using System.Collections.Generic;
using System.ComponentModel;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Logging;
using FistVR;
using HarmonyLib;
using OtherLoader;
using UnityEngine;
using UnityEngine.Events;
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("0.0.0.0")]
[module: UnverifiableCode]
namespace KamikazeF0X.SWARM_25;
[BepInPlugin("KamikazeF0X.SWARM_25", "SWARM_25", "1.0.2")]
[BepInProcess("h3vr.exe")]
[Description("Built with MeatKit")]
[BepInDependency("h3vr.otherloader", "1.3.0")]
public class SWARM_25Plugin : BaseUnityPlugin
{
private static readonly string BasePath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
internal static ManualLogSource Logger;
private void Awake()
{
Logger = ((BaseUnityPlugin)this).Logger;
LoadAssets();
}
private void LoadAssets()
{
Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly(), "KamikazeF0X.SWARM_25");
OtherLoader.RegisterDirectLoad(BasePath, "KamikazeF0X.SWARM_25", "", "", "swarm25", "");
}
}
public class PrefabLoader : MonoBehaviour
{
private AssetBundle LoadedPrefabAssetBundle;
public string PrefabPath;
public string Prefab_to_Load;
private void Start()
{
LoadPrefab(PrefabPath);
ActivatePrefab(Prefab_to_Load);
}
private void LoadPrefab(string bundleURL)
{
LoadedPrefabAssetBundle = AssetBundle.LoadFromFile(bundleURL);
Debug.Log((object)((!((Object)(object)LoadedPrefabAssetBundle == (Object)null)) ? ("Loaded AssetBundle " + PrefabPath) : "AssetBundle Failed to load"));
}
private void ActivatePrefab(string Prefab_to_Load)
{
//IL_0015: 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)
Object val = LoadedPrefabAssetBundle.LoadAsset(Prefab_to_Load);
Object.Instantiate(val, ((Component)this).transform.position, ((Component)this).transform.rotation);
}
}
internal class Target : MonoBehaviour
{
[Tooltip("Clip to be played when shot.")]
public List<AudioClip> clips;
[Tooltip("Range of volume for clip, chosen from randomly each time the target is shot.")]
public Vector2 volumeRange = new Vector2(0.9f, 1.1f);
[Tooltip("Range of pitch for clip, chosen from randomly each time the target is shot.")]
public Vector2 pitchRange = new Vector2(0.97f, 1.03f);
[Tooltip("Range of speed for clip, chosen from randomly each time the target is shot.")]
public Vector2 speedRange = new Vector2(1f, 1f);
[Tooltip("A Unity event, useful for triggering events that exist in base Unity code.")]
public UnityEvent shotEvent;
public void InitializeComponent()
{
//IL_000e: Unknown result type (might be due to invalid IL or missing references)
//IL_0018: Expected O, but got Unknown
//IL_0030: Unknown result type (might be due to invalid IL or missing references)
//IL_0035: Unknown result type (might be due to invalid IL or missing references)
//IL_0041: 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_0052: Unknown result type (might be due to invalid IL or missing references)
//IL_0057: Unknown result type (might be due to invalid IL or missing references)
//IL_008d: Unknown result type (might be due to invalid IL or missing references)
//IL_0097: Expected O, but got Unknown
ReactiveSteelTarget val = ((Component)this).gameObject.AddComponent<ReactiveSteelTarget>();
val.HitEvent = new AudioEvent();
val.HitEvent.Clips = clips;
val.HitEvent.VolumeRange = volumeRange;
val.HitEvent.PitchRange = pitchRange;
val.HitEvent.ClipLengthRange = speedRange;
if (val.HitEvent.Clips.Count == 0)
{
val.HitEvent.Clips = new List<AudioClip>();
val.HitEvent.Clips.Add(new AudioClip());
}
val.BulletHolePrefabs = (GameObject[])(object)new GameObject[0];
}
}