Пример #1
0
        private static void objLoaded(GameObject[] loaded)
        {
            try
            {
                //Sanity check
                if (objToEntity[0].model != loaded[0].name)
                {
                    throw new Exception("Mod loading failed. Model doesn't map to entity. " + objToEntity[0].model + " != " + loaded[0].name);
                }

                TDLPlugin.DebugOutput(objToEntity[0].entity + " Loaded");

                //Assign the loaded components
                Entity.GetEntityByName(objToEntity[0].entity).prefab.AddComponent <MeshFilter>().mesh       = loaded[0].GetComponent <MeshFilter>().mesh;
                Entity.GetEntityByName(objToEntity[0].entity).prefab.AddComponent <MeshRenderer>().material = loaded[0].GetComponent <MeshRenderer>().material;

                //Destroy the created GameObject, and remove the head of the list
                UnityEngine.Object.Destroy(loaded[0]);
                objToEntity.RemoveAt(0);

                //If we have more than 1 object to load, start loading again
                if (loadList.Count > 0)
                {
                    loadTimer.Enabled = true;
                }
                else
                {
                    AllModelsLoadedHandler();
                }
            }
            catch (Exception ex)
            {
                System.IO.File.AppendAllText(TDLPlugin.path + "/error_log.log", ex.ToString() + "\n\n");
            }
        }
Пример #2
0
        public LoadEntityTable()
        {
            //Last mod will overwrite the first, as per normal
            foreach (Mod loadingMod in TDLPlugin.mods)
            {
                TDLPlugin.DebugOutput("Loading mod: " + loadingMod.Name);
                //Determine the path to load the mod from
                string workingPath = TDLPlugin.path + "/" + loadingMod.Path + "/";

                //Load all of the components

                //Load the script dll file, if it exists
                Assembly workingAssembly = null;
                try
                {
                    //Security check
                    if (loadingMod.CanRunScripts)
                    {
                        workingAssembly = Assembly.LoadFile(workingPath + loadingMod.Name + ".dll");
                    }
                }
                catch
                { }

                //Load the entities
                loadModEntities(workingPath, loadingMod.Name, workingAssembly);

                //Load other text assets - such as spawn categories, or recipies
                if (Directory.Exists(workingPath + "textassets"))
                {
                    loadCategories(workingPath + "textassets");
                    loadRecipes(workingPath + "textassets");
                }
            }
            //Create the timer to load the next object
            //Some bug in the lib means that I can't call repeatedly
            loadTimer          = new Timer(10);
            loadTimer.Elapsed += OnLoadTimerEvent;
            //Don't enable, the callback will do that for us
            if (loadList.Count > 0)
            {
                loadNextObjFile();
            }
        }
Пример #3
0
        //The game will call this function
        public static System.Object HookTDL(System.Object[] args)
        {
            try
            {
                //Set the startup path, so we can find the modding directory
                if (pl == null)
                {
                    path = System.Reflection.Assembly.GetExecutingAssembly().CodeBase.Substring(8);
                    path = path.Substring(0, path.Substring(0, path.LastIndexOf("/")).LastIndexOf("/")) + "/Mods";

                    if (!Directory.Exists(path) || !File.Exists(path + "/modloader.xml"))
                    {
                        CreateModDirectory();
                    }

                    settingsDoc.LoadXml(System.IO.File.ReadAllText(path + "/modloader.xml"));

                    //Load the mods

                    XmlDocument modDoc  = new XmlDocument();
                    XmlNodeList eleList = settingsDoc.SelectNodes("/modloader/loadorder/*");

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

                    for (int i = 0; i < eleList.Count; i++)
                    {
                        if (!bool.Parse(eleList[i].SelectSingleNode("@enabled").Value))
                        {
                            continue;
                        }

                        //Is this mod allowed to use code?
                        bool canRunScripts = false;
                        try
                        {
                            canRunScripts = bool.Parse(eleList[i].SelectSingleNode("@scripts").Value);
                        }
                        catch
                        { }

                        string modPath = eleList[i].SelectSingleNode("text()").Value;
                        modDoc.Load(path + "\\" + modPath + "\\info.xml");
                        string modName    = modDoc.SelectSingleNode("mod/name/text()").Value;
                        string modVersion = modDoc.SelectSingleNode("mod/version/text()").Value;
                        string modAuthor  = modDoc.SelectSingleNode("mod/author/text()").Value;
                        modsTemp.Add(new Mod(modName, modVersion, modAuthor, modPath, canRunScripts));
                    }
                    mods = modsTemp.ToArray();


                    //Load the settings
                    eleList = settingsDoc.SelectNodes("/modloader/settings/setting");
                    for (int i = 0; i < eleList.Count; i++)
                    {
                        settings.Add(eleList[i].SelectSingleNode("@id").Value, eleList[i].SelectSingleNode("text()").Value);
                    }

                    //Create the reference
                    pl = new TDLPlugin();

                    //Add the ModsMenu menu
                    //TDLMenuCommon.Singleton.gameObject.AddComponent<ModsMenu>();

                    //Check settings, such as TextAsset dumps
                    if (!debugging)
                    {
                        pl.WriteOutTextAssets();
                    }
                }

