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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<AssemblyName>ChangeCurrency</AssemblyName>
<Description>My first plugin</Description>
<Version>1.2.1</Version>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>latest</LangVersion>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="BepInEx.Analyzers" Version="1.*" PrivateAssets="all" />
<PackageReference Include="BepInEx.AssemblyPublicizer.MSBuild" Version="0.4.2">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="BepInEx.Core" Version="5.*" />
<PackageReference Include="BepInEx.PluginInfoProps" Version="1.*" />
<PackageReference Include="HarmonyX" Version="2.12.0" />
<PackageReference Include="UnityEngine.Modules" Version="2021.3.3" IncludeAssets="compile" />
</ItemGroup>
<ItemGroup Condition="'$(TargetFramework.TrimEnd(`0123456789`))' == 'net'">
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.2" PrivateAssets="all" />
</ItemGroup>
<ItemGroup>
<Reference Include="Assembly-CSharp" Publicize="true">
<HintPath>D:\SteamLibrary\steamapps\common\Supermarket Simulator\Supermarket Simulator_Data\Managed\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="MyBox" Publicize="true">
<HintPath>D:\SteamLibrary\steamapps\common\Supermarket Simulator\Supermarket Simulator_Data\Managed\MyBox.dll</HintPath>
</Reference>
<Reference Include="Unity.TextMeshPro">
<HintPath>D:\SteamLibrary\steamapps\common\Supermarket Simulator\Supermarket Simulator_Data\Managed\Unity.TextMeshPro.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.TextCoreFontEngineModule">
<HintPath>D:\SteamLibrary\steamapps\common\Supermarket Simulator\Supermarket Simulator_Data\Managed\UnityEngine.TextCoreFontEngineModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.TextCoreTextEngineModule">
<HintPath>D:\SteamLibrary\steamapps\common\Supermarket Simulator\Supermarket Simulator_Data\Managed\UnityEngine.TextCoreTextEngineModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.TextRenderingModule">
<HintPath>D:\SteamLibrary\steamapps\common\Supermarket Simulator\Supermarket Simulator_Data\Managed\UnityEngine.TextRenderingModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>D:\SteamLibrary\steamapps\common\Supermarket Simulator\Supermarket Simulator_Data\Managed\UnityEngine.UI.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Update="Properties\Resources.Designer.cs">
<DesignTime>True</DesignTime>
<AutoGen>True</AutoGen>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Update="Properties\Resources.resx">
<Generator>PublicResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
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<?xml version="1.0" encoding="utf-8"?>
<configuration>
<packageSources>
<add key="BepInEx" value="https://nuget.bepinex.dev/v3/index.json" />
</packageSources>
</configuration>

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using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using HarmonyLib;
using MyBox;
using System;
using System.Collections.Generic;
using System.Reflection.Emit;
using TMPro;
using UnityEngine;
using UnityEngine.TextCore.Text;
namespace ChangeCurrency
{
[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
public class Plugin : BaseUnityPlugin
{
public static ManualLogSource StaticLogger;
public static ConfigEntry<string> CurrencyPrefix;
public static ConfigEntry<string> CurrencySuffix;
public static ConfigEntry<string> CurrencyDecimalSeperator;
public static ConfigEntry<float> CoinValue1ct;
public static ConfigEntry<float> CoinValue5ct;
