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2
.gitignore
vendored
2
.gitignore
vendored
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@ -34,5 +34,3 @@ sysinfo.txt
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# Builds
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# Builds
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*.apk
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*.apk
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*.unitypackage
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*.unitypackage
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bin/
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@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@ -7,7 +7,7 @@
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<OutputType>Library</OutputType>
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<OutputType>Library</OutputType>
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<RootNamespace>BWModLoader</RootNamespace>
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<RootNamespace>BWModLoader</RootNamespace>
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<AssemblyName>BWModLoader</AssemblyName>
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<AssemblyName>BWModLoader</AssemblyName>
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<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
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<TargetFrameworkVersion>v4.7</TargetFrameworkVersion>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugSymbols>true</DebugSymbols>
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@ -35,13 +35,13 @@
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<ItemGroup>
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<ItemGroup>
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="src\Loader.cs" />
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<Compile Include="src\Loader.cs" />
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<Compile Include="src\ModLogger.cs" />
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<Compile Include="src\ModGUI.cs" />
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<Compile Include="src\ModGUI.cs" />
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<Compile Include="src\ModLoader.cs" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="packages.config" />
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<None Include="packages.config" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup />
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<ItemGroup>
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<Folder Include="src\" />
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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</Project>
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</Project>
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@ -1,49 +1,73 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.IO;
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using System.Reflection;
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using System.Reflection;
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using UnityEngine;
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using UnityEngine;
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namespace ModLoader
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namespace BWModLoader
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{
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{
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public static class Loader
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public static class Loader
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{
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{
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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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public static void Load()
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public static void Load()
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{
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{
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string logfile = null;
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Log("Starting mod loader...");
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#if DEBUG
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logfile = ModLoader.LogPath + "\\modloader.log";
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#endif
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ModLogger logger = new ModLogger("[BWML]", logfile);
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logger.ClearLog();
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logger.Log("Starting mod loader...");
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logger.DebugLog("Mods dir: " + ModLoader.ModsPath);
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if (!Directory.Exists(ModLoader.ModsPath))
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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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Log("Dll dir: "+Path);
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Log("Mods dir: "+modsPath);
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if (!Directory.Exists(modsPath))
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{
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{
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Directory.CreateDirectory(ModLoader.ModsPath);
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Directory.CreateDirectory(modsPath);
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}
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}
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if (!Directory.Exists(ModLoader.AssetsPath))
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if (!Directory.Exists(assetsPath))
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{
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{
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Directory.CreateDirectory(ModLoader.AssetsPath);
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Directory.CreateDirectory(assetsPath);
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}
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}
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DirectoryInfo d = new DirectoryInfo(modsPath);
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GameObject modObjects = new GameObject();
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//For each DLL in "Blackwake/Blackwake_Data/Managed/Mods/"
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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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//Open them, Get the mod class, then add it in the game.
