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Decompiled source of PiosikDice v1.0.0
BepInEx/plugins/PiosikDice/DiceScrap.dll
Decompiled 2 years agousing System; using System.Diagnostics; using System.IO; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using BepInEx; using LethalLib.Modules; using Microsoft.CodeAnalysis; using UnityEngine; [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: IgnoresAccessChecksTo("")] [assembly: AssemblyCompany("Danrejk")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyDescription("An Inside Joke scrap item")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("Piosik Dice")] [assembly: AssemblyTitle("DiceScrap")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [module: UnverifiableCode] [module: RefSafetyRules(11)] namespace Microsoft.CodeAnalysis { [CompilerGenerated] [Microsoft.CodeAnalysis.Embedded] internal sealed class EmbeddedAttribute : Attribute { } } namespace System.Runtime.CompilerServices { [CompilerGenerated] [Microsoft.CodeAnalysis.Embedded] [AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)] internal sealed class RefSafetyRulesAttribute : Attribute { public readonly int Version; public RefSafetyRulesAttribute(int P_0) { Version = P_0; } } } namespace DiceScrap { [BepInPlugin("DiceScrap", "Piosik Dice", "1.0.0")] [BepInDependency(/*Could not decode attribute arguments.*/)] public class Plugin : BaseUnityPlugin { public static AssetBundle MyCustomAssets; public Item PiosikDice; private void Awake() { InitPiosikDie(); ((BaseUnityPlugin)this).Logger.LogInfo((object)"Dzień dobry, proszę o chwilę cierpliwości."); ((BaseUnityPlugin)this).Logger.LogInfo((object)"Plugin Piosik Dice is loaded!"); ((BaseUnityPlugin)this).Logger.LogWarning((object)"Proszę Państwa, mam w domu awarię wodną, dlatego sposób przekazania wyniku prac nad portfolio podam później."); } private void InitPiosikDie() { string text = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location) ?? throw new InvalidOperationException(), "piosikdiedata"); AssetBundle val = AssetBundle.LoadFromFile(text); PiosikDice = val.LoadAsset<Item>("Assets/piosikdiedata.asset"); if ((Object)(object)PiosikDice == (Object)null) { ((BaseUnityPlugin)this).Logger.LogError((object)"Could not load piosikdiedata item"); return; } GameObject spawnPrefab = PiosikDice.spawnPrefab; if ((Object)(object)spawnPrefab == (Object)null) { ((BaseUnityPlugin)this).Logger.LogError((object)"Could not load piosikdiedata prefab"); return; } PhysicsProp component = spawnPrefab.GetComponent<PhysicsProp>(); if ((Object)(object)component == (Object)null) { ((BaseUnityPlugin)this).Logger.LogError((object)"PhysicsProp is missing on the piosikdiedata prefab."); return; } int num = 30; Utilities.FixMixerGroups(PiosikDice.spawnPrefab); NetworkPrefabs.RegisterNetworkPrefab(PiosikDice.spawnPrefab); Items.RegisterScrap(PiosikDice, num, (LevelTypes)(-1)); } } public static class PluginInfo { public const string PLUGIN_GUID = "DiceScrap"; public const string PLUGIN_NAME = "Piosik Dice"; public const string PLUGIN_VERSION = "1.0.0"; } } namespace System.Runtime.CompilerServices { [AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)] internal sealed class IgnoresAccessChecksToAttribute : Attribute { public IgnoresAccessChecksToAttribute(string assemblyName) { } } }