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103
Sinmai-Internal-Damage/Functions/Skins.cs
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103
Sinmai-Internal-Damage/Functions/Skins.cs
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@ -0,0 +1,103 @@
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using System.Globalization;
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using System.Reflection;
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using Manager;
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using Sinmai.Helper;
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using UnityEngine;
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namespace Sinmai.Functions
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{
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public class Skins
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{
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private static readonly BindingFlags BindFlags = BindingFlags.NonPublic | BindingFlags.Instance;
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private static readonly BindingFlags pBindFlags = BindingFlags.NonPublic;
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private static readonly BindingFlags iBindFlags = BindingFlags.Instance;
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private static readonly BindingFlags sBindFlags = BindingFlags.Static;
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private static UserInformationController lUserInformationController = GameObject
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.Find("LeftMonitor/CommonProcess(Clone)/RearCanvas/Sub/UI_UserInformation/UI_UserData/")
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.GetComponent<UserInformationController>();
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private static UserInformationController rUserInformationController = GameObject
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.Find("RightMonitor/CommonProcess(Clone)/RearCanvas/Sub/UI_UserInformation/UI_UserData/")
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.GetComponent<UserInformationController>();
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public static void GetTimer()
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{
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if (!Settings.CheckBox) return;
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Render.DrawString(new Vector2(200, 210), "CheckBox Checked", false);
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// CommonTimer (Unity.GameObject)
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var lCommonTimer = GameObject
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.Find("LeftMonitor/GenericProcess(Clone)/Canvas/Main/UI_Timer/CommonTimer(Clone)")
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.GetComponent<CommonTimer>();
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if (lCommonTimer != null)
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{
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var commonTimerType = typeof(TimerController);
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var countDownSecond = commonTimerType.GetField("_countDownSecond", BindFlags);
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Render.DrawString(new Vector2(200, 240), countDownSecond.GetValue(commonTimerType).ToString(),
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false);
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/*// 获取左屏幕的GenericProcess
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var lGenericProcess = GameObject.Find("LeftMonitor/GenericProcess(Clone)").GetComponent<GenericProcess>();
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// 定义GenericProcess的type
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Type genericProcessType = typeof(GenericProcess);
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// 从GenericProcess里获取private field timerController
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FieldInfo _timerController = genericProcessType.GetField("_timerController", BindFlags);
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// 获取timerController的值 (array)
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TimerController timerController = _timerController?.GetValue(lGenericProcess) as TimerController;
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// 定义TimerController的Type
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Type leftMonitorTimerControllerType = typeof(TimerController);
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// 从TimerController类里拿private field countDownSecond
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FieldInfo leftMonitorTimerControllerFi = leftMonitorTimerControllerType.GetField("_countDownSecond", BindFlags);
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// 修改 TimerController array 的值
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leftMonitorTimerControllerFi.SetValue(timerController, 99U);
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_timerController.SetValue(lGenericProcess, timerController);*/
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}
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else
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{
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Render.DrawString(new Vector2(200, 240), "CommonTimer = null", false);
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}
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/*
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if(Timer)
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Render.DrawString(new Vector2(200, 210), Timer.ToString(), false);
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else
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Render.DrawString(new Vector2(200, 210), "null object", false);*/
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}
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public static void PlayerOneOnly()
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{
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}
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public static void RateChanger()
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{
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if (!Settings.RateCheckBox) return;
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var rate = uint.Parse(Settings.RatingValue, NumberStyles.Integer);
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if (lUserInformationController != null)
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{
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lUserInformationController.SetUserRating(rate);
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}
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}
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public static void UdemaeChanger()
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{
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}
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public static void ModifyVersionNum()
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{
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if (!Settings.FrameCheckBox)
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return;
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// CommonTimer (Unity.GameObject)
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var UiFrame =
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GameObject.Find(
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"LeftMonitor/CommonProcess(Clone)/RearCanvas/Sub/UI_UserInformation/UI_UserData/UI_User/IMG_Frame/");
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Render.DrawString(new Vector2(200, 220), UiFrame.ToString(), false);
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}
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}
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}
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31
Sinmai-Internal-Damage/Functions/Timer.cs
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31
Sinmai-Internal-Damage/Functions/Timer.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using Manager;
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using Sinmai.Helper;
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using UnityEngine;
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namespace Sinmai.Functions
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{
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public class Timer
