59 lines
1.6 KiB
C#
59 lines
1.6 KiB
C#
using HarmonyLib;
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using System;
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using System.Reflection;
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using UnityEngine;
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namespace CustomCosmeticLoader.Patches
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{
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[HarmonyPatch(typeof(MarbleHolder), nameof(MarbleHolder.SetMarble))]
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internal class MarbleHolderSetMarblePatch
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{
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static void Postfix(MarbleHolder __instance, Cosmetic marbleObject)
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{
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if (!Config.enabled)
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return;
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if (marbleObject.Id != Config.skinNameToHijack && Config.skinNameToHijack != "*")
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return;
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if (!Config.inCosmeticMenu && __instance == CosmeticPanel.cosmHolder)
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return;
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// If this is a networked game, ONLY apply to my marble and not anyone else happening to use our SkinToHijack
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if (NetworkManager.IsMultiplayer)
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{
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MarbleController controller = __instance.GetComponentInParent<MarbleController>();
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if (!controller.isMyClientMarble())
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return;
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}
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Shared.ApplyCustomTexture(__instance.currentMarble);
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}
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}
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[HarmonyPatch(typeof(MarbleHolder), nameof(MarbleHolder.CheckSet))]
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internal class MarbleHolderCheckSetPatch
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{
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static void Postfix(MarbleHolder __instance, Cosmetic.Set cs)
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{
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if (!Config.enabled)
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return;
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if (!NetworkManager.IsMultiplayer)
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return;
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FieldInfo mbcField = typeof(MarbleHolder).GetField("mbc", BindingFlags.NonPublic | BindingFlags.Instance);
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MarbleController controller = mbcField.GetValue(__instance) as MarbleController;
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if (controller == null)
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return;
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// Don't hijack the soccer ball or zombie skins
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if (cs.skin == "SoccerBall_V4" || cs.skin == "Zombie")
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return;
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__instance.SetMarble(Shared.SkinToHijack);
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__instance.CosmeticSet.skin = cs.skin;
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}
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}
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}
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