internal static bool Prefix(string path, ref UnityEngine.Object __result)
        {
            if (!ModAssetBundleManager.IsKnownAsset(path))
            {
                return(true);
            }

            __result = ModAssetBundleManager.LoadAsset(path);
            return(false);
        }
        internal static bool Prefix(string name, ref Texture2D __result)
        {
            if (!ModAssetBundleManager.IsKnownAsset(name))
            {
                return(true);
            }

            __result = ModAssetBundleManager.LoadAsset(name) as Texture2D;
            return(__result == null);
        }
Beispiel #3
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        private static void LoadLocalizationFromBundle(string bundleName, string assetName)
        {
            AssetBundle assetBundle = ModAssetBundleManager.GetAssetBundle(bundleName);
            Object      asset       = assetBundle.LoadAsset(assetName);

            if (assetName.ToLower().EndsWith("json"))
            {
                LoadJSONLocalization(asset);
            }
            else if (assetName.ToLower().EndsWith("csv"))
            {
                LoadCSVLocalization(asset);
            }
            else
            {
                Logger.LogWarning("Found localization '{0}' that could not be loaded.", assetName);
            }
        }
Beispiel #4
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 /*static MethodBase TargetMethod()
  * {
  *  MethodInfo[] methods = typeof(UnityEngine.AssetBundle).GetMethods();
  *  foreach (MethodInfo m in methods)
  *  {
  *      if (m.Name == "LoadAsset" && !m.IsGenericMethod && m.GetParameters().Length == 2)
  *      {
  *          //Implementation.Log("Found it");
  *          return m;
  *      }
  *
  *  }
  *  Implementation.Log("AssetBundle.LoadAsset not found for patch.");
  *  return null;
  * }*/
 private static bool Prefix(string name, ref UnityEngine.Object __result)
 {
     if (Implementation.LOG_ALL_ASSET_CALLS)
     {
         Implementation.Log("AssetBundle.Load: '{0}'", name);
     }
     if (ModAssetBundleManager.loadingFromExternalBundle || !ModAssetBundleManager.IsKnownAsset(name))
     {
         //Implementation.Log("AssetBundle.Load skipping '{0}'", name);
         return(true);
     }
     //Implementation.Log("AssetBundle.Load loading '{0}'", name);
     __result = ModAssetBundleManager.LoadAsset(name);
     if (__result == null)
     {
         Implementation.LogWarning("AssetBundle.LoadAsset failed to load the external asset '{0}'", name);
     }
     return(false);
 }
Beispiel #5
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 internal static bool Prefix(string path, ref UnityEngine.Object __result)
 {
     if (Implementation.LOG_ALL_ASSET_CALLS && !path.ToLower().StartsWith("gear"))
     {
         Implementation.Log("Resources.Load is loading '{0}'", path);
     }
     if (!ModAssetBundleManager.IsKnownAsset(path))
     {
         //Implementation.Log(path);
         return(true);
     }
     //Implementation.Log("Resources.Load is loading '{0}'", path);
     __result = ModAssetBundleManager.LoadAsset(path);
     if (__result == null)
     {
         Implementation.Log("Resources.Load failed to load the external asset");
     }
     return(false);
 }
Beispiel #6
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        private static void LoadCSVLocalization(Object asset)
        {
            TextAsset textAsset = asset.Cast <TextAsset>();

            if (textAsset is null)
            {
                Logger.LogWarning("Asset called '{0}' is not a TextAsset as expected.", asset.name);
                return;
            }

            //Implementation.Log("Processing asset '{0}' as csv localization.", asset.name);

            ByteReader byteReader = new ByteReader(textAsset);

            string[] languages = ModAssetBundleManager.Trim(byteReader.ReadCSV().ToArray());

            while (true)
            {
                string[] values = byteReader.ReadCSV()?.ToArray();
                if (values is null || languages is null || values.Length == 0 || languages.Length == 0)
                {
                    break;
                }

                string locID = values[0];
                Dictionary <string, string> locDict = new Dictionary <string, string>();

                int maxIndex = System.Math.Min(values.Length, languages.Length);
                for (int j = 1; j < maxIndex; j++)
                {
                    if (!string.IsNullOrEmpty(values[j]) && !string.IsNullOrEmpty(languages[j]))
                    {
                        locDict.Add(languages[j], values[j]);
                    }
                }

                LoadLocalization(locID, locDict, USE_ENGLISH_AS_DEFAULT);
            }
        }