using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using MonoMod.RuntimeDetour;
using MonoMod.RuntimeDetour.HookGen;
using RoR2;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Rendering;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("0.0.0.0")]
namespace Mercenary2B;
[BepInPlugin("com.KingEnderBrine.Mercenary2B", "Mercenary2B", "1.3.1")]
public class Mercenary2BPlugin : BaseUnityPlugin
{
private class FieldException : Exception
{
public FieldException(string message, Exception innerException)
: base(message, innerException)
{
}
}
private static GameObject swordAccessoryPrefab;
private static GameObject skirtPrefab;
private static GameObject breastBonesPrefab;
private static GameObject buttBonesPrefab;
private const int breastBoneIndex = 64;
private const int buttBoneIndex = 76;
private static readonly ConditionalWeakTable<GameObject, ModificationObjects> appliedModificatons = new ConditionalWeakTable<GameObject, ModificationObjects>();
private static ConfigEntry<bool> DisableSkirt;
private static AssetBundle assetBundle;
private static readonly List<Material> materialsWithRoRShader = new List<Material>();
public static GameObject SwordAccessoryPrefab => Object.op_Implicit((Object)(object)swordAccessoryPrefab) ? swordAccessoryPrefab : (swordAccessoryPrefab = assetBundle.LoadAsset<GameObject>("Assets/Mercenary2B/Resources/Prefabs/SwordAccessoryPrefab.prefab"));
public static GameObject SkirtPrefab => Object.op_Implicit((Object)(object)skirtPrefab) ? skirtPrefab : (skirtPrefab = assetBundle.LoadAsset<GameObject>("Assets/Mercenary2B/Resources/Prefabs/SkirtPrefab.prefab"));
public static GameObject BreastBonesPrefab => Object.op_Implicit((Object)(object)breastBonesPrefab) ? breastBonesPrefab : (breastBonesPrefab = assetBundle.LoadAsset<GameObject>("Assets/Mercenary2B/Resources/Prefabs/breast_base.prefab"));
public static GameObject ButtBonesPrefab => Object.op_Implicit((Object)(object)buttBonesPrefab) ? buttBonesPrefab : (buttBonesPrefab = assetBundle.LoadAsset<GameObject>("Assets/Mercenary2B/Resources/Prefabs/butt_base.prefab"));
public static SkinDef SkinDef { get; private set; }
internal static Mercenary2BPlugin Instance { get; private set; }
internal static ManualLogSource InstanceLogger
{
get
{
Mercenary2BPlugin instance = Instance;
return (instance != null) ? ((BaseUnityPlugin)instance).Logger : null;
}
}
private static void SkinDefApply(Action<SkinDef, GameObject> orig, SkinDef self, GameObject modelObject)
{
orig(self, modelObject);
try
{
appliedModificatons.TryGetValue(modelObject, out var value);
if ((Object)(object)self != (Object)(object)SkinDef)
{
if (value != null)
{
appliedModificatons.Remove(modelObject);
ClearSkinModifications(value);
}
}
else if (value == null)
{
appliedModificatons.Add(modelObject, ApplySkinModifications(modelObject));
}
}
catch (Exception ex)
{
InstanceLogger.LogWarning((object)"An error occured while adding accessories to a Mercenary2B skin");
InstanceLogger.LogError((object)ex);
}
}
private static void ClearSkinModifications(ModificationObjects modifications)
{
Object.Destroy((Object)(object)modifications.swordAccessoryInstance);
Object.Destroy((Object)(object)modifications.swordAccessoryArmature);
Object.Destroy((Object)(object)modifications.swordAccessoryDynamicBone);
if (!DisableSkirt.Value)
{
Object.Destroy((Object)(object)modifications.skirtInstance);
Object.Destroy((Object)(object)modifications.skirtArmature);
Object.Destroy((Object)(object)modifications.skirtDynamicBone);
}
Object.Destroy((Object)(object)modifications.pelvisDynamicBoneCollider);
Object.Destroy((Object)(object)modifications.thighL1DynamicBoneCollider);
Object.Destroy((Object)(object)modifications.thighL2DynamicBoneCollider);