public static ConfigEntry<float> CoinValue10ct;
public static ConfigEntry<float> CoinValue25ct;
public static ConfigEntry<float> CoinValue50ct;
public static ConfigEntry<float> BillValue1d;
public static ConfigEntry<float> BillValue5d;
public static ConfigEntry<float> BillValue10d;
public static ConfigEntry<float> BillValue20d;
public static ConfigEntry<float> BillValue50d;
public static ConfigEntry<float> LowestBill;
public static ConfigEntry<string> TerminalSymbol;
public static ConfigEntry<string> ValueText1ct;
public static ConfigEntry<string> ValueText5ct;
public static ConfigEntry<string> ValueText10ct;
public static ConfigEntry<string> ValueText25ct;
public static ConfigEntry<string> ValueText50ct;
public static ConfigEntry<string> ValueText1d;
public static ConfigEntry<string> ValueText5d;
public static ConfigEntry<string> ValueText10d;
public static ConfigEntry<string> ValueText20d;
public static ConfigEntry<string> ValueText50d;
public static ConfigEntry<TextureType> Texture1ct;
public static ConfigEntry<TextureType> Texture5ct;
public static ConfigEntry<TextureType> Texture10ct;
public static ConfigEntry<TextureType> Texture25ct;
public static ConfigEntry<TextureType> Texture50ct;
public static ConfigEntry<TextureType> Texture1d;
public static ConfigEntry<TextureType> Texture5d;
public static ConfigEntry<TextureType> Texture10d;
public static ConfigEntry<TextureType> Texture20d;
public static ConfigEntry<TextureType> Texture50d;
private void Awake()
{
StaticLogger = Logger;
InitConfig();
Logger.LogInfo($"Plugin {PluginInfo.PLUGIN_GUID} is loaded! Applying patch...");
Harmony harmony = new Harmony(PluginInfo.PLUGIN_GUID);
harmony.PatchAll();
}
public enum MoneyType
{
CENT_1 = 0b0001, CENT_5 = 0b0010, CENT_10 = 0b0011, CENT_25 = 0b0100, CENT_50 = 0b0101,
DOLLAR_1 = 0b1001, DOLLAR_5 = 0b1010, DOLLAR_10 = 0b1011, DOLLAR_20 = 0b1100, DOLLAR_50 = 0b1101
}
public enum TextureType
{
USD, EUR, GBP, SGD, CAD
}
public static void ApplyMoneyTexture(MoneyType type, CheckoutDrawer instance, int instanceIndex, int prefabIndex)
{
var tex = GetMoneyTexture(type);
if (tex == null) return;
instance.gameObject.transform.GetChild(instanceIndex).GetChild(0).GetChild(0).GetComponentsInChildren<MeshRenderer>().ForEach(x => x.sharedMaterials.ForEach(y => y.mainTexture = tex));
Singleton<MoneyGenerator>.Instance.m_MoneyPrefabs[prefabIndex].GetComponent<MeshRenderer>().sharedMaterials.ForEach(x => x.mainTexture = tex);
}
private static Texture2D GetMoneyTexture(MoneyType type)
{
bool isBill = (((int)type) & 0b1000) == 0b1000;
Texture2D tex = new Texture2D(isBill ? 2048 : 1024, 1024);
var bytes = GetMoneyTextureBytes(type);
if (bytes == null) return null;
tex.LoadImage(bytes);
tex.Apply();
return tex;
}
private static byte[] GetMoneyTextureBytes(MoneyType type)
{
switch (type)
{
default:
case MoneyType.CENT_1:
switch (Texture1ct.Value)
{
case TextureType.EUR:
return Properties.Resources.eur_1;
case TextureType.GBP:
return Properties.Resources.gbp_1;
case TextureType.SGD:
return Properties.Resources.sgd_1;
case TextureType.CAD:
return Properties.Resources.cad_1;
case TextureType.USD:
default:
return null;
}
case MoneyType.CENT_5:
switch (Texture5ct.Value)
{
case TextureType.EUR:
return Properties.Resources.eur_5;
case TextureType.GBP:
return Properties.Resources.gbp_5;
case TextureType.SGD:
return Properties.Resources.sgd_5;
case TextureType.CAD:
return Properties.Resources.cad_5;
case TextureType.USD:
default:
return null;
}
case MoneyType.CENT_10:
switch (Texture10ct.Value)
{
