add SamSWAT.PS2BIOS
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53
Projects/SamSWAT.PS2BIOS/Plugin.cs
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53
Projects/SamSWAT.PS2BIOS/Plugin.cs
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using System.IO;
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using System.Reflection;
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using Aki.Reflection.Patching;
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using BepInEx;
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using EFT.UI;
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using UnityEngine;
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namespace SamSWAT.PS2BIOS
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{
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[BepInPlugin("com.samswat.ps2bios", "SamSWAT.PS2BIOS", "1.0.0")]
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public class Plugin : BaseUnityPlugin
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{
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internal static AudioClip ButtonOver;
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internal static AudioClip ButtonClick;
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private void Awake()
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{
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LoadSoundBundle();
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new Patch().Enable();
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}
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private void LoadSoundBundle()
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{
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var path = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location) + "/bundles/ps2bios.bundle";
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var bundle = AssetBundle.LoadFromFile(path);
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var assets = bundle.LoadAllAssets();
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ButtonOver = assets[0] as AudioClip;
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ButtonClick = assets[1] as AudioClip;
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}
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}
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public class Patch : ModulePatch
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{
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protected override MethodBase GetTargetMethod()
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{
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return typeof(UISoundsWrapper).GetMethod(nameof(UISoundsWrapper.GetUIClip));
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}
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[PatchPostfix]
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private static void PatchPostfix(ref AudioClip __result, EUISoundType soundType)
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{
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switch (soundType)
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{
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case EUISoundType.ButtonClick:
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__result = Plugin.ButtonClick;
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break;
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case EUISoundType.ButtonOver:
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__result = Plugin.ButtonOver;
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break;
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}
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}
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}
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}
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35
Projects/SamSWAT.PS2BIOS/Properties/AssemblyInfo.cs
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35
Projects/SamSWAT.PS2BIOS/Properties/AssemblyInfo.cs
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using System.Reflection;
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using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("SamSWAT.PS2BIOS")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("SamSWAT.PS2BIOS")]
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[assembly: AssemblyCopyright("Copyright © 2023")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Setting ComVisible to false makes the types in this assembly not visible
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// to COM components. If you need to access a type in this assembly from
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// COM, set the ComVisible attribute to true on that type.
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[assembly: ComVisible(false)]
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// The following GUID is for the ID of the typelib if this project is exposed to COM
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[assembly: Guid("88897380-279A-4EB0-A692-B0B688587191")]
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// Version information for an assembly consists of the following four values:
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//
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// Major Version
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// Minor Version
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// Build Number
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// Revision
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//
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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74
Projects/SamSWAT.PS2BIOS/SamSWAT.PS2BIOS.csproj
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Projects/SamSWAT.PS2BIOS/SamSWAT.PS2BIOS.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{88897380-279A-4EB0-A692-B0B688587191}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>SamSWAT.PS2BIOS</RootNamespace>
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<AssemblyName>SamSWAT.PS2BIOS</AssemblyName>
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<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<PlatformTarget>AnyCPU</PlatformTarget>
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<PlatformTarget>AnyCPU</PlatformTarget>
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="0Harmony">
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<HintPath>..\..\References\0Harmony.dll</HintPath>
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</Reference>
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<Reference Include="Aki.Reflection">
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<HintPath>..\..\References\Aki.Reflection.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp">
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<HintPath>..\..\References\Assembly-CSharp.dll</HintPath>
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</Reference>
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<Reference Include="BepInEx">
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<HintPath>..\..\References\BepInEx.dll</HintPath>
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</Reference>
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<Reference Include="System" />
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<Reference Include="UnityEngine">
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<HintPath>..\..\References\UnityEngine.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.AssetBundleModule">
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<HintPath>..\..\References\UnityEngine.AssetBundleModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.AudioModule">
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<HintPath>..\..\References\UnityEngine.AudioModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>..\..\References\UnityEngine.CoreModule.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Plugin.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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<Target Name="BeforeBuild">
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</Target>
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<Target Name="AfterBuild">
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</Target>
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-->
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</Project>
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16
Projects/SamSWAT.PS2BIOS/SamSWAT.PS2BIOS.sln
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16
Projects/SamSWAT.PS2BIOS/SamSWAT.PS2BIOS.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SamSWAT.PS2BIOS", "SamSWAT.PS2BIOS.csproj", "{88897380-279A-4EB0-A692-B0B688587191}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{88897380-279A-4EB0-A692-B0B688587191}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{88897380-279A-4EB0-A692-B0B688587191}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{88897380-279A-4EB0-A692-B0B688587191}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{88897380-279A-4EB0-A692-B0B688587191}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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EndGlobal
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