Object.Destroy((Object)(object)modifications.thighR1DynamicBoneCollider);
Object.Destroy((Object)(object)modifications.thighR2DynamicBoneCollider);
Object.Destroy((Object)(object)modifications.stomachDynamicBoneCollider);
List<Transform> list = modifications.mercMeshRenderer.bones.ToList();
list.RemoveRange(76, 3);
list.RemoveRange(64, 3);
modifications.mercMeshRenderer.bones = list.ToArray();
modifications.swordMeshRenderer.bones = list.ToArray();
Object.Destroy((Object)(object)modifications.mercBreastDynamicBone);
Object.Destroy((Object)(object)modifications.breastBonesInstance);
Object.Destroy((Object)(object)modifications.mercButtDynamicBone);
Object.Destroy((Object)(object)modifications.buttBonesInstance);
if (Object.op_Implicit((Object)(object)modifications.chestPointLight))
{
modifications.chestPointLight.SetActive(true);
}
if (Object.op_Implicit((Object)(object)modifications.swordPointLight))
{
modifications.swordPointLight.SetActive(true);
}
}
private static ModificationObjects ApplySkinModifications(GameObject modelObject)
{
CharacterModel component = modelObject.GetComponent<CharacterModel>();
ModificationObjects modificationObjects = new ModificationObjects
{
mercMeshRenderer = ((Component)modelObject.transform.Find("MercMesh")).GetComponent<SkinnedMeshRenderer>(),
swordMeshRenderer = ((Component)modelObject.transform.Find("MercSwordMesh")).GetComponent<SkinnedMeshRenderer>()
};
ApplyBreastModifications(modelObject, modificationObjects);
ApplyButtModifications(modelObject, modificationObjects);
ApplySwordAccessoriesModifications(modelObject, modificationObjects, component);
if (!DisableSkirt.Value)
{
ApplySkirtModifications(modelObject, modificationObjects, component);
}
return modificationObjects;
}
private static void ApplyBreastModifications(GameObject modelObject, ModificationObjects modifications)
{
Transform val = modelObject.transform.Find("MercArmature/ROOT/base/stomach/chest");
Transform obj = val.Find("Point Light (1)") ?? val.Find("Point Light");
modifications.chestPointLight = ((obj != null) ? ((Component)obj).gameObject : null);
if (Object.op_Implicit((Object)(object)modifications.chestPointLight))
{
modifications.chestPointLight.SetActive(false);
}
modifications.breastBonesInstance = Object.Instantiate<GameObject>(BreastBonesPrefab, val, false);
List<Transform> list = modifications.mercMeshRenderer.bones.ToList();
list.InsertRange(64, (IEnumerable<Transform>)(object)new Transform[3]
{
modifications.breastBonesInstance.transform,
modifications.breastBonesInstance.transform.GetChild(0),
modifications.breastBonesInstance.transform.GetChild(1)
});
modifications.mercMeshRenderer.bones = list.ToArray();
modifications.swordMeshRenderer.bones = list.ToArray();
modifications.mercBreastDynamicBone = modelObject.AddComponent<DynamicBone>();
modifications.mercBreastDynamicBone.m_Root = modifications.breastBonesInstance.transform;
modifications.mercBreastDynamicBone.m_Damping = 0.2f;
modifications.mercBreastDynamicBone.m_Elasticity = 0.05f;
modifications.mercBreastDynamicBone.m_Stiffness = 0.8f;
modifications.mercBreastDynamicBone.m_Inert = 0.5f;
}
private static void ApplyButtModifications(GameObject modelObject, ModificationObjects modifications)
{
Transform val = modelObject.transform.Find("MercArmature/ROOT/base/pelvis");
modifications.buttBonesInstance = Object.Instantiate<GameObject>(ButtBonesPrefab, val, false);
List<Transform> list = modifications.mercMeshRenderer.bones.ToList();
list.InsertRange(76, (IEnumerable<Transform>)(object)new Transform[3]
{
modifications.buttBonesInstance.transform,
modifications.buttBonesInstance.transform.GetChild(0),
modifications.buttBonesInstance.transform.GetChild(1)
});
