(_leatherBed); _pickableClay = _finewoodBundle.LoadAsset<GameObject>("BFP_Pickable_Clay"); ShaderReplacer.Replace(_pickableClay); _pickableClayBig = _finewoodBundle.LoadAsset<GameObject>("BFP_Pickable_ClayBig"); ShaderReplacer.Replace(_pickableClayBig); _plant14 = _finewoodBundle.LoadAsset<GameObject>("BFP_Plant14"); ShaderReplacer.Replace(_plant14); _plant15 = _finewoodBundle.LoadAsset<GameObject>("BFP_Plant15"); ShaderReplacer.Replace(_plant15); _plant16 = _finewoodBundle.LoadAsset<GameObject>("BFP_Plant16"); ShaderReplacer.Replace(_plant16); _plant17 = _finewoodBundle.LoadAsset<GameObject>("BFP_Plant17"); ShaderReplacer.Replace(_plant17); _plant18 = _finewoodBundle.LoadAsset<GameObject>("BFP_Plant18"); ShaderReplacer.Replace(_plant18); _clayArch2 = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayArch2"); ShaderReplacer.Replace(_clayArch2); _clayArmorStand = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayArmorStand"); ShaderReplacer.Replace(_clayArmorStand); _clayChest = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayChest"); ShaderReplacer.Replace(_clayChest); _clayCorgi = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayCorgi"); ShaderReplacer.Replace(_clayCorgi); _clayDeer = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayDeer"); ShaderReplacer.Replace(_clayDeer); _clayHare = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayHare"); ShaderReplacer.Replace(_clayHare); _clayPillar = _finewoodBundle.LoadAsset<GameObject>("BFP_ClayPillar"); ShaderReplacer.Replace(_clayPillar); _fenceGate = _finewoodBundle.LoadAsset<GameObject>("BFP_FenceGate"); ShaderReplacer.Replace(_fenceGate); _fencePillar1 = _finewoodBundle.LoadAsset<GameObject>("BFP_FencePillar1"); ShaderReplacer.Replace(_fencePillar1); _fencePillar2 = _finewoodBundle.LoadAsset<GameObject>("BFP_FencePillar2"); ShaderReplacer.Replace(_fencePillar2); _fencePillar3 = _finewoodBundle.LoadAsset<GameObject>("BFP_FencePillar3"); ShaderReplacer.Replace(_fencePillar3); _fencePillar4 = _finewoodBundle.LoadAsset<GameObject>("BFP_FencePillar4"); ShaderReplacer.Replace(_fencePillar4); _fenceTile1 = _finewoodBundle.LoadAsset<GameObject>("BFP_FenceTile1"); ShaderReplacer.Replace(_fenceTile1); _fenceTile2 = _finewoodBundle.LoadAsset<GameObject>("BFP_FenceTile2"); ShaderReplacer.Replace(_fenceTile2); _fenceTile3 = _finewoodBundle.LoadAsset<GameObject>("BFP_FenceTile3"); ShaderReplacer.Replace(_fenceTile3); _fenceTile4 = _finewoodBundle.LoadAsset<GameObject>("BFP_FenceTile4"); ShaderReplacer.Replace(_fenceTile4); _finewoodArch = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodArch"); ShaderReplacer.Replace(_finewoodArch); _finewoodDragon = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodDragon"); ShaderReplacer.Replace(_finewoodDragon); _finewoodRaven = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodRaven"); ShaderReplacer.Replace(_finewoodRaven); _finewoodWolf = _finewoodBundle.LoadAsset<GameObject>("BFP_FineWoodWolf"); ShaderReplacer.Replace(_finewoodWolf); _heavyGate = _finewoodBundle.LoadAsset<GameObject>("BFP_HeavyGate"); ShaderReplacer.Replace(_heavyGate); _woodenArmorStand = _finewoodBundle.LoadAsset<GameObject>("BFP_WoodenArmorStand"); ShaderReplacer.Replace(_woodenArmorStand); _glassWindow1 = _finewoodBundle.LoadAsset<GameObject>("BFP_GlassWindow1"); _glassWindow2 = _finewoodBundle.LoadAsset<GameObject>("BFP_GlassWindow3"); _clayPit = _finewoodBundle.LoadAsset<GameObject>("BCP_ClayPit"); ShaderReplacer.Replace(_clayPit); _clayPit2 = _finewoodBundle.LoadAsset<GameObject>("BCP_ClayPit1"); ShaderReplacer.Replace(_clayPit2); _clayCollector = _finewoodBundle.LoadAsset<GameObject>("BCP_ClayCollector"); if (!Object.op_Implicit((Object)(object)_clayCollector.GetComponent<ClayCollector>())) { _clayCollector.AddComponent<ClayCollector>(); } ShaderReplacer.Replace(_clayCollector); _thatchWindow = _finewoodBundle.LoadAsset<GameObject>("BFP_ThatchWindow"); ShaderReplacer.Replace(_thatchWindow); _thatchWindowHalf = _finewoodBundle.LoadAsset<GameObject>("BFP_ThatchWindow_Half"); ShaderReplacer.Replace(_thatchWindowHalf); _thatchWindowQuarter = _finewoodBundle.LoadAsset<GameObject>("BFP_ThatchWindow_Quarter"); ShaderReplacer.Replace(_thatchWindowQuarter); _trapDoor = _finewoodBundle.LoadAsset<GameObject>("BFP_TrapDoor"); if (!Object.op_Implicit((Object)(object)_trapDoor.GetComponent<TrapDoor>())) { Object.Destroy((Object)(object)_trapDoor.GetComponent<Door>()); _trapDoor.AddComponent<TrapDoor>(); } ShaderReplacer.Replace(_trapDoor); _window = _finewoodBundle.LoadAsset<GameObject>("BFP_Window"); ShaderReplacer.Replace(_window); _windowHalf = _finewoodBundle.LoadAsset<GameObject>("BFP_Window_Half"); ShaderReplacer.Replace(_windowHalf); _windowQuarter = _finewoodBundle.LoadAsset<GameObject>("BFP_Window_Quarter"); ShaderReplacer.Replace(_windowQuarter); } private static AssetBundle GetAssetBundleFromResources(string filename) { Assembly executingAssembly = Assembly.GetExecutingAssembly(); string name = executingAssembly.GetManifestResourceNames().Single((string x) => x.EndsWith(filename)); using Stream stream = executingAssembly.GetManifestResourceStream(name); return AssetBundle.LoadFromStream(stream); } } public static class RegisterPrefabsToObjectDB { private static ObjectDB _objectDB => ObjectDB.instance; public static void Init() { if (Helper.ObjectDBAwake()) { _objectDB.AddGameObject(PrefabsSetup._fineHammer); _objectDB.AddGameObject(PrefabsSetup._straw); _objectDB.AddGameObject(PrefabsSetup._clay); } } } public static class RegisterPrefabsToZNetScene { private static ZNetScene _zNetScene => ZNetScene.instance; public static void Init() { //IL_02f6: Unknown result type (might be due to invalid IL or missing references) //IL_0321: Unknown result type (might be due to invalid IL or missing references) //IL_0327: Expected O, but got Unknown //IL_0330: Unknown result type (might be due to invalid IL or missing references) //IL_0335: Unknown result type (might be due to invalid IL or missing references) //IL_034b: Expected O, but got Unknown //IL_0356: Unknown result type (might be due to invalid IL or missing references) //IL_0357: Unknown result type (might be due to invalid IL or missing references) //IL_0762: Unknown result type (might be due to invalid IL or missing references) //IL_0767: Unknown result type (might be due to invalid IL or missing references) //IL_07db: Unknown result type (might be due to invalid IL or missing references) //IL_082c: Expected O, but got Unknown //IL_0b2f: Unknown result type (might be due to invalid IL or missing references) //IL_0b5a: Unknown result type (might be due to invalid IL or missing references) //IL_0b60: Expected O, but got Unknown //IL_0b69: Unknown result type (might be due to invalid IL or missing references) //IL_0b6e: Unknown result type (might be due to invalid IL or missing references) //IL_0b84: Expected O, but got Unknown //IL_0b8f: Unknown result type (might be due to invalid IL or missing references) //IL_0b90: Unknown result type (might be due to invalid IL or missing references) //IL_0dcb: Unknown result type (might be due to invalid IL or missing references) //IL_0dd0: Unknown result type (might be due to invalid IL or missing references) //IL_0e44: Unknown result type (might be due to invalid IL or missing references) //IL_0e95: Expected O, but got Unknown //IL_0feb: Unknown result type (might be due to invalid IL or missing