Esempio n. 1
0
        public static void SetRendererTexture(Renderer renderer)
        {
            foreach (string item in RendererManager.BlackList)
            {
                if (renderer.name.Contains(item) || item.Contains(renderer.name))
                {
                    return;
                }
            }

            // Generate a number for the rng but make sure it's the same each frame.
            var MD5Input  = renderer.name + Util.GameObjectPath(renderer.transform) + renderer.transform.position.ToString() + renderer.transform.rotation.ToString() + renderer.transform.lossyScale.ToString();
            MD5 MD5Hasher = MD5.Create();
            var Hashed    = MD5Hasher.ComputeHash(Encoding.UTF8.GetBytes(MD5Input));
            var RNGSeed   = BitConverter.ToInt32(Hashed, 0);


            // Select a material from the list.
            Material SelectedMat = MaterialUtil.GetMaterial(RNGSeed);


            // Apply the selected material    E V E R Y W H E R E
            renderer.material       = SelectedMat;
            renderer.sharedMaterial = SelectedMat;

            for (int i = 0; i < renderer.materials.Length; i++)
            {
                renderer.materials[i] = SelectedMat;
            }

            for (int i = 0; i < renderer.sharedMaterials.Length; i++)
            {
                renderer.materials[i] = SelectedMat;
            }
        }
Esempio n. 2
0
            public static void Postfix(Material __instance)
            {
                // Generate a number for the rng but make sure it's the same each frame.
                var MD5Input  = __instance.name + __instance.color.ToString();
                MD5 MD5Hasher = MD5.Create();
                var Hashed    = MD5Hasher.ComputeHash(Encoding.UTF8.GetBytes(MD5Input));
                var RNGSeed   = BitConverter.ToInt32(Hashed, 0);


                // Select a material from the list.
                Texture Tex = MaterialUtil.GetTexture(RNGSeed);


                foreach (string property in MaterialUtil.Properties)
                {
                    if (__instance.HasProperty(property))
                    {
                        __instance.SetTexture(property, Tex);
                    }
                }
            }
Esempio n. 3
0
        public void Initialize(IManager manager, string ipcIdentifier)
        {
            Console.WriteLine($"Initializing ... ({ipcIdentifier})");
            CurrentPlugin.Initialize();
            MaterialUtil.Initialize();
            RendererManager.Initialize();
            try
            {
                CurrentPlugin.Log.Info("Instantiating Harmony Patcher ...");
                HarmonyInstance Harmony = HarmonyInstance.Create("com.REHERC.Transtexturizer");
                CurrentPlugin.Log.Info("Harmony patcher instantiated!");
                CurrentPlugin.Log.Info("Patching assemblies ...");
                Harmony.PatchAll(Assembly.GetExecutingAssembly());
                CurrentPlugin.Log.Info("Assemblies patched!");
            }
            catch (Exception VirusSpirit)
            {
                CurrentPlugin.Log.Error("Failed to patch the assemblies!");
                CurrentPlugin.Log.Exception(VirusSpirit);
            }

            CurrentPlugin.Log.Info("Subscribing to Events ...");
            Events.Scene.StartLoad.Subscribe((data) =>
            {
                RendererManager.Renderers.Clear();
                levelloadcomplete = false;
            });
            Events.Scene.LoadFinish.Subscribe((data) =>
            {
                RendererManager.Renderers.Clear();
                levelloadcomplete = true;
                framecount        = 0;
                currentframe      = 0;
            });
            CurrentPlugin.Log.Info("Subscribed to Events!");
        }