modifications.mercMeshRenderer.bones = list.ToArray();
modifications.swordMeshRenderer.bones = list.ToArray();
modifications.mercButtDynamicBone = modelObject.AddComponent<DynamicBone>();
modifications.mercButtDynamicBone.m_Root = modifications.buttBonesInstance.transform;
modifications.mercButtDynamicBone.m_Damping = 0.2f;
modifications.mercButtDynamicBone.m_Elasticity = 0.05f;
modifications.mercButtDynamicBone.m_Stiffness = 0.925f;
modifications.mercButtDynamicBone.m_Inert = 0.5f;
}
private static void ApplySkirtModifications(GameObject modelObject, ModificationObjects modifications, CharacterModel characterModel)
{
//IL_0082: Unknown result type (might be due to invalid IL or missing references)
//IL_0087: Unknown result type (might be due to invalid IL or missing references)
//IL_00a3: Unknown result type (might be due to invalid IL or missing references)
//IL_00af: Unknown result type (might be due to invalid IL or missing references)
//IL_00eb: Unknown result type (might be due to invalid IL or missing references)
//IL_00f0: Unknown result type (might be due to invalid IL or missing references)
//IL_011c: Unknown result type (might be due to invalid IL or missing references)
//IL_0128: Unknown result type (might be due to invalid IL or missing references)
//IL_015f: Unknown result type (might be due to invalid IL or missing references)
//IL_0164: Unknown result type (might be due to invalid IL or missing references)
//IL_0190: Unknown result type (might be due to invalid IL or missing references)
//IL_019c: Unknown result type (might be due to invalid IL or missing references)
//IL_01c7: Unknown result type (might be due to invalid IL or missing references)
//IL_01cc: Unknown result type (might be due to invalid IL or missing references)
//IL_01f8: Unknown result type (might be due to invalid IL or missing references)
//IL_0204: Unknown result type (might be due to invalid IL or missing references)
//IL_023b: Unknown result type (might be due to invalid IL or missing references)
//IL_0240: Unknown result type (might be due to invalid IL or missing references)
//IL_026c: Unknown result type (might be due to invalid IL or missing references)
//IL_0278: Unknown result type (might be due to invalid IL or missing references)
//IL_02a3: Unknown result type (might be due to invalid IL or missing references)
//IL_02a8: Unknown result type (might be due to invalid IL or missing references)
//IL_02d4: Unknown result type (might be due to invalid IL or missing references)
//IL_02e0: Unknown result type (might be due to invalid IL or missing references)
//IL_03a1: Unknown result type (might be due to invalid IL or missing references)
//IL_03a6: Unknown result type (might be due to invalid IL or missing references)
//IL_03b7: Unknown result type (might be due to invalid IL or missing references)
//IL_03bc: Unknown result type (might be due to invalid IL or missing references)
//IL_03c1: Unknown result type (might be due to invalid IL or missing references)
//IL_03c6: Unknown result type (might be due to invalid IL or missing references)
//IL_03ce: Unknown result type (might be due to invalid IL or missing references)
//IL_03db: Expected O, but got Unknown
//IL_047d: Unknown result type (might be due to invalid IL or missing references)
//IL_0497: Unknown result type (might be due to invalid IL or missing references)
//IL_04aa: Unknown result type (might be due to invalid IL or missing references)
//IL_04ac: Unknown result type (might be due to invalid IL or missing references)
Transform val = modelObject.transform.Find("MercArmature/ROOT/base/stomach");
modifications.skirtInstance = Object.Instantiate<GameObject>(SkirtPrefab, modelObject.transform, false);