case TextureType.EUR:
return Properties.Resources.eur_10;
case TextureType.GBP:
return Properties.Resources.gbp_10;
case TextureType.SGD:
return Properties.Resources.sgd_20;
case TextureType.CAD:
return Properties.Resources.cad_10;
case TextureType.USD:
default:
return null;
}
case MoneyType.CENT_25:
switch (Texture25ct.Value)
{
case TextureType.EUR:
return Properties.Resources.eur_20;
case TextureType.GBP:
return Properties.Resources.gbp_20;
case TextureType.SGD:
return Properties.Resources.sgd_50;
case TextureType.CAD:
return Properties.Resources.cad_25;
case TextureType.USD:
default:
return null;
}
case MoneyType.CENT_50:
switch (Texture50ct.Value)
{
case TextureType.EUR:
return Properties.Resources.eur_50;
case TextureType.GBP:
return Properties.Resources.gbp_50;
case TextureType.SGD:
return Properties.Resources.sgd1;
case TextureType.CAD:
return Properties.Resources.cad_50;
case TextureType.USD:
default:
return null;
}
case MoneyType.DOLLAR_1:
switch (Texture1d.Value)
{
case TextureType.EUR:
return Properties.Resources.eur1;
case TextureType.GBP:
return Properties.Resources.gbp1;
case TextureType.SGD:
return Properties.Resources.sgd2;
case TextureType.CAD:
return Properties.Resources.cad1;
case TextureType.USD:
default:
return null;
}
case MoneyType.DOLLAR_5:
switch (Texture5d.Value)
{
case TextureType.EUR:
return Properties.Resources.eur5;
case TextureType.GBP:
return Properties.Resources.gbp5;
case TextureType.SGD:
return Properties.Resources.sgd5;
case TextureType.CAD:
return Properties.Resources.cad5;
case TextureType.USD:
default:
return null;
}
case MoneyType.DOLLAR_10:
switch (Texture10d.Value)
{
case TextureType.EUR:
return Properties.Resources.eur10;
case TextureType.GBP:
return Properties.Resources.gbp10;
case TextureType.SGD:
return Properties.Resources.sgd10;
case TextureType.CAD:
return Properties.Resources.cad10;
case TextureType.USD:
default:
return null;
}
case MoneyType.DOLLAR_20:
switch (Texture20d.Value)
{
case TextureType.EUR:
return Properties.Resources.eur20;
case TextureType.GBP:
return Properties.Resources.gbp20;
case TextureType.SGD:
return Properties.Resources.sgd20;
case TextureType.CAD:
return Properties.Resources.cad20;
case TextureType.USD:
default:
return null;
}
case MoneyType.DOLLAR_50:
switch (Texture50d.Value)
{
case TextureType.EUR:
return Properties.Resources.eur50;
case TextureType.GBP:
return Properties.Resources.gbp50;
case TextureType.SGD:
return Properties.Resources.sgd50;
case TextureType.CAD:
return Properties.Resources.cad50;
case TextureType.USD:
default:
return null;
}
}
}
private void InitConfig()
{
CurrencyPrefix = Config.Bind("Money Text", "Prefix", "$", "The currency symbol (or arbitrary string) to use in front of the value, where the dollar sign would normally be.");
CurrencySuffix = Config.Bind("Money Text", "Suffix", "", "The currency symbol (or arbitrary string) to use after the value, where a euro sign might for example be.");
CurrencyDecimalSeperator = Config.Bind("Money Text", "Decimal Seperator", ".", "What symbol to use to seperate the whole number part from the fractional part.");
CoinValue1ct = Config.Bind("Cash Values", "1 Cent Coin", 0.01f, "What cash value the 1 cent coin should represent.");
CoinValue5ct = Config.Bind("Cash Values", "5 Cent Coin", 0.05f, "What cash value the 5 cent coin should represent.");
CoinValue10ct = Config.Bind("Cash Values", "10 Cent Coin", 0.1f, "What cash value the 10 cent coin should represent.");
CoinValue25ct = Config.Bind("Cash Values", "25 Cent Coin", 0.25f, "What cash value the 25 cent coin should represent.");
