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Decompiled source of FraudLace v1.0.2
FraudLace.dll
Decompiled 2 days ago
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using System; using System.Collections; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Linq; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using BepInEx; using FraudLace.Modifiers; using FraudLace.Patches; using HarmonyLib; using HutongGames.PlayMaker; using HutongGames.PlayMaker.Actions; using JetBrains.Annotations; using Microsoft.CodeAnalysis; using Silksong.FsmUtil.Actions; using TMProOld; using TeamCherry.Localization; using UnityEngine; using UnityEngine.AddressableAssets; using UnityEngine.ResourceManagement.AsyncOperations; using UnityEngine.ResourceManagement.ResourceProviders; using UnityEngine.SceneManagement; using UnityEngine.UI; [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("FraudLace")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyFileVersion("1.0.1.0")] [assembly: AssemblyInformationalVersion("1.0.1+92e32360203136bec4d205f6b438d295b2ed6f9e")] [assembly: AssemblyProduct("FraudLace")] [assembly: AssemblyTitle("FraudLace")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.1.0")] [module: UnverifiableCode] [module: RefSafetyRules(11)] namespace Microsoft.CodeAnalysis { [CompilerGenerated] [Embedded] internal sealed class EmbeddedAttribute : Attribute { } } namespace System.Runtime.CompilerServices { [CompilerGenerated] [Embedded] [AttributeUsage(AttributeTargets.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)] internal sealed class NullableAttribute : Attribute { public readonly byte[] NullableFlags; public NullableAttribute(byte P_0) { NullableFlags = new byte[1] { P_0 }; } public NullableAttribute(byte[] P_0) { NullableFlags = P_0; } } [CompilerGenerated] [Embedded] [AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Interface | AttributeTargets.Delegate, AllowMultiple = false, Inherited = false)] internal sealed class NullableContextAttribute : Attribute { public readonly byte Flag; public NullableContextAttribute(byte P_0) { Flag = P_0; } } [CompilerGenerated] [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 BepInEx { [AttributeUsage(AttributeTargets.Class, Inherited = false, AllowMultiple = false)] [Conditional("CodeGeneration")] internal sealed class BepInAutoPluginAttribute : Attribute { public BepInAutoPluginAttribute(string? id = null, string? name = null, string? version = null) { } } } namespace BepInEx.Preloader.Core.Patching { [AttributeUsage(AttributeTargets.Class, Inherited = false, AllowMultiple = false)] [Conditional("CodeGeneration")] internal sealed class PatcherAutoPluginAttribute : Attribute { public PatcherAutoPluginAttribute(string? id = null, string? name = null, string? version = null) { } } } namespace Silksong.FsmUtil.Actions { public class DelegateAction<TArg> : FsmStateAction { public Action<TArg>? Method; public TArg? Arg; public override void Reset() { Method = null; ((FsmStateAction)this).Reset(); } public override void OnEnter() { if (Method != null && Arg != null) { Method(Arg); } if (!(Arg is Action action) || action != new Action(base.Finish)) { ((FsmStateAction)this).Finish(); } } } } namespace FraudLace { internal static class AssetManager { private static readonly Dictionary<string, string[]> ScenePrefabs = new Dictionary<string, string[]> { ["Cradle_03"] = new string[1] { "Boss Scene" }, ["Bone_Steel_Servant"] = new string[1] { "Abyss Mass" } }; private static readonly Dictionary<string, string[]> BundleAssets = new Dictionary<string, string[]> { ["blackthread_assets_all"] = new string[1] { "Black Thread Start Enemy Effect" }, ["animations_assets_areacradle"] = new string[1] { "abyss_water_70_percent0001" }, ["tk2danimations_assets_areabone"] = new string[1] { "Abyss Mass Anim" }, ["sfxstatic_assets_areacradle"] = new string[2] { "silk_boss_web_attack_buildup", "silk_boss_web_attack_burst" } }; private static List<AssetBundle> _manuallyLoadedBundles = new List<AssetBundle>(); private static readonly Dictionary<Type, Dictionary<string, Object>> Assets = new Dictionary<Type, Dictionary<string, Object>>(); internal static string GetAssetRoot(this string assetPath) { return assetPath.Split("/").Last().Replace(".asset", "") .Replace(".prefab", "") .Replace(".wav", "") .Replace(".controller", ""); } internal static IEnumerator Init() { yield return LoadScenePrefabs(); } private static IEnumerator LoadScenePrefabs() { AudioManager.BlockAudioChange = true; foreach (KeyValuePair<string, string[]> scenePrefab in ScenePrefabs) { scenePrefab.Deconstruct(out var key, out var value); string sceneName = key; string[] prefabNames = value; string loadScenePath = "Scenes/" + sceneName; AsyncOperationHandle<SceneInstance> loadSceneHandle = Addressables.LoadSceneAsync((object)loadScenePath, (LoadSceneMode)1, true, 100, (SceneReleaseMode)0); yield return loadSceneHandle; if ((int)loadSceneHandle.Status == 1) { SceneInstance sceneInstance = loadSceneHandle.Result; Scene scene = ((SceneInstance)(ref sceneInstance)).Scene; GameObject[] rootGameObjects = ((Scene)(ref scene)).GetRootGameObjects(); foreach (GameObject rootObj in rootGameObjects) { string[] array = prefabNames; foreach (string prefabName in array) { Transform? obj = ((IEnumerable<Transform>)rootObj.GetComponentsInChildren<Transform>(true)).FirstOrDefault((Func<Transform, bool>)((Transform val) => ((Object)val).name == prefabName)); GameObject prefab = ((obj != null) ? ((Component)obj).gameObject : null); if (Object.op_Implicit((Object)(object)prefab)) { prefab.SetActive(false); GameObject prefabCopy = Object.Instantiate<GameObject>(prefab); ((Object)prefabCopy).name = prefabName; Object.DontDestroyOnLoad((Object)(object)prefabCopy); TryAdd<GameObject>(prefabCopy); } } } sceneInstance = default(SceneInstance); } else { Debug.Log((object)loadSceneHandle.OperationException); } AsyncOperationHandle<SceneInstance> unloadSceneHandle = Addressables.UnloadSceneAsync(loadSceneHandle, true); yield return unloadSceneHandle; } AudioManager.BlockAudioChange = false; } internal static IEnumerator LoadBundleAssets() { RuntimePlatform platform = Application.platform; if (1 == 0) { } RuntimePlatform val = platform; string key = (((int)val == 1) ? "StandaloneOSX" : (((int)val == 2) ? "StandaloneWindows64" : (((int)val != 13) ? "" : "StandaloneLinux64"))); if (1 == 0) { } string bundlesPath = Path.Combine(path2: key, path1: Addressables.RuntimePath); foreach (KeyValuePair<string, string[]> bundleAsset in BundleAssets) { bundleAsset.Deconstruct(out key, out var value); string bundleName = key; string[] assetNames = value; bool bundleAlreadyLoaded = false; foreach (AssetBundle loadedBundle in AssetBundle.GetAllLoadedAssetBundles()) { string[] allAssetNames = loadedBundle.GetAllAssetNames(); foreach (string assetPath in allAssetNames) { string[] array = assetNames; foreach (string assetName in array) { if (assetPath.GetAssetRoot() == assetName) { bundleAlreadyLoaded = true; AssetBundleRequest loadAssetRequest = loadedBundle.LoadAssetAsync(assetPath); yield return loadAssetRequest; Object loadedAsset = loadAssetRequest.asset; TryAdd<Object>(loadedAsset); Debug.Log((object)loadedAsset.name); break; } } if (bundleAlreadyLoaded) { break; } } if (bundleAlreadyLoaded) { break; } } if (bundleAlreadyLoaded) { Debug.Log((object)("Bundle " + bundleName + " already loaded!")); continue; } string bundlePath = Path.Combine(bundlesPath, bundleName + ".bundle"); AssetBundleCreateRequest bundleLoadRequest = AssetBundle.LoadFromFileAsync(bundlePath); yield return bundleLoadRequest; AssetBundle bundle = bundleLoadRequest.assetBundle; _manuallyLoadedBundles.Add(bundle); string[] allAssetNames2 = bundle.GetAllAssetNames(); foreach (string assetPath2 in allAssetNames2) { string[] array2 = assetNames; foreach (string assetName2 in array2) { if (assetPath2.GetAssetRoot() == assetName2) { AssetBundleRequest assetLoadRequest = bundle.LoadAssetAsync(assetPath2); yield return assetLoadRequest; Object loadedAsset2 = assetLoadRequest.asset; TryAdd<Object>(loadedAsset2); } } } } } private static bool Has(string assetName) { foreach (var (_, dictionary2) in Assets) { foreach (var (text2, val2) in dictionary2) { if (assetName == text2 && Object.op_Implicit(val2)) { return true; } } } return false; } private static void TryAdd<T>(T asset) where T : Object { string name = ((Object)asset).name; if (Has(name)) { Debug.Log((object)("Asset \"" + name + "\" has already been loaded!")); return; } Type type = ((object)asset).GetType(); if (Assets.ContainsKey(type)) { Dictionary<string, Object> dictionary = Assets[type]; if (dictionary != null) { if (dictionary.ContainsKey(name)) { Object val = dictionary[name]; if (val != (Object)null) { Debug.Log((object)$"There is already an asset \"{name}\" of type \"{type}\"!"); return; } Debug.Log((object)$"Key \"{name}\" for sub-dictionary of type \"{type}\" exists, but its value is null; Replacing with new asset..."); Assets[type][name] = (Object)(object)asset; } else { Debug.Log((object)$"Adding asset \"{name}\" of type \"{type}\"."); Assets[type].Add(name, (Object)(object)asset); } } else { Debug.Log((object)$"Failed to get sub-dictionary of type \"{type}\"!"); Assets.Add(type, new Dictionary<string, Object>()); } } else { Assets.Add(type, new Dictionary<string, Object> { [name] = (Object)(object)asset }); Debug.Log((object)$"Added new sub-dictionary of type \"{type}\" with initial asset \"{name}\"."); } } internal static void UnloadAll() { foreach (Dictionary<string, Object> value in Assets.Values) { foreach (Object value2 in value.Values) { Object.DestroyImmediate(value2); } } Assets.Clear(); GC.Collect(); } internal static void UnloadManualBundles() { foreach (AssetBundle manuallyLoadedBundle in _manuallyLoadedBundles) { string bundleName = ((Object)manuallyLoadedBundle).name; AssetBundleUnloadOperation val = manuallyLoadedBundle.UnloadAsync(true); ((AsyncOperation)val).completed += delegate { Debug.Log((object)("Successfully unloaded bundle \"" + bundleName + "\"")); }; } _manuallyLoadedBundles.Clear(); foreach (KeyValuePair<string, Object> item in Assets[typeof(GameObject)]) { item.Deconstruct(out var _, out var value); Object val2 = value; GameObject val3 = (GameObject)(object)((val2 is GameObject) ? val2 : null); if (val3 != null && val3.activeSelf) { Debug.Log((object)("Recycling all instances of prefab \"" + ((Object)val3).name + "\"")); ObjectPoolExtensions.RecycleAll(val3); } } } internal static T? Get<T>(string assetName) where T : Object { Type typeFromHandle = typeof(T); if (Assets.ContainsKey(typeFromHandle)) { Dictionary<string, Object> dictionary = Assets[typeFromHandle]; if (dictionary != null) { if (dictionary.ContainsKey(assetName)) { Object val = dictionary[assetName]; if (val != (Object)null) { return (T)(object)((val is T) ? val : null); } Debug.Log((object)("Failed to get asset \"" + assetName + "\"; asset is null!")); return default(T); } Debug.Log((object)$"Sub-dictionary for type \"{typeFromHandle}\" does not contain key \"{assetName}\"!"); return default(T); } Debug.Log((object)$"Failed to get asset \"{assetName}\"; sub-dictionary of key \"{typeFromHandle}\" is null!"); return default(T); } Debug.Log((object)$"Could not find a sub-dictionary of type \"{typeFromHandle}\"!"); return default(T); } } public static class Constants { public static int LLHP1 => 2800; public static int LLHP2 => 2400; public static int LLHP3 => 1600; public static int LLHP4 => 800; public static int globcount => 7; public static int tendrilcount => 6; public static float commondelay => 0.1f; public static float chargedelay => 0.4f; public static float bulletdelay => 0.02f; public static float fasterfall => 3f; public static string FraudLaceNotes_EN => "This pretentious child covered herself in void and claims herself to be the final boss. I shall beat her out of this emo phase."; } internal static class ActionUtil { public static FsmOwnerDefault GOtoFOD(FsmGameObject target) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_0008: Unknown result type (might be due to invalid IL or missing references) //IL_000d: Unknown result type (might be due to invalid IL or missing references) //IL_0015: Expected O, but got Unknown return new FsmOwnerDefault { ownerOption = (OwnerDefaultOption)1, gameObject = target }; } public static void ClearActionsAfter(this FsmState source, int index) { FsmStateAction[] array = source.Actions; if (index < 0 || index >= array.Length) { throw new ArgumentOutOfRangeException("index", "Index is out of range of the actions array."); } Array.Resize(ref array, index + 1); source.Actions = array; } public static void CloneActionsAndTransitions(FsmState source, FsmState target) { FsmStateAction[] actions = source.Actions; FsmTransition[] transitions = source.Transitions; target.Actions = (FsmStateAction[])(object)new FsmStateAction[actions.Length]; target.Transitions = (FsmTransition[])(object)new FsmTransition[transitions.Length]; for (int i = 0; i < actions.Length; i++) { FsmStateAction originalActions = actions[i]; target.Actions[i] = CloneAction(originalActions); } for (int j = 0; j < transitions.Length; j++) { FsmTransition originaltransitions = transitions[j]; target.Transitions[j] = CloneTransition(originaltransitions); } } internal static FsmStateAction CloneAction(FsmStateAction originalActions) { //IL_000e: Unknown result type (might be due to invalid IL or missing references) //IL_0014: Expected O, but got Unknown Type type = ((object)originalActions).GetType(); FsmStateAction val = (FsmStateAction)Activator.CreateInstance(type); FieldInfo[] fields = type.GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); FieldInfo[] array = fields; foreach (FieldInfo fieldInfo in array) { fieldInfo.SetValue(val, fieldInfo.GetValue(originalActions)); } return val; } private static FsmTransition CloneTransition(FsmTransition originaltransitions) { //IL_000e: Unknown result type (might be due to invalid IL or missing references) //IL_0014: Expected O, but got Unknown Type type = ((object)originaltransitions).GetType(); FsmTransition val = (FsmTransition)Activator.CreateInstance(type); FieldInfo[] fields = type.GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); FieldInfo[] array = fields; foreach (FieldInfo fieldInfo in array) { fieldInfo.SetValue(val, fieldInfo.GetValue(originaltransitions)); } return val; } internal static FsmStateAction RandomFloatAdder(FsmFloat target, float min, float max) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_000d: Unknown result type (might be due to invalid IL or missing references) //IL_0019: Unknown result type (might be due to invalid IL or missing references) //IL_0026: Expected O, but got Unknown return (FsmStateAction)new FloatAddRandom { floatVariable = target, addMin = FsmFloat.op_Implicit(min), addMax = FsmFloat.op_Implicit(max) }; } internal static FsmStateAction RandomFloatSetter(FsmFloat target, float min, float max) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_0012: Unknown result type (might be due to invalid IL or missing references) //IL_001e: Unknown result type (might be due to invalid IL or missing references) //IL_0026: Expected O, but got Unknown return (FsmStateAction)new RandomFloat { min = FsmFloat.op_Implicit(min), max = FsmFloat.op_Implicit(max), storeResult = target }; } internal static FsmStateAction FloatAdder(FsmFloat target, float value) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_000d: Unknown result type (might be due to invalid IL or missing references) //IL_001a: Expected O, but got Unknown return (FsmStateAction)new FloatAdd { floatVariable = target, add = FsmFloat.op_Implicit(value) }; } internal static FsmStateAction FloatSetter(FsmFloat target, FsmFloat value) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_000d: Unknown result type (might be due to invalid IL or missing references) //IL_0014: Unknown result type (might be due to invalid IL or missing references) //IL_001c: Expected O, but got Unknown return (FsmStateAction)new SetFloatValue { floatVariable = target, floatValue = value, everyFrame = false }; } internal static FsmStateAction RandomIntSetter(FsmInt target, int min, int max) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_0012: Unknown result type (might be due to invalid IL or missing references) //IL_001e: Unknown result type (might be due to invalid IL or missing references) //IL_0026: Expected O, but got Unknown return (FsmStateAction)new RandomInt { min = FsmInt.op_Implicit(min), max = FsmInt.op_Implicit(max), storeResult = target }; } internal static FsmStateAction IntAdder(FsmInt target, int value) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_000d: Unknown result type (might be due to invalid IL or missing references) //IL_001a: Expected O, but got Unknown return (FsmStateAction)new IntAdd { intVariable = target, add = FsmInt.op_Implicit(value) }; } internal static FsmStateAction IntSetter(FsmInt target, FsmInt value) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_000d: Unknown result type (might be due to invalid IL or missing references) //IL_0014: Unknown result type (might be due to invalid IL or missing references) //IL_001c: Expected O, but got Unknown return (FsmStateAction)new SetIntValue { intVariable = target, intValue = value, everyFrame = false }; } internal static FsmStateAction IntComparer(FsmInt Int1, FsmInt Int2, FsmEvent greatevent, FsmEvent equalevent, FsmEvent lessevent) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_000d: Unknown result type (might be due to invalid IL or missing references) //IL_0014: Unknown result type (might be due to invalid IL or missing references) //IL_001b: Unknown result type (might be due to invalid IL or missing references) //IL_0022: Unknown result type (might be due to invalid IL or missing references) //IL_002a: Unknown result type (might be due to invalid IL or missing references) //IL_0032: Expected O, but got Unknown return (FsmStateAction)new IntCompare { integer1 = Int1, integer2 = Int2, equal = equalevent, greaterThan = greatevent, lessThan = lessevent, everyFrame = false }; } internal static FsmStateAction BoolSetter(FsmBool target, bool value) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_000d: Unknown result type (might be due to invalid IL or missing references) //IL_0019: Unknown result type (might be due to invalid IL or missing references) //IL_0021: Expected O, but got Unknown return (FsmStateAction)new SetBoolValue { boolVariable = target, boolValue = FsmBool.op_Implicit(value), everyFrame = false }; } internal static FsmStateAction BoolSender(GameObject target, string name, FsmBool value) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_0017: Unknown result type (might be due to invalid IL or missing references) //IL_0027: 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_003a: Unknown result type (might be due to invalid IL or missing references) //IL_0042: Expected O, but got Unknown return (FsmStateAction)new SetFsmBool { gameObject = GOtoFOD(FsmGameObject.op_Implicit(target)), fsmName = FsmString.op_Implicit("Control"), variableName = FsmString.op_Implicit(name), setValue = value, everyFrame = false }; } internal static FsmStateAction FloatSender(GameObject target, string name, FsmFloat num) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_0017: Unknown result type (might be due to invalid IL or missing references) //IL_0027: 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_003a: Unknown result type (might be due to invalid IL or missing references) //IL_0042: Expected O, but got Unknown return (FsmStateAction)new SetFsmFloat { gameObject = GOtoFOD(FsmGameObject.op_Implicit(target)), fsmName = FsmString.op_Implicit("Control"), variableName = FsmString.op_Implicit(name), setValue = num, everyFrame = false }; } internal static FsmStateAction EventSender(FsmGameObject target, FsmString pinevent) { return EventSenderWithDelay(target, pinevent, 0f); } internal static FsmStateAction EventSenderWithDelay(FsmGameObject target, FsmString pinevent, float delay) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: 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) //IL_000c: Unknown result type (might be due to invalid IL or missing references) //IL_000e: Unknown result type (might be due to invalid IL or missing references) //IL_0013: Unknown result type (might be due to invalid IL or missing references) //IL_0024: Expected O, but got Unknown //IL_0024: Unknown result type (might be due to invalid IL or missing references) //IL_002b: Unknown result type (might be due to invalid IL or missing references) //IL_0037: Unknown result type (might be due to invalid IL or missing references) //IL_003f: Expected O, but got Unknown return (FsmStateAction)new SendEventByName { eventTarget = new FsmEventTarget { target = (EventTarget)1, gameObject = GOtoFOD(target) }, sendEvent = pinevent, delay = FsmFloat.op_Implicit(delay), everyFrame = false }; } internal static FsmStateAction SelfEventSender(FsmString pinevent) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: 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) //IL_000c: Unknown result type (might be due to invalid IL or missing references) //IL_000e: Unknown result type (might be due to invalid IL or missing references) //IL_0018: Expected O, but got Unknown //IL_0018: Unknown result type (might be due to invalid IL or missing references) //IL_001f: Unknown result type (might be due to invalid IL or missing references) //IL_002f: Unknown result type (might be due to invalid IL or missing references) //IL_0037: Expected O, but got Unknown return (FsmStateAction)new SendEventByName { eventTarget = new FsmEventTarget { target = (EventTarget)0 }, sendEvent = pinevent, delay = FsmFloat.op_Implicit(0f), everyFrame = false }; } internal static FsmStateAction SelfAnimatorPosition(FsmFloat x, FsmFloat y, FsmFloat z) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: 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) //IL_000c: Unknown result type (might be due to invalid IL or missing references) //IL_0019: Expected O, but got Unknown //IL_0019: Unknown result type (might be due to invalid IL or missing references) //IL_001a: Unknown result type (might