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January 21, 2019 12:24
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Source code for the Flag Params mod.
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using ICities; | |
using UnityEngine; | |
namespace FlagParams | |
{ | |
public class FlagParamsMod : LoadingExtensionBase, IUserMod | |
{ | |
public string Name => "Flag Params"; | |
public string Description => "Loads flag shader 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("FlagShader ") == true) | |
{ | |
string[] floats = prefab.m_mesh.name.Split(' '); | |
Vector4 a = new Vector4(Convert.ToSingle(floats[1]), Convert.ToSingle(floats[2]), Convert.ToSingle(floats[3]), 0f); | |
Vector4 p = new Vector4(Convert.ToSingle(floats[4]), Convert.ToSingle(floats[5]), Convert.ToSingle(floats[6]), 0f); | |
Vector4 t = new Vector4(Convert.ToSingle(floats[7]), Convert.ToSingle(floats[8]), Convert.ToSingle(floats[9]), Convert.ToSingle(floats[10])); | |
prefab.m_material.SetVector("_RollParams3", t); | |
prefab.m_material.SetVector("_RollLocation0", p); | |
prefab.m_material.SetVector("_RollParams0", a); | |
if (prefab.m_lodMaterial) | |
{ | |
prefab.m_lodMaterial.SetVector("_RollParams3", t); | |
prefab.m_lodMaterial.SetVector("_RollLocation0", p); | |
prefab.m_lodMaterial.SetVector("_RollParams0", a); | |
} | |
if (prefab.m_lodMaterialCombined) | |
{ | |
prefab.m_lodMaterialCombined.SetVector("_RollParams3", t); | |
prefab.m_lodMaterialCombined.SetVector("_RollLocation0", p); | |
prefab.m_lodMaterialCombined.SetVector("_RollParams0", a); | |
} | |
} | |
} | |
for (uint i = 0; i < PrefabCollection<VehicleInfo>.LoadedCount(); i++) | |
{ | |
var prefab = PrefabCollection<VehicleInfo>.GetLoaded(i); | |
if (prefab == null) continue; | |
if (prefab.m_subMeshes == null) continue; | |
if (prefab.m_subMeshes.Length == 0) continue; | |
for (uint j = 0; j < prefab.m_subMeshes.Length; j++) | |
{ | |
if (prefab.m_subMeshes[j].m_subInfo == null) continue; | |
if (prefab.m_subMeshes[j].m_subInfo.m_mesh == null) continue; | |
if (prefab.m_subMeshes[j].m_subInfo.m_mesh.name.Contains("FlagShader ") == true) | |
{ | |
string[] floats = prefab.m_subMeshes[j].m_subInfo.m_mesh.name.Split(' '); | |
Vector4 a = new Vector4(Convert.ToSingle(floats[1]), Convert.ToSingle(floats[2]), Convert.ToSingle(floats[3]), 0f); | |
Vector4 p = new Vector4(Convert.ToSingle(floats[4]), Convert.ToSingle(floats[5]), Convert.ToSingle(floats[6]), 0f); | |
Vector4 t = new Vector4(Convert.ToSingle(floats[7]), Convert.ToSingle(floats[8]), Convert.ToSingle(floats[9]), Convert.ToSingle(floats[10])); | |
prefab.m_subMeshes[j].m_subInfo.m_material.SetVector("_RollParams3", t); | |
prefab.m_subMeshes[j].m_subInfo.m_material.SetVector("_RollLocation0", p); | |
prefab.m_subMeshes[j].m_subInfo.m_material.SetVector("_RollParams0", a); | |
} | |
} | |
} | |
} | |
} | |
} |
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