CoinValue50ct = Config.Bind("Cash Values", "50 Cent Coin", 0.5f, "What cash value the 50 cent coin should represent.");
BillValue1d = Config.Bind("Cash Values", "1 Dollar Bill", 1f, "What cash value the 1 dollar bill should represent.");
BillValue5d = Config.Bind("Cash Values", "5 Dollar Bill", 5f, "What cash value the 5 dollar bill should represent.");
BillValue10d = Config.Bind("Cash Values", "10 Dollar Bill", 10f, "What cash value the 10 dollar bill should represent.");
BillValue20d = Config.Bind("Cash Values", "20 Dollar Bill", 20f, "What cash value the 20 dollar bill should represent.");
BillValue50d = Config.Bind("Cash Values", "50 Dollar Bill", 50f, "What cash value the 50 dollar bill should represent.");
ValueText1ct = Config.Bind("Value Texts", "1 Cent Coin", "1¢", "What value text to display below the 1 cent coin.");
ValueText5ct = Config.Bind("Value Texts", "5 Cent Coin", "5¢", "What value text to display below the 5 cent coin.");
ValueText10ct = Config.Bind("Value Texts", "10 Cent Coin", "10¢", "What value text to display below the 10 cent coin.");
ValueText25ct = Config.Bind("Value Texts", "25 Cent Coin", "25¢", "What value text to display below the 25 cent coin.");
ValueText50ct = Config.Bind("Value Texts", "50 Cent Coin", "50¢", "What value text to display below the 50 cent coin.");
ValueText1d = Config.Bind("Value Texts", "1 Dollar Bill", "$1", "What value text to display above the 1 dollar bill.");
ValueText5d = Config.Bind("Value Texts", "5 Dollar Bill", "$5", "What value text to display above the 5 dollar bill.");
ValueText10d = Config.Bind("Value Texts", "10 Dollar Bill", "$10", "What value text to display above the 10 dollar bill.");
ValueText20d = Config.Bind("Value Texts", "20 Dollar Bill", "$20", "What value text to display above the 20 dollar bill.");
ValueText50d = Config.Bind("Value Texts", "50 Dollar Bill", "$50", "What value text to display above the 50 dollar bill.");
Texture1ct = Config.Bind("Texture Types", "1 Cent Coin", TextureType.USD, "What visual style this coin should have.");
Texture5ct = Config.Bind("Texture Types", "5 Cent Coin", TextureType.USD, "What visual style this coin should have.");
Texture10ct = Config.Bind("Texture Types", "10 Cent Coin", TextureType.USD, "What visual style this coin should have.");
Texture25ct = Config.Bind("Texture Types", "25 Cent Coin", TextureType.USD, "What visual style this coin should have.");
Texture50ct = Config.Bind("Texture Types", "50 Cent Coin", TextureType.USD, "What visual style this coin should have.");
Texture1d = Config.Bind("Texture Types", "1 Dollar Bill", TextureType.USD, "What visual style this bill should have.");
Texture5d = Config.Bind("Texture Types", "5 Dollar Bill", TextureType.USD, "What visual style this bill should have.");
Texture10d = Config.Bind("Texture Types", "10 Dollar Bill", TextureType.USD, "What visual style this bill should have.");
Texture20d = Config.Bind("Texture Types", "20 Dollar Bill", TextureType.USD, "What visual style this bill should have.");
Texture50d = Config.Bind("Texture Types", "50 Dollar Bill", TextureType.USD, "What visual style this bill should have.");
LowestBill = Config.Bind("Miscellaneous", "Lowest Bill", 1f, "The lowest value of money that should be considered a bill by the game.");
TerminalSymbol = Config.Bind("Miscellaneous", "Terminal Symbol", "$", "What symbol to display on the credit card terminal.");
}
}
public static class CheckoutDrawerPatch
{
[HarmonyPatch(typeof(CheckoutChangeManager), "SpawnMoney")]
