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September 24, 2018 13:34
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Source code for the PropRotating Params mod.
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using ICities; | |
using UnityEngine; | |
namespace PropRotating | |
{ | |
public class PropRotatingMod : LoadingExtensionBase, IUserMod | |
{ | |
public string Name => "PropRotating Params"; | |
public string Description => "Loads PropRotating parameters."; | |
public override void OnLevelLoaded(LoadMode mode) | |
{ | |
base.OnLevelLoaded(mode); | |
ApplyParams(); | |
} | |
public override void OnLevelUnloading() | |
{ | |
base.OnLevelUnloading(); | |
} | |
private void ApplyParams() | |
{ | |
for (uint i = 0; i < PrefabCollection<PropInfo>.LoadedCount(); i++) | |
{ | |
var prefab = PrefabCollection<PropInfo>.GetLoaded(i); | |
if (prefab == null) continue; | |
if (prefab.m_mesh.name.Contains("PropRotating2") == true) | |
{ | |
string[] floats = prefab.m_mesh.name.Split(' '); | |
prefab.m_rollParams[0] = new Vector4(Convert.ToSingle(floats[1]), Convert.ToSingle(floats[2]), Convert.ToSingle(floats[3]), Convert.ToSingle(floats[4])); | |
prefab.m_rollLocation[0] = new Vector4(Convert.ToSingle(floats[5]), Convert.ToSingle(floats[6]), Convert.ToSingle(floats[7]), 1.0f - Convert.ToSingle(floats[8])); | |
prefab.m_rollParams[1] = new Vector4(Convert.ToSingle(floats[1 + 8]), Convert.ToSingle(floats[2 + 8]), Convert.ToSingle(floats[3 + 8]), Convert.ToSingle(floats[4 + 8])); | |
prefab.m_rollLocation[1] = new Vector4(Convert.ToSingle(floats[5 + 8]), Convert.ToSingle(floats[6 + 8]), Convert.ToSingle(floats[7 + 8]), 1.0f - Convert.ToSingle(floats[8 + 8])); | |
prefab.m_rollParams[2] = new Vector4(Convert.ToSingle(floats[1 + 8 + 8]), Convert.ToSingle(floats[2 + 8 + 8]), Convert.ToSingle(floats[3 + 8 + 8]), Convert.ToSingle(floats[4 + 8 + 8])); | |
prefab.m_rollLocation[2] = new Vector4(Convert.ToSingle(floats[5 + 8 + 8]), Convert.ToSingle(floats[6 + 8 + 8]), Convert.ToSingle(floats[7 + 8 + 8]), 1.0f - Convert.ToSingle(floats[8 + 8 + 8])); | |
prefab.m_rollParams[3] = new Vector4(Convert.ToSingle(floats[1 + 8 + 8 + 8]), Convert.ToSingle(floats[2 + 8 + 8 + 8]), Convert.ToSingle(floats[3 + 8 + 8 + 8]), Convert.ToSingle(floats[4 + 8 + 8 + 8])); | |
prefab.m_rollLocation[3] = new Vector4(Convert.ToSingle(floats[5 + 8 + 8 + 8]), Convert.ToSingle(floats[6 + 8 + 8 + 8]), Convert.ToSingle(floats[7 + 8 + 8 + 8]), 1.0f - Convert.ToSingle(floats[8 + 8 + 8 + 8])); | |
} | |
else if (prefab.m_mesh.name.Contains("PropRotating") == true) | |
{ | |
string[] floats = prefab.m_mesh.name.Split(' '); | |
var vec = new Vector4(Convert.ToSingle(floats[1]), Convert.ToSingle(floats[2]), Convert.ToSingle(floats[3]), Convert.ToSingle(floats[4])); | |
prefab.m_rollParams[0] = vec; | |
var vec2 = new Vector4(Convert.ToSingle(floats[5]), Convert.ToSingle(floats[6]), Convert.ToSingle(floats[7]), 1.0f); | |
prefab.m_rollLocation[0] = vec2; | |
} | |
else if (prefab.m_mesh.name.Contains("PropTrafficLight") == true) | |
{ | |
string[] floats = prefab.m_mesh.name.Split(' '); | |
var vec = new Vector4(Convert.ToSingle(floats[1]), Convert.ToSingle(floats[2]), Convert.ToSingle(floats[3]), Convert.ToSingle(floats[4])); | |
prefab.m_material.SetVector("_RollParams0", vec); | |
var vec2 = new Vector4(Convert.ToSingle(floats[5]), Convert.ToSingle(floats[6]), Convert.ToSingle(floats[7]), 1.0f); | |
prefab.m_material.SetVector("_RollLocation0", vec2); | |
} | |
} | |
} | |
} | |
} |
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