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ModLoader loader = new ModLoader(logger);
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foreach (var file in d.GetFiles("*.dll"))
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ModLoader.Instance = loader;
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loader.RefreshModFiles();
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foreach (FileInfo file in loader.GetAllMods().Keys)
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{
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{
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loader.Load(file);
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try
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{
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Assembly modDll = Assembly.LoadFrom(modsPath + "/" + 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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Log("Found type in " + file.Name + ": " + t.Name);
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if (t.IsClass && t.IsSubclassOf(typeof(MonoBehaviour)))
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{
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modObjects.AddComponent(t);
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Log("Loaded '" + t.Name + "' in " + file.Name);
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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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logger.Log("All Mods have been Loaded!");
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Log("All Mods have been Loaded!");
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loader.ModObjects.AddComponent<ModGUI.ModGUI>();
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modObjects.AddComponent<ModGUI.ModGUI>();
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logger.Log("GUI has been loaded");
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Log("GUI has been loaded");
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//Keep mods active
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//Keep mods active
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UnityEngine.Object.DontDestroyOnLoad(loader.ModObjects);
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UnityEngine.Object.DontDestroyOnLoad(modObjects);
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}
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}
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}
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}
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}
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}
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135
src/ModGUI.cs
135
src/ModGUI.cs
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@ -1,143 +1,14 @@
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using System;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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using UnityEngine;
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namespace BWModLoader.ModGUI
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namespace ModGUI
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{
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{
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public enum ScreenType
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{
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MOD,
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LOG
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}
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/// <summary>
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/// Manages contents and behaviour of the Debug Window
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/// </summary>
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public class ModGUI : MonoBehaviour
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public class ModGUI : MonoBehaviour
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{
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{
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static bool debugEnabled;
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static int currentScreen;
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static Vector2 scrollPosition;
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static Vector2 size;
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static Vector2 position;
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void Start()
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{
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currentScreen = (int)ScreenType.MOD;
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scrollPosition = Vector2.zero;
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debugEnabled = false;
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size = new Vector2(1000, 1000);
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position = new Vector2((Screen.width / 2) - (size.x / 2),
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(Screen.height / 2) - (size.x / 2));
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}
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/// <summary>
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/// Toggles the Window when the Hotkey is pressed
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/// </summary>
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void Update()
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{
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if (Input.GetKeyUp("insert"))
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{
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debugEnabled = !debugEnabled;
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}
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}
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/// <summary>
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/// Code that executes if the window was opened
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/// </summary>
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void OnGUI()
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void OnGUI()
