113 lines
2.7 KiB
C#
113 lines
2.7 KiB
C#
// using System;
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// using System.Collections;
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// using System.Linq;
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// using System.Reflection;
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// using Aki.Reflection.Patching;
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// using Aki.Reflection.Utils;
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// using EFT;
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// using UnityEngine;
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// using System.Threading.Tasks;
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// using EFT.Interactive;
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//
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// namespace CWX_LockPicking
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// {
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// public class LockPickerMenuPatch : ModulePatch
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// {
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// // TODO: Make Version Agnostic
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// private static Type playerActionClass; // GClass1726 - smethod_9 on this class
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// private static Type menuClass; // GClass2804
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// private static Type menuItemClass; // GClass2803
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//
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// protected override MethodBase GetTargetMethod()
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// {
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// return typeof(GClass1726).GetMethod("smethod_9", BindingFlags.Static | BindingFlags.NonPublic);
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// }
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//
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// [PatchPostfix]
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// public static void PatchPostFix(ref GClass2804 __result, GamePlayerOwner owner, Door door)
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// {
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// // always do this to get rid of the useless interactions
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// __result.Actions.RemoveAll(
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// x => x.Name == "Bang & clear" || x.Name == "Flash & clear" || x.Name == "Move in");
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//
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// // make sure its a locked and a door that can be unlocked
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// if (door.DoorState != EDoorState.Locked || door.KeyId == null || door.KeyId == "") return;
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//
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// // add action to unlock door - currently no animation
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// __result.Actions.Add(new GClass2803
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// {
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// Name = "LockPicking",
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// Action = () => { door.DoorState = EDoorState.Shut; },
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// Disabled = false
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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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//
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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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//
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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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//
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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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//
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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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//
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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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//
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//
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// public class TestLock : MonoBehaviour
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// {
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// private string _BundlePath = "BepInEx/plugins/CWX/Test/lockpick.bundle";
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// public AssetBundle assetBundle;
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// public async Task<GameObject> LoadLock()
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// {
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// var bundleLoadRequest = AssetBundle.LoadFromFileAsync(_BundlePath);
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//
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// while (!bundleLoadRequest.isDone)
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// await Task.Yield();
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//
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// assetBundle = bundleLoadRequest.assetBundle;
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//
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// var assetLoadRequest = assetBundle.LoadAllAssetsAsync<GameObject>();
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//
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// while (!assetLoadRequest.isDone)
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// await Task.Yield();
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//
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// var requestedGo = assetLoadRequest.allAssets[0] as GameObject;
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//
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// return requestedGo;
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// }
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//
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// public async void Init()
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// {
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// Instantiate(await LoadLock(), new Vector3(0, 0, 0), Quaternion.Euler(new Vector3(0, 0, 0)));
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// }
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// }
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// } |