modifications.skirtArmature = ((Component)modifications.skirtInstance.transform.Find("SkirtArmature")).gameObject;
modifications.skirtArmature.transform.SetParent(val, false);
modifications.stomachDynamicBoneCollider = ((Component)val).gameObject.AddComponent<DynamicBoneCollider>();
modifications.stomachDynamicBoneCollider.m_Center = new Vector3(0f, 0.7f, 0f);
modifications.stomachDynamicBoneCollider.m_Height = 0.6f;
modifications.stomachDynamicBoneCollider.m_Direction = (Direction)0;
modifications.stomachDynamicBoneCollider.m_Bound = (Bound)0;
Transform val2 = modelObject.transform.Find("MercArmature/ROOT/base/pelvis");
modifications.pelvisDynamicBoneCollider = ((Component)val2).gameObject.AddComponent<DynamicBoneCollider>();
modifications.pelvisDynamicBoneCollider.m_Center = new Vector3(0f, 0.2f, -0.05f);
modifications.pelvisDynamicBoneCollider.m_Height = 0.54f;
modifications.pelvisDynamicBoneCollider.m_Radius = 0.25f;
modifications.pelvisDynamicBoneCollider.m_Direction = (Direction)0;
modifications.pelvisDynamicBoneCollider.m_Bound = (Bound)0;
Transform val3 = val2.Find("thigh.l");
modifications.thighL1DynamicBoneCollider = ((Component)val3).gameObject.AddComponent<DynamicBoneCollider>();
modifications.thighL1DynamicBoneCollider.m_Center = new Vector3(-0.1f, 0.24f, 0.04f);
modifications.thighL1DynamicBoneCollider.m_Height = 0.6f;
modifications.thighL1DynamicBoneCollider.m_Radius = 0.1f;
modifications.thighL1DynamicBoneCollider.m_Direction = (Direction)1;
modifications.thighL1DynamicBoneCollider.m_Bound = (Bound)0;
modifications.thighL2DynamicBoneCollider = ((Component)val3).gameObject.AddComponent<DynamicBoneCollider>();
modifications.thighL2DynamicBoneCollider.m_Center = new Vector3(0.1f, 0.24f, 0.04f);
modifications.thighL2DynamicBoneCollider.m_Height = 0.6f;
modifications.thighL2DynamicBoneCollider.m_Radius = 0.1f;
modifications.thighL2DynamicBoneCollider.m_Direction = (Direction)1;
modifications.thighL2DynamicBoneCollider.m_Bound = (Bound)0;
Transform val4 = val2.Find("thigh.r");
modifications.thighR1DynamicBoneCollider = ((Component)val4).gameObject.AddComponent<DynamicBoneCollider>();
modifications.thighR1DynamicBoneCollider.m_Center = new Vector3(-0.1f, 0.24f, 0.04f);
modifications.thighR1DynamicBoneCollider.m_Height = 0.6f;
modifications.thighR1DynamicBoneCollider.m_Radius = 0.1f;
modifications.thighR1DynamicBoneCollider.m_Direction = (Direction)1;
modifications.thighR1DynamicBoneCollider.m_Bound = (Bound)0;
modifications.thighR2DynamicBoneCollider = ((Component)val4).gameObject.AddComponent<DynamicBoneCollider>();
modifications.thighR2DynamicBoneCollider.m_Center = new Vector3(0.1f, 0.24f, 0.04f);
modifications.thighR2DynamicBoneCollider.m_Height = 0.6f;
modifications.thighR2DynamicBoneCollider.m_Radius = 0.1f;
modifications.thighR2DynamicBoneCollider.m_Direction = (Direction)1;
modifications.thighR2DynamicBoneCollider.m_Bound = (Bound)0;
modifications.skirtDynamicBone = modelObject.AddComponent<DynamicBone>();
modifications.skirtDynamicBone.m_Root = modifications.skirtArmature.transform.GetChild(0);
modifications.skirtDynamicBone.m_Exclusions = new List<Transform> { modifications.skirtDynamicBone.m_Root.Find("skirt.base") };
modifications.skirtDynamicBone.m_Damping = 0.5f;
modifications.skirtDynamicBone.m_Elasticity = 0.25f;
modifications.skirtDynamicBone.m_Stiffness = 0f;
modifications.skirtDynamicBone.m_Inert = 0.75f;
modifications.skirtDynamicBone.m_Radius = 0.15f;
modifications.skirtDynamicBone.m_RadiusDistrib = new AnimationCurve((Keyframe[])(object)new Keyframe[2]
{
new Keyframe(0f, 0.6f),
new Keyframe(1f, 1f)
})
{
postWrapMode = (WrapMode)2,
preWrapMode = (WrapMode)2
};