be due to invalid IL or missing references) //IL_001f: Unknown result type (might be due to invalid IL or missing references) //IL_0027: Unknown result type (might be due to invalid IL or missing references) //IL_003a: Unknown result type (might be due to invalid IL or missing references) //IL_004a: Expected O, but got Unknown //IL_004a: Unknown result type (might be due to invalid IL or missing references) //IL_0051: Unknown result type (might be due to invalid IL or missing references) //IL_0058: Unknown result type (might be due to invalid IL or missing references) //IL_0068: Unknown result type (might be due to invalid IL or missing references) //IL_0074: Expected O, but got Unknown return (FsmStateAction)new AnimatePositionTo { gameObject = new FsmOwnerDefault { OwnerOption = (OwnerDefaultOption)0 }, toValue = new FsmVector3 { UseVariable = true, Value = new Vector3(x.value, y.value, z.value) }, objectTransform = null, localSpace = false, time = FsmFloat.op_Implicit(2f), finishEvent = FsmEvent.Finished }; } internal static FsmStateAction Waiter(float seconds) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_0012: Unknown result type (might be due to invalid IL or missing references) //IL_001e: Expected O, but got Unknown return (FsmStateAction)new Wait { time = FsmFloat.op_Implicit(seconds), finishEvent = FsmEvent.Finished }; } internal static FsmStateAction WaiterWithEvent(float seconds, FsmEvent waitevent) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_0012: Unknown result type (might be due to invalid IL or missing references) //IL_001a: Expected O, but got Unknown return (FsmStateAction)new Wait { time = FsmFloat.op_Implicit(seconds), finishEvent = waitevent }; } internal static FsmStateAction PositionGetter(FsmGameObject target, FsmFloat x, FsmFloat y) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_0012: Unknown result type (might be due to invalid IL or missing references) //IL_0022: Unknown result type (might be due to invalid IL or missing references) //IL_0031: Unknown result type (might be due to invalid IL or missing references) //IL_0038: Unknown result type (might be due to invalid IL or missing references) //IL_003f: Unknown result type (might be due to invalid IL or missing references) //IL_004f: 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_0058: Unknown result type (might be due to invalid IL or missing references) //IL_005e: Expected O, but got Unknown return (FsmStateAction)new GetPosition { gameObject = GOtoFOD(target), vector = FsmVector3.op_Implicit(new Vector3(0f, 0f, 0f)), x = x, y = y, z = FsmFloat.op_Implicit(0f), everyFrame = false, space = (Space)0 }; } internal static FsmStateAction GOActivator(GameObject target, bool sw) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_0017: Unknown result type (might be due to invalid IL or missing references) //IL_0023: Unknown result type (might be due to invalid IL or missing references) //IL_002f: Unknown result type (might be due to invalid IL or missing references) //IL_0036: Unknown result type (might be due to invalid IL or missing references) //IL_003e: Expected O, but got Unknown return (FsmStateAction)new ActivateGameObject { gameObject = GOtoFOD(FsmGameObject.op_Implicit(target)), activate = FsmBool.op_Implicit(sw), recursive = FsmBool.op_Implicit(false), resetOnExit = false, everyFrame = false }; } internal static FsmStateAction SimpleRandomEvent(FsmEvent[] events, FsmFloat[] weights, FsmInt[] eventmax, FsmInt[] missedmax, FsmBool active) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_000d: Unknown result type (might be due to invalid IL or missing references) //IL_0014: Unknown result type (might be due to invalid IL or missing references) //IL_001b: Unknown result type (might be due to invalid IL or missing references) //IL_0022: Unknown result type (might be due to invalid IL or missing references) //IL_002b: Expected O, but got Unknown return (FsmStateAction)new SendRandomEventV4 { events = events, weights = weights, eventMax = eventmax, missedMax = missedmax, activeBool = active }; } } public static class FsmUtil { [PublicAPI] public static PlayMakerFSM? GetFsmPreprocessed(this GameObject go, string fsmName) { PlayMakerFSM[] components = go.GetComponents<PlayMakerFSM>(); foreach (PlayMakerFSM val in components) { if (val.FsmName == fsmName) { val.Preprocess(); return val; } } return null; } private static TVal? GetItemFromArray<TVal>(TVal[] origArray, Func<TVal, bool> isItemCheck) where TVal : class { foreach (TVal val in origArray) { if (isItemCheck(val)) { return val; } } return null; } private static TVal[] GetItemsFromArray<TVal>(TVal[] origArray, Func<TVal, bool> isItemCheck) where TVal : class { int num = 0; foreach (TVal arg in origArray) { if (isItemCheck(arg)) { num++; } } if (num == origArray.Length) { return origArray; } if (num == 0) { return Array.Empty<TVal>(); } TVal[] array = new TVal[num]; int num2 = 0; foreach (TVal val in origArray) { if (isItemCheck(val)) { array[num2] = val; num2++; } } return array; } [PublicAPI] public static FsmState? GetState(this PlayMakerFSM fsm, string stateName) { return GetItemFromArray(fsm.FsmStates, (FsmState x) => x.Name == stateName); } [PublicAPI] public static FsmState? GetState(this Fsm fsm, string stateName) { return GetItemFromArray(fsm.States, (FsmState x) => x.Name == stateName); } [PublicAPI] public static FsmTransition? GetTransition(this PlayMakerFSM fsm, string stateName, string eventName) { return fsm.GetState(stateName).GetTransition(eventName); } [PublicAPI] public static FsmTransition? GetTransition(this Fsm fsm, string stateName, string eventName) { return fsm.GetState(stateName).GetTransition(eventName); } [PublicAPI] public static FsmTransition? GetTransition(this FsmState state, string eventName) { return GetItemFromArray(state.Transitions, (FsmTransition x) => x.EventName == eventName); } [PublicAPI] public static FsmTransition? GetGlobalTransition(this PlayMakerFSM fsm, string globalEventName) { return fsm.Fsm.GetGlobalTransition(globalEventName); } [PublicAPI] public static FsmTransition? GetGlobalTransition(this Fsm fsm, string globalEventName) { return GetItemFromArray(fsm.GlobalTransitions, (FsmTransition x) => x.EventName == globalEventName); } [PublicAPI] public static TAction? GetAction<TAction>(this PlayMakerFSM fsm, string stateName, int index) where TAction : FsmStateAction { return fsm.GetState(stateName).GetAction<TAction>(index); } [PublicAPI] public static TAction? GetAction<TAction>(this Fsm fsm, string stateName, int index) where TAction : FsmStateAction { return fsm.GetState(stateName).GetAction<TAction>(index); } [PublicAPI] public static TAction? GetAction<TAction>(this FsmState state, int index) where TAction : FsmStateAction { FsmStateAction obj = state.Actions[index]; return (TAction)(object)((obj is TAction) ? obj : null); } [PublicAPI] public static FsmStateAction? GetStateAction(this PlayMakerFSM fsm, string stateName, int index) { return fsm.GetState(stateName).GetStateAction(index); } [PublicAPI] public static FsmStateAction? GetStateAction(this Fsm fsm, string stateName, int index) { return fsm.GetState(stateName).GetStateAction(index); } [PublicAPI] public static FsmStateAction? GetStateAction(this FsmState state, int index) { return state.Actions[index]; } [PublicAPI] public static TAction[] GetActionsOfType<TAction>(this PlayMakerFSM fsm, string stateName) where TAction : FsmStateAction { return fsm.GetState(stateName).GetActionsOfType<TAction>(); } [PublicAPI] public static TAction[] GetActionsOfType<TAction>(this Fsm fsm, string stateName) where TAction : FsmStateAction { return fsm.GetState(stateName).GetActionsOfType<TAction>(); } [PublicAPI] public static TAction[] GetActionsOfType<TAction>(this FsmState state) where TAction : FsmStateAction { return Array.ConvertAll(GetItemsFromArray(state.Actions, (FsmStateAction x) => x is TAction), (FsmStateAction x) => (TAction)(object)x); } [PublicAPI] public static TAction? GetFirstActionOfType<TAction>(this PlayMakerFSM fsm, string stateName) where TAction : FsmStateAction { return fsm.GetState(stateName).GetFirstActionOfType<TAction>(); } [PublicAPI] public static TAction? GetFirstActionOfType<TAction>(this Fsm fsm, string stateName) where TAction : FsmStateAction { return fsm.GetState(stateName).GetFirstActionOfType<TAction>(); } [PublicAPI] public static TAction? GetFirstActionOfType<TAction>(this FsmState state) where TAction : FsmStateAction { int num = -1; for (int i = 0; i < state.Actions.Length; i++) { if (state.Actions[i] is TAction) { num = i; break; } } if (num == -1) { return default(TAction); } return state.GetAction<TAction>(num); } [PublicAPI] public static TAction? GetLastActionOfType<TAction>(this PlayMakerFSM fsm, string stateName) where TAction : FsmStateAction { return fsm.GetState(stateName).GetLastActionOfType<TAction>(); } [PublicAPI] public static TAction? GetLastActionOfType<TAction>(this Fsm fsm, string stateName) where TAction : FsmStateAction { return fsm.GetState(stateName).GetLastActionOfType<TAction>(); } [PublicAPI] public static TAction? GetLastActionOfType<TAction>(this FsmState state) where TAction : FsmStateAction { int num = -1; for (int num2 = state.Actions.Length - 1; num2 >= 0; num2--) { if (state.Actions[num2] is TAction) { num = num2; break; } } if (num == -1) { return default(TAction); } return state.GetAction<TAction>(num); } private static TVal[] AddItemToArray<TVal>(TVal[] origArray, TVal value) { TVal[] array = new TVal[origArray.Length + 1]; origArray.CopyTo(array, 0); array[origArray.Length] = value; return array; } [PublicAPI] public static FsmState AddState(this PlayMakerFSM fsm, string stateName) { //IL_000c: 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_001e: Expected O, but got Unknown return fsm.Fsm.AddState(new FsmState(fsm.Fsm) { Name = stateName }); } [PublicAPI] public static FsmState AddState(this Fsm fsm, string stateName) { //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) //IL_0014: Expected O, but got Unknown return fsm.AddState(new FsmState(fsm) { Name = stateName }); } [PublicAPI] public static FsmState AddState(this PlayMakerFSM fsm, FsmState state) { return fsm.Fsm.AddState(state); } [PublicAPI] public static FsmState AddState(this Fsm fsm, FsmState state) { FsmState[] states = fsm.States; FsmState[] array = (fsm.States = AddItemToArray(states, state)); fsm.SaveActions(); return array[states.Length]; } [PublicAPI] public static FsmState CopyState(this PlayMakerFSM fsm, string fromState, string toState) { return fsm.Fsm.CopyState(fromState, toState); } [PublicAPI] public static FsmState CopyState(this Fsm fsm, string fromState, string toState) { //IL_0016: Unknown result type (might be due to invalid IL or missing references) //IL_001b: Unknown result type (might be due to invalid IL or missing references) //IL_0024: Expected O, but got Unknown FsmState state = fsm.GetState(fromState); if (state != null) { state.SaveActions(); } FsmState val = new FsmState(state) { Name = toState }; FsmTransition[] transitions = val.Transitions; foreach (FsmTransition val2 in transitions) { val2.ToFsmState = fsm.GetState(val2.ToState); } fsm.AddState(val); return val; } [PublicAPI] public static FsmEvent AddTransition(this PlayMakerFSM fsm, string stateName, string eventName, string toState) { return fsm.GetState(stateName).AddTransition(eventName, toState); } [PublicAPI] public static FsmEvent AddTransition(this Fsm fsm, string stateName, string eventName, string toState) { return fsm.GetState(stateName).AddTransition(eventName, toState); } [PublicAPI] public static FsmEvent AddTransition(this FsmState state, string eventName, string toState) { //IL_000e: Unknown result type (might be due to invalid IL or missing references) //IL_0013: Unknown result type (might be due to invalid IL or missing references) //IL_001b: Unknown result type (might be due to invalid IL or missing references) //IL_002e: Unknown result type (might be due to invalid IL or missing references) //IL_003b: Expected O, but got Unknown FsmEvent fsmEvent = FsmEvent.GetFsmEvent(eventName); FsmTransition[] transitions = AddItemToArray(state.Transitions, new FsmTransition { ToState = toState, ToFsmState = state.Fsm.GetState(toState), FsmEvent = fsmEvent }); state.Transitions = transitions; return fsmEvent; } [PublicAPI] public static FsmEvent AddGlobalTransition(this PlayMakerFSM fsm, string globalEventName, string toState) { return fsm.Fsm.AddGlobalTransition(globalEventName, toState); } [PublicAPI] public static FsmEvent AddGlobalTransition(this Fsm fsm, string globalEventName, string toState) { //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) //IL_0010: Expected O, but got Unknown //IL_0016: Unknown result type (might be due to invalid IL or missing references) //IL_001b: Unknown result type (might be due to invalid IL or missing references) //IL_0023: Unknown result type (might be due to invalid IL or missing references) //IL_0031: Unknown result type (might be due to invalid IL or missing references) //IL_003e: Expected O, but got Unknown FsmEvent val = new FsmEvent(globalEventName) { IsGlobal = true }; FsmTransition[] globalTransitions = AddItemToArray(fsm.GlobalTransitions, new FsmTransition { ToState = toState, ToFsmState = fsm.GetState(toState), FsmEvent = val }); fsm.GlobalTransitions = globalTransitions; return val; } [PublicAPI] public static void AddAction(this PlayMakerFSM fsm, string stateName, FsmStateAction action) { fsm.GetState(stateName).AddAction(action); } [PublicAPI] public static void AddAction(this Fsm fsm, string stateName, FsmStateAction action) { fsm.GetState(stateName).AddAction(action); } [PublicAPI] public static void AddAction(this FsmState state, FsmStateAction action) { FsmStateAction[] actions = AddItemToArray(state.Actions, action); state.Actions = actions; action.Init(state); } [PublicAPI] public static void AddActions(this PlayMakerFSM fsm, string stateName, params FsmStateAction[] actions) { fsm.GetState(stateName).AddActions(actions); } [PublicAPI] public static void AddActions(this Fsm fsm, string stateName, params FsmStateAction[] actions) { fsm.GetState(stateName).AddActions(actions); } [PublicAPI] public static void AddActions(this FsmState state, params FsmStateAction[] actions) { foreach (FsmStateAction action in actions) { state.AddAction(action); } } [PublicAPI] public static void AddMethod(this PlayMakerFSM fsm, string stateName, Action<FsmStateAction> method) { fsm.GetState(stateName).AddMethod(method); } [PublicAPI] public static void AddMethod(this Fsm fsm, string stateName, Action<FsmStateAction> method) { fsm.GetState(stateName).AddMethod(method); } [PublicAPI] public static void AddMethod(this FsmState state, Action<FsmStateAction> method) { DelegateAction<FsmStateAction> delegateAction = new DelegateAction<FsmStateAction> { Method = method }; delegateAction.Arg = (FsmStateAction?)(object)delegateAction; state.AddAction((FsmStateAction)(object)delegateAction); } [PublicAPI] public static void AddLambdaMethod(this PlayMakerFSM fsm, string stateName, Action<Action> method) { fsm.GetState(stateName).AddLambdaMethod(method); } [PublicAPI] public static void AddLambdaMethod(this Fsm fsm, string stateName, Action<Action> method) { fsm.GetState(stateName).AddLambdaMethod(method); } [PublicAPI] public static void AddLambdaMethod(this FsmState state, Action<Action> method) { DelegateAction<Action> delegateAction = new DelegateAction<Action> { Method = method }; delegateAction.Arg = ((FsmStateAction)delegateAction).Finish; state.AddAction((FsmStateAction)(object)delegateAction); } private static TVal[] InsertItemIntoArray<TVal>(TVal[] origArray, TVal value, int index) { int num = origArray.Length; if (index < 0 || index > num + 1) { throw new ArgumentOutOfRangeException($"Index {index} was out of range for array with length {num}!"); } TVal[] array = new TVal[num + 1]; for (int i = 0; i < index; i++) { array[i] = origArray[i]; } array[index] = value; for (int i = index; i < num; i++) { array[i + 1] = origArray[i]; } return array; } [PublicAPI] public static void InsertAction(this PlayMakerFSM fsm, string stateName, FsmStateAction action, int index) { fsm.GetState(stateName).InsertAction(index, action); } [PublicAPI] public static void InsertAction(this PlayMakerFSM fsm, string stateName, int index, FsmStateAction action) { fsm.GetState(stateName).InsertAction(index, action); } [PublicAPI] public static void InsertAction(this Fsm fsm, string stateName, FsmStateAction action, int index) { fsm.GetState(stateName).InsertAction(index, action); } [PublicAPI] public static void InsertAction(this Fsm fsm, string stateName, int index, FsmStateAction action) { fsm.GetState(stateName).InsertAction(index, action); } [PublicAPI] public static void InsertAction(this FsmState state, FsmStateAction action, int index) { state.InsertAction(index, action); } [PublicAPI] public static void InsertAction(this FsmState state, int index, FsmStateAction action) { FsmStateAction[] actions = InsertItemIntoArray(state.Actions, action, index); state.Actions = actions; action.Init(state); } [PublicAPI] public static void InsertActions(this PlayMakerFSM fsm, string stateName, int index, params FsmStateAction[] actions) { fsm.GetState(stateName).InsertActions(index, actions); } [PublicAPI] public static void InsertActions(this Fsm fsm, string stateName, int index, params FsmStateAction[] actions) { fsm.GetState(stateName).InsertActions(index, actions); } [PublicAPI] public static void InsertActions(this FsmState state, int index, params FsmStateAction[] actions) { foreach (FsmStateAction action in actions) { state.InsertAction(action, index); index++; } } [PublicAPI] public static void InsertMethod(this PlayMakerFSM fsm, string stateName, Action<FsmStateAction> method, int index) { fsm.GetState(stateName).InsertMethod(index, method); } [PublicAPI] public static void InsertMethod(this PlayMakerFSM fsm, string stateName, int index, Action<FsmStateAction> method) { fsm.GetState(stateName).InsertMethod(index, method); } [PublicAPI] public static void InsertMethod(this Fsm fsm, string stateName, Action<FsmStateAction> method, int index) { fsm.GetState(stateName).InsertMethod(index, method); } [PublicAPI] public static void InsertMethod(this Fsm fsm, string stateName, int index, Action<FsmStateAction> method) { fsm.GetState(stateName).InsertMethod(index, method); } [PublicAPI] public static void InsertMethod(this FsmState state, Action<FsmStateAction> method, int index) { state.InsertMethod(index, method); } [PublicAPI] public static void InsertMethod(this FsmState state, int index, Action<FsmStateAction> method) { DelegateAction<FsmStateAction> delegateAction = new DelegateAction<FsmStateAction> { Method = method }; delegateAction.Arg = (FsmStateAction?)(object)delegateAction; state.InsertAction((FsmStateAction)(object)delegateAction, index); } [PublicAPI] public static void InsertLambdaMethod(this PlayMakerFSM fsm, string stateName, Action<Action> method, int index) { fsm.GetState(stateName).InsertLambdaMethod(index, method); } [PublicAPI] public static void InsertLambdaMethod(this PlayMakerFSM fsm, string stateName, int index, Action<Action> method) { fsm.GetState(stateName).InsertLambdaMethod(index, method); } [PublicAPI] public static void InsertLambdaMethod(this Fsm fsm, string stateName, Action<Action> method, int index) { fsm.GetState(stateName).InsertLambdaMethod(index, method); } [PublicAPI] public static void InsertLambdaMethod(this Fsm fsm, string stateName, int index, Action<Action> method) { fsm.GetState(stateName).InsertLambdaMethod(index, method); } [PublicAPI] public static void InsertLambdaMethod(this FsmState state, Action<Action> method, int index) { state.InsertLambdaMethod(index, method); } [PublicAPI] public static void InsertLambdaMethod(this FsmState state, int index, Action<Action> method) { DelegateAction<Action> delegateAction = new DelegateAction<Action> { Method = method }; delegateAction.Arg = ((FsmStateAction)delegateAction).Finish; state.InsertAction((FsmStateAction)(object)delegateAction, index); } [PublicAPI] public static void ReplaceAction(this PlayMakerFSM fsm, string stateName, FsmStateAction action, int index) { fsm.GetState(stateName).ReplaceAction(index, action); } [PublicAPI] public static void ReplaceAction(this PlayMakerFSM fsm, string stateName, int index, FsmStateAction action) { fsm.GetState(stateName).ReplaceAction(index, action); } [PublicAPI] public static void ReplaceAction(this Fsm fsm, string stateName, FsmStateAction action, int index) { fsm.GetState(stateName).ReplaceAction(index, action); } [PublicAPI] public static void ReplaceAction(this Fsm fsm, string stateName, int index, FsmStateAction action) { fsm.GetState(stateName).ReplaceAction(index, action); } [PublicAPI] public static void ReplaceAction(this FsmState state, FsmStateAction action, int index) { state.ReplaceAction(index, action); } [PublicAPI] public static void ReplaceAction(this FsmState state, int index, FsmStateAction action) { state.Actions[index] = action; action.Init(state); } [PublicAPI] public static void ReplaceAllActions(this PlayMakerFSM fsm, string stateName, params FsmStateAction[] actions) { fsm.GetState(stateName).ReplaceAllActions(actions); } [PublicAPI] public static void ReplaceAllActions(this Fsm fsm, string stateName, params FsmStateAction[] actions) { fsm.GetState(stateName).ReplaceAllActions(actions); } [PublicAPI] public static void ReplaceAllActions(this FsmState state, params FsmStateAction[] actions) { state.Actions = actions; foreach (FsmStateAction val in actions) { val.Init(state); } } [PublicAPI] public static bool ChangeTransition(this PlayMakerFSM fsm, string stateName, string eventName, string toState) { return fsm.GetState(stateName).ChangeTransition(eventName, toState); } [PublicAPI] public static bool ChangeTransition(this Fsm fsm, string stateName, string eventName, string toState) { return fsm.GetState(stateName).ChangeTransition(eventName, toState); } [PublicAPI] public static bool ChangeTransition(this FsmState state, string eventName, string toState) { FsmTransition transition = state.GetTransition(eventName); if (transition == null) { return false; } transition.ToState = toState; transition.ToFsmState = state.Fsm.GetState(toState); return true; } [PublicAPI] public static bool ChangeGlobalTransition(this PlayMakerFSM fsm, string globalEventName, string toState) { return fsm.Fsm.ChangeGlobalTransition(globalEventName, toState); } [PublicAPI] public static bool ChangeGlobalTransition(this Fsm fsm, string globalEventName, string toState) { FsmTransition globalTransition = fsm.GetGlobalTransition(globalEventName); if (globalTransition == null) { return false; } globalTransition.ToState = toState; globalTransition.ToFsmState = fsm.GetState(toState); return true; } private static TVal[] RemoveItemsFromArray<TVal>(TVal[] origArray, Func<TVal, bool> shouldBeRemovedCallback) { int num = 0; foreach (TVal arg in origArray) { if (shouldBeRemovedCallback(arg)) { num++; } } if (num == 0) { return origArray; } TVal[] array = new TVal[origArray.Length - num]; for (int num2 = origArray.Length - 1; num2 >= 0; num2--) { TVal val = origArray[num2]; if (shouldBeRemovedCallback(val)) { num--; } else { array[num2 - num] = val; } } return array; } [PublicAPI] public static void RemoveState(this PlayMakerFSM fsm, string stateName) { fsm.Fsm.RemoveState(stateName); } [PublicAPI] public static void RemoveState(this Fsm fsm, string stateName) { fsm.States = RemoveItemsFromArray(fsm.States, (FsmState x) => x.Name == stateName); } [PublicAPI] public static void RemoveTransition(this PlayMakerFSM fsm, string stateName, string eventName) { fsm.GetState(stateName).RemoveTransition(eventName); } [PublicAPI] public static void RemoveTransition(this Fsm fsm, string stateName, string eventName) { fsm.GetState(stateName).RemoveTransition(eventName); } [PublicAPI] public static void RemoveTransition(this FsmState state, string eventName) { state.Transitions = RemoveItemsFromArray(state.Transitions, (FsmTransition x) => x.EventName == eventName); } [PublicAPI] public static void RemoveGlobalTransition(this PlayMakerFSM fsm, string globalEventName) { fsm.Fsm.RemoveGlobalTransition(globalEventName); } [PublicAPI] public static void RemoveGlobalTransition(this Fsm fsm, string globalEventName) { fsm.GlobalTransitions = RemoveItemsFromArray(fsm.GlobalTransitions, (FsmTransition x) => x.EventName == globalEventName); } [PublicAPI] public static void RemoveTransitionsTo(this PlayMakerFSM fsm, string toState) { fsm.Fsm.RemoveTransitionsTo(toState); } [PublicAPI] public static void RemoveTransitionsTo(this Fsm fsm, string toState) { FsmState[] states = fsm.States; foreach (FsmState state in states) { state.RemoveTransitionsTo(toState); } } [PublicAPI] public static void RemoveTransitionsTo(this PlayMakerFSM fsm, string stateName, string toState) { fsm.GetState(stateName).RemoveTransitionsTo(toState); } [PublicAPI] public static void RemoveTransitionsTo(this Fsm fsm, string stateName, string toState) { fsm.GetState(stateName).RemoveTransitionsTo(toState); } [PublicAPI] public static void RemoveTransitionsTo(this FsmState state, string toState) { state.Transitions = RemoveItemsFromArray(state.Transitions, (FsmTransition x) => x.ToState == toState); } [PublicAPI] public static void RemoveTransitions(this PlayMakerFSM fsm, string stateName) { fsm.GetState(stateName).RemoveTransitions(); } [PublicAPI] public static void RemoveTransitions(this Fsm fsm, string stateName) { fsm.GetState(stateName).RemoveTransitions(); } [PublicAPI] public static void RemoveTransitions(this FsmState state) { state.Transitions = Array.Empty<FsmTransition>(); } [PublicAPI] public static bool RemoveAction(this PlayMakerFSM fsm, string stateName, int index) { return fsm.GetState(stateName).RemoveAction(index); } [PublicAPI] public static bool RemoveAction(this Fsm fsm, string stateName, int index) { return fsm.GetState(stateName).RemoveAction(index); } [PublicAPI] public static bool RemoveAction(this FsmState state, int index) { FsmStateAction[] actions = state.Actions; if (index < 0 || index >= actions.Length) { return false; } FsmStateAction[] array = (FsmStateAction[])(object)new FsmStateAction[actions.Length - 1]; int num = array.Length; for (int i = 0; i < index; i++) { array[i] = actions[i]; } for (int i = index; i < num; i++) { array[i] = actions[i + 1]; } state.Actions = array; return true; } [PublicAPI] public static void RemoveActionsOfType<TAction>(this PlayMakerFSM fsm) { fsm.Fsm.RemoveActionsOfType<TAction>(); } [PublicAPI] public static void RemoveActionsOfType<TAction>(this Fsm fsm) { FsmState[] states = fsm.States; foreach (FsmState state in states) { state.RemoveActionsOfType<TAction>(); } } [PublicAPI] public static void RemoveActionsOfType<TAction>(this PlayMakerFSM fsm, string stateName) { fsm.GetState(stateName).RemoveActionsOfType<TAction>(); } [PublicAPI] public static void RemoveActionsOfType<TAction>(this Fsm fsm, string stateName) { fsm.GetState(stateName).RemoveActionsOfType<TAction>(); } [PublicAPI] public static void RemoveActionsOfType<TAction>(this FsmState state) { state.Actions = RemoveItemsFromArray(state.Actions, (FsmStateAction x) => x is TAction); } [PublicAPI] public static void RemoveFirstActionOfType<TAction>(this PlayMakerFSM fsm, string stateName) { fsm.GetState(stateName).RemoveFirstActionOfType<TAction>(); } [PublicAPI] public static void RemoveFirstActionOfType<TAction>(this Fsm fsm, string stateName) { fsm.GetState(stateName).RemoveFirstActionOfType<TAction>(); } [PublicAPI] public static void RemoveFirstActionOfType<TAction>(this FsmState state) { int num = -1; for (int i = 0; i < state.Actions.Length; i++) { if (state.Actions[i] is TAction) { num = i; break; } } if (num != -1) { state.RemoveAction(num); } } [PublicAPI] public static void RemoveLastActionOfType<TAction>(this PlayMakerFSM fsm, string stateName) { fsm.GetState(stateName).RemoveLastActionOfType<TAction>(); } [PublicAPI] public static void RemoveLastActionOfType<TAction>(this Fsm fsm, string stateName) { fsm.GetState(stateName).RemoveLastActionOfType<TAction>(); } [PublicAPI] public static void RemoveLastActionOfType<TAction>(this FsmState state) { int num = -1; for (int num2 = state.Actions.Length - 1; num2 >= 0; num2--) { if (state.Actions[num2] is TAction) { num = num2; break; } } if (num != -1) { state.RemoveAction(num); } } [PublicAPI] public static bool DisableAction(this PlayMakerFSM fsm, string stateName, int index) { return fsm.GetState(stateName).DisableAction(index); } [PublicAPI] public static bool DisableAction(this Fsm fsm, string stateName, int index) { return fsm.GetState(stateName).DisableAction(index); } [PublicAPI] public static bool DisableAction(this FsmState state, int index) { if (index < 0 || index >= state.Actions.Length) { return false; } state.Actions[index].Enabled = false; return true; } [PublicAPI] public static bool DisableActions(this PlayMakerFSM fsm, string stateName, params int[] indices) { return fsm.GetState(stateName).DisableActions(indices); } [PublicAPI] public static bool DisableActions(this Fsm fsm, string stateName, params int[] indices) { return fsm.GetState(stateName).DisableActions(indices); } [PublicAPI] public static bool DisableActions(this FsmState state, params int[] indices) { bool flag = true; foreach (int index in indices) { flag = flag && state.DisableAction(index); } return flag; } [PublicAPI] public static void DisableActionsOfType<TAction>(this PlayMakerFSM fsm) { fsm.Fsm.DisableActionsOfType<TAction>(); } [PublicAPI] public static void DisableActionsOfType<TAction>(this Fsm fsm) { FsmState[] states = fsm.States; foreach (FsmState state in states) { state.DisableActionsOfType<TAction>(); } } [PublicAPI] public static void DisableActionsOfType<TAction>(this PlayMakerFSM fsm, string stateName) { fsm.GetState(stateName).DisableActionsOfType<TAction>(); } [PublicAPI] public static void DisableActionsOfType<TAction>(this Fsm fsm, string stateName) { fsm.GetState(stateName).DisableActionsOfType<TAction>(); } [PublicAPI] public static void DisableActionsOfType<TAction>(this FsmState state) { FsmStateAction[] actions = state.Actions; foreach (FsmStateAction val in actions) { if (val is TAction) { val.Enabled = false; } } } private static TVar[] MakeNewVariableArray<TVar>(TVar[] orig, string name) where TVar : NamedVariable, new() { TVar[] array = new TVar[orig.Length + 1]; orig.CopyTo(array, 0); int num = orig.Length; TVar val = new TVar(); ((NamedVariable)val).name = name; array[num] = val; return array; } [PublicAPI] public static FsmFloat AddFloatVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.AddFloatVariable(name); } [PublicAPI] public static FsmFloat AddFloatVariable(this Fsm fsm, string name) { FsmFloat[] array = MakeNewVariableArray<FsmFloat>(fsm.Variables.FloatVariables, name); fsm.Variables.FloatVariables = array; return array[^1]; } [PublicAPI] public static FsmInt AddIntVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.AddIntVariable(name); } [PublicAPI] public static FsmInt AddIntVariable(this Fsm fsm, string name) { FsmInt[] array = MakeNewVariableArray<FsmInt>(fsm.Variables.IntVariables, name); fsm.Variables.IntVariables = array; return array[^1]; } [PublicAPI] public static FsmBool AddBoolVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.AddBoolVariable(name); } [PublicAPI] public static FsmBool AddBoolVariable(this Fsm fsm, string name) { FsmBool[] array = MakeNewVariableArray<FsmBool>(fsm.Variables.BoolVariables, name); fsm.Variables.BoolVariables = array; return array[^1]; } [PublicAPI] public static FsmString AddStringVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.AddStringVariable(name); } [PublicAPI] public static FsmString AddStringVariable(this Fsm fsm, string name) { FsmString[] array = MakeNewVariableArray<FsmString>(fsm.Variables.StringVariables, name); fsm.Variables.StringVariables = array; return array[^1]; } [PublicAPI] public static FsmVector2 AddVector2Variable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.AddVector2Variable(name); } [PublicAPI] public static FsmVector2 AddVector2Variable(this Fsm fsm, string name) { FsmVector2[] array = MakeNewVariableArray<FsmVector2>(fsm.Variables.Vector2Variables, name); fsm.Variables.Vector2Variables = array; return array[^1]; } [PublicAPI] public static FsmVector3 AddVector3Variable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.AddVector3Variable(name); } [PublicAPI] public static FsmVector3 AddVector3Variable(this Fsm fsm, string name) { FsmVector3[] array = MakeNewVariableArray<FsmVector3>(fsm.Variables.Vector3Variables, name); fsm.Variables.Vector3Variables = array; return array[^1]; } [PublicAPI] public static FsmColor AddColorVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.AddColorVariable(name); } [PublicAPI] public static FsmColor AddColorVariable(this Fsm fsm, string name) { FsmColor[] array = MakeNewVariableArray<FsmColor>(fsm.Variables.ColorVariables, name); fsm.Variables.ColorVariables = array; return array[^1]; } [PublicAPI] public static FsmRect AddRectVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.AddRectVariable(name); } [PublicAPI] public static FsmRect AddRectVariable(this Fsm fsm, string name) { FsmRect[] array = MakeNewVariableArray<FsmRect>(fsm.Variables.RectVariables, name); fsm.Variables.RectVariables = array; return array[^1]; } [PublicAPI] public static FsmQuaternion AddQuaternionVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.AddQuaternionVariable(name); } [PublicAPI] public static FsmQuaternion AddQuaternionVariable(this Fsm fsm, string name) { FsmQuaternion[] array = MakeNewVariableArray<FsmQuaternion>(fsm.Variables.QuaternionVariables, name); fsm.Variables.QuaternionVariables = array; return array[^1]; } [PublicAPI] public static FsmGameObject AddGameObjectVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.AddGameObjectVariable(name); } [PublicAPI] public static FsmGameObject AddGameObjectVariable(this Fsm fsm, string name) { FsmGameObject[] array = MakeNewVariableArray<FsmGameObject>(fsm.Variables.GameObjectVariables, name); fsm.Variables.GameObjectVariables = array; return array[^1]; } private static TVar? FindInVariableArray<TVar>(TVar[] orig, string name) where TVar : NamedVariable, new() { foreach (TVar val in orig) { if (((NamedVariable)val).Name == name) { return val; } } return default(TVar); } [PublicAPI] public static FsmFloat? FindFloatVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.FindFloatVariable(name); } [PublicAPI] public static FsmFloat? FindFloatVariable(this Fsm fsm, string name) { return FindInVariableArray<FsmFloat>(fsm.Variables.FloatVariables, name); } [PublicAPI] public static FsmInt? FindIntVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.FindIntVariable(name); } [PublicAPI] public static FsmInt? FindIntVariable(this Fsm fsm, string name) { return FindInVariableArray<FsmInt>(fsm.Variables.IntVariables, name); } [PublicAPI] public static FsmBool? FindBoolVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.FindBoolVariable(name); } [PublicAPI] public static FsmBool? FindBoolVariable(this Fsm fsm, string name) { return FindInVariableArray<FsmBool>(fsm.Variables.BoolVariables, name); } [PublicAPI] public static FsmString? FindStringVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.FindStringVariable(name); } [PublicAPI] public static FsmString? FindStringVariable(this Fsm fsm, string name) { return FindInVariableArray<FsmString>(fsm.Variables.StringVariables, name); } [PublicAPI] public static FsmVector2? FindVector2Variable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.FindVector2Variable(name); } [PublicAPI] public static FsmVector2? FindVector2Variable(this Fsm fsm, string name) { return FindInVariableArray<FsmVector2>(fsm.Variables.Vector2Variables, name); } [PublicAPI] public static FsmVector3? FindVector3Variable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.FindVector3Variable(name); } [PublicAPI] public static FsmVector3? FindVector3Variable(this Fsm fsm, string name) { return FindInVariableArray<FsmVector3>(fsm.Variables.Vector3Variables, name); } [PublicAPI] public static FsmColor? FindColorVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.FindColorVariable(name); } [PublicAPI] public static FsmColor? FindColorVariable(this Fsm fsm, string name) { return FindInVariableArray<FsmColor>(fsm.Variables.ColorVariables, name); } [PublicAPI] public static FsmRect? FindRectVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.FindRectVariable(name); } [PublicAPI] public static FsmRect? FindRectVariable(this Fsm fsm, string name) { return FindInVariableArray<FsmRect>(fsm.Variables.RectVariables, name); } [PublicAPI] public static FsmQuaternion? FindQuaternionVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.FindQuaternionVariable(name); } [PublicAPI] public static FsmQuaternion? FindQuaternionVariable(this Fsm fsm, string name) { return FindInVariableArray<FsmQuaternion>(fsm.Variables.QuaternionVariables, name); } [PublicAPI] public static FsmGameObject? FindGameObjectVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.FindGameObjectVariable(name); } [PublicAPI] public static FsmGameObject? FindGameObjectVariable(this Fsm fsm, string name) { return FindInVariableArray<FsmGameObject>(fsm.Variables.GameObjectVariables, name); } [PublicAPI] public static FsmFloat GetFloatVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.GetFloatVariable(name); } [PublicAPI] public static FsmFloat GetFloatVariable(this Fsm fsm, string name) { FsmFloat val = fsm.FindFloatVariable(name); if (val != null) { return val; } return fsm.AddFloatVariable(name); } [PublicAPI] public static FsmInt GetIntVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.GetIntVariable(name); } [PublicAPI] public static FsmInt GetIntVariable(this Fsm fsm, string name) { FsmInt val = fsm.FindIntVariable(name); if (val != null) { return val; } return fsm.AddIntVariable(name); } [PublicAPI] public static FsmBool GetBoolVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.GetBoolVariable(name); } [PublicAPI] public static FsmBool GetBoolVariable(this Fsm fsm, string name) { FsmBool val = fsm.FindBoolVariable(name); if (val != null) { return val; } return fsm.AddBoolVariable(name); } [PublicAPI] public static FsmString GetStringVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.GetStringVariable(name); } [PublicAPI] public static FsmString GetStringVariable(this Fsm fsm, string name) { FsmString val = fsm.FindStringVariable(name); if (val != null) { return val; } return fsm.AddStringVariable(name); } [PublicAPI] public static FsmVector2 GetVector2Variable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.GetVector2Variable(name); } [PublicAPI] public static FsmVector2 GetVector2Variable(this Fsm fsm, string name) { FsmVector2 val = fsm.FindVector2Variable(name); if (val != null) { return val; } return fsm.AddVector2Variable(name); } [PublicAPI] public static FsmVector3 GetVector3Variable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.GetVector3Variable(name); } [PublicAPI] public static FsmVector3 GetVector3Variable(this Fsm fsm, string name) { FsmVector3 val = fsm.FindVector3Variable(name); if (val != null) { return val; } return fsm.AddVector3Variable(name); } [PublicAPI] public static FsmColor GetColorVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.GetColorVariable(name); } [PublicAPI] public static FsmColor GetColorVariable(this Fsm fsm, string name) { FsmColor val = fsm.FindColorVariable(name); if (val != null) { return val; } return fsm.AddColorVariable(name); } [PublicAPI] public static FsmRect GetRectVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.GetRectVariable(name); } [PublicAPI] public static FsmRect GetRectVariable(this Fsm fsm, string name) { FsmRect val = fsm.FindRectVariable(name); if (val != null) { return val; } return fsm.AddRectVariable(name); } [PublicAPI] public static FsmQuaternion GetQuaternionVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.GetQuaternionVariable(name); } [PublicAPI] public static FsmQuaternion GetQuaternionVariable(this Fsm fsm, string name) { FsmQuaternion val = fsm.FindQuaternionVariable(name); if (val != null) { return val; } return fsm.AddQuaternionVariable(name); } [PublicAPI] public static FsmGameObject GetGameObjectVariable(this PlayMakerFSM fsm, string name) { return fsm.Fsm.GetGameObjectVariable(name); } [PublicAPI] public static FsmGameObject GetGameObjectVariable(this Fsm fsm, string name) { FsmGameObject val = fsm.FindGameObjectVariable(name); if (val != null) { return val; } return fsm.AddGameObjectVariable(name); } } internal static class ImageUtil { public static byte[] GetBytesFromResources(this Assembly asm, string fileName) { string[] manifestResourceNames = asm.GetManifestResourceNames(); string[] array = manifestResourceNames; foreach (string text in array) { if (!text.EndsWith(fileName)) { continue; } using Stream stream = asm.GetManifestResourceStream(text); if (stream == null) { continue; } byte[] array2 = new byte[stream.Length]; stream.Read(array2, 0, array2.Length); stream.Dispose(); return array2; } return null; } public static Texture2D GetTextureFromResources(string fileName) { //IL_0003: Unknown result type (might be due to invalid IL or missing references) //IL_0009: Expected O, but got Unknown Texture2D val = new Texture2D(2, 2); byte[] bytesFromResources = Assembly.GetCallingAssembly().GetBytesFromResources(fileName); if (bytesFromResources == null) { return null; } ImageConversion.LoadImage(val, bytesFromResources); val.Apply(); return val; } } public class InvokeCoroutine : FsmStateAction { private readonly Func<IEnumerator> _coroutine; private readonly bool _wait; public InvokeCoroutine(Func<IEnumerator> coroutine, bool wait) { _coroutine = coroutine; _wait = wait; } private IEnumerator Coroutine() { yield return _coroutine(); ((FsmStateAction)this).Finish(); } public override void OnEnter() { ((FsmStateAction)this).Fsm.Owner.StartCoroutine(_wait ? Coroutine() : _coroutine()); if (!_wait) { ((FsmStateAction)this).Finish(); } } } public class InvokeMethod : FsmStateAction { private readonly Action _action; public InvokeMethod(Action action) { _action = action; } public override void OnEnter() { _action(); ((FsmStateAction)this).Finish(); } } public class Audioplayer { public void PlayOneShotDelay(GameObject audio, Vector3 origin, AudioClip clip, float delay) { //IL_000e: Unknown result type (might be due to invalid IL or missing references) //IL_000f: Unknown result type (might be due to invalid IL or missing references) ((MonoBehaviour)GameManager.instance).StartCoroutine(PlayAndRecycle()); IEnumerator PlayAndRecycle() { GameObject audioPlayer = ObjectPoolExtensions.Spawn(audio, origin); AudioSource audioSource = audioPlayer.GetComponent<AudioSource>(); audioSource.clip = clip; audioSource.pitch = 1f; audioSource.volume = 2f; yield return (object)new WaitForSeconds(delay); audioSource.Play(); yield return (object)new WaitForSeconds(clip.length); audioSource.clip = null; } } public void PlayOneShot(GameObject audio, Vector3 origin, AudioClip clip) { //IL_0003: Unknown result type (might be due to invalid IL or missing references) PlayOneShotDelay(audio, origin, clip, 0.1f); } } [RequireComponent(typeof(tk2dSpriteAnimator))] [RequireComponent(typeof(PlayMakerFSM))] internal class FraudLaceBoss : MonoBehaviour { private tk2dSpriteAnimator? LLaceAnim; private PlayMakerFSM? _control; private PlayMakerFSM? _bullet; private PlayMakerFSM? _phase; private PlayMakerFSM? _title; private GameObject? LLace; private GameObject? title; private GameObject? scene; private GameObject? abysswave; private GameObject? whipG; private GameObject? whipA; private GameObject? glob; private GameObject? voidhole1; private GameObject? web; private List<ModifierBase>? AllModifiers; private void Awake() { //IL_001b: Unknown result type (might be due to invalid IL or missing references) ((Component)this).gameObject.transform.localScale = new Vector3(1.2f, 1.2f, 1.2f); ComponentGetter(); ((MonoBehaviour)this).StartCoroutine(Health()); ApplyAllModifiers(); } private void ComponentGetter() { //IL_0114: Unknown result type (might be due to invalid IL or missing references) LLaceAnim = ((Component)this).GetComponent<tk2dSpriteAnimator>(); _control = FSMUtility.LocateMyFSM(((Component)this).gameObject, "Control"); _bullet = FSMUtility.LocateMyFSM(((Component)this).gameObject, "Summon