2019-08-01 20:55:48 +00:00
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using System;
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2019-08-02 12:05:26 +00:00
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using System.Collections.Generic;
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2019-08-01 20:55:48 +00:00
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using System.IO;
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using System.Reflection;
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using UnityEngine;
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namespace ModLoader
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{
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public static class Loader
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{
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2019-08-02 03:10:03 +00:00
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public static GameObject modObjects;
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2019-08-02 12:05:26 +00:00
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public static Dictionary<Component, FileInfo> loadedMods = new Dictionary<Component, FileInfo>();
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2019-08-02 03:10:03 +00:00
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2019-08-01 20:55:48 +00:00
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public static void Log(string output)
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{
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Console.WriteLine("[BWML]" + output);
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//UnityEngine.Debug.Log("[BWML]" + output);
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}
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2019-08-02 12:05:26 +00:00
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2019-08-02 18:32:05 +00:00
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public static void DebugLog(string output)
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{
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#if DEBUG
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Log(output);
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#endif // DEBUG
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}
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2019-08-02 12:05:26 +00:00
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static void FindMods(DirectoryInfo path)
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{
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FileInfo[] files = path.GetFiles("*.dll");
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foreach (FileInfo file in files)
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{
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try
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{
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Assembly modDll = Assembly.LoadFrom(path.FullName + "/" + file.Name);
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Type[] modType = modDll.GetTypes();
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foreach (Type t in modType)
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{
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2019-08-02 18:32:05 +00:00
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DebugLog("Found type in " + file.Name + ": " + t.Name);
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2019-08-02 12:05:26 +00:00
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if (t.IsClass && t.IsSubclassOf(typeof(MonoBehaviour)))
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{
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loadedMods.Add(modObjects.AddComponent(t), file);
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Log("Loaded " + t.Name + " from file: " + file.Name);
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//CleanMods();
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}
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}
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}
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catch (Exception e)
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{
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Log("Exception raised while loading mod " + file.Name);
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Log(e.Message);
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Log("Skipped loading this mod");
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}
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}
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}
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public static void RemoveMod(Component mod)
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{
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UnityEngine.Object.Destroy(mod);
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loadedMods.Remove(mod);
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}
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static void CleanMods()
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{
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foreach(KeyValuePair<Component, FileInfo> mod in loadedMods)
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{
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if (modObjects.GetComponent(mod.Key.GetType()) == null)
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{
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loadedMods.Remove(mod.Key);
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}
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}
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}
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2019-08-01 20:55:48 +00:00
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public static void Load()
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{
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Log("Starting mod loader...");
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string dllpath = new System.Uri(System.Reflection.Assembly.GetExecutingAssembly().CodeBase).LocalPath;
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string Path = new FileInfo(dllpath).Directory.FullName;
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string modsPath = Path + "\\Mods";
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string assetsPath = modsPath + "\\Assets";
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2019-08-02 18:32:05 +00:00
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DebugLog("Dll dir: "+Path);
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DebugLog("Mods dir: "+modsPath);
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2019-08-01 20:55:48 +00:00
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if (!Directory.Exists(modsPath))
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{
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Directory.CreateDirectory(modsPath);
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}
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if (!Directory.Exists(assetsPath))
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{
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Directory.CreateDirectory(assetsPath);
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}
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2019-08-02 03:10:03 +00:00
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modObjects = new GameObject();
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2019-08-01 20:55:48 +00:00
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//For each DLL in "Blackwake/Blackwake_Data/Managed/Mods/"
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//Open them, Get the mod class, then add it in the game.
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2019-08-02 12:05:26 +00:00
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DirectoryInfo d = new DirectoryInfo(modsPath);
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FindMods(d);
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foreach(Component mod in loadedMods.Keys)
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2019-08-01 20:55:48 +00:00
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{
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2019-08-02 18:32:05 +00:00
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Log("Mod \"" + mod.name + "\" loaded from \"" + loadedMods[mod].Name + "\"");
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2019-08-01 20:55:48 +00:00
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}
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Log("All Mods have been Loaded!");
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modObjects.AddComponent<ModGUI.ModGUI>();
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Log("GUI has been loaded");
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//Keep mods active
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UnityEngine.Object.DontDestroyOnLoad(modObjects);
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}
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}
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2019-08-01 21:03:45 +00:00
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}
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