references) //IL_0ff0: Unknown result type (might be due to invalid IL or missing references) //IL_1064: Unknown result type (might be due to invalid IL or missing references) //IL_10b5: Expected O, but got Unknown //IL_1159: Unknown result type (might be due to invalid IL or missing references) //IL_115e: Unknown result type (might be due to invalid IL or missing references) //IL_1173: Unknown result type (might be due to invalid IL or missing references) //IL_117a: Unknown result type (might be due to invalid IL or missing references) //IL_1182: Expected O, but got Unknown //IL_1184: Unknown result type (might be due to invalid IL or missing references) //IL_1189: Unknown result type (might be due to invalid IL or missing references) //IL_119e: Unknown result type (might be due to invalid IL or missing references) //IL_11a5: Unknown result type (might be due to invalid IL or missing references) //IL_11ad: Expected O, but got Unknown //IL_11d4: Unknown result type (might be due to invalid IL or missing references) //IL_124e: Unknown result type (might be due to invalid IL or missing references) //IL_1253: Unknown result type (might be due to invalid IL or missing references) //IL_1268: Unknown result type (might be due to invalid IL or missing references) //IL_126f: Unknown result type (might be due to invalid IL or missing references) //IL_1277: Expected O, but got Unknown //IL_128a: Unknown result type (might be due to invalid IL or missing references) //IL_128f: Unknown result type (might be due to invalid IL or missing references) //IL_12a4: Unknown result type (might be due to invalid IL or missing references) //IL_12ab: Unknown result type (might be due to invalid IL or missing references) //IL_12b3: Expected O, but got Unknown if (Helper.ZNetSceneAwake()) { _zNetScene.AddGameObject(PrefabsSetup._barrelClutter); _zNetScene.AddGameObject(PrefabsSetup._bronzeFrameChest); _zNetScene.AddGameObject(PrefabsSetup._fineHammer); _zNetScene.AddGameObject(PrefabsSetup._fineHammerRepair); _zNetScene.AddGameObject(PrefabsSetup._finewoodBasket); _zNetScene.AddGameObject(PrefabsSetup._finewoodBeam1x1); _zNetScene.AddGameObject(PrefabsSetup._finewoodBeam2x2); _zNetScene.AddGameObject(PrefabsSetup._finewoodBeam26); _zNetScene.AddGameObject(PrefabsSetup._finewoodBeam45); _zNetScene.AddGameObject(PrefabsSetup._finewoodBed1); _zNetScene.AddGameObject(PrefabsSetup._logChair); _zNetScene.AddGameObject(PrefabsSetup._finewoodDecoWall); _zNetScene.AddGameObject(PrefabsSetup._finewoodDoor); _zNetScene.AddGameObject(PrefabsSetup._finewoodFloor1x1); _zNetScene.AddGameObject(PrefabsSetup._finewoodFloor2x2); _zNetScene.AddGameObject(PrefabsSetup._finewoodGate); _zNetScene.AddGameObject(PrefabsSetup._finewoodHalfWall); _zNetScene.AddGameObject(PrefabsSetup._finewoodLedge); _zNetScene.AddGameObject(PrefabsSetup._finewoodPole1x1); _zNetScene.AddGameObject(PrefabsSetup._finewoodPole2x2); _zNetScene.AddGameObject(PrefabsSetup._finewoodQuaterWall); _zNetScene.AddGameObject(PrefabsSetup._finewoodRoof26); _zNetScene.AddGameObject(PrefabsSetup._finewoodRoof45); _zNetScene.AddGameObject(PrefabsSetup._finewoodRoofCross26); _zNetScene.AddGameObject(PrefabsSetup._finewoodRoofCross45); _zNetScene.AddGameObject(PrefabsSetup._finewoodRoofICorner26); _zNetScene.AddGameObject(PrefabsSetup._finewoodRoofICorner45); _zNetScene.AddGameObject(PrefabsSetup._finewoodRoofOCorner26); _zNetScene.AddGameObject(PrefabsSetup._finewoodRoofOCorner45); _zNetScene.AddGameObject(PrefabsSetup._finewoodRoofTop26); _zNetScene.AddGameObject(PrefabsSetup._finewoodRoofTop45); _zNetScene.AddGameObject(PrefabsSetup._finewoodStair); _zNetScene.AddGameObject(PrefabsSetup._finewoodStepLadder); _zNetScene.AddGameObject(PrefabsSetup._finewoodStool); _zNetScene.AddGameObject(PrefabsSetup._finewoodWall); _zNetScene.AddGameObject(PrefabsSetup._finewoodWallRoof26); _zNetScene.AddGameObject(PrefabsSetup._finewoodWallRoof26_UpsideDown); _zNetScene.AddGameObject(PrefabsSetup._finewoodWallRoof45); _zNetScene.AddGameObject(PrefabsSetup._finewoodWallRoof45_UpsideDown); _zNetScene.AddGameObject(PrefabsSetup._finewoodWindowShutter); _zNetScene.AddGameObject(PrefabsSetup._longCrate); _zNetScene.AddGameObject(PrefabsSetup._pickableReed); _zNetScene.AddGameObject(PrefabsSetup._shelfClutter); _zNetScene.AddGameObject(PrefabsSetup._stoneLighPost); Fireplace component = PrefabsSetup._stoneLighPost.GetComponent<Fireplace>(); component.m_fuelItem = _zNetScene.GetPrefab("Coal").GetComponent<ItemDrop>(); FireworkItem[] array = new FireworkItem[1]; FireworkItem val = new FireworkItem { m_fireworkItemCount = 1, m_fireworkItem = _zNetScene.GetPrefab("Resin").GetComponent<ItemDrop>() }; EffectList val2 = new EffectList(); val2.m_effectPrefabs = (EffectData[])(object)new EffectData[1] { new EffectData { m_prefab = _zNetScene.GetPrefab("vfx_Firework_Rocket") } }; val.m_fireworksEffects = val2; array[0] = val; component.m_fireworkItemList = (FireworkItem[])(object)array; _zNetScene.AddGameObject(PrefabsSetup._stoneRoof26); _zNetScene.AddGameObject(PrefabsSetup._stoneRoof45); _zNetScene.AddGameObject(PrefabsSetup._stoneRoofICorner26); _zNetScene.AddGameObject(PrefabsSetup._stoneRoofICorner45); _zNetScene.AddGameObject(PrefabsSetup._stoneRoofOCorner26); _zNetScene.AddGameObject(PrefabsSetup._stoneRoofOCorner45); _zNetScene.AddGameObject(PrefabsSetup._stoneRoofTop26); _zNetScene.AddGameObject(PrefabsSetup._stoneRoofTop45); _zNetScene.AddGameObject(PrefabsSetup._straw); _zNetScene.AddGameObject(PrefabsSetup._thatchWall); _zNetScene.AddGameObject(PrefabsSetup._thatchQuaterWall); _zNetScene.AddGameObject(PrefabsSetup._thatchWall); _zNetScene.AddGameObject(PrefabsSetup._finewoodBed2); _zNetScene.AddGameObject(PrefabsSetup._finewoodBench1); _zNetScene.AddGameObject(PrefabsSetup._finewoodBench2); _zNetScene.AddGameObject(PrefabsSetup._finewoodBench3); _zNetScene.AddGameObject(PrefabsSetup._finewoodBench4); _zNetScene.AddGameObject(PrefabsSetup._finewoodBench5); _zNetScene.AddGameObject(PrefabsSetup._finewoodBench6); _zNetScene.AddGameObject(PrefabsSetup._finewoodBench7); _zNetScene.AddGameObject(PrefabsSetup._finewoodCabinet1); _zNetScene.AddGameObject(PrefabsSetup._finewoodCabinet2); _zNetScene.AddGameObject(PrefabsSetup._finewoodCabinet3); _zNetScene.AddGameObject(PrefabsSetup._finewoodCabinet4); _zNetScene.AddGameObject(PrefabsSetup._finewoodCabinet5); _zNetScene.AddGameObject(PrefabsSetup._finewoodCabinet6); _zNetScene.AddGameObject(PrefabsSetup._horizontalDecoWall); _zNetScene.AddGameObject(PrefabsSetup._finewoodChair1); _zNetScene.AddGameObject(PrefabsSetup._finewoodChair2); _zNetScene.AddGameObject(PrefabsSetup._finewoodChair3); _zNetScene.AddGameObject(PrefabsSetup._finewoodChair4); _zNetScene.AddGameObject(PrefabsSetup._finewoodChair5); _zNetScene.AddGameObject(PrefabsSetup._finewoodCrib); _zNetScene.AddGameObject(PrefabsSetup._deskDrawer1); _zNetScene.AddGameObject(PrefabsSetup._deskDrawer2); _zNetScene.AddGameObject(PrefabsSetup._deskDrawer3); _zNetScene.AddGameObject(PrefabsSetup._deskDrawer4); _zNetScene.AddGameObject(PrefabsSetup._deskDrawer5); _zNetScene.AddGameObject(PrefabsSetup._finewoodTable1); _zNetScene.AddGameObject(PrefabsSetup._miniStool1); _zNetScene.AddGameObject(PrefabsSetup._miniStool2); _zNetScene.AddGameObject(PrefabsSetup._miniTable1); _zNetScene.AddGameObject(PrefabsSetup._miniTable2); _zNetScene.AddGameObject(PrefabsSetup._miniTable3); _zNetScene