-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathShaderEngine.cs
More file actions
148 lines (125 loc) · 5.23 KB
/
ShaderEngine.cs
File metadata and controls
148 lines (125 loc) · 5.23 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
using MelonLoader;
using BTD_Mod_Helper;
using ShaderEngine;
using UnityEngine;
using BTD_Mod_Helper.Api.ModOptions;
using System.Collections.Generic;
using System.IO;
using Newtonsoft.Json;
using System.Linq;
using System.Text.RegularExpressions;
using HarmonyLib;
using Il2CppAssets.Scripts.Unity.UI_New.ChallengeEditor;
[assembly: MelonInfo(typeof(ShaderEngine.ShaderEngine), ModHelperData.Name, ModHelperData.Version, ModHelperData.RepoOwner)]
[assembly: MelonGame("Ninja Kiwi", "BloonsTD6")]
namespace ShaderEngine;
public class ShaderEngine : BloonsTD6Mod
{
public static Dictionary<string, Dictionary<string, object>> settings;
public static Dictionary<Material, bool> materials;
public static AssetBundle bundle;
public static ShaderEngine se;
public override void OnApplicationStart()
{
if(!Directory.Exists(Directory.GetCurrentDirectory() + "\\Mods\\ShaderEngine\\"))
{
Directory.CreateDirectory(Directory.GetCurrentDirectory() + "\\Mods\\ShaderEngine\\");
}
se = this;
ReloadShaders(true);
Il2CppInterop.Runtime.Injection.ClassInjector.RegisterTypeInIl2Cpp<ShaderEngine_CameraBehavior>();
ModHelper.Msg<ShaderEngine>("ShaderEngine loaded.");
}
public static void sReloadShaders(bool initSettings)
{
se.ReloadShaders(initSettings);
}
public void ReloadShaders(bool initSettings)
{
settings = new Dictionary<string, Dictionary<string, object>>();
materials = new Dictionary<Material, bool>();
Dictionary<string, object> savedSettings = new Dictionary<string, object>();
if (File.Exists(Directory.GetCurrentDirectory() + "\\Mods\\BloonsTD6 Mod Helper\\Mod Settings\\ShaderEngine.json"))
{
string json = File.ReadAllText(Directory.GetCurrentDirectory() + "\\Mods\\BloonsTD6 Mod Helper\\Mod Settings\\ShaderEngine.json");
savedSettings = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
}
foreach (string file in Directory.GetFiles(Directory.GetCurrentDirectory() + "\\Mods\\ShaderEngine\\").Where(f => Path.GetExtension(f).Equals(".json")))
{
string json = File.ReadAllText(file);
Dictionary<string, Dictionary<string, object>>? shaders = JsonConvert.DeserializeObject<Dictionary<string, Dictionary<string, object>>>(json);
if (shaders == null) continue;
if(bundle == null)
bundle = AssetBundle.LoadFromMemory(Il2CppSystem.IO.File.ReadAllBytes(Path.ChangeExtension(file, "assets")));
foreach (string shader in shaders.Keys)
{
settings.Add(shader, shaders[shader]);
Material mat = new Material(bundle.LoadAsset(shader).Cast<Shader>());
ModSettingCategory category = new ModSettingCategory(Regex.Replace(shader, "([a-z])([A-Z])", "$1 $2"));
bool enabled = false;
if (savedSettings.ContainsKey(shader + "_Enabled"))
{
enabled = (bool)savedSettings[shader + "_Enabled"];
}
if(initSettings)
ModSettings.Add(shader + "_Enabled", new ModSettingBool(enabled) { category = category });
materials.Add(mat, enabled);
foreach (string setting in shaders[shader].Keys)
{
string name = shader + setting;
object s;
if (savedSettings.ContainsKey(name))
{
s = savedSettings[name];
}
else
{
s = shaders[shader][setting];
}
if (s is long l)
{
if(initSettings)
ModSettings.Add(name, new ModSettingInt((int)l) { displayName = Regex.Replace(setting, "([a-z])([A-Z])", "$1 $2").Replace("_", ""), category = category });
mat.SetInt(setting, (int)l);
}
if (s is double d)
{
if(initSettings)
ModSettings.Add(name, new ModSettingDouble(d) { displayName = Regex.Replace(setting, "([a-z])([A-Z])", "$1 $2").Replace("_", ""), category = category });
mat.SetFloat(setting, (float)d);
}
}
}
}
}
public override void OnUpdate()
{
base.OnUpdate();
if(Camera.allCameras.Count > 0)
{
foreach(Camera cam in Camera.allCameras)
{
if (!cam.gameObject.TryGetComponent(out ShaderEngine_CameraBehavior t))
{
cam.gameObject.AddComponent<ShaderEngine_CameraBehavior>();
}
}
}
foreach(Material mat in materials.Keys)
{
if (mat == null)
{
ReloadShaders(false);
break;
}
}
}
[HarmonyPatch(typeof(ExtraSettingsScreen), nameof(ExtraSettingsScreen.Close))]
class SettingsPatch
{
static void Prefix()
{
sReloadShaders(false);
}
}
}