internal static bool Load(UnityModManager.ModEntry modEntry) { logger = modEntry.Logger; //logger.Log(windowWidth.ToString); try { new GameObject(typeof(UI).FullName, typeof(UI)); return(true); } catch (Exception e) { Debug.LogException(e); } return(false); //GUILayout.Button(""); }
public static bool Load(UnityModManager.ModEntry modEntry) { var harmony = HarmonyInstance.Create(modEntry.Info.Id); harmony.PatchAll(Assembly.GetExecutingAssembly()); settings = Settings.Load <Settings>(modEntry); Logger = modEntry.Logger; modEntry.OnToggle = OnToggle; modEntry.OnGUI = OnGUI; modEntry.OnSaveGUI = OnSaveGUI; return(true); }
public static bool Load(UnityModManager.ModEntry modEntry) { Logger = modEntry.Logger; settings = Settings.Load <Settings>(modEntry); var harmony = HarmonyInstance.Create(modEntry.Info.Id); harmony.PatchAll(Assembly.GetExecutingAssembly()); if (showMessageTypeTmp == null) { showMessageTypeTmp = new bool[settings.showMessageType.Length]; } modEntry.OnToggle = OnToggle; modEntry.OnGUI = OnGUI; modEntry.OnSaveGUI = OnSaveGUI; return(true); }
public static bool Load(UnityModManager.ModEntry modEntry) { Logger = modEntry.Logger; Settings = Settings.Load <Settings>(modEntry); modEntry.OnGUI = new Action <UnityModManager.ModEntry>(Main.OnGUI); modEntry.OnSaveGUI = new Action <UnityModManager.ModEntry>(Main.OnSaveGUI); modEntry.OnToggle = new Func <UnityModManager.ModEntry, bool, bool>(Main.OnToggle); modEntry.OnUnload = new Func <UnityModManager.ModEntry, bool>(Main.OnUnload); WeaponFocus.Init(modEntry.Path); HarmonyInstance = new HarmonyLib.Harmony(modEntry.Info.Id); HarmonyInstance.PatchAll(typeof(Main).Assembly); return(true); }
public static bool Load(UnityModManager.ModEntry modEntry) { if (!Directory.Exists(backupdir)) { Directory.CreateDirectory(backupdir); } Logger = modEntry.Logger; settings = Settings.Load <Settings>(modEntry); modEntry.OnToggle = OnToggle; modEntry.OnGUI = OnGUI; modEntry.OnSaveGUI = OnSaveGUI; HarmonyInstance.Create(modEntry.Info.Id).PatchAll(Assembly.GetExecutingAssembly()); return(true); }
private static bool Load(UnityModManager.ModEntry modEntry) { HarmonyInstance.Create(modEntry.Info.Id).PatchAll(Assembly.GetExecutingAssembly()); Logger = modEntry.Logger; modEntry.OnToggle = OnToggle; modEntry.OnGUI = OnGUI; modEntry.OnShowGUI = OnShowGUI; modEntry.OnHideGUI = OnHideGUI; #if DEBUG modEntry.OnUnload = OnUnload; #endif return(true); }
public static bool Load(UnityModManager.ModEntry modEntry) { Logger = modEntry.Logger; modEntry.OnToggle = OnToggle; settings = Settings.Load <Settings>(modEntry); modEntry.OnGUI = OnGUI; var harmony = HarmonyInstance.Create(modEntry.Info.Id); harmony.PatchAll(Assembly.GetExecutingAssembly()); if (!Main.uiIsShow) { UI.Load(); UI.key = settings.key; Main.uiIsShow = true; } return(true); }
public static bool Load(UnityModManager.ModEntry modEntry) { //logger.Log("Hello"); //读取用户配置文件 settings = Settings.Load <Settings>(modEntry); //储存日志输出对象 logger = modEntry.Logger; //logger.Log("Load"); modEntry.OnGUI = OnGUI; modEntry.OnSaveGUI = OnSaveGUI; //modEntry.OnToggle = OnToggle; //将更改应用到游戏上 var harmony = HarmonyInstance.Create(modEntry.Info.Id); harmony.PatchAll(Assembly.GetExecutingAssembly()); return(true); }
static bool Load(UnityModManager.ModEntry modEntry) { settings = Settings.Load <Settings>(modEntry); var harmony = HarmonyInstance.Create(modEntry.Info.Id); harmony.PatchAll(Assembly.GetExecutingAssembly()); logger = modEntry.Logger; modEntry.OnSaveGUI = OnSaveGUI; modEntry.OnToggle = OnToggle; modEntry.OnGUI = OnGUI; modEntry.OnUpdate = OnUpdate; #if DEBUG modEntry.OnUnload = Unload; #endif return(true); }