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{
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{
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if (debugEnabled)
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GUI.color = Color.red;
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{
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GUI.Label(new Rect(5f, 0f, 200f, 20f), "ModLoader v0.3");
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GUI.ModalWindow(0, new Rect(position, size), DebugWindow, "[BWML]Debug Menu");
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}
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}
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/// <summary>
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/// Manages contents of the window
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/// </summary>
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/// <param name="windowID">ID of the Debug Window</param>
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void DebugWindow(int windowID)
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{
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GUI.DragWindow(new Rect(0, 0, 10000, 20));
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currentScreen = GUI.SelectionGrid(new Rect(25, 25, size.x - 50, 75), currentScreen,
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new string[] { "Mods", "Logs" }, 2);
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if (currentScreen == (int)ScreenType.MOD)
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{
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ModWindow();
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}
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else
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{
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LogWindow();
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}
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}
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/// <summary>
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/// Logging window content
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/// </summary>
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void LogWindow()
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{
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GUI.Label(new Rect(0, 100, 100, 25), "LogWindow");
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int logNum = 0;
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if (ModLoader.Instance.Logger.Logs.Any())
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{
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scrollPosition = GUI.BeginScrollView(new Rect(0, 100, size.x, size.y - 100), scrollPosition, new Rect(0, 0, size.x, 50));
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foreach (string log in ModLoader.Instance.Logger.Logs)
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{
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logNum++;
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GUI.Label(new Rect(0, 25 * logNum, 1000, 25), log);
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}
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GUI.EndScrollView();
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}
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||||||
}
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||||||
/// <summary>
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/// Mod window content
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/// </summary>
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void ModWindow()
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{
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if (GUI.Button(new Rect(0, 100, 100, 25), "Reload all mods"))
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||||||
{
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ModLoader.Instance.RefreshModFiles();
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||||||
}
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||||||
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scrollPosition = GUI.BeginScrollView(new Rect(0, 100, size.x, size.y - 100), scrollPosition, new Rect(0, 0, size.x, 50));
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int modNum = 0;
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var allmods = ModLoader.Instance.GetAllMods();
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||||||
foreach (FileInfo file in allmods.Keys)
|
|
||||||
{
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||||||
foreach (Type mod in allmods[file])
|
|
||||||
{
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||||||
modNum++;
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//GUI.Label(new Rect(0, modNum * 25, 100, 25), mod.Name);
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//GUI.Toggle(new Rect(0, modNum * 25, 100, 25), ModLoader.Instance.IsLoaded(mod), mod.Name);
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bool newCheckboxStatus = GUI.Toggle(new Rect(20, modNum * 25, 100, 25), ModLoader.Instance.IsLoaded(mod), mod.Name);
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|
||||||
if (newCheckboxStatus)
|
|
||||||
{
|
|
||||||
if (!ModLoader.Instance.IsLoaded(mod))
|
|
||||||
{
|
|
||||||
ModLoader.Instance.Load(file);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (ModLoader.Instance.IsLoaded(mod))
|
|
||||||
{
|
|
||||||
ModLoader.Instance.Unload(file);
|
|
||||||
}
|
|
||||||
}
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|
||||||
|
|
||||||
// Reload the respective Mod
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if (GUI.Button(new Rect(200, modNum * 25, 100, 25), "Reload"))
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|
||||||
{
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|
||||||
ModLoader.Instance.RefreshModFiles();
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|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
GUI.EndScrollView();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
141
src/ModLoader.cs
141
src/ModLoader.cs
|
@ -1,141 +0,0 @@
|
||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.IO;
|
|
||||||
