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BetterUIWindow.cs
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BetterUIWindow.cs
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using System;
using System.Collections.Generic;
using System.Text;
using RoR2;
using RoR2.UI;
using RoR2.UI.MainMenu;
using RoR2.UI.SkinControllers;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using System.Reflection;
using System.Collections;
namespace BetterUI
{
internal static class BetterUIWindow
{
static AssetBundle bundle;
static GameObject modPanelPrefab;
static GameObject modButtonPrefab;
static GameObject betterUIWindowPrefab;
internal static Transform menuParent;
static BetterUIWindow()
{
bundle = AssetBundle.LoadFromMemory(Properties.Resources.betteruiassets);
modPanelPrefab = bundle.LoadAsset<GameObject>($"Assets/ModPanel.prefab");
modButtonPrefab = bundle.LoadAsset<GameObject>($"Assets/ModButton.prefab");
betterUIWindowPrefab = bundle.LoadAsset<GameObject>($"Assets/BetterUIWindow.prefab");
}
class BetterUIDestroyer : MonoBehaviour{
internal GameObject monitoredGameObject;
void OnDisable(){
if(monitoredGameObject == null ||
Mathf.Abs(monitoredGameObject.transform.position.x) < 50 ||
Mathf.Abs(monitoredGameObject.transform.position.y) < 50 )
{
UnityEngine.Object.Destroy(BetterUIPlugin.instance);
Debug.LogError("It appears the BetterUI Button has been destroyed or moved off the screen, this is not supported and BetterUI has been disabled.");
}
}
}
internal static void Init()
{
BetterUIPlugin.Hooks.Add<BaseMainMenuScreen>(nameof(BaseMainMenuScreen.Awake), BaseMainMenuScreen_Awake);
ViewablesCatalog.Node node = new ViewablesCatalog.Node("BetterUI", true, null);
var buttonNode = new ViewablesCatalog.Node("Donate", false, node);
buttonNode.shouldShowUnviewed = (UserProfile userProfile) => !userProfile.HasViewedViewable(buttonNode.fullName);
ViewablesCatalog.AddNodeToRoot(node);
}
static void BaseMainMenuScreen_Awake(Action<BaseMainMenuScreen> orig, BaseMainMenuScreen self)
{
menuParent = self.transform;
var transform = self.transform.Find("SafeZone/GenericMenuButtonPanel");
var DescriptionGameObject = self.transform.Find("SafeZone/GenericMenuButtonPanel/JuicePanel/DescriptionPanel, Naked/ContentSizeFitter/DescriptionText");
if (transform != null || DescriptionGameObject != null)
{
var DescriptionController = DescriptionGameObject.GetComponent<LanguageTextMeshController>();
var modPanel = GameObject.Instantiate(modPanelPrefab, transform);
float bigifier = 0.1f;
modPanel.transform.position += new Vector3(Mathf.SmoothStep(0,250, bigifier),0,0);
foreach (var hgButton in modPanel.GetComponentsInChildren<HGButton>())
{
hgButton.transform.localScale *= 1 + bigifier;
var destroyer = self.gameObject.AddComponent<BetterUIDestroyer>();
destroyer.monitoredGameObject = hgButton.gameObject;
hgButton.hoverLanguageTextMeshController = DescriptionController;
}
}
orig(self);
}
}
public class BetterUIEventFunctions : MonoBehaviour
{
static Dictionary<GameObject, GameObject> spawnedGameObjects = new Dictionary<GameObject, GameObject>();
public void createWindow(GameObject prefab)
{
if (BetterUIWindow.menuParent != null)
{
var exists = spawnedGameObjects.TryGetValue(prefab, out var instance);
if (!exists || instance == null)
{
spawnedGameObjects[prefab] = GameObject.Instantiate(prefab, BetterUIWindow.menuParent);
Destroy(spawnedGameObjects[prefab].transform.Find("Window/UpperLeftButtonPanel/DonateButton")?.gameObject);
Destroy(spawnedGameObjects[prefab].transform.Find("Window/UpperLeftButtonPanel/DiscordButton")?.gameObject);
Destroy(spawnedGameObjects[prefab].transform.Find("Window/SocialPanel/TwitterButton")?.gameObject);
}
}
}
}
[ExecuteAlways]
internal class PrefabLoader : MonoBehaviour
{
public string prefabAddress;
private string loadedPrefab;
private Boolean loading = false;
GameObject instance;
void Start()
{
LoadPrefab();
}
void OnValidate()
{
LoadPrefab();
}
void LoadPrefab()
{
if (!string.IsNullOrEmpty(prefabAddress) && !loading)
{
loading = true;
Addressables.LoadAssetAsync<GameObject>(prefabAddress).Completed += PrefabLoaded;
}
}
private void PrefabLoaded(AsyncOperationHandle<GameObject> obj)
{
switch (obj.Status)
{
case AsyncOperationStatus.Succeeded:
if (loadedPrefab == prefabAddress) break;
if (instance != null) DestroyImmediate(instance);
var prefab = obj.Result;
instance = Instantiate(prefab);
SetRecursiveFlags(instance.transform);
instance.transform.SetParent(this.gameObject.transform, false);
loadedPrefab = prefabAddress;
loading = false;
break;
case AsyncOperationStatus.Failed:
if (instance != null) DestroyImmediate(instance);
Debug.LogError("Prefab load failed.");
loading = false;
break;
default:
// case AsyncOperationStatus.None:
break;
}
}
static void SetRecursiveFlags(Transform transform)
{
transform.gameObject.hideFlags |= HideFlags.DontSave;
foreach (Transform child in transform)
{
SetRecursiveFlags(child);
}
}
}
[ExecuteAlways]
internal class AddressableAssetLoader : MonoBehaviour
{
public Component component;
public string fieldName;
public string assetAddress;
private static readonly MethodInfo LoadAssetAsyncInfo = typeof(Addressables).GetMethod(nameof(Addressables.LoadAssetAsync), new[] { typeof(string) });
void LoadAsset(bool dontSave = false)
{
var typ = component.GetType();
var field = typ.GetField(fieldName, BindingFlags.Public | BindingFlags.Static | BindingFlags.IgnoreCase | BindingFlags.Instance | BindingFlags.NonPublic);
PropertyInfo property = null;
if (field == null)
{
property = typ.GetProperty(fieldName, BindingFlags.Public | BindingFlags.Static | BindingFlags.IgnoreCase | BindingFlags.Instance | BindingFlags.NonPublic);
if (property == null) return;
}
var meth = LoadAssetAsyncInfo.MakeGenericMethod(field?.FieldType ?? property.PropertyType);
var awaiter = meth.Invoke(null, new object[] { assetAddress });
var wait = awaiter.GetType().GetMethod("WaitForCompletion", BindingFlags.Instance | BindingFlags.Public);
var asset = wait.Invoke(awaiter, null);
var assetObject = (UnityEngine.Object)asset;
if (assetObject != null)
{
if (dontSave)
{
assetObject.hideFlags |= HideFlags.DontSave;
}
field?.SetValue(component, asset);
property?.SetValue(component, asset);
}
}
IEnumerator WaitAndLoadAsset()
{
yield return new WaitUntil(() => Addressables.InternalIdTransformFunc != null);
LoadAsset(true);
}
void Start()
{
LoadAsset();
}
void OnValidate()
{
if (gameObject.activeInHierarchy) StartCoroutine(WaitAndLoadAsset());
}
}
}