Config system, configurable texture and hijack skin
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1c3e23df32
commit
b3ad618392
4 changed files with 119 additions and 18 deletions
84
Config.cs
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84
Config.cs
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using I2.Loc.SimpleJSON;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using UnityEngine;
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namespace CustomCosmeticLoader
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{
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public class Config
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{
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public const string CONFIG_FILE_NAME = "config.json";
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public const string SKINS_DIR_NAME = "skins";
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public static bool enabled = true;
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public static string currentSkin;
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public static string skinToHijack = "Swirl_M"; // Mirage, simple skin with nice properties
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public static Dictionary<string, Texture2D> skins = new Dictionary<string, Texture2D>();
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public static void Init()
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{
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if (File.Exists(GetConfigPath()))
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ReadConfig();
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else
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SaveConfig();
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}
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public static string GetConfigPath()
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{
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return Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), CONFIG_FILE_NAME);
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}
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private static void ReadConfig()
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{
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if (!File.Exists(GetConfigPath()))
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return;
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JSONNode data;
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try
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{
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data = JSON.Parse(File.ReadAllText(GetConfigPath()));
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}
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catch (Exception e)
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{
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Debug.LogError("Couldn't load CustomCosmeticLoader config!");
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Debug.LogException(e);
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return;
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}
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if (data["enabled"] != null)
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enabled = data["enabled"].AsBool;
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if (data["currentSkin"] != null)
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currentSkin = data["currentSkin"].Value;
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if (currentSkin == null || !skins.ContainsKey(currentSkin))
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{
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if (skins.Count == 0)
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{
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Debug.LogWarning("No custom skins found, disabling");
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enabled = false;
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return;
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}
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currentSkin = skins.Keys.ToList()[0];
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}
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if (data["skinToHijack"] != null)
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skinToHijack = data["skinToHijack"].Value;
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}
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public static void SaveConfig()
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{
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JSONNode node = new JSONClass
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{
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{ "enabled", enabled ? "true" : "false" },
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{ "currentSkin", currentSkin },
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{ "skinToHijack", skinToHijack }
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};
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File.WriteAllText(GetConfigPath(), node.ToString());
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}
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}
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}
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@ -11,8 +11,6 @@ namespace CustomCosmeticLoader
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{
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private static bool IsPatched = false;
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public static Texture2D skin;
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public static void Start()
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{
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SceneManager.sceneLoaded += beginPatch;
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@ -26,15 +24,24 @@ namespace CustomCosmeticLoader
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IsPatched = true;
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SceneManager.sceneLoaded -= beginPatch;
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LoadCosmetics();
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Config.Init();
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}
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}
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private static void LoadCosmetics()
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{
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string skinFile = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
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skinFile = Path.Combine(skinFile, "skin.png");
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skin = new Texture2D(2, 2);
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skin.LoadImage(File.ReadAllBytes(skinFile));
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string skinsPath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
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skinsPath = Path.Combine(skinsPath, "skins");
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string printStr = "Loaded custom skins: ";
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foreach (string skinFile in Directory.GetFiles(skinsPath))
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{
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string skinName = Path.GetFileNameWithoutExtension(skinFile);
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printStr += skinName + ", ";
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Texture2D skinTexture = new Texture2D(2, 2);
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skinTexture.LoadImage(File.ReadAllBytes(skinFile));
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Config.skins.Add(skinName, skinTexture);
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}
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Debug.Log(printStr);
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}
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}
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}
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@ -1,5 +1,6 @@
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using HarmonyLib;
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using System;
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using UnityEngine;
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namespace CustomCosmeticLoader.Patches
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{
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@ -7,30 +8,38 @@ namespace CustomCosmeticLoader.Patches
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[HarmonyPatch("ApplyMyCosmetics")]
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internal class MarbleControllerApplyMyCosmeticsPatch
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{
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private static Cosmetic mirageSkin = null;
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private static Cosmetic hijackSkin = null;
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[HarmonyPostfix]
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static void Postfix(MarbleController __instance)
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{
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if (mirageSkin == null)
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if (!Config.enabled)
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return;
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if (Config.skinToHijack == "*")
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return;
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if (hijackSkin == null)
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{
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// We hijack one skin (Mirage) since it's one of the basic skins with no animations/different UVs/etc
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foreach (Cosmetic skin in CosmeticManager.Skins)
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{
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if (skin.Id == "Swirl_M")
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if (skin.Id == Config.skinToHijack)
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{
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mirageSkin = skin;
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hijackSkin = skin;
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break;
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}
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}
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if (mirageSkin == null) //whut
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if (hijackSkin == null)
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{
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Debug.LogWarning("Couldn't hijack skin " + Config.skinToHijack);
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return;
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}
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}
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MarbleHolder mHolder = __instance.MHolder;
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string actualSkinId = mHolder.CosmeticSet.skin;
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mHolder.SetMarble(mirageSkin);
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mHolder.SetMarble(hijackSkin);
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// Setting the skin id here allows others in multiplayer/replays to see your normal skin
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mHolder.CosmeticSet.skin = actualSkinId;
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}
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@ -10,17 +10,18 @@ namespace CustomCosmeticLoader.Patches
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{
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static void Postfix(MarbleHolder __instance, Cosmetic marbleObject)
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{
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if (marbleObject.Id != "Swirl_M")
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return; // I only hijack this one skin, "Mirage"
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if (!Config.enabled)
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return;
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if (marbleObject.Id != Config.skinToHijack && Config.skinToHijack != "*")
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return;
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MeshRenderer[] componentsInChildren = __instance.currentMarble.GetComponentsInChildren<MeshRenderer>();
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for (int i = 0; i < componentsInChildren.Length; i++)
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{
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Material[] materials = componentsInChildren[i].materials;
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foreach (Material material in materials)
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{
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material.mainTexture = PatchEntryPoint.skin;
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}
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material.mainTexture = Config.skins[Config.currentSkin];
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}
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}
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}
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