modifications.skirtDynamicBone.m_Colliders = new List<DynamicBoneCollider> { modifications.pelvisDynamicBoneCollider, modifications.thighL1DynamicBoneCollider, modifications.thighL2DynamicBoneCollider, modifications.thighR1DynamicBoneCollider, modifications.thighR2DynamicBoneCollider, modifications.stomachDynamicBoneCollider };
Array.Resize(ref characterModel.baseRendererInfos, characterModel.baseRendererInfos.Length + 1);
SkinnedMeshRenderer component = ((Component)modifications.skirtInstance.transform.Find("Skirt")).GetComponent<SkinnedMeshRenderer>();
characterModel.baseRendererInfos[characterModel.baseRendererInfos.Length - 1] = new RendererInfo
{
renderer = (Renderer)(object)component,
ignoreOverlays = false,
defaultShadowCastingMode = (ShadowCastingMode)1,
defaultMaterial = ((Renderer)component).sharedMaterial
};
}
private static void ApplySwordAccessoriesModifications(GameObject modelObject, ModificationObjects modifications, CharacterModel characterModel)
{
//IL_00d4: Unknown result type (might be due to invalid IL or missing references)
//IL_00d9: Unknown result type (might be due to invalid IL or missing references)
//IL_0161: Unknown result type (might be due to invalid IL or missing references)
//IL_017a: Unknown result type (might be due to invalid IL or missing references)
//IL_018c: Unknown result type (might be due to invalid IL or missing references)
//IL_018d: Unknown result type (might be due to invalid IL or missing references)
Transform val = modelObject.transform.Find("MercArmature/ROOT/base/stomach/chest/SwingCenter/SwordBase");
Transform obj = val.Find("Point Light");
modifications.swordPointLight = ((obj != null) ? ((Component)obj).gameObject : null);
if (Object.op_Implicit((Object)(object)modifications.swordPointLight))
{
modifications.swordPointLight.SetActive(false);
}
modifications.swordAccessoryInstance = Object.Instantiate<GameObject>(SwordAccessoryPrefab, modelObject.transform, false);
modifications.swordAccessoryArmature = ((Component)modifications.swordAccessoryInstance.transform.Find("SwordAccessoryArmature")).gameObject;
modifications.swordAccessoryArmature.transform.SetParent(val, false);
modifications.swordAccessoryDynamicBone = modelObject.AddComponent<DynamicBone>();
modifications.swordAccessoryDynamicBone.m_Root = modifications.swordAccessoryArmature.transform.GetChild(0);
modifications.swordAccessoryDynamicBone.m_Force = new Vector3(0f, -0.05f, 0f);
modifications.swordAccessoryDynamicBone.m_Damping = 0f;
modifications.swordAccessoryDynamicBone.m_Elasticity = 0.05f;
modifications.swordAccessoryDynamicBone.m_Stiffness = 0f;
modifications.swordAccessoryDynamicBone.m_Inert = 0f;
Array.Resize(ref characterModel.baseRendererInfos, characterModel.baseRendererInfos.Length + 1);
SkinnedMeshRenderer component = ((Component)modifications.swordAccessoryInstance.transform.Find("SwordAccessory")).GetComponent<SkinnedMeshRenderer>();
characterModel.baseRendererInfos[characterModel.baseRendererInfos.Length - 1] = new RendererInfo
{
renderer = (Renderer)(object)component,
ignoreOverlays = false,
defaultShadowCastingMode = (ShadowCastingMode)1,
defaultMaterial = ((Renderer)component).sharedMaterial
};
}
private void Start()
{
Instance = this;
BeforeStart();
using (Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("Mercenary2B.kingenderbrinemercenary2b"))
{
assetBundle = AssetBundle.LoadFromStream(stream);
}
((ResourceAvailability)(ref BodyCatalog.availability)).CallWhenAvailable((Action)BodyCatalogInit);
HookEndpointManager.Add((MethodBase)typeof(Language).GetMethod("LoadStrings"), (Delegate)new Action<Action<Language>, Language>(LanguageLoadStrings));
ReplaceShaders();
}
private void BeforeStart()
{
//IL_0021: Unknown result type (might be due to invalid IL or missing references)