public static class CheckoutChangeManager_SpawnMoney_Patch
{
public static void Prefix(bool isCoin) => Plugin.StaticLogger.LogWarning(isCoin);
}
[HarmonyPatch(typeof(CheckoutChangeManager), "AddOrRemoveMoney")]
public static class CheckoutChangeManager_AddOrRemoveMoney_Patch
{
public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
{
foreach (var instruction in instructions)
{
// Check if the instruction loads the constant 1f onto the stack
if (instruction.opcode == OpCodes.Ldc_R4 && (float)instruction.operand == 1f)
{
// Replace the constant 1f with your desired value (e.g., 2f)
yield return new CodeInstruction(OpCodes.Ldc_R4, Plugin.LowestBill.Value);
}
else
{
yield return instruction;
}
}
}
}
[HarmonyPatch(typeof(PosTerminal), "Start")]
public static class PosTerminal_Start_Patch
{
public static void Postfix(PosTerminal __instance)
{
string p = Plugin.TerminalSymbol.Value;
__instance.gameObject.transform.GetChild(2).GetChild(2).GetChild(1).GetComponent<TextMeshProUGUI>().text = p;
}
}
[HarmonyPatch(typeof(CheckoutDrawer), "Awake")]
public static class CheckoutDrawer_Awake_Patch
{
public static void Postfix(CheckoutDrawer __instance)
{
void UpdateText(TextMeshProUGUI text, string newText)
{
text.text = newText;
text.enableWordWrapping = false;
text.gameObject.SetActive(false);
text.gameObject.SetActive(true);
}
__instance.gameObject.transform.GetChild(6).GetComponent<MoneyPack>().Value = Plugin.CoinValue1ct.Value; // $0.01
__instance.gameObject.transform.GetChild(7).GetComponent<MoneyPack>().Value = Plugin.CoinValue5ct.Value; // $0.05
__instance.gameObject.transform.GetChild(8).GetComponent<MoneyPack>().Value = Plugin.CoinValue10ct.Value; // $0.10
__instance.gameObject.transform.GetChild(9).GetComponent<MoneyPack>().Value = Plugin.CoinValue25ct.Value; // $0.25
__instance.gameObject.transform.GetChild(10).GetComponent<MoneyPack>().Value = Plugin.CoinValue50ct.Value; // $0.50
__instance.gameObject.transform.GetChild(1).GetComponent<MoneyPack>().Value = Plugin.BillValue1d.Value; // $1.00
__instance.gameObject.transform.GetChild(2).GetComponent<MoneyPack>().Value = Plugin.BillValue5d.Value; // $5.00
__instance.gameObject.transform.GetChild(3).GetComponent<MoneyPack>().Value = Plugin.BillValue10d.Value; // $10.00
__instance.gameObject.transform.GetChild(4).GetComponent<MoneyPack>().Value = Plugin.BillValue20d.Value; // $20.00
__instance.gameObject.transform.GetChild(5).GetComponent<MoneyPack>().Value = Plugin.BillValue50d.Value; // $50.00
UpdateText(__instance.gameObject.transform.GetChild(11).GetChild(5).GetComponent<TextMeshProUGUI>(), Plugin.ValueText1ct.Value);
UpdateText(__instance.gameObject.transform.GetChild(11).GetChild(6).GetComponent<TextMeshProUGUI>(), Plugin.ValueText5ct.Value);
UpdateText(__instance.gameObject.transform.GetChild(11).GetChild(7).GetComponent<TextMeshProUGUI>(), Plugin.ValueText10ct.Value);
UpdateText(__instance.gameObject.transform.GetChild(11).GetChild(8).GetComponent<TextMeshProUGUI>(), Plugin.ValueText25ct.Value);
UpdateText(__instance.gameObject.transform.GetChild(11).GetChild(9).GetComponent<TextMeshProUGUI>(), Plugin.ValueText50ct.Value);
UpdateText(__instance.gameObject.transform.GetChild(11).GetChild(0).GetComponent<TextMeshProUGUI>(), Plugin.ValueText1d.Value);
UpdateText(__instance.gameObject.transform.GetChild(11).GetChild(1).GetComponent<TextMeshProUGUI>(), Plugin.ValueText5d.Value);
UpdateText(__instance.gameObject.transform.GetChild(11).GetChild(2).GetComponent<TextMeshProUGUI>(), Plugin.ValueText10d.Value);
