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ModBase.cs
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253 lines (203 loc) · 8.04 KB
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using Planetbase;
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using Harmony;
using ICSharpCode.SharpZipLib.Zip;
using PlanetbaseFramework.Patches.Planetbase.GameStateTitle;
using UnityEngine;
using System.ComponentModel;
namespace PlanetbaseFramework
{
public abstract class ModBase
{
public abstract string ModName { get; }
public virtual Version ModVersion => new Version(0, 0, 0, 0);
public virtual string ModPath => Path.Combine(BasePath, ModName);
public virtual string AssetsPath => Path.Combine(ModPath, "assets");
public List<Texture2D> ModTextures { get; protected set; }
public List<GameObject> ModObjects { get; protected set; }
//Some of you might notice the odd '/' character in this string. This is because native PB code doesn't use Path.DirectorySeparatorChar, causing
//one char to be wrong. I'll fix it at some point after I rewrite the patcher.
public static string BasePath { get; } = Path.Combine(Util.getFilesFolder(), "Mods");
private static IResourceUnpacker _resourceUnpacker;
private HarmonyInstance Harmony { get; set; }
protected ModBase()
{
// Consider moving out.
ExtractAssets();
LoadStrings();
LoadTextures();
LoadMeshes();
SetupUnpackers();
}
/// <summary>
/// This is virtual instead of abstract so mods aren't required to implement it. Same with Update below
/// </summary>
public virtual void Init()
{
}
public virtual void Update()
{
}
public int LoadAllStrings(string subfolder = null)
{
var files = GetAssetsMatchingFileType("xml", subfolder);
Debug.Log($"Found {files.Length} strings files");
foreach (var file in files)
{
Utils.LoadStringsFromFile(file);
}
return files.Length;
}
public List<Texture2D> LoadAllPngs(string subfolder = null)
{
var files = GetAssetsMatchingFileType("png", subfolder);
Debug.Log($"Found {files.Length} PNG files");
var loadedFiles = new List<Texture2D>(files.Length);
foreach (var file in files)
{
loadedFiles.Add(Utils.LoadPngFromFile(file));
}
return loadedFiles;
}
public List<GameObject> LoadAllObjs(string subfolder = null)
{
var files = GetAssetsMatchingFileType("obj", subfolder);
Debug.Log($"Found {files.Length} OBJ files");
var loadedFiles = new List<GameObject>(files.Length);
foreach (var file in files)
{
var loadedObject = ObjLoader.LoadOBJFile(file, ModTextures);
loadedObject.setVisibleRecursive(false);
loadedObject.name = Path.GetFileName(file);
loadedObject.tag = "Untagged";
loadedFiles.Add(loadedObject);
}
return loadedFiles;
}
private string[] GetAssetsMatchingFileType(string fileType, string subfolder = null)
{
if (subfolder == null)
subfolder = string.Empty;
var searchPath = Path.Combine(AssetsPath, subfolder);
return Directory.Exists(searchPath) ? Directory.GetFiles(searchPath, "*." + fileType) : new string[0];
}
public HarmonyInstance GetHarmonyInstance() => Harmony ?? (Harmony = HarmonyInstance.Create(ModName));
public void InjectPatches()
{
GetHarmonyInstance().PatchAll(Assembly.GetCallingAssembly());
}
public void InjectPatches(Assembly containingPatches)
{
GetHarmonyInstance().PatchAll(containingPatches);
}
public void RegisterTitleButton(TitleButton button)
{
TitleButtonPatch.RegisteredTitleButtons.Add(button);
}
/// <summary>
/// Do any pre-load actions before embedded resources are loaded, such as removing existing folders/items.
/// Warning: this call will be made in the constructor before child initialization.
/// </summary>
/// <param name="resourceNames">The name of all the resources to be loaded</param>
protected virtual void PreProcessEmbeddedResources(string[] resourceNames)
{
}
/// <summary>
/// Do any pre-load actions before an embedded resource is loaded, such as removing existing folders/items.
/// Warning: this call will be made in the constructor before child initialization.
/// </summary>
/// <param name="resourceName">The name of the resources being loaded</param>
/// <returns>True if the resource should be loaded, false otherwise</returns>
protected virtual bool PreProcessEmbeddedResource(string resourceName)
{
return true;
}
private static void SetupUnpackers()
{
var resourceUnpacker = new ResourceUnpacker();
var zipUnpacker = new ZipUnpacker();
resourceUnpacker.RegisterUnpacker(zipUnpacker);
var defaultUnpacker = new NoUnpacker();
resourceUnpacker.RegisterDefault(defaultUnpacker);
}
private static void ExtractAssets()
{
var currentAssembly = Assembly.GetCallingAssembly();
var manifest = currentAssembly.GetManifestResourceNames();
PreProcessEmbeddedResources(manifest);
foreach (var file in manifest)
{
if (!PreProcessEmbeddedResource(file)) continue;
Debug.Log($"Processing embedded file \"{file}\"");
}
_resourceUnpacker.Unpack(re)
}
private static void LoadStrings()
{
// LoadStrings
try
{
LoadAllStrings("strings");
}
catch (Exception e)
{
Debug.Log("Failed to load strings files due to exception:");
Utils.LogException(e);
}
}
private static void LoadTextures()
{
try
{
ModTextures = LoadAllPngs("png");
if (ModTextures.Count > 0)
{
Debug.Log($"Successfully loaded {ModTextures.Count} texture(s)");
}
}
catch (Exception e)
{
Debug.Log("Failed to load PNG files due to exception:");
Utils.LogException(e);
}
}
private static void LoadMeshes()
{
try
{
ModObjects = LoadAllObjs("obj");
if (ModObjects.Count > 0)
{
Debug.Log($"Successfully loaded {ModObjects.Count} object(s)");
}
}
catch (Exception e)
{
Debug.Log("Failed to load OBJ files due to exception:");
Utils.LogException(e);
}
}
private static string GetResourceRelativeFilePath(string resourceName)
{
//Remove the project name from the path, including the preceding '.'
var convertedFilePath = resourceName.Substring(resourceName.IndexOf('.') + 1);
//Replace the '.' characters for directories with the path separation character
convertedFilePath = convertedFilePath.Substring(0, convertedFilePath.LastIndexOf('.'))
.Replace('.', Path.DirectorySeparatorChar) + Path.GetExtension(convertedFilePath);
return convertedFilePath;
}
private class SomethingFastZip : FastZip
{
public SomethingFastZip()
{
//This is a workaround to get files to extract properly.
// Define properly.
// Don't inline comments.
ZipConstants.DefaultCodePage = 0;
}
}
}
}