Decompiled source of CelestialTintShadowFix v1.0.0

CelestialTintShadowFix.dll

Decompiled 5 months ago
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Logging;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using UnityEngine;
using UnityEngine.SceneManagement;

[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("CelestialTintShadowFix")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyDescription("A small patch to fix celestial tint shadow cascading")]
[assembly: AssemblyFileVersion("0.1.0.0")]
[assembly: AssemblyInformationalVersion("0.1.0")]
[assembly: AssemblyProduct("CelestialTintShadowFix")]
[assembly: AssemblyTitle("CelestialTintShadowFix")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("0.1.0.0")]
[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 CelestialTintShadowFix
{
	[BepInPlugin("funky.celestialTintShadowFix", "CelestialTintShadowFix", "1.0.0")]
	public class CTShadowFix : BaseUnityPlugin
	{
		public const string modGUID = "funky.celestialTintShadowFix";

		public const string modName = "CelestialTintShadowFix";

		public const string modVersion = "1.0.0";

		private Harmony _harmony = new Harmony("funky.celestialTintShadowFix");

		internal static ManualLogSource mls = Logger.CreateLogSource("funky.celestialTintShadowFix");

		private void Awake()
		{
			mls.LogInfo((object)"Awake called, patching methods for CelestialTintShadowFix");
			SceneManager.sceneLoaded += OnSceneLoaded;
		}

		private void OnDestroy()
		{
			SceneManager.sceneLoaded -= OnSceneLoaded;
		}

		private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
		{
			FixDirectionalLights();
		}

		private void FixDirectionalLights()
		{
			List<Light> list = (from l in Object.FindObjectsOfType<Light>()
				where (int)l.type == 1
				select l).ToList();
			if (list.Count <= 1)
			{
				mls.LogDebug((object)$"Found {list.Count} directional light(s). No need to adjust shadows.");
				return;
			}
			try
			{
				mls.LogDebug((object)$"Found {list.Count} directional lights. Setting shadows to None for all but the brightest one");
				Light val = list.OrderByDescending((Light l) => l.intensity).First();
				foreach (Light item in list)
				{
					if ((Object)(object)item != (Object)(object)val)
					{
						mls.LogDebug((object)$"Setting shadows to None for light: {((Object)item).name} with intensity {item.intensity}");
						item.shadows = (LightShadows)0;
					}
				}
			}
			catch (Exception arg)
			{
				mls.LogError((object)$"Error while fixing directional lights: {arg}");
			}
		}
	}
	public static class PluginInfo
	{
		public const string PLUGIN_GUID = "CelestialTintShadowFix";

		public const string PLUGIN_NAME = "CelestialTintShadowFix";

		public const string PLUGIN_VERSION = "0.1.0";
	}
}