.AddGameObject(PrefabsSetup._shelf1); _zNetScene.AddGameObject(PrefabsSetup._shelf2); _zNetScene.AddGameObject(PrefabsSetup._shelf3); _zNetScene.AddGameObject(PrefabsSetup._shelf4); _zNetScene.AddGameObject(PrefabsSetup._shelf5); _zNetScene.AddGameObject(PrefabsSetup._stool1); _zNetScene.AddGameObject(PrefabsSetup._stool2); _zNetScene.AddGameObject(PrefabsSetup._finewoodChair6); _zNetScene.AddGameObject(PrefabsSetup._finewoodTable2); _zNetScene.AddGameObject(PrefabsSetup._finewoodTable3); _zNetScene.AddGameObject(PrefabsSetup._finewoodTable4); _zNetScene.AddGameObject(PrefabsSetup._finewoodTable5); _zNetScene.AddGameObject(PrefabsSetup._finewoodTable6); _zNetScene.AddGameObject(PrefabsSetup._finewoodTable7); _zNetScene.AddGameObject(PrefabsSetup._finewoodTable8); _zNetScene.AddGameObject(PrefabsSetup._finewoodTable9); _zNetScene.AddGameObject(PrefabsSetup._poolChair); _zNetScene.AddGameObject(PrefabsSetup._stepLadder); _zNetScene.AddGameObject(PrefabsSetup._armorStand); PrefabsSetup._armorStand.GetComponent<ArmorStand>().m_supports = new List<ArmorStandSupport>(1) { new ArmorStandSupport { m_items = new List<ItemDrop>(4) { _zNetScene.GetPrefab("ArmorBronzeChest").GetComponent<ItemDrop>(), _zNetScene.GetPrefab("ArmorIronChest").GetComponent<ItemDrop>(), _zNetScene.GetPrefab("ArmorCarapaceChest").GetComponent<ItemDrop>(), _zNetScene.GetPrefab("ArmorMageChest").GetComponent<ItemDrop>() }, m_supports = new List<GameObject>(2) { ((Component)Utils.FindChild(PrefabsSetup._armorStand.transform, "ArmLeft", (IterativeSearchType)0)).gameObject, ((Component)Utils.FindChild(PrefabsSetup._armorStand.transform, "ArmRight", (IterativeSearchType)0)).gameObject } } }; _zNetScene.AddGameObject(PrefabsSetup._stepLadder2); _zNetScene.AddGameObject(PrefabsSetup._plant1); _zNetScene.AddGameObject(PrefabsSetup._plant2); _zNetScene.AddGameObject(PrefabsSetup._plant3); _zNetScene.AddGameObject(PrefabsSetup._plant4); _zNetScene.AddGameObject(PrefabsSetup._plant5); _zNetScene.AddGameObject(PrefabsSetup._plant6); _zNetScene.AddGameObject(PrefabsSetup._plant7); _zNetScene.AddGameObject(PrefabsSetup._plant8); _zNetScene.AddGameObject(PrefabsSetup._finewoodBench8); _zNetScene.AddGameObject(PrefabsSetup._finewoodBench9); _zNetScene.AddGameObject(PrefabsSetup._finewoodCabinet7); _zNetScene.AddGameObject(PrefabsSetup._cupboard); _zNetScene.AddGameObject(PrefabsSetup._finewoodChair7); _zNetScene.AddGameObject(PrefabsSetup._loxDoubleBed); _zNetScene.AddGameObject(PrefabsSetup._loxBed); _zNetScene.AddGameObject(PrefabsSetup._plant9); _zNetScene.AddGameObject(PrefabsSetup._plant10); _zNetScene.AddGameObject(PrefabsSetup._plant11); _zNetScene.AddGameObject(PrefabsSetup._plant12); _zNetScene.AddGameObject(PrefabsSetup._plant13); _zNetScene.AddGameObject(PrefabsSetup._candle); _zNetScene.AddGameObject(PrefabsSetup._clay); _zNetScene.AddGameObject(PrefabsSetup._clayArch); _zNetScene.AddGameObject(PrefabsSetup._clayBase1); _zNetScene.AddGameObject(PrefabsSetup._clayBase2); _zNetScene.AddGameObject(PrefabsSetup._clayBaseCorner); _zNetScene.AddGameObject(PrefabsSetup._clayBlock1x1); _zNetScene.AddGameObject(PrefabsSetup._clayBlock2x1x1); _zNetScene.AddGameObject(PrefabsSetup._clayBlock2x2_Enforced); _zNetScene.AddGameObject(PrefabsSetup._clayBlock2x2x1); _zNetScene.AddGameObject(PrefabsSetup._clayBlock2x2x2); _zNetScene.AddGameObject(PrefabsSetup._clayBlock_OutCorner); _zNetScene.AddGameObject(PrefabsSetup._clayBlock_SlopeInverted1x2); _zNetScene.AddGameObject(PrefabsSetup._clayBlockOut1); _zNetScene.AddGameObject(PrefabsSetup._clayBlockOut2); _zNetScene.AddGameObject(PrefabsSetup._clayBlockSlope1x2); _zNetScene.AddGameObject(PrefabsSetup._clayColumn1); _zNetScene.AddGameObject(PrefabsSetup._clayColumn2); _zNetScene.AddGameObject(PrefabsSetup._clayFloor); _zNetScene.AddGameObject(PrefabsSetup._clayFloorLarge); _zNetScene.AddGameObject(PrefabsSetup._clayFloorTriangle); _zNetScene.AddGameObject(PrefabsSetup._clayHead1); _zNetScene.AddGameObject(PrefabsSetup._clayHead2); _zNetScene.AddGameObject(PrefabsSetup._clayLightPost); Fireplace