UpdateText(__instance.gameObject.transform.GetChild(11).GetChild(3).GetComponent<TextMeshProUGUI>(), Plugin.ValueText20d.Value);
UpdateText(__instance.gameObject.transform.GetChild(11).GetChild(4).GetComponent<TextMeshProUGUI>(), Plugin.ValueText50d.Value);
Singleton<MoneyGenerator>.Instance.m_MoneyPrefabs[0].Value = Plugin.CoinValue1ct.Value;
Singleton<MoneyGenerator>.Instance.m_MoneyPrefabs[1].Value = Plugin.CoinValue5ct.Value;
Singleton<MoneyGenerator>.Instance.m_MoneyPrefabs[2].Value = Plugin.CoinValue10ct.Value;
Singleton<MoneyGenerator>.Instance.m_MoneyPrefabs[3].Value = Plugin.CoinValue25ct.Value;
Singleton<MoneyGenerator>.Instance.m_MoneyPrefabs[4].Value = Plugin.CoinValue50ct.Value;
Singleton<MoneyGenerator>.Instance.m_MoneyPrefabs[5].Value = Plugin.BillValue1d.Value;
Singleton<MoneyGenerator>.Instance.m_MoneyPrefabs[6].Value = Plugin.BillValue5d.Value;
Singleton<MoneyGenerator>.Instance.m_MoneyPrefabs[7].Value = Plugin.BillValue10d.Value;
Singleton<MoneyGenerator>.Instance.m_MoneyPrefabs[8].Value = Plugin.BillValue20d.Value;
Singleton<MoneyGenerator>.Instance.m_MoneyPrefabs[9].Value = Plugin.BillValue50d.Value;
Plugin.ApplyMoneyTexture(Plugin.MoneyType.DOLLAR_1, __instance, 1, 5);
Plugin.ApplyMoneyTexture(Plugin.MoneyType.DOLLAR_5, __instance, 2, 6);
Plugin.ApplyMoneyTexture(Plugin.MoneyType.DOLLAR_10, __instance, 3, 7);
Plugin.ApplyMoneyTexture(Plugin.MoneyType.DOLLAR_20, __instance, 4, 8);
Plugin.ApplyMoneyTexture(Plugin.MoneyType.DOLLAR_50, __instance, 5, 9);
Plugin.ApplyMoneyTexture(Plugin.MoneyType.CENT_1, __instance, 6, 0);
Plugin.ApplyMoneyTexture(Plugin.MoneyType.CENT_5, __instance, 7, 1);
Plugin.ApplyMoneyTexture(Plugin.MoneyType.CENT_10, __instance, 8, 2);
Plugin.ApplyMoneyTexture(Plugin.MoneyType.CENT_25, __instance, 9, 3);
Plugin.ApplyMoneyTexture(Plugin.MoneyType.CENT_50, __instance, 10, 4);
}
}
}
public static class MoneySymbolPatch
{
[HarmonyPatch(typeof(Extensions), "ToMoneyText")]
public static class Extensions_ToMoneyText_Patch
{
public static void Postfix(ref string __result, ref float money, ref float fontSize)
{
string p = Plugin.CurrencyPrefix.Value;
string s = Plugin.CurrencySuffix.Value;
string d = Plugin.CurrencyDecimalSeperator.Value;
string text;
if (money < 0f)
{
text = "-$" + Math.Abs((float)Math.Round((double)money, 2)).ToString("0.00");
}
else
{
text = "$" + ((float)Math.Round((double)money, 2)).ToString("0.00");
}
text = text.Replace(',', '.');
text = text.Replace(".", d);
text = text.Replace("$", p);
text = text + s;
int num = text.IndexOf(d);
if (num != -1)
{
string text2 = "<size=" + (fontSize * 20f / 25f).ToString() + ">";
text2 = text2.Replace(',', '.');
text = text.Insert(num + 1, text2);
}
__result = text;
}
}
}
}

463
Properties/Resources.Designer.cs generated Normal file
View file

@ -0,0 +1,463 @@
//------------------------------------------------------------------------------
// <auto-generated>
// Dieser Code wurde von einem Tool generiert.
// Laufzeitversion:4.0.30319.42000
//
// Änderungen an dieser Datei können falsches Verhalten verursachen und gehen verloren, wenn
// der Code erneut generiert wird.
// </auto-generated>
//------------------------------------------------------------------------------
namespace ChangeCurrency.Properties {
using System;
/// <summary>
/// Eine stark typisierte Ressourcenklasse zum Suchen von lokalisierten Zeichenfolgen usw.
/// </summary>
// Diese Klasse wurde von der StronglyTypedResourceBuilder automatisch generiert
// -Klasse über ein Tool wie ResGen oder Visual Studio automatisch generiert.
