using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using Microsoft.CodeAnalysis;
using UnityEngine.SceneManagement;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]
[assembly: AssemblyCompany("com.validaq.loadintolevel")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyFileVersion("0.1.0.0")]
[assembly: AssemblyInformationalVersion("0.1.0+7e8f91ba1044d1fa0b2a3bba309c90030e547a7b")]
[assembly: AssemblyProduct("LoadIntoLevel")]
[assembly: AssemblyTitle("com.validaq.loadintolevel")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("0.1.0.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
internal sealed class EmbeddedAttribute : Attribute
{
}
}
namespace System.Runtime.CompilerServices
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
internal sealed class RefSafetyRulesAttribute : Attribute
{
public readonly int Version;
public RefSafetyRulesAttribute(int P_0)
{
Version = P_0;
}
}
}
namespace LoadIntoLevel
{
[BepInPlugin("com.validaq.loadintolevel", "LoadIntoLevel", "0.1.0")]
public class LoadIntoLevel : BaseUnityPlugin
{
private const string pluginGuid = "com.validaq.loadintolevel";
private ConfigEntry<string> sceneToReplace;
private ConfigEntry<string> sceneToLoad;
internal static ManualLogSource Logger;
private void Awake()
{
Logger = ((BaseUnityPlugin)this).Logger;
sceneToReplace = ((BaseUnityPlugin)this).Config.Bind<string>("General", "SceneToReplace", "Intro", "Game scene to be replaced. Use 'Intro' to instantly load into the given scene upon game launch, or 'Training-Level' to load into it when starting the tutorial. It's advised to avoid using 'Main-Menu', as it will make you unable to return to main menu from the scene, leaving Alt-F4 as the only way to exit.");
sceneToLoad = ((BaseUnityPlugin)this).Config.Bind<string>("General", "SceneToLoad", "Playground", "The name of the scene to load instead of the specified scene. This should be the name of the scene you want to load into, such as 'Playground'.");
SceneManager.sceneLoaded += OnSceneLoad;
Logger.LogInfo((object)"Plugin com.validaq.loadintolevel is loaded!");
}
private void OnSceneLoad(Scene scene, LoadSceneMode mode)
{
if (((Scene)(ref scene)).name == sceneToReplace.Value)
{
SceneManager.LoadScene(sceneToLoad.Value);
}
}
}
public static class MyPluginInfo
{
public const string PLUGIN_GUID = "com.validaq.loadintolevel";
public const string PLUGIN_NAME = "LoadIntoLevel";
public const string PLUGIN_VERSION = "0.1.0";
}
}