                //We are passing in the entrypoint as a string here, so a cast should be fine
                string command = "";
                try
                {
                    command = (string)args[0];
                }
                catch (Exception ex)
                {
                    //If it fails, give some feedback as to why
                    if (args != null)
                    {
                        DebugOutput("Invalid parameter (0): " + args[0]);
                    }
                    else
                    {
                        DebugOutput("Invalid parameter (0): null");
                    }
                    System.IO.File.WriteAllText(path + "/error_log.log", "Hook Argument Exception\r\n" + ex.ToString());
                }
                //Switch for all of the known hooks
                switch (command)
                {
                case "loadEntityTable":
                    let = new LoadEntityTable();

                    //TEMP
                    pl.probingCode();

                    return("");

                case "ShowModMenu":
                    if (!BodyMenuMods.singleton)
                    {
                        Component.FindObjectOfType <StartMenu>().gameObject.AddComponent <BodyMenuMods>();
                    }
                    return(BodyMenuMods.singleton);

                case "LoadPrefab":
                    DebugOutput("Prefab: '" + (string)args[1] + "'");

                    return(LoadEntityTable.getPrefabObject((string)args[1]));

                default:
                    DebugOutput("No hook found for '" + command + "'");
                    break;
                }
            }
            catch (Exception ex)
            {
                System.IO.File.AppendAllText(path + "/error_log.log", ex.ToString() + "\n\n");
            }

            return(null);
        }
Пример #4
0
        public void loadModEntities(string workingPath, string modName, Assembly workingAssembly)
        {
            //If we have entities to load, do so
            workingPath += "entities";
            if (Directory.Exists(workingPath))
            {
                //Load all entity files
                XmlDocument entityDoc = new XmlDocument();
                foreach (string fileName in Directory.GetFiles(workingPath, "*.xml", SearchOption.TopDirectoryOnly))
                {
                    //Load the file
                    entityDoc.LoadXml(System.IO.File.ReadAllText(fileName));

                    //Store the name
                    string entityName = entityDoc.SelectSingleNode("/entity/@name").Value;

                    Entity     newEnt = Entity.GetEntityByName(entityName);
                    GameObject newPrefab;

                    //If the object doesn't exist yet, make it
                    if (newEnt.entityName == "prop_unknown")
                    {
                        TDLPlugin.DebugOutput("Unknown entity, creating: " + entityName);
                        //Create the entity
                        XmlDocument xmlDocument = new XmlDocument();
                        //Load the Xml
                        xmlDocument.LoadXml("<entity class='" + entityDoc.SelectSingleNode("/entity/properties/class/text()").Value + "' name='" + entityName + "' near='yes' cache='3' ambient='yes' />");
                        newEnt = new Entity(xmlDocument.DocumentElement);

                        //Create the entity prefab
                        newPrefab = new GameObject(entityName + "_prefab");
                    }
                    else
                    {
                        newPrefab = newEnt._prefab;
                    }

                    //Entity properties
                    try
                    {
                        newEnt.carry = bool.Parse(entityDoc.SelectSingleNode("/entity/properties/canCarry/text()").Value);
                    }
                    catch
                    {}

                    try
                    {
                        newEnt.drag = bool.Parse(entityDoc.SelectSingleNode("/entity/properties/canDrag/text()").Value);
                    }
                    catch
                    { }

                    //Still not sure what this does
                    try
                    {
                        //newEnt.farOverride = bool.Parse(entityDoc.SelectSingleNode("/entity/properties/near/text()").Value);
                    }
                    catch
                    { }

                    try
                    {
                        newEnt.lootEntry = new LootEntry(entityDoc.SelectSingleNode("/entity/properties/lootEntry/text()").Value.Split(','));
                    }
                    catch
                    { }

                    //Mesh
                    try
                    {
                        string replacementMesh = entityDoc.SelectSingleNode("/entity/mesh/text()").Value;
                        if (replacementMesh != null)
                        {
                            //Disable the current model
                            try
                            {
                                newPrefab.GetComponent <LODGroup>().enabled = false;
                            }
                            catch
                            { }

                            //Load our model
                            loadList.Add(workingPath + "/" + entityDoc.SelectSingleNode("/entity/mesh/text()").Value);
                            string meshFileName = entityDoc.SelectSingleNode("/entity/mesh/text()").Value;
                            objToEntity.Add(new ModelEntityMapping(meshFileName.Substring(0, meshFileName.LastIndexOf('.')), entityName));

                            //Set the texture randomiser up
                            try
                            {
                                XmlNodeList texturesList = entityDoc.SelectNodes("/entity/randomTextures/*");

                                //Add all of the possible textures
                                Texture2D[] possibleTextures = new Texture2D[texturesList.Count];
                                for (int i = 0; i < texturesList.Count; i++)
                                {
                                    possibleTextures[i] = new Texture2D(int.Parse(texturesList[i].SelectSingleNode("@width").Value), int.Parse(texturesList[i].SelectSingleNode("@height").Value));
                                    possibleTextures[i].LoadImage(System.IO.File.ReadAllBytes(workingPath + "/" + texturesList[i].SelectSingleNode("text()").Value));
                                }
                                newPrefab.AddComponent <TextureRandomiser>().textures = possibleTextures;
                            }
                            catch
                            {}
                        }
                    }
                    catch
                    {
                        //Nope, no mesh
                    }