static bool Load(UnityModManager.ModEntry modEntry) { try { logger = modEntry.Logger; ModBeforeDBReady(); var harmony = new Harmony(modEntry.Info.Id); harmony.PatchAll(Assembly.GetExecutingAssembly()); } catch (Exception ex) { Error(ex); throw; } return(true); }
public static bool Load(UnityModManager.ModEntry modEntry) { Logger = modEntry.Logger; Enabled = modEntry.Active; Settings = UnityModManager.ModSettings.Load <Settings>(modEntry); modEntry.OnToggle = OnToggle; modEntry.OnGUI = OnGUI; modEntry.OnSaveGUI = OnSaveGUI; var harmony = HarmonyInstance.Create("TaiwuRerollMod"); harmony.PatchAll(Assembly.GetExecutingAssembly()); GeneratorPatch.ApplyAll(harmony); return(true); }
static bool Load(UnityModManager.ModEntry modEntry) { logger = modEntry.Logger; modEntry.OnToggle = OnToggle; modEntry.OnGUI = OnGUI; modEntry.OnSaveGUI = OnSaveGUI; #if DEBUG modEntry.OnUnload = Unload; #endif settings = UnityModManager.ModSettings.Load <Settings>(modEntry); harmonyInstance = Harmony12.HarmonyInstance.Create(modEntry.Info.Id); if (!ApplyPatch(typeof(LibraryScriptableObject_LoadDictionary_Patch), "All mod features")) { // If we can't patch this, nothing will work, so want the mod to turn red in UMM. throw Error("Failed to patch LibraryScriptableObject.LoadDictionary(), cannot load mod"); } return(true); }
public static bool Load(UnityModManager.ModEntry modEntry) { #region 基础设置 settings = Settings.Load <Settings>(modEntry); Logger = modEntry.Logger; modEntry.OnToggle = OnToggle; modEntry.OnGUI = OnGUI; modEntry.OnSaveGUI = OnSaveGUI; #endregion //ActorPatch.Init(modEntry); ActorMenuActorListPatch.Init(modEntry); HarmonyInstance harmony = HarmonyInstance.Create(modEntry.Info.Id); harmony.PatchAll(Assembly.GetExecutingAssembly()); return(true); }
// Mod entry point, invoked from UMM static bool Load(UnityModManager.ModEntry modEntry) { logger = modEntry.Logger; modEntry.OnToggle = OnToggle; modEntry.OnGUI = OnGUI; modEntry.OnSaveGUI = OnSaveGUI; settings = UnityModManager.ModSettings.Load <Settings>(modEntry); harmonyInstance = Harmony12.HarmonyInstance.Create(modEntry.Info.Id); if (!ApplyPatch(typeof(LibraryScriptableObject_LoadDictionary_Patch), "Load library")) { throw Error("Failed to patch LibraryScriptableObject.LoadDictionary(), cannot load mod"); } if (!ApplyPatch(typeof(UnityModManager_UI_Update_Patch), "Read keys")) { throw Error("Failed to patch LibraryScriptableObject.LoadDictionary(), cannot load mod"); } if (!ApplyPatch(typeof(LocalMap_OnPointerClick_Patch), "Local map click")) { throw Error("Failed to patch LocalMap.OnPointerClick(), cannot load mod"); } if (!ApplyPatch(typeof(LocalMap_OnShow_Patch), "Local map show")) { throw Error("Failed to patch LocalMap.OnShow(), cannot load mod"); } if (!ApplyPatch(typeof(LocalMap_OnHide_Patch), "Local map hide")) { throw Error("Failed to patch LocalMap.OnHide(), cannot load mod"); } if (!ApplyPatch(typeof(GlobalMapLocation_HandleClick_Patch), "Global map location click")) { throw Error("Failed to patch GlobalMapLocation.HandleClick(), cannot load mod"); } if (!ApplyPatch(typeof(GlobalMapLocation_HandleHoverChange_Patch), "Global map hover change")) { throw Error("Failed to patch GlobalMapLocation.HandleHoverChange(), cannot load mod"); } if (!ApplyPatch(typeof(BlueprintLocation_GetDescription_Patch), "Blueprint location description")) { throw Error("Failed to patch BlueprintLocation.GetDescription(), cannot load mod"); } StartMod(); return(true); }