Bullets"); _phase = FSMUtility.LocateMyFSM(((Component)this).gameObject, "Death Control"); scene = ((Component)((Component)this).gameObject.transform.parent).gameObject; LLace = ((Component)this).gameObject; whipG = ((Component)((Component)this).gameObject.transform.Find("Whip Attack G")).gameObject; whipA = ((Component)((Component)this).gameObject.transform.Find("Whip Attack A")).gameObject; web = ((Component)scene.transform.Find("Black Thread Attack (deprecated)")).gameObject; FsmState? state = _control.GetState("Vomit Fire"); glob = ((state != null) ? state.GetAction<SpawnObjectFromGlobalPool>(4).gameObject.Value : null); voidhole1 = VoidholeSetup(new Vector3(30f, 16f, 0f)); title = ((Component)scene.transform.Find("Boss Title")).gameObject; abysswave = ((Component)scene.transform.Find("Abyss Wave")).gameObject; _title = FSMUtility.LocateMyFSM(title, "Title Control"); } private GameObject VoidholeSetup(Vector3 pos) { //IL_0006: 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_0036: 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_0056: Unknown result type (might be due to invalid IL or missing references) //IL_005b: 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_0094: Unknown result type (might be due to invalid IL or missing references) //IL_0099: 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) GameObject val = Object.Instantiate<GameObject>(ImportLoader.GetVoidHole(), pos, Quaternion.Euler(0f, 0f, -90f)); val.transform.localScale = new Vector3(2.5f, 2.5f, 2.5f); GameObject val2 = Object.Instantiate<GameObject>(ImportLoader.GetVoidAura(), pos + new Vector3(-2f, 2.5f, 0f), Quaternion.Euler(0f, 0f, 180f)); GameObject val3 = Object.Instantiate<GameObject>(ImportLoader.GetVoidAura(), pos + new Vector3(-2f, -2f, 0f), Quaternion.identity); GameObject[] array = (GameObject[])(object)new GameObject[2] { val2, val3 }; foreach (GameObject val4 in array) { val4.transform.localScale = new Vector3(0.23f, 2f, 2f); Object.Destroy((Object)(object)((Component)val4.transform.Find("Edge R")).gameObject); Object.Destroy((Object)(object)((Component)val4.transform.Find("Edge L")).gameObject); val4.transform.SetParent(val.transform); val4.SetActive(true); } return val; } private void ApplyAllModifiers() { AllModifiers = new List<ModifierBase>(14) { new SpeedModifier(_control, LLaceAnim), new TripleSlashModifier(_control, voidhole1), new WhipsModifier(_control, whipG, whipA, voidhole1), new GroundTendrilsModifier(_control), new AttackChoiceModifier(_control), new JumpSlashModifier(_control, LLace, glob), new ChargeModifier(_control, voidhole1), new CircleSlashModifier(_control, _bullet), new SpitModifier(_control, voidhole1), new ShootModifier(_control, _bullet, voidhole1), new TitleModifier(_title, title), new VoidHole(voidhole1), new VoidRain(_control, glob, abysswave), new VoidWebs(_control, web) }; foreach (ModifierBase allModifier in AllModifiers) { allModifier.StartModifier(); } _control.GetState("P2 Shift 1").AddMethod(delegate { foreach (ModifierBase allModifier2 in AllModifiers) { allModifier2.Phase2Modifier(); } }); _control.GetState("P3 Roar").AddMethod(delegate { foreach (ModifierBase allModifier3 in AllModifiers) { allModifier3.Phase3Modifier(); } }); _control.GetState("P4 Shift 1").AddMethod(delegate { foreach (ModifierBase allModifier4 in AllModifiers) { allModifier4.Phase4Modifier(); } }); } private IEnumerator Health() { yield return (object)new WaitForSeconds(0.5f); ((Component)this).gameObject.GetComponent<HealthManager>().hp = Constants.LLHP1; _control.fsm.GetFsmInt("P2 HP").Value = Constants.LLHP2; _control.fsm.GetFsmInt("P3 HP").Value = Constants.LLHP3; _control.fsm.GetFsmInt("P4 HP").Value = Constants.LLHP4; _phase.fsm.GetFsmInt("P2 HP").Value = Constants.LLHP2; _phase.fsm.GetFsmInt("P3 HP").Value = Constants.LLHP3; _phase.GetState("Can Die?").AddMethod(delegate { if (Object.op_Implicit((Object)(object)voidhole1)) { Object.Destroy((Object)(object)voidhole1); } }); } } internal class ImportLoader : MonoBehaviour { internal static GameObject? voidaura; internal static GameObject? voidsound; internal static GameObject? voidhole; internal static GameObject voidholeanim; internal static AudioClip webaudio; internal static AudioClip webaudio2; internal static RuntimeAnimatorController voidauraanim; internal static Texture2D holeTex = ImageUtil.GetTextureFromResources("voidhole.png"); private IEnumerator Start() { yield return AssetManager.LoadBundleAssets(); voidaura = ((Component)AssetManager.Get<GameObject>("Boss Scene").transform.Find("Soul_Snare").Find("Void Portal").Find("Hole")).gameObject; voidsound = AssetManager.Get<GameObject>("Black Thread Start Enemy Effect"); voidhole = AssetManager.Get<GameObject>("Abyss Mass"); voidholeanim = AssetManager.Get<GameObject>("Abyss Mass Anim"); webaudio = AssetManager.Get<AudioClip>("silk_boss_web_attack_buildup"); webaudio2 = AssetManager.Get<AudioClip>("silk_boss_web_attack_burst"); Object.Destroy((Object)(object)((Component)voidaura.transform.Find("Hole")).gameObject); Object.Destroy((Object)(object)((Component)voidaura.transform.Find("Pt Shade")).gameObject); Object.Destroy((Object)(object)((Component)voidaura.transform.Find("abyss_water_top")).gameObject); Object.Destroy((Object)(object)((Component)voidhole.transform.Find("Enemy Physics Pusher (Abyss Mass)")).gameObject); Object.Destroy((Object)(object)voidhole.GetComponent<Recoil>()); voidauraanim = AssetManager.Get<RuntimeAnimatorController>("abyss_water_70_percent0001"); voidaura.GetComponent<Animator>().runtimeAnimatorController = voidauraanim; voidhole.GetComponent<tk2dSpriteAnimator>().Library = voidholeanim.GetComponent<tk2dSpriteAnimation>(); ApplyTextureToTk2dSprite(voidhole, holeTex); Debug.Log((object)"EVERYTHING loaded in!"); } internal static GameObject GetVoidAura() { return voidaura; } internal static GameObject GetVoidSound() { return voidsound; } internal static GameObject GetVoidHole() { return voidhole; } internal static AudioClip GetWebAudio() { return webaudio; } internal static AudioClip GetWebAudio2() { return webaudio2; } private void OnDestroy() { AssetManager.UnloadManualBundles(); } private void ChangeTextures(GameObject target, Texture2D texture) { tk2dSprite component = ((Component)this).GetComponent<tk2dSprite>(); tk2dSpriteCollectionData collection = ((tk2dBaseSprite)component).Collection; for (int i = 0; i < collection.materials.Length; i++) { collection.materials[i].mainTexture = (Texture)(object)AssetManager.Get<Texture2D>($"atlas{i}"); } } public void ApplyTextureToTk2dSprite(GameObject target, Texture2D texture) { //IL_002b: 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_0039: Expected O, but got Unknown tk2dSprite component = target.GetComponent<tk2dSprite>(); tk2dSpriteCollectionSize component2 = ((Component)component).GetComponent<tk2dSpriteCollectionSize>(); ((tk2dBaseSprite)component).CurrentSprite.material.mainTexture = (Texture)(object)texture; Material material = new Material(Shader.Find("tk2d/BlendVertexColor")) { mainTexture = (Texture)(object)texture }; ((Component)component).GetComponent<Renderer>().material = material; ((tk2dBaseSprite)component).ForceBuild(); } } [BepInPlugin("FraudLace", "FraudLace", "1.0.0")] public class Plugin : BaseUnityPlugin { private static Harmony _harmony; private void Awake() { //IL_0011: Unknown result type (might be due to invalid IL or missing references) //IL_001b: Expected O, but got Unknown Debug.Log((object)"Plugin FraudLace (1.0.0) has loaded!"); _harmony = new Harmony("1.0.0"); MainPatches.Initialize(); _harmony.PatchAll(typeof(MainPatches)); } private void OnDestroy() { _harmony.UnpatchSelf(); AssetManager.UnloadAll(); } } } namespace FraudLace.Patches { internal static class LanguagePatches { [HarmonyPostfix] [HarmonyPatch(typeof(Language), "Get", new Type[] { typeof(string), typeof(string) })] private static void ChangeLLaceTitle(string key, string sheetTitle, ref string __result) { //IL_0021: Unknown result type (might be due to invalid IL or missing references) //IL_0026: Unknown result type (might be due to invalid IL or missing references) //IL_002b: Unknown result type (might be due to invalid IL or missing references) //IL_002e: Invalid comparison between Unknown and I4 //IL_0056: Unknown result type (might be due to invalid IL or missing references) //IL_005b: Unknown result type (might be due to invalid IL or missing references) //IL_0060: Unknown result type (might be due to invalid IL or missing references) //IL_0063: Invalid comparison between Unknown and I4 //IL_0032: Unknown result type (might be due to invalid IL or missing references) //IL_0035: Invalid comparison between Unknown and I4 if (1 == 0) { } string text2; if (!(key == "LOST_LACE_MAIN")) { if (key == "LOST_LACE_SUPER") { LanguageCode val = Language.CurrentLanguage(); if (1 == 0) { } string text = (((int)val != 117) ? __result : "중2병에 빠진"); if (1 == 0) { } text2 = text; } else { text2 = __result; } } else { LanguageCode val2 = Language.CurrentLanguage(); if (1 == 0) { } string text = (((int)val2 == 44) ? "Fraud Lace" : (((int)val2 != 117) ? __result : "레이스")); if (1 == 0) { } text2 = text; } if (1 == 0) { } __result = text2; } } internal static class MainPatches { private static Harmony _harmony; internal static GameObject mothersilk; internal static GameObject LostLace; internal static GameObject bullet; internal static GameObject gtendril; internal static void Initialize() { //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_0010: Expected O, but got Unknown _harmony = new Harmony("MainPatches"); } [HarmonyPrefix] [HarmonyPatch(typeof(GameManager), "Awake")] private static void InitAssetManager(GameManager __instance) { ((MonoBehaviour)__instance).StartCoroutine(AssetManager.Init()); } [HarmonyPostfix] [HarmonyPatch(typeof(GameManager), "SetLoadedGameData", new Type[] { typeof(SaveGameData), typeof(int) })] private static void PatchLostLace(GameManager __instance) { __instance.GetSaveStatsForSlot(PlayerData.instance.profileID, (Action<SaveStats, string>)delegate { ((Component)__instance).gameObject.AddComponent<ImportLoader>(); _harmony.PatchAll(typeof(LanguagePatches)); }); } [HarmonyPrefix] [HarmonyPatch(typeof(PlayMakerFSM), "Start")] private static void ModifyLace(PlayMakerFSM __instance) { if (((Object)__instance).name == "Lost Lace Boss" && !Object.op_Implicit((Object)(object)((Component)__instance).gameObject.GetComponent<FraudLaceBoss>())) { ((Component)__instance).gameObject.AddComponent<FraudLaceBoss>(); LostLace = ((Component)__instance).gameObject; mothersilk = ((Component)((Component)__instance).gameObject.transform.parent.Find("Abyss_Cocoon_Silk")).gameObject; } if (((Object)__instance).name.Contains("Lost Lace Summon Bullet") && !Object.op_Implicit((Object)(object)((Component)__instance).gameObject.GetComponent<Bullets>())) { bullet = ((Component)__instance).gameObject; ((Component)__instance).gameObject.AddComponent<Bullets>(); } if (((Object)__instance).name.Contains("Lost Lace Ground Tendril") && !Object.op_Implicit((Object)(object)gtendril)) { gtendril = ((Component)__instance).gameObject; } } [HarmonyPostfix] [HarmonyPatch(typeof(GameManager), "ReturnToMainMenu")] private