                    //Physics
                    try
                    {
                        //Are we removing the orginal?
                        try
                        {
                            if (Boolean.Parse(entityDoc.SelectSingleNode("/entity/physics/@replace").Value))
                            {
                                foreach (Collider col in newPrefab.GetComponents <Collider>())
                                {
                                    UnityEngine.Object.Destroy(col);
                                }
                            }
                        }
                        catch (System.Xml.XPath.XPathException)
                        {
                            //Not specified, so no
                        }

                        XmlNodeList eleList = entityDoc.SelectNodes("/entity/physics/*");

                        //Add all child physics elements
                        for (int i = 0; i < eleList.Count; i++)
                        {
                            string type = eleList[i].Name;

                            //TODO: Add all col types to this
                            Collider newCol = null;
                            switch (type)
                            {
                            case "rigidBody":
                                Rigidbody rb = newPrefab.GetComponent <Rigidbody>();
                                if (rb == null)
                                {
                                    rb = newPrefab.AddComponent <Rigidbody>();
                                }
                                rb.mass = float.Parse(eleList[i].SelectSingleNode("mass/text()").Value);
                                //rb.drag = 0f;
                                //rb.mass = 1f;
                                break;

                            case "boxCollider":

                                string[] center = eleList[i].SelectSingleNode("center/text()").Value.Split('|');
                                string[] size   = eleList[i].SelectSingleNode("size/text()").Value.Split('|');

                                newCol = newPrefab.AddComponent <BoxCollider>();
                                ((BoxCollider)newCol).center = new Vector3(float.Parse(center[0]), float.Parse(center[1]), float.Parse(center[2]));
                                ((BoxCollider)newCol).size   = new Vector3(float.Parse(size[0]), float.Parse(size[1]), float.Parse(size[2]));

                                //Temp, this should be loaded elsewhere, somehow
                                //newCol.material = (PhysicMaterial)Resources.Load("PhysicMaterials/Ice");
                                break;

                            case "sphereCollider":
                                break;

                            //Should only be used for statics
                            case "meshCollider":
                                Mesh colMesh = ObjImporter.ImportFile(workingPath + "/" + eleList[i].SelectSingleNode("mesh/text()").Value);
                                newCol = newPrefab.AddComponent <MeshCollider>();
                                ((MeshCollider)newCol).sharedMesh = colMesh;
                                ((MeshCollider)newCol).convex     = bool.Parse(eleList[i].SelectSingleNode("convex/text()").Value);
                                //newCol.material = (PhysicMaterial)Resources.Load("PhysicMaterials/Ice");
                                break;

                            default:
                                TDLPlugin.DebugOutput("Unknown physics type: " + type);
                                break;
                            }

                            //If it has a enabled comp, check it
                            try
                            {
                                if (!bool.Parse(eleList[i].SelectSingleNode("enabled/text()").Value))
                                {
                                    newCol.isTrigger = true;
                                }
                            }
                            catch { }

                            try
                            {
                                newCol.name = eleList[i].Attributes["id"].Value;
                                DebugConsole.Log("Setting name " + newCol.name + " on " + newPrefab.name);
                            }
                            catch
                            {}
                        }
                    }
                    catch
                    {
                        //Nope, no physics
                    }

                    //Script Components
                    try
                    {
                        XmlNodeList componentListXML = entityDoc.SelectNodes("/entity/scripts/*");
                        //Add all scripts to the entity
                        for (int i = 0; i < componentListXML.Count; i++)
                        {
                            Type loadedType = workingAssembly.GetType("Mod." + modName + "." + componentListXML[i].SelectSingleNode("text()").Value);
                            //Init a setup member
                            loadedType.InvokeMember("ModLoaderInit", BindingFlags.DeclaredOnly | BindingFlags.Public | BindingFlags.Static | BindingFlags.InvokeMethod, null, null, new object[] { newEnt.entityName, workingPath });
                            //Add the component
                            newPrefab.AddComponent(loadedType);
                        }
                    }
                    catch
                    {
                        //No scripts to load
                    }

                    //Reassign the prefab
                    newEnt._prefab = newPrefab;
                    prefabs.Add(newPrefab.name, newPrefab);

                    DebugConsole.Log("Has no prefab:" + newEnt.hasNoPrefab);
                    DebugConsole.Log("Test prefab:" + newEnt._prefab.name);

                    newEnt.hasNoPrefab = false;

                    newEnt.prefabName = newEnt._prefab.name;

                    DebugConsole.Log("Mod prefab:" + newEnt.prefab.name);
                }
            }
            //Assembly assemble = Assembly.LoadFile(@"D:\SteamLibrary\SteamApps\common\The Dead Linger\TDL_Data\Mods\RotateLock\RotateLock.dll");
            //TDLMenuCommon.Singleton.gameObject.AddComponent(assemble.GetType("Mod.RotateLock.RotateLockComponent", true));
        }