new Hook((MethodBase)typeof(SkinDef).GetMethod("Apply"), (Delegate)new Action<Action<SkinDef, GameObject>, SkinDef, GameObject>(SkinDefApply)).Apply();
DisableSkirt = ((BaseUnityPlugin)this).Config.Bind<bool>("Main", "DisableSkirt", false, "Disable skirt on the skin");
}
private static void ReplaceShaders()
{
LoadMaterialsWithReplacedShader("RoR2/Base/Shaders/HGStandard.shader", "Assets/Mercenary2B/Resources/Materials/mat2B.mat", "Assets/Mercenary2B/Resources/Materials/matSword.mat");
}
private static void LoadMaterialsWithReplacedShader(string shaderPath, params string[] materialPaths)
{
//IL_0002: Unknown result type (might be due to invalid IL or missing references)
//IL_0007: Unknown result type (might be due to invalid IL or missing references)
Shader shader = Addressables.LoadAssetAsync<Shader>((object)shaderPath).WaitForCompletion();
foreach (string text in materialPaths)
{
Material val = assetBundle.LoadAsset<Material>(text);
val.shader = shader;
materialsWithRoRShader.Add(val);
}
}
private static void LanguageLoadStrings(Action<Language> orig, Language self)
{
orig(self);
self.SetStringByToken("KINGENDERBRINE_SKIN_MERCENARY2B_NAME", "2B");
}
private static void Nothing(Action<SkinDef> orig, SkinDef self)
{
}
private static void BodyCatalogInit()
{
MethodInfo method = typeof(SkinDef).GetMethod("Awake", BindingFlags.Instance | BindingFlags.NonPublic);
HookEndpointManager.Add((MethodBase)method, (Delegate)new Action<Action<SkinDef>, SkinDef>(Nothing));
AddMercBodyMercenary2BSkin();
HookEndpointManager.Remove((MethodBase)method, (Delegate)new Action<Action<SkinDef>, SkinDef>(Nothing));
}
private static void MercBodyMercenary2BSkinAdded(SkinDef skinDef, GameObject bodyPrefab)
{
SkinDef = skinDef;
}
private static void AddMercBodyMercenary2BSkin()
{
//IL_025b: Unknown result type (might be due to invalid IL or missing references)
string text = "MercBody";
string text2 = "Mercenary2B";
try
{
GameObject val = BodyCatalog.FindBodyPrefab(text);
if (!Object.op_Implicit((Object)(object)val))
{
InstanceLogger.LogWarning((object)("Failed to add \"" + text2 + "\" skin because \"" + text + "\" doesn't exist"));
return;
}
ModelLocator component = val.GetComponent<ModelLocator>();
if (!Object.op_Implicit((Object)(object)component))
{
InstanceLogger.LogWarning((object)("Failed to add \"" + text2 + "\" skin to \"" + text + "\" because it doesn't have \"ModelLocator\" component"));
return;
}
GameObject gameObject = ((Component)component.modelTransform).gameObject;
ModelSkinController val2 = (Object.op_Implicit((Object)(object)gameObject) ? gameObject.GetComponent<ModelSkinController>() : null);
if (!Object.op_Implicit((Object)(object)val2))
{
InstanceLogger.LogWarning((object)("Failed to add \"" + text2 + "\" skin to \"" + text + "\" because it doesn't have \"ModelSkinController\" component"));
return;
}
Renderer[] renderers = gameObject.GetComponentsInChildren<Renderer>(true);
SkinDef skin = ScriptableObject.CreateInstance<SkinDef>();
TryCatchThrow("Icon", delegate
{
skin.icon = assetBundle.LoadAsset<Sprite>("Assets\\SkinMods\\Mercenary2B\\Icons\\Mercenary2BIcon.png");
});
((Object)skin).name = text2;
skin.nameToken = "KINGENDERBRINE_SKIN_MERCENARY2B_NAME";
skin.rootObject = gameObject;
TryCatchThrow("Base Skins", delegate
{
skin.baseSkins = Array.Empty<SkinDef>();
});
TryCatchThrow("Unlockable Name", delegate
{
skin.unlockableDef = null;
});
TryCatchThrow("Game Object Activations", delegate
{
skin.gameObjectActivations = Array.Empty<GameObjectActivation>();
});
TryCatchThrow("Renderer Infos", delegate
{
//IL_0011: Unknown result type (might be due to invalid IL or missing references)
