using System;
using System.Diagnostics;
using System.Drawing;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Logging;
using BepInEx.Unity.IL2CPP;
using Il2CppInterop.Runtime.Injection;
using Il2CppInterop.Runtime.InteropTypes.Arrays;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETCoreApp,Version=v6.0", FrameworkDisplayName = ".NET 6.0")]
[assembly: AssemblyCompany("YourFlagYourShip")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("YourFlagYourShip")]
[assembly: AssemblyTitle("YourFlagYourShip")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
namespace YourFlagYourShip;
[BepInPlugin("com.maxi.yourflagyourship", "YourFlagYourShip", "1.0.0")]
public class YourFlagYourShipPlugin : BasePlugin
{
public override void Load()
{
ClassInjector.RegisterTypeInIl2Cpp<FlagBehaviour>();
((BasePlugin)this).AddComponent<FlagBehaviour>();
((BasePlugin)this).Log.LogInfo((object)"YourFlagYourShip loaded! F10 = re-apply custom flag texture");
}
}
public class FlagBehaviour : MonoBehaviour
{
private static ManualLogSource _log;
private Texture2D _customFlag;
private Texture2D _blackTex;
private bool _flagLoaded;
private const string FlagFileName = "flag_custom.png";
private bool _f10Prev;
public FlagBehaviour(IntPtr ptr)
: base(ptr)
{
}
private void Awake()
{
_log = Logger.CreateLogSource("YourFlagYourShip");
Object.DontDestroyOnLoad((Object)(object)((Component)this).gameObject);
}
private void Start()
{
LoadCustomFlag();
}
private void Update()
{
Keyboard current = Keyboard.current;
if (current != null)
{
bool isPressed = ((ButtonControl)current[(Key)103]).isPressed;
if (isPressed && !_f10Prev)
{
ReplaceFlag();
}
_f10Prev = isPressed;
}
}
private void LoadCustomFlag()
{
//IL_007d: Unknown result type (might be due to invalid IL or missing references)
//IL_0083: Expected O, but got Unknown
//IL_0097: Unknown result type (might be due to invalid IL or missing references)
//IL_009e: Expected O, but got Unknown
//IL_00f7: Unknown result type (might be due to invalid IL or missing references)
_log.LogInfo((object)"LoadCustomFlag called, searching in PluginPath...");
try
{
string pluginPath = Paths.PluginPath;
_log.LogInfo((object)("Plugin dir: [" + pluginPath + "]"));
string text = Path.Combine(pluginPath, "flag_custom.png");
if (!File.Exists(text))
{
_log.LogWarning((object)("flag_custom.png not found: [" + text + "]"));
return;
}
_log.LogInfo((object)("Loading flag via System.Drawing: [" + text + "]"));
Bitmap val = new Bitmap(text);
try
{
int width = ((Image)val).Width;
int height = ((Image)val).Height;
Texture2D val2 = new Texture2D(width, height, (TextureFormat)4, false);
for (int i = 0; i < height; i++)
{
for (int j = 0; j < width; j++)
{
Color pixel = val.GetPixel(j, height - 1 - i);
val2.SetPixel(j, i, new Color((float)(int)pixel.R / 255f, (float)(int)pixel.G / 255f, (float)(int)pixel.B / 255f, (float)(int)pixel.A / 255f));
}
}
val2.Apply();
((Object)val2).name = "flag_custom";
_customFlag = val2;
_flagLoaded = true;
_log.LogInfo((object)("Flag loaded OK: " + width + "x" + height));
ReplaceFlag();
}
finally
{
((IDisposable)val)?.Dispose();
}
}
catch (Exception ex)
{
_log.LogError((object)("LoadCustomFlag error: " + ex.Message));
}
}
private Texture2D GetBlackTex()
{
//IL_001a: Unknown result type (might be due to invalid IL or missing references)
//IL_0024: Expected O, but got Unknown
//IL_003a: 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)
if ((Object)(object)_blackTex != (Object)null)
{
return _blackTex;
}
_blackTex = new Texture2D(4, 4, (TextureFormat)4, false);
Color32[] array = (Color32[])(object)new Color32[16];
for (int i = 0; i < 16; i++)
{
array[i] = new Color32((byte)0, (byte)0, (byte)0, byte.MaxValue);
}
_blackTex.SetPixels32(Il2CppStructArray<Color32>.op_Implicit(array));
_blackTex.Apply();
return _blackTex;
}
private void ReplaceFlag()
{
//IL_00e0: Unknown result type (might be due to invalid IL or missing references)
//IL_00f0: Unknown result type (might be due to invalid IL or missing references)
//IL_013e: Unknown result type (might be due to invalid IL or missing references)
if (!_flagLoaded || (Object)(object)_customFlag == (Object)null)
{
return;
}
int num = 0;
foreach (Material item in Resources.FindObjectsOfTypeAll<Material>())
{
if ((Object)(object)item == (Object)null || !((Object)item).name.Contains("flag_fabric_mat"))
{
continue;
}
try
{
_log.LogInfo((object)("Found flag_fabric_mat: [" + ((Object)item).name + "] shader=" + ((Object)item.shader).name));
try
{
if (item.HasProperty("_TintMask"))
{
item.SetTexture("_TintMask", (Texture)(object)GetBlackTex());
_log.LogInfo((object)"TintMask cleared");
}
}
catch (Exception ex)
{
_log.LogError((object)("TintMask clear FAILED: " + ex.Message));
}
try
{
item.SetTexture("_BaseColorMap", (Texture)(object)_customFlag);
item.SetTextureScale("_BaseColorMap", Vector2.one);
item.SetTextureOffset("_BaseColorMap", Vector2.zero);
_log.LogInfo((object)"BaseColorMap set OK");
}
catch (Exception ex2)
{
_log.LogError((object)("BaseColorMap set FAILED: " + ex2.Message));
}
try
{
if (item.HasProperty("_BaseColor"))
{
item.SetColor("_BaseColor", Color.white);
}
}
catch (Exception ex3)
{
_log.LogError((object)("BaseColor reset FAILED: " + ex3.Message));
}
num++;
}
catch (Exception ex4)
{
_log.LogWarning((object)("mat loop: " + ex4.Message));
}
}
if (num > 0)
{
_log.LogInfo((object)("Flag replaced (" + num + " mats)"));
}
else
{
_log.LogWarning((object)"ReplaceFlag: flag_fabric_mat not loaded yet — walk near a Saborian flag and press F10");
}
}
}