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{
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private static readonly BindingFlags pBindFlags = BindingFlags.NonPublic;
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private static readonly BindingFlags iBindFlags = BindingFlags.Instance;
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private static readonly BindingFlags sBindFlags = BindingFlags.Static;
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public static void InfinityFreedomTime()
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{
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if (!Settings.InfinityFreedomTimeCheckBox)
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return;
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var gameManagerType = typeof(GameManager);
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var freedomTime = gameManagerType.GetField("_freedomTime", sBindFlags | pBindFlags);
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freedomTime.SetValue(null, 6000000);
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// if (freedomTime != null)
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// Render.DrawString(new Vector2(200, 270), freedomTime.GetValue(null).ToString(), false);
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}
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}
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}
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@ -258,14 +258,14 @@
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Functions\Timer.cs" />
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<Compile Include="Functions\Skins.cs" />
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<Compile Include="Loader.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="UI\Menu.cs" />
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<Compile Include="Utils\Render.cs" />
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<Compile Include="UI\Settings.cs" />
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</ItemGroup>
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<ItemGroup>
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<Folder Include="Features\" />
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</ItemGroup>
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<ItemGroup />
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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</Project>
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using Sinmai.Helper;
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using Sinmai.Functions;
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using Sinmai.Helper;
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using UnityEngine;
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namespace Sinmai.UI
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{
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public class Menu : MonoBehaviour
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{
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private Rect Window;
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private bool MenuToggle = true;
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private Rect Window;
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private void Start()
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{
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Window = new Rect(20f, 60f, 250f, 350f);
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}
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private void Update()
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{
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if (Input.GetKeyDown(KeyCode.Insert)) //check Unity.Input when menu open unlock ur cursor
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MenuToggle = !MenuToggle;
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}
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private void OnGUI()
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{
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//Draw ur epic hek here
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if (MenuToggle)
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Window = GUILayout.Window(0, Window, new GUI.WindowFunction(RenderMenu), "unity internal gui", new GUILayoutOption[0]);
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Render.DrawCross(new Vector2(Screen.width /2, Screen.height /2), new Vector2(20, 20), 1f, new Color(0,255,0));
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Render.DrawString(new Vector2(200, 200), "Sinmai-Internal-Damage-Csharp", false);
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Window = GUILayout.Window(0, Window, RenderMenu, "Internal Damage for Sinmai");
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Render.DrawCross(new Vector2(Screen.width / 2, Screen.height / 2), new Vector2(20, 20), 1f,
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new Color(0, 255, 0));
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Render.DrawString(new Vector2(200, 200), "Sinmai-Internal-Damage-Csharp");
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Skins.ModifyVersionNum();
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Timer.InfinityFreedomTime();
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Skins.RateChanger();
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}
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private void RenderMenu(int id)
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@ -36,18 +40,23 @@ namespace Sinmai.UI
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switch (id)
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{
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case 0:
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Settings.CheckBox = GUILayout.Toggle(Settings.CheckBox, "hi checkbox", new GUILayoutOption[0]);
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GUILayout.Label("hi label", new GUILayoutOption[0]);
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GUILayout.Button("hi button", new GUILayoutOption[0]);
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GUILayout.Label("Skin Changer");
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Settings.RateCheckBox = GUILayout.Toggle(Settings.RateCheckBox, "Rate Hacking");
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if (Settings.RateCheckBox)
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Settings.RatingValue = GUILayout.TextArea(Settings.RatingValue, 5);
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if (GUILayout.Button("Unload", new GUILayoutOption[0]))
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GUILayout.Label("Misc");
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Settings.InfinityFreedomTimeCheckBox = GUILayout.Toggle(Settings.InfinityFreedomTimeCheckBox, "Infinity FreedomTime");
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if (GUILayout.Button("Unload"))
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Loader.Unload();
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break;
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default:
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GUILayout.Label("Test Area");
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Settings.FrameCheckBox = GUILayout.Toggle(Settings.FrameCheckBox, "Get Frame");
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break;
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}
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GUI.DragWindow();
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}
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}
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}
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}
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class Settings
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{
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public static bool CheckBox = false;
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public static bool FrameCheckBox = false;
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public static bool InfinityFreedomTimeCheckBox = false;
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public static bool RateCheckBox = false;
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public static string RatingValue = "13370";
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}
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}
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