//IL_0030: 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_004d: Unknown result type (might be due to invalid IL or missing references)
//IL_0056: Unknown result type (might be due to invalid IL or missing references)
//IL_0075: Unknown result type (might be due to invalid IL or missing references)
//IL_0091: Unknown result type (might be due to invalid IL or missing references)
//IL_0092: Unknown result type (might be due to invalid IL or missing references)
skin.rendererInfos = (RendererInfo[])(object)new RendererInfo[2]
{
new RendererInfo
{
defaultMaterial = assetBundle.LoadAsset<Material>("Assets/Mercenary2B/Resources/Materials/mat2B.mat"),
defaultShadowCastingMode = (ShadowCastingMode)1,
ignoreOverlays = false,
renderer = renderers[7]
},
new RendererInfo
{
defaultMaterial = assetBundle.LoadAsset<Material>("Assets/Mercenary2B/Resources/Materials/matSword.mat"),
defaultShadowCastingMode = (ShadowCastingMode)1,
ignoreOverlays = false,
renderer = renderers[8]
}
};
});
TryCatchThrow("Mesh Replacements", delegate
{
//IL_0011: Unknown result type (might be due to invalid IL or missing references)
//IL_003c: 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_0046: Unknown result type (might be due to invalid IL or missing references)
//IL_0071: Unknown result type (might be due to invalid IL or missing references)
//IL_0072: Unknown result type (might be due to invalid IL or missing references)
skin.meshReplacements = (MeshReplacement[])(object)new MeshReplacement[2]
{
new MeshReplacement
{
mesh = assetBundle.LoadAsset<Mesh>("Assets\\SkinMods\\Mercenary2B\\Meshes\\Nier2b.mesh"),
renderer = renderers[7]
},
new MeshReplacement
{
mesh = assetBundle.LoadAsset<Mesh>("Assets\\SkinMods\\Mercenary2B\\Meshes\\Sword.mesh"),
renderer = renderers[8]
}
};
});
TryCatchThrow("Minion Skin Replacements", delegate
{
skin.minionSkinReplacements = Array.Empty<MinionSkinReplacement>();
});
TryCatchThrow("Projectile Ghost Replacements", delegate
{
skin.projectileGhostReplacements = Array.Empty<ProjectileGhostReplacement>();
});
Array.Resize(ref val2.skins, val2.skins.Length + 1);
val2.skins[val2.skins.Length - 1] = skin;
BodyCatalog.skins[BodyCatalog.FindBodyIndex(val)] = val2.skins;
MercBodyMercenary2BSkinAdded(skin, val);
}
catch (FieldException ex)
{
InstanceLogger.LogWarning((object)("Failed to add \"" + text2 + "\" skin to \"" + text + "\""));
InstanceLogger.LogWarning((object)("Field causing issue: " + ex.Message));
InstanceLogger.LogError((object)ex.InnerException);
}
catch (Exception ex2)
{
InstanceLogger.LogWarning((object)("Failed to add \"" + text2 + "\" skin to \"" + text + "\""));
InstanceLogger.LogError((object)ex2);
}
}
private static void TryCatchThrow(string message, Action action)
{
try
{
action?.Invoke();
}
catch (Exception innerException)
{
throw new FieldException(message, innerException);
}
}
}
public class ModificationObjects
{
public GameObject swordAccessoryInstance;
public GameObject swordAccessoryArmature;
public DynamicBone swordAccessoryDynamicBone;
public GameObject skirtInstance;
public GameObject skirtArmature;
public DynamicBone skirtDynamicBone;
public DynamicBoneCollider pelvisDynamicBoneCollider;
public DynamicBoneCollider thighL1DynamicBoneCollider;
public DynamicBoneCollider thighL2DynamicBoneCollider;
public DynamicBoneCollider thighR1DynamicBoneCollider;
public DynamicBoneCollider thighR2DynamicBoneCollider;
public DynamicBoneCollider stomachDynamicBoneCollider;
public SkinnedMeshRenderer swordMeshRenderer;
public SkinnedMeshRenderer mercMeshRenderer;
public GameObject breastBonesInstance;
public DynamicBone mercBreastDynamicBone;
public GameObject buttBonesInstance;
public DynamicBone mercButtDynamicBone;
public GameObject swordPointLight;
public GameObject chestPointLight;
}