public static bool Load(UnityModManager.ModEntry modEntry) { isEnable = false; //读取用户配置文件 settings = Settings.Load <Settings>(modEntry); //储存日志输出对象 logger = modEntry.Logger; //logger.Log("Load"); modEntry.OnGUI = OnGUI; //modEntry.OnSaveGUI = OnSaveGUI; //modEntry.OnToggle = OnToggle; //将更改应用到游戏上 var harmony = HarmonyInstance.Create(modEntry.Info.Id); harmony.PatchAll(Assembly.GetExecutingAssembly()); if (!isEnable) { return(false); } ConstructorInfo t1Constructor = trainScriptType.GetConstructor(Type.EmptyTypes); System.Object oPubClass = t1Constructor.Invoke(new System.Object[] { }); MethodInfo method = trainScriptType.GetMethod("TrainCoroutine", BindingFlags.Instance | BindingFlags.NonPublic); MethodInfo prefix = typeof(MainMod).GetMethod("TrainScript_TrainCoroutine_Transpiler"); HarmonyMethod transpiler = new HarmonyMethod(prefix); harmony.Patch(method, null, null, transpiler); //string path = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); //StreamReader sr = new StreamReader(path + "\\config.json"); // //string json = sr.ReadToEnd(); //speed = JsonConvert.DeserializeObject<Speed>(json); //logger.Log(trainScriptType.GetMethods(BindingFlags.NonPublic).Length.ToString()); //MethodInfo methodInfo= trainScriptType.GetMethod("TrainCoroutine"); //logger.Log(methodInfo.Name); //harmony.Patch() return(true); }
public static bool Load(UnityModManager.ModEntry modEntry) { Logger = modEntry.Logger; settings = Settings.Load <Settings>(modEntry); var harmony = HarmonyInstance.Create(modEntry.Info.Id); harmony.PatchAll(Assembly.GetExecutingAssembly()); modEntry.OnToggle = OnToggle; modEntry.OnGUI = OnGUI; modEntry.OnSaveGUI = OnSaveGUI; lastTimeScale = realTimeScale = Time.timeScale; if (_looper == null) { _looper = new GameObject().AddComponent( typeof(GameSpeeder_Looper)) as GameSpeeder_Looper; UnityEngine.Object.DontDestroyOnLoad(_looper); } return(true); }
public static bool Load(UnityModManager.ModEntry modEntry) { Logger = modEntry.Logger; settings = Settings.Load <Settings>(modEntry); var harmony = HarmonyInstance.Create(modEntry.Info.Id); harmony.PatchAll(Assembly.GetExecutingAssembly()); modEntry.OnToggle = OnToggle; modEntry.OnGUI = OnGUI; modEntry.OnSaveGUI = OnSaveGUI; if (looper == null) { looper = (new GameObject()).AddComponent <Looper>(); UnityEngine.Object.DontDestroyOnLoad(looper); } return(true); }
//this is the function that load the mod, the info.json must point to it In entry method static bool Load(UnityModManager.ModEntry modEntry) { logger = modEntry.Logger; modEntry.OnToggle = OnToggle; modEntry.OnGUI = OnGUI; //modEntry.OnSaveGUI = OnSaveGUI; modpath = modEntry.Path; //settings = UnityModManager.ModSettings.Load<Settings>(modEntry); harmonyInstance = Harmony12.HarmonyInstance.Create(modEntry.Info.Id); ApplyPatch(typeof(LibraryScriptableObject_LoadDictionary2_Patch), "Loading the shader"); ApplyPatch(typeof(AssetBundle_LoadFromFile_Patch), "Loading the new fx"); if (!ApplyPatch(typeof(LibraryScriptableObject_LoadDictionary_Patch), "All mod features")) { // If we can't patch this, nothing will work, so want the mod to turn red in UMM. throw Error("Failed to patch LibraryScriptableObject.LoadDictionary(), cannot load mod"); } return(true); }
static bool Load(UnityModManager.ModEntry modEntry) { try { settings = Settings.Load(modEntry); var harmony = HarmonyInstance.Create(modEntry.Info.Id); harmony.PatchAll(Assembly.GetExecutingAssembly()); modEntry.OnToggle = OnToggle; modEntry.OnGUI = OnGUI; modEntry.OnSaveGUI = OnSaveGUI; logger = modEntry.Logger; } catch (Exception e) { DebugLog(e.ToString() + "\n" + e.StackTrace); throw e; } return(true); }