// Um einen Member hinzuzufügen oder zu entfernen, bearbeiten Sie die .ResX-Datei und führen dann ResGen
// mit der /str-Option erneut aus, oder Sie erstellen Ihr VS-Projekt neu.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "17.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
public class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// Gibt die zwischengespeicherte ResourceManager-Instanz zurück, die von dieser Klasse verwendet wird.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
public static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("ChangeCurrency.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Überschreibt die CurrentUICulture-Eigenschaft des aktuellen Threads für alle
/// Ressourcenzuordnungen, die diese stark typisierte Ressourcenklasse verwenden.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
public static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] cad_1 {
get {
object obj = ResourceManager.GetObject("cad_1", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] cad_10 {
get {
object obj = ResourceManager.GetObject("cad_10", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] cad_25 {
get {
object obj = ResourceManager.GetObject("cad_25", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] cad_5 {
get {
object obj = ResourceManager.GetObject("cad_5", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] cad_50 {
get {
object obj = ResourceManager.GetObject("cad_50", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] cad1 {
get {
object obj = ResourceManager.GetObject("cad1", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] cad10 {
get {
object obj = ResourceManager.GetObject("cad10", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] cad20 {
get {
object obj = ResourceManager.GetObject("cad20", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] cad5 {
get {
object obj = ResourceManager.GetObject("cad5", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] cad50 {
get {
object obj = ResourceManager.GetObject("cad50", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] eur_1 {
get {
object obj = ResourceManager.GetObject("eur_1", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] eur_10 {
get {
object obj = ResourceManager.GetObject("eur_10", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] eur_20 {
get {
object obj = ResourceManager.GetObject("eur_20", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] eur_5 {
get {
object obj = ResourceManager.GetObject("eur_5", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] eur_50 {
get {
object obj = ResourceManager.GetObject("eur_50", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] eur1 {
get {
object obj = ResourceManager.GetObject("eur1", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] eur10 {
get {
object obj = ResourceManager.GetObject("eur10", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] eur20 {
get {
object obj = ResourceManager.GetObject("eur20", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] eur5 {
get {
object obj = ResourceManager.GetObject("eur5", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] eur50 {
get {
object obj = ResourceManager.GetObject("eur50", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] gbp_1 {
get {
object obj = ResourceManager.GetObject("gbp_1", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] gbp_10 {
get {
object obj = ResourceManager.GetObject("gbp_10", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] gbp_20 {
get {
object obj = ResourceManager.GetObject("gbp_20", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] gbp_5 {
get {
object obj = ResourceManager.GetObject("gbp_5", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] gbp_50 {
get {
object obj = ResourceManager.GetObject("gbp_50", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] gbp1 {
get {
object obj = ResourceManager.GetObject("gbp1", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] gbp10 {
get {
object obj = ResourceManager.GetObject("gbp10", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] gbp20 {
get {
object obj = ResourceManager.GetObject("gbp20", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] gbp5 {
get {
object obj = ResourceManager.GetObject("gbp5", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] gbp50 {
get {
object obj = ResourceManager.GetObject("gbp50", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] sgd_1 {
get {
object obj = ResourceManager.GetObject("sgd_1", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] sgd_20 {
get {
object obj = ResourceManager.GetObject("sgd_20", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] sgd_5 {
get {
object obj = ResourceManager.GetObject("sgd_5", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] sgd_50 {
get {
object obj = ResourceManager.GetObject("sgd_50", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] sgd1 {
get {
object obj = ResourceManager.GetObject("sgd1", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] sgd10 {
get {
object obj = ResourceManager.GetObject("sgd10", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] sgd2 {
get {
object obj = ResourceManager.GetObject("sgd2", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] sgd20 {
get {
object obj = ResourceManager.GetObject("sgd20", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] sgd5 {
get {
object obj = ResourceManager.GetObject("sgd5", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
public static byte[] sgd50 {
get {
object obj = ResourceManager.GetObject("sgd50", resourceCulture);
return ((byte[])(obj));
}
}
}
}

241
Properties/Resources.resx Normal file
View file

@ -0,0 +1,241 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
<data name="cad1" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\US_one_dollar_bill,_obverse,_series_2009.png;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="cad10" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\US10dollarbill-Series_2004A.png;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="cad20" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\US_$20_Series_2006_Obverse.png;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="cad5" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\US_$5_Series_2006_obverse.png;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="cad50" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\50_USD_Series_2004_Note_Front.png;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="cad_1" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\One_Cent_Tras.png;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="cad_10" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\Ten_Cents_Frente.png;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="cad_25" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\25_Cents_Front.png;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="cad_5" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\Five_Cents_Tras.png;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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