component2 = PrefabsSetup._clayLightPost.GetComponent<Fireplace>(); component2.m_fuelItem = _zNetScene.GetPrefab("Coal").GetComponent<ItemDrop>(); FireworkItem[] array2 = new FireworkItem[1]; val = new FireworkItem { m_fireworkItemCount = 1, m_fireworkItem = _zNetScene.GetPrefab("Resin").GetComponent<ItemDrop>() }; val2 = new EffectList(); val2.m_effectPrefabs = (EffectData[])(object)new EffectData[1] { new EffectData { m_prefab = _zNetScene.GetPrefab("vfx_Firework_Rocket") } }; val.m_fireworksEffects = val2; array2[0] = val; component2.m_fireworkItemList = (FireworkItem[])(object)array2; _zNetScene.AddGameObject(PrefabsSetup._clayRoof26); _zNetScene.AddGameObject(PrefabsSetup._clayRoof45); _zNetScene.AddGameObject(PrefabsSetup._clayRoofICorner26); _zNetScene.AddGameObject(PrefabsSetup._clayRoofICorner45); _zNetScene.AddGameObject(PrefabsSetup._clayRoofOCorner26); _zNetScene.AddGameObject(PrefabsSetup._clayRoofOCorner45); _zNetScene.AddGameObject(PrefabsSetup._clayRoofTop26); _zNetScene.AddGameObject(PrefabsSetup._clayRoofTop45); _zNetScene.AddGameObject(PrefabsSetup._clayStair); _zNetScene.AddGameObject(PrefabsSetup._clayTileFloor1x1); _zNetScene.AddGameObject(PrefabsSetup._clayTileFloor2x2); _zNetScene.AddGameObject(PrefabsSetup._clayTileWall1x1); _zNetScene.AddGameObject(PrefabsSetup._clayTileWall2x2); _zNetScene.AddGameObject(PrefabsSetup._clayTileWall2x4); _zNetScene.AddGameObject(PrefabsSetup._clayTip); _zNetScene.AddGameObject(PrefabsSetup._flowerStand1); _zNetScene.AddGameObject(PrefabsSetup._flowerStand2); _zNetScene.AddGameObject(PrefabsSetup._lantern1); _zNetScene.AddGameObject(PrefabsSetup._lantern2); _zNetScene.AddGameObject(PrefabsSetup._lantern3); _zNetScene.AddGameObject(PrefabsSetup._lantern4); _zNetScene.AddGameObject(PrefabsSetup._lantern5); _zNetScene.AddGameObject(PrefabsSetup._lantern6); _zNetScene.AddGameObject(PrefabsSetup._lantern7); _zNetScene.AddGameObject(PrefabsSetup._leatherBed); _zNetScene.AddGameObject(PrefabsSetup._pickableClay); _zNetScene.AddGameObject(PrefabsSetup._pickableClayBig); _zNetScene.AddGameObject(PrefabsSetup._plant14); _zNetScene.AddGameObject(PrefabsSetup._plant15); _zNetScene.AddGameObject(PrefabsSetup._plant16); _zNetScene.AddGameObject(PrefabsSetup._plant17); _zNetScene.AddGameObject(PrefabsSetup._plant18); _zNetScene.AddGameObject(PrefabsSetup._clayArch2); _zNetScene.AddGameObject(PrefabsSetup._clayArmorStand); PrefabsSetup._clayArmorStand.GetComponent<ArmorStand>().m_supports = new List<ArmorStandSupport>(1) { new ArmorStandSupport { m_items = new List<ItemDrop>(4) { _zNetScene.GetPrefab("ArmorBronzeChest").GetComponent<ItemDrop>(), _zNetScene.GetPrefab("ArmorIronChest").GetComponent<ItemDrop>(), _zNetScene.GetPrefab("ArmorCarapaceChest").GetComponent<ItemDrop>(), _zNetScene.GetPrefab("ArmorMageChest").GetComponent<ItemDrop>() }, m_supports = new List<GameObject>(2) { ((Component)Utils.FindChild(PrefabsSetup._clayArmorStand.transform, "ArmLeft", (IterativeSearchType)0)).gameObject, ((Component)Utils.FindChild(PrefabsSetup._clayArmorStand.transform, "ArmRight", (IterativeSearchType)0)).gameObject } } }; _zNetScene.AddGameObject(PrefabsSetup._clayChest); _zNetScene.AddGameObject(PrefabsSetup._clayCorgi); _zNetScene.AddGameObject(PrefabsSetup._clayDeer); _zNetScene.AddGameObject(PrefabsSetup._clayHare); _zNetScene.AddGameObject(PrefabsSetup._clayPillar); _zNetScene.AddGameObject(PrefabsSetup._fenceGate); _zNetScene.AddGameObject(PrefabsSetup._fencePillar1); _zNetScene.AddGameObject(PrefabsSetup._fencePillar2); _zNetScene.AddGameObject(PrefabsSetup._fencePillar3); _zNetScene.AddGameObject(PrefabsSetup._fencePillar4); _zNetScene.AddGameObject(PrefabsSetup._fenceTile1); _zNetScene.AddGameObject(PrefabsSetup._fenceTile2); _zNetScene.AddGameObject(PrefabsSetup._fenceTile3); _zNetScene.AddGameObject(PrefabsSetup._fenceTile4); _zNetScene.AddGameObject(PrefabsSetup._finewoodArch); _zNetScene.AddGameObject(PrefabsSetup._finewoodDragon); _zNetScene.AddGameObject(PrefabsSetup._finewoodRaven); _zNetScene.AddGameObject(PrefabsSetup._finewoodWolf); _zNetScene.AddGameObject(PrefabsSetup._heavyGate); _zNetScene.AddGameObject(PrefabsSetup._woodenArmorStand); PrefabsSetup._woodenArmorStand.GetComponent<ArmorStand>().m_supports = new List<ArmorStandSupport>(1) { new ArmorStandSupport { m_items = new List<ItemDrop>(4) { _zNetScene.GetPrefab("ArmorBronzeChest").GetComponent<ItemDrop>(), _zNetScene.GetPrefab("ArmorIronChest").GetComponent<ItemDrop>(), _zNetScene.GetPrefab("ArmorCarapaceChest").GetComponent<ItemDrop>(), _zNetScene.GetPrefab("ArmorMageChest").GetComponent<ItemDrop>() }, m_supports = new List<GameObject>(2) { ((Component)Utils.FindChild(PrefabsSetup._woodenArmorStand.transform, "ArmLeft", (IterativeSearchType)0)).gameObject, ((Component)Utils.FindChild(PrefabsSetup._woodenArmorStand.transform, "ArmRight", (IterativeSearchType)0)).gameObject } } }; _zNetScene.AddGameObject(PrefabsSetup._glassWindow1); _zNetScene.AddGameObject(PrefabsSetup._glassWindow2); _zNetScene.AddGameObject(PrefabsSetup._clayCollector); ClayCollector component3 = PrefabsSetup._clayCollector.GetComponent<ClayCollector>(); component3.m_name = "$bcp_claycollector"; component3.m_spawnPoint = Utils.FindChild(PrefabsSetup._clayCollector.transform, "spawnpoint", (IterativeSearchType)0); component3.m_secPerUnit = Plugin._secPerUnit.Value; component3.m_maxClay = Plugin._maxClay.Value; component3.m_clayItem = PrefabsSetup._clay.GetComponent<ItemDrop>(); component3.m_spawnEffect.m_effectPrefabs = (EffectData[])(object)new EffectData[2] { new EffectData { m_prefab = _zNetScene.GetPrefab("sfx_pickable_pick"), m_enabled = true, m_variant = -1 }, new EffectData { m_prefab = _zNetScene.GetPrefab("vfx_pickable_pick"), m_enabled = true, m_variant = -1 } }; component3.m_enabledObject = ((Component)Utils.FindChild(PrefabsSetup._clayCollector.transform, "_enabled", (IterativeSearchType)0)).gameObject; component3.m_biome = (Biome)1; _zNetScene.AddGameObject(PrefabsSetup._thatchWindow); _zNetScene.AddGameObject(PrefabsSetup._thatchWindowHalf); _zNetScene.AddGameObject(PrefabsSetup._thatchWindowQuarter); _zNetScene.AddGameObject(PrefabsSetup._trapDoor); TrapDoor component4 = PrefabsSetup._trapDoor.GetComponent<TrapDoor>(); component4.m_name = PrefabsSetup._trapDoor.GetComponent<Piece>().m_name; component4.m_checkGuardStone = true; component4.m_openEffects.m_effectPrefabs = (EffectData[])(object)new EffectData[1] { new EffectData { m_prefab = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_sfx_door_open"), m_enabled = true, m_variant = -1 } }; component4.m_closeEffects.m_effectPrefabs = (EffectData[])(object)new EffectData[1] { new EffectData { m_prefab = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_sfx_door_close"), m_enabled = true, m_variant = -1 } }; _zNetScene.AddGameObject(PrefabsSetup._window); _zNetScene.AddGameObject(PrefabsSetup._windowHalf); _zNetScene.AddGameObject(PrefabsSetup._windowQuarter); } } public static void Effects() { if (Helper.ZNetSceneAwake()) { GameObject gameObject = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_fx_ArmorStand_pick"); _zNetScene.AddGameObject(gameObject); GameObject gameObject2 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_sfx_barley_hit"); _zNetScene.AddGameObject(gameObject2); GameObject gameObject3 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_sfx_build_hammer_default"); _zNetScene.AddGameObject(gameObject3); GameObject gameObject4 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_sfx_build_hammer_stone"); _zNetScene.AddGameObject(gameObject4); GameObject gameObject5 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_sfx_build_hammer_wood"); _zNetScene.AddGameObject(gameObject5); GameObject gameObject6 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_sfx_chest_close"); _zNetScene.AddGameObject(gameObject6); GameObject gameObject7 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_sfx_chest_open"); _zNetScene.AddGameObject(gameObject7); GameObject gameObject8 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_sfx_door_close"); _zNetScene.AddGameObject(gameObject8); GameObject gameObject9 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_sfx_door_open"); _zNetScene.AddGameObject(gameObject9); GameObject gameObject10 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_sfx_FireAddFuel"); _zNetScene.AddGameObject(gameObject10); GameObject gameObject11 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_sfx_pickable_pick"); _zNetScene.AddGameObject(gameObject11); GameObject gameObject12 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_sfx_rock_destroyed"); _zNetScene.AddGameObject(gameObject12); GameObject gameObject13 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_sfx_rock_hit"); _zNetScene.AddGameObject(gameObject13); GameObject gameObject14 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_sfx_window_open"); _zNetScene.AddGameObject(gameObject14); GameObject gameObject15 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_sfx_windows_close"); _zNetScene.AddGameObject(gameObject15); GameObject gameObject16 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_sfx_wood_destroyed"); _zNetScene.AddGameObject(gameObject16); GameObject gameObject17 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_vfx_barley_destroyed"); _zNetScene.AddGameObject(gameObject17); GameObject gameObject18 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_vfx_dvergpost_destroyed"); _zNetScene.AddGameObject(gameObject18); GameObject gameObject19 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_vfx_FireAddFuel"); _zNetScene.AddGameObject(gameObject19); GameObject gameObject20 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_vfx_MarbleDestroyed"); _zNetScene.AddGameObject(gameObject20); GameObject gameObject21 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_vfx_MarbleHit"); _zNetScene.AddGameObject(gameObject21); GameObject gameObject22 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_vfx_pickable_pick"); _zNetScene.AddGameObject(gameObject22); GameObject gameObject23 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_vfx_Place_bed"); _zNetScene.AddGameObject(gameObject23); GameObject gameObject24 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_vfx_Place_chest"); _zNetScene.AddGameObject(gameObject24); GameObject gameObject25 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_vfx_Place_stone_floor"); _zNetScene.AddGameObject(gameObject25); GameObject gameObject26 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_vfx_Place_stone_wall_2x1"); _zNetScene.AddGameObject(gameObject26); GameObject gameObject27 = PrefabsSetup._finewoodBundle.LoadAsset<GameObject>("bfp_vfx_Place_wood_beam"); _zNetScene.AddGameObject(gameObject27); GameObjec