コード例 #1
0
ファイル: Logger.cs プロジェクト: ricardosouzag/Enemy-HP-Bars
 internal static void LogDebug(string message) => L.LogDebug(prefix + message);
コード例 #2
0
        /// <summary>
        /// Loads the mod by searching for assemblies in hollow_knight_Data\Managed\Mods\
        /// </summary>
        public static void LoadMods()
        {
            if (Loaded)
            {
                return;
            }

            Logger.Log("[API] - Trying to load mods");
            string path = string.Empty;

            if (SystemInfo.operatingSystem.Contains("Windows"))
            {
                path = Application.dataPath + "\\Managed\\Mods";
            }
            else if (SystemInfo.operatingSystem.Contains("Mac"))
            {
                path = Application.dataPath + "/Resources/Data/Managed/Mods/";
            }
            else
            {
                Logger.LogWarn($"Operating system of {SystemInfo.operatingSystem} is not known.  Unable to load mods.");
            }

            if (string.IsNullOrEmpty(path))
            {
                Loaded = true;
                return;
            }

            foreach (string text2 in Directory.GetFiles(path, "*.dll"))
            {
                Logger.LogDebug("[API] - Loading assembly: " + text2);
                try
                {
                    foreach (Type type in Assembly.LoadFile(text2).GetExportedTypes())
                    {
                        if (IsSubclassOfRawGeneric(typeof(Mod <>), type))
                        {
                            Logger.LogDebug("[API] - Trying to instantiate mod<T>: " + type);

                            IMod mod = Activator.CreateInstance(type) as IMod;
                            if (mod == null)
                            {
                                continue;
                            }
                            LoadedMods.Add((Mod)mod);
                        }
                        else if (!type.IsGenericType && type.IsClass && type.IsSubclassOf(typeof(Mod)))
                        {
                            Logger.LogDebug("[API] - Trying to instantiate mod: " + type);
                            Mod mod2 = type.GetConstructor(new Type[0])?.Invoke(new object[0]) as Mod;
                            if (mod2 == null)
                            {
                                continue;
                            }
                            LoadedMods.Add(mod2);
                        }
                    }
                }
                catch (Exception ex)
                {
                    Logger.LogError("[API] - Error: " + ex);
                    _errors.Add(string.Concat(text2, ": FAILED TO LOAD! Check ModLog.txt."));
                }
            }

            foreach (Mod mod in LoadedMods.OrderBy(x => x.LoadPriority()))
            {
                try
                {
                    LoadMod(mod, false);
                }
                catch (Exception ex)
                {
                    _errors.Add(string.Concat(mod.GetType().Name, ": FAILED TO LOAD! Check ModLog.txt."));
                    Logger.LogError("[API] - Error: " + ex);
                }
            }


            GameObject gameObject = new GameObject();

            _draw = gameObject.AddComponent <ModVersionDraw>();
            UnityEngine.Object.DontDestroyOnLoad(gameObject);
            UpdateModText();
            Loaded = true;

            ModHooks.Instance.SaveGlobalSettings();
        }
コード例 #3
0
        public static void LoadMods()
        {
            if (loaded)
            {
                return;
            }

            if (!Directory.Exists(MODS_FOLDER))
            {
                Directory.CreateDirectory(MODS_FOLDER);
            }

            if (!Directory.Exists($"{MODS_FOLDER}{Path.DirectorySeparatorChar}{RELINK_FOLDER}"))
            {
                Directory.CreateDirectory($"{MODS_FOLDER}{Path.DirectorySeparatorChar}{RELINK_FOLDER}");
            }

            DirectoryInfo relinkInfo = new DirectoryInfo($"{MODS_FOLDER}{Path.DirectorySeparatorChar}{RELINK_FOLDER}");

            relinkInfo.Attributes |= FileAttributes.Hidden;

            loadedMods = new List <Mod>();

            string ModText = "Underhero Modding API - Version " + ModHooks.API_VERSION;

            //Init mods from dlls. GetFiles is case-insensitive
            foreach (string name in Directory.GetFiles(MODS_FOLDER, "*.dll"))
            {
                Logger.LogDebug($"[API] Loading mods from assembly: \"{name}\"");
                try
                {
                    //Relinker.Combine(stream, Path.GetFileNameWithoutExtension(name));
                    Assembly asm = Assembly.LoadFile(name);
                    foreach (Type type in asm.GetExportedTypes())
                    {
                        if (type.IsSubclassOf(typeof(Mod)))
                        {
                            Mod mod = (Mod)Activator.CreateInstance(type);

                            if (mod == null)
                            {
                                Logger.LogWarn($"[API] Could not instantiate mod \"{type}\" from file \"{name}\"");
                                continue;
                            }