static IEnumerator Unpatch(IEnumerator result) { while (result.MoveNext()) { yield return result.Current; } _harmony.UnpatchSelf(); } } } namespace FraudLace.Modifiers { internal class AttackChoiceModifier(PlayMakerFSM _control) : ModifierBase() { internal override void StartModifier() { FsmState state = _control.GetState("Attack Choice"); state.RemoveAction(11); state.GetAction<SendRandomEventV4>(10).activeBool = FsmBool.op_Implicit(false); } internal override void Phase2Modifier() { } internal override void Phase3Modifier() { } internal override void Phase4Modifier() { } } internal class ChargeModifier(PlayMakerFSM _control, GameObject voidhole) : ModifierBase() { internal override void StartModifier() { FsmInt intVariable = _control.GetIntVariable("Charges Performed"); FsmInt val = _control.AddIntVariable("Charge Count"); FsmFloat val2 = _control.AddFloatVariable("Charge Speed"); FsmFloat floatVariable = _control.GetFloatVariable("Charge Time"); val.value = 4; FsmState state = _control.GetState("Charge Break"); FsmState state2 = _control.AddState("Long Charge"); FsmState state3 = _control.AddState("Quick Charge"); state2.AddTransition("FINISHED", "Charge"); state3.AddTransition("FINISHED", "Charge"); FsmEvent val3 = state.AddTransition("L", "Long Charge"); FsmEvent val4 = state.AddTransition("R", "Quick Charge"); state.InsertAction(1, ActionUtil.SimpleRandomEvent((FsmEvent[])(object)new FsmEvent[2] { val3, val4 }, (FsmFloat[])(object)new FsmFloat[2] { FsmFloat.op_Implicit(0.5f), FsmFloat.op_Implicit(0.5f) }, (FsmInt[])(object)new FsmInt[2] { FsmInt.op_Implicit(1), FsmInt.op_Implicit(1) }, (FsmInt[])(object)new FsmInt[2] { FsmInt.op_Implicit(1), FsmInt.op_Implicit(1) }, _control.GetBoolVariable("Phase 2"))); state2.AddActions(ActionUtil.IntSetter(val, FsmInt.op_Implicit(4)), ActionUtil.FloatSetter(floatVariable, FsmFloat.op_Implicit(0.5f))); state3.AddActions(ActionUtil.IntSetter(val, FsmInt.op_Implicit(8)), ActionUtil.FloatSetter(floatVariable, FsmFloat.op_Implicit(0.15f))); FsmEvent fsmEvent = FsmEvent.GetFsmEvent("COMBO"); FsmEvent fsmEvent2 = FsmEvent.GetFsmEvent("FINISHED"); _control.GetState("Charge Crossup?").RemoveAction(2); _control.GetState("Cross To New Move?").RemoveAction(0); _control.GetState("Charge Crossup?").InsertAction(2, ActionUtil.IntComparer(intVariable, val, fsmEvent, fsmEvent, null)); _control.GetState("Cross To New Move?").InsertAction(0, ActionUtil.IntComparer(intVariable, val, fsmEvent2, null, fsmEvent2)); _control.GetState("Charge").GetAction<SetVelocityByScale>(0).speed = FsmFloat.op_Implicit(100f); _control.GetState("Crossup Antic").RemoveAction(3); Debug.Log((object)"Charge Edit Done!"); } internal override void Phase2Modifier() { } internal override void Phase3Modifier() { _control.GetState("Will Counter?").AddMethod(delegate { //IL_000b: Unknown result type (might be due to invalid IL or missing references) //IL_0021: Unknown result type (might be due to invalid IL or missing references) //IL_005b: Unknown result type (might be due to invalid IL or missing references) float x = HeroController.instance.transform.position.x; float x2 = voidhole.transform.position.x; voidhole.GetComponent<Rigidbody2D>().linearDamping = 0.5f; voidhole.GetComponent<Rigidbody2D>().AddForce(new Vector2((x - x2) * 0.5f, 0f), (ForceMode2D)1); }); } internal override void Phase4Modifier() { } } internal class CircleSlashModifier : ModifierBase { private GameObject circle; internal int phase; public CircleSlashModifier(PlayMakerFSM _control, PlayMakerFSM _bullet) { <_bullet>P = _bullet; base..ctor(); } internal override void StartModifier() { <_bullet>P.GetState("Catcher Start").InsertAction(4, (FsmStateAction)(object)new InvokeMethod(BlackSlash)); <_bullet>P.GetState("Remaining Catchers").InsertAction(10, (FsmStateAction)(object)new InvokeMethod(BlackSlash)); <_bullet>P.GetState("Remaining Catchers").InsertAction(6, (FsmStateAction)(object)new InvokeMethod(BlackSlash)); <_bullet>P.GetState("Remaining Catchers").InsertAction(2, (FsmStateAction)(object)new InvokeMethod(BlackSlash)); void BlackSlash() { GameObject value = <_bullet>P.fsm.GetFsmGameObject("Projectile").value; if (!Object.op_Implicit((Object)(object)value.GetComponent<BlackSlasher>())) { value.AddComponent<BlackSlasher>(); } if (Object.op_Implicit((Object)(object)value.GetComponent<BlackSlasher>())) { value.GetComponent<BlackSlasher>().Dimmer(phase); } } } internal override void Phase2Modifier() { phase++; } internal override void Phase3Modifier() { phase++; } internal override void Phase4Modifier() { phase++; } } internal class BlackSlasher : MonoBehaviour { private SpriteRenderer circle1; private SpriteRenderer circle2; private SpriteRenderer circle3; private void Awake() { //IL_0080: 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_00a2: Unknown result type (might be due to invalid IL or missing references) circle1 = ((Component)((Component)this).gameObject.transform.Find("pointer glow")).gameObject.GetComponent<SpriteRenderer>(); circle2 = ((Component)((Component)this).gameObject.transform.Find("pointer glow").Find("haze2")).gameObject.GetComponent<SpriteRenderer>(); circle3 = ((Component)((Component)this).gameObject.transform.Find("cross slash range")).gameObject.GetComponent<SpriteRenderer>(); circle1.color = Color.black; circle2.color = Color.black; circle3.color = Color.black; Object.Destroy((Object)(object)((Component)((Component)this).gameObject.transform.Find("pointer glow").Find("Burst")).gameObject); } internal void Dimmer(int phase) { if (phase == 1) { ((Component)((Component)this).gameObject.transform.Find("pointer glow")).gameObject.SetActive(false); } if (phase == 2) { ((Component)((Component)this).gameObject.transform.Find("pointer glow")).gameObject.SetActive(true); ((Component)((Component)this).gameObject.transform.Find("cross slash range")).gameObject.SetActive(false); } if (phase == 3) { ((Component)((Component)this).gameObject.transform.Find("cross slash range")).gameObject.SetActive(false); ((Component)((Component)this).gameObject.transform.Find("pointer glow")).gameObject.SetActive(false); } } } internal class SpitModifier(PlayMakerFSM _control, GameObject voidhole) : ModifierBase() { private FsmState? Fire; internal override void StartModifier() { FsmState? state = _control.GetState("Vomit Start"); if (state != null) { state.GetAction<SetIntValue>(3).intValue = FsmInt.op_Implicit(Constants.globcount); } Fire = _control.GetState("Vomit Fire"); Fire.GetAction<FloatAdd>(8).add = FsmFloat.op_Implicit(4.5f); Fire.GetAction<FloatAdd>(9).add = FsmFloat.op_Implicit(-4.5f); Fire.GetAction<Wait>(11).time = FsmFloat.op_Implicit(0.03f); } internal override void Phase2Modifier() { Fire.InsertAction(0, ActionUtil.RandomFloatSetter(_control.fsm.GetFsmFloat("Velocity Y"), 18f, 28f)); Debug.Log((object)"GlobSpit P2"); } internal override void Phase3Modifier() { Fire.AddActions(ActionUtil.EventSender(FsmGameObject.op_Implicit(voidhole), FsmString.op_Implicit("VOMIT"))); } internal override void Phase4Modifier() { } } internal class GroundTendrilsModifier(PlayMakerFSM _control) : ModifierBase() { private FsmBool T2; internal override void StartModifier() { FsmState? state = _control.GetState("Summon Tendril"); if (state != null) { state.GetAction<SetIntValue>(1).intValue = FsmInt.op_Implicit(Constants.tendrilcount); } FsmState? state2 = _control.GetState("Summon Loop"); if (state2 != null) { state2.GetAction<FloatAddRandom>(0).addMin = FsmFloat.op_Implicit(-7f); } FsmState? state3 = _control.GetState("Summon Loop"); if (state3 != null) { state3.GetAction<FloatAddRandom>(0).addMax = FsmFloat.op_Implicit(-7f); } FsmState? state4 = _control.GetState("Summon Loop"); if (state4 != null) { state4.GetAction<FloatAddRandom>(3).addMin = FsmFloat.op_Implicit(7f); } FsmState? state5 = _control.GetState("Summon Loop"); if (state5 != null) { state5.GetAction<FloatAddRandom>(3).addMax = FsmFloat.op_Implicit(7f); } FsmState state6 = _control.AddState("Tendril Again?"); FsmState state7 = _control.AddState("Tendril Again Delay"); T2 = _control.fsm.AddBoolVariable("Tendril Two"); T2.value = true; FsmEvent val = state6.AddTransition("FINISHED", "Attack Choice"); FsmEvent val2 = state6.AddTransition("RETENDRIL", "Tendril Again Delay"); FsmEvent val3 = state7.AddTransition("FINISHED", "Summon Tendril"); _control.ChangeTransition("Summon Thwip", "FINISHED", "Tendril Again?"); state6.AddActions(ActionUtil.SimpleRandomEvent((FsmEvent[])(object)new FsmEvent[2] { val, val2 }, (FsmFloat[])(object)new FsmFloat[2] { FsmFloat.op_Implicit(0.5f), FsmFloat.op_Implicit(0.5f) }, (FsmInt[])(object)new FsmInt[2] { FsmInt.op_Implicit(1), FsmInt.op_Implicit(1) }, (FsmInt[])(object)new FsmInt[2] { FsmInt.op_Implicit(1), FsmInt.op_Implicit(1) }, T2)); state7.AddAction(ActionUtil.Waiter(0.75f)); } internal override void Phase2Modifier() { T2.value = true; } internal override void Phase3Modifier() { } internal override void Phase4Modifier() { } } internal class JumpSlashModifier(PlayMakerFSM _control, GameObject lace, GameObject glob) : ModifierBase() { internal override void StartModifier() { FsmState state = _control.GetState("J Slash Multi"); state.GetAction<SetVelocityAsAngle>(7).speed = FsmFloat.op_Implicit(100f); state.AddAction((FsmStateAction)(object)new InvokeCoroutine(JumpGlobspawn, wait: false)); _control.GetState("Downstab").GetAction<SetVelocityAsAngle>(0).speed = FsmFloat.op_Implicit(80f); } internal override void Phase2Modifier() { _control.GetState("Downstab Land").ChangeTransition("FINISHED", "Slam"); } internal override void Phase3Modifier() { } internal override void Phase4Modifier() { } private IEnumerator JumpGlobspawn() { for (int i = 0; i < 4; i++) { yield return (object)new WaitForSeconds(0.2f); GameObject dropglob = Object.Instantiate<GameObject>(glob, lace.transform.position, Quaternion.identity); dropglob.SetActive(true); } } } internal class ShootModifier(PlayMakerFSM _control, PlayMakerFSM _bullet, GameObject voidhole) : ModifierBase() { private int bulletcount = 20; internal override void StartModifier() { _bullet.GetState("Set Amount").GetAction<SetIntValue>(0).intValue = FsmInt.op_Implicit(bulletcount); _bullet.GetState("Start Pause").GetAction<Wait>(0).time = FsmFloat.op_Implicit(Constants.bulletdelay); _bullet.GetState("Repeat Pause").GetAction<Wait>(0).time = FsmFloat.op_Implicit(Constants.bulletdelay); } internal override void Phase2Modifier() { bulletcount = 15; _bullet.GetState("Set Pos").GetAction<RandomFloat>(0).min = FsmFloat.op_Implicit(8f); } internal override void Phase3Modifier() { _control.GetState("Bullet S Type").RemoveAction(1); _control.GetState("Bullet S Type").InsertAction(0, ActionUtil.EventSender(FsmGameObject.op_Implicit(voidhole), FsmString.op_Implicit("SHOT"))); } internal override void Phase4Modifier() { } } [RequireComponent(typeof(PlayMakerFSM))] internal class Bullets : MonoBehaviour { private void Awake() { FsmState state = FSMUtility.LocateMyFSM(((Component)this).gameObject, "Control").GetState("Antic"); state.GetAction<Wait>(1).time = FsmFloat.op_Implicit(0.5f); state.GetAc