using System.Reflection;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace BWModLoader
|
|
||||||
{
|
|
||||||
public class ModLoader
|
|
||||||
{
|
|
||||||
public static ModLoader Instance { get; internal set; }
|
|
||||||
|
|
||||||
private static readonly string dllpath = new Uri(Assembly.GetExecutingAssembly().CodeBase).LocalPath;
|
|
||||||
private static readonly string folderPath = Path.GetDirectoryName(dllpath);
|
|
||||||
public static string ModsPath => folderPath + "\\Mods";
|
|
||||||
public static string AssetsPath => ModsPath + "\\Assets";
|
|
||||||
public static string LogPath => ModsPath + "\\Logs";
|
|
||||||
|
|
||||||
public ModLogger Logger;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// All known mods files
|
|
||||||
/// </summary>
|
|
||||||
private readonly Dictionary<FileInfo, List<Type>> allMods = new Dictionary<FileInfo, List<Type>>();
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Gets all known mods files
|
|
||||||
/// </summary>
|
|
||||||
/// Prevent modification from outside by making copy
|
|
||||||
public Dictionary<FileInfo, List<Type>> GetAllMods() => new Dictionary<FileInfo, List<Type>>(allMods);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// GameObject that holds our mods
|
|
||||||
/// </summary>
|
|
||||||
public GameObject ModObjects { get; } = new GameObject();
|
|
||||||
|
|
||||||
public ModLoader(ModLogger logger)
|
|
||||||
{
|
|
||||||
this.Logger = logger;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Checks if a mod is loaded
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="mod"></param>
|
|
||||||
/// <returns></returns>
|
|
||||||
public bool IsLoaded(Type mod)
|
|
||||||
{
|
|
||||||
return ModObjects.GetComponent(mod) != null;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Refresh all known mods
|
|
||||||
/// </summary>
|
|
||||||
public void RefreshModFiles()
|
|
||||||
{
|
|
||||||
DirectoryInfo dir = new DirectoryInfo(ModsPath);
|
|
||||||
//Unloads & clears known mods
|
|
||||||
foreach (var mod in allMods)
|
|
||||||
{
|
|
||||||
Unload(mod.Key);
|
|
||||||
}
|
|
||||||
allMods.Clear();
|
|
||||||
|
|
||||||
//Find all files to refresh
|
|
||||||
foreach (FileInfo file in dir.GetFiles("*.dll"))
|
|
||||||
{
|
|
||||||
//Save mod types and file path
|
|
||||||
allMods.Add(file, LoadModTypes(file));
|
|
||||||
Logger.Log("Found dll: " + file.Name);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Finds and loads all mod classes in a file
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="file">The file to load</param>
|
|
||||||
/// <returns></returns>
|
|
||||||
private List<Type> LoadModTypes(FileInfo file)
|
|
||||||
{
|
|
||||||
List<Type> mods = new List<Type>();
|
|
||||||
try
|
|
||||||
{
|
|
||||||
Assembly modDll = Assembly.LoadFrom(file.FullName);
|
|
||||||
Type[] modType = modDll.GetTypes();
|
|
||||||
foreach (Type t in modType)
|
|
||||||
{
|
|
||||||
Logger.Log("Found type in " + file.Name + ": " + t.Name);
|
|
||||||
if (t.IsClass && typeof(MonoBehaviour).IsAssignableFrom(t) && !t.IsAbstract && t.IsPublic)
|
|
||||||
{
|
|
||||||
mods.Add(t);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception e)
|
|
||||||
{
|
|
||||||
Logger.Log("Exception raised while loading mod " + file.Name);
|
|
||||||
Logger.Log(e.Message);
|
|
||||||
Logger.Log("Skipped loading this mod");
|
|
||||||
}
|
|
||||||
return mods;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// will load a mod from memory
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="file"></param>
|
|
||||||
public void Load(FileInfo file)
|
|
||||||
{
|
|
||||||
if (allMods.TryGetValue(file, out var types))
|
|
||||||
{
|
|
||||||
foreach (Type mod in types)
|
|
||||||
{
|
|
||||||
//if mod is not loaded
|
|
||||||
if (!IsLoaded(mod))
|
|
||||||
{
|
|
||||||
ModObjects.AddComponent(mod);
|
|
||||||
Logger.Log("Loaded: " + mod.Name + " From file: " + file.Name);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//Unloads a mod from game
|
|
||||||
public void Unload(FileInfo file)
|
|
||||||
{
|
|
||||||
if (allMods.TryGetValue(file, out var types))
|
|
||||||
{
|
|
||||||
foreach (Type mod in types)
|
|
||||||
{
|
|
||||||
//if mod is loaded
|
|
||||||
if (IsLoaded(mod))
|
|
||||||
{
|
|
||||||
UnityEngine.Object.Destroy(ModObjects.GetComponent(mod));
|
|
||||||
Logger.Log("Unloaded: " + mod.Name + " From file: " + file.Name);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,68 +0,0 @@
|
||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.IO;
|
|
||||||
using System.Linq;
|
|
||||||
using System.Text;
|
|
||||||
|
|
||||||
namespace BWModLoader
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Handles logging
|
|
||||||
/// </summary>
|
|
||||||
public class ModLogger
|
|
||||||
{
|
|
||||||
string prefix;
|
|
||||||
string file;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Log history
|
|
||||||
/// </summary>
|
|
||||||
public List<string> Logs { get; } = new List<string>();
|
|
||||||
|
|
||||||
public ModLogger(string prefix, string file = null)
|
|
||||||
{
|
|
||||||
this.prefix = prefix;
|
|
||||||
this.file = file;
|
|
||||||
if (!string.IsNullOrEmpty(file) && !File.Exists(file))
|
|
||||||
{
|
|
||||||
Directory.CreateDirectory(Path.GetDirectoryName(file));
|
|
||||||
File.WriteAllText(file, "");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Clears ingame log and log files
|
|
||||||
/// </summary>
|
|
||||||
public void ClearLog()
|
|
||||||
{
|
|
||||||
Logs.Clear();
|
|
||||||
if (!string.IsNullOrEmpty(file) && File.Exists(file))
|
|
||||||
{
|
|
||||||
File.Delete(file);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Log to debugger and output.txt
|
|
||||||
/// </summary>
|
|
||||||
public void Log(string output)
|
|
||||||
{
|
|
||||||
Console.WriteLine(prefix + output);
|
|
||||||
Logs.Add(prefix + output);
|
|
||||||
if (!string.IsNullOrEmpty(file))
|
|
||||||
{
|
|
||||||
File.AppendAllText(file, prefix + output + Environment.NewLine);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Only logs messages in Debug builds of the modloader
|
|
||||||
/// </summary>
|
|
||||||
public void DebugLog(string output)
|
|
||||||
{
|
|
||||||
#if DEBUG
|
|
||||||
Log(output);
|
|
||||||
#endif // DEBUG
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
Loading…
Reference in a new issue