                            loadedMods.Add(mod);
                        }
                    }
                }
                catch (Exception e)
                {
                    Logger.LogError($"[API] Failed to load mod: \"{name}\"\n{e}");
                }
            }

            //Sort can't take a lambda for some reason, gotta use this messier OrderBy implementation
            loadedMods = loadedMods.OrderBy(mod =>
            {
                try
                {
                    return(mod.LoadPriority());
                }
                catch (Exception e)
                {
                    Logger.LogError($"[API] Failed to get load priority from mod: \"{mod.GetModNameSafe()}\"\n{e}");
                    return(Mod.DEFAULT_PRIORITY);
                }
            }).ToList();

            List <Mod> failedInit = new List <Mod>();

            foreach (Mod mod in loadedMods)
            {
                string name = mod.GetModNameSafe();
                Logger.LogDebug($"[API] Attempting to initialize mod \"{name}\"");
                try
                {
                    mod.Initialize();
                    Logger.Log($"[API] Mod \"{name}\" initialized");
                    ModText += "\n" + mod.GetModName() + " - Version: " + mod.GetVersion();
                }
                catch (Exception e)
                {
                    Logger.LogError($"[API] Failed to initialize mod \"{name}\"\n{e}");
                    failedInit.Add(mod);
                }
            }

            loadedMods.RemoveAll(mod => failedInit.Contains(mod));

            GameObject gameObject = new GameObject();

            _draw = gameObject.AddComponent <ModVersionDraw>();
            UnityEngine.Object.DontDestroyOnLoad(gameObject);
            _draw.drawString = ModText;

            loaded = true;
        }
コード例 #4
0
 private static void LogDebug(string str) => Logger.LogDebug("[Mantis Gods]: " + str);
コード例 #5
0
ファイル: ModLoader.cs プロジェクト: seresharp/Salt.Modding
        public static void LoadMods()
        {
            if (loaded)
            {
                return;
            }

            if (!Directory.Exists(MODS_FOLDER))
            {
                Directory.CreateDirectory(MODS_FOLDER);
            }

            if (!Directory.Exists($"{MODS_FOLDER}{Path.DirectorySeparatorChar}{RELINK_FOLDER}"))
            {
                Directory.CreateDirectory($"{MODS_FOLDER}{Path.DirectorySeparatorChar}{RELINK_FOLDER}");
            }

            DirectoryInfo relinkInfo = new DirectoryInfo($"{MODS_FOLDER}{Path.DirectorySeparatorChar}{RELINK_FOLDER}");

            relinkInfo.Attributes |= FileAttributes.Hidden;

            loadedMods = new List <Mod>();

            //Init mods from dlls. GetFiles is case-insensitive
            foreach (string name in Directory.GetFiles(MODS_FOLDER, "*.dll"))
            {
                Logger.LogDebug($"[API] Loading mods from assembly: \"{name}\"");
                try
                {
                    using (FileStream stream = File.OpenRead(Path.GetFullPath(name)))
                    {
                        Assembly asm = Relinker.GetRelinkedAssembly(stream, Path.GetFileNameWithoutExtension(name));
                        foreach (Type type in asm.GetExportedTypes())
                        {
                            if (type.IsSubclassOf(typeof(Mod)))
                            {
                                Mod mod = (Mod)Activator.CreateInstance(type);

                                if (mod == null)
                                {
                                    Logger.LogWarn($"[API] Could not instantiate mod \"{type}\" from file \"{name}\"");
                                    continue;
                                }

                                loadedMods.Add(mod);
                            }
                        }
                    }
                }
                catch (Exception e)
                {
                    Logger.LogError($"[API] Failed to load mod: \"{name}\"\n{e}");
                }
            }

            //Sort can't take a lambda for some reason, gotta use this messier OrderBy implementation
            loadedMods = loadedMods.OrderBy(mod =>
            {
                try
                {
                    return(mod.LoadPriority());
                }
                catch (Exception e)
                {
                    Logger.LogError($"[API] Failed to get load priority from mod: \"{mod.GetModNameSafe()}\"\n{e}");
                    return(Mod.DEFAULT_PRIORITY);
                }
            }).ToList();

            List <Mod> failedInit = new List <Mod>();

            foreach (Mod mod in loadedMods)
            {
                string name = mod.GetModNameSafe();
                Logger.LogDebug($"[API] Attempting to initialize mod \"{name}\"");
                try
                {
                    mod.Init();
                    Logger.Log($"[API] Mod \"{name}\" initialized");
                }
                catch (Exception e)
                {
                    Logger.LogError($"[API] Failed to initialize mod \"{name}\"\n{e}");
                    failedInit.Add(mod);
                }
            }

            loadedMods.RemoveAll(mod => failedInit.Contains(mod));

            loaded = true;
        }