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 Microsoft.CodeAnalysis;
using R2API;
using RoR2;
using UnityEngine;
using UnityEngine.AddressableAssets;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: AssemblyCompany("Chud")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("Chud")]
[assembly: AssemblyTitle("Chud")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[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 Chud
{
[BepInPlugin("aanon.Chud", "Chud", "1.0.0")]
[BepInDependency(/*Could not decode attribute arguments.*/)]
public class Main : BaseUnityPlugin
{
public const string PluginGUID = "aanon.Chud";
public const string PluginAuthor = "aanon";
public const string PluginName = "Chud";
public const string PluginVersion = "1.0.0";
public static AssetBundle assetBundle;
public void Awake()
{
//IL_0051: 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_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)
assetBundle = AssetBundle.LoadFromFile(Assembly.GetExecutingAssembly().Location.Replace("Chud.dll", "chud"));
GameObject val = assetBundle.LoadAsset<GameObject>("ChudHolder.prefab");
Transform child = val.transform.GetChild(0);
((Renderer)((Component)child).GetComponent<MeshRenderer>()).material.shader = Addressables.LoadAssetAsync<Shader>((object)"RoR2/Base/Shaders/HGStandard.shader").WaitForCompletion();
ItemDef val2 = Addressables.LoadAssetAsync<ItemDef>((object)"RoR2/Base/LunarBadLuck/LunarBadLuck.asset").WaitForCompletion();
val2.nameToken = "CHUD_NAME";
val2.descriptionToken = "CHUD_LORE";
val2.pickupToken = "CHUD_LORE_2";
val2.loreToken = "CHUD_LORE_3";
val2.pickupIconSprite = assetBundle.LoadAsset<Sprite>("texChud.png");
val2.pickupModelPrefab = val;
ModelPanelParameters val3 = val.AddComponent<ModelPanelParameters>();
val3.minDistance = 7f;
val3.maxDistance = 15f;
val3.focusPointTransform = child;
val3.cameraPositionTransform = child;
LanguageAPI.Add("CHUD_NAME", "Chud");
LanguageAPI.Add("CHUD_LORE", "All skill cooldowns are reduced by <style=cIsUtility>2</style> <style=cStack>(+1 per stack)</style> seconds. <style=cIsHealth>Nothing ever happens</style>.");
LanguageAPI.Add("CHUD_LORE_2", "Reduce your skill cooldowns by 2 seconds. <color=#FF7F7F>Nothing ever happens.</color>");
LanguageAPI.Add("CHUD_LORE_3", "The West Has <style=cMono>Fallen.</style>\r\n\r\n<style=cMono>Billions</style> Must Die.");
}
}
}