add KoreanFontFix
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ece6de1d69
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56
Projects/SamSWAT.KoreanFontFix/Patch.cs
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56
Projects/SamSWAT.KoreanFontFix/Patch.cs
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using Aki.Reflection.Patching;
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using Aki.Reflection.Utils;
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using Bsg.GameSettings;
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using Comfort.Common;
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using EFT;
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using EFT.UI;
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using EFT.UI.DragAndDrop;
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using System.Linq;
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using System.Reflection;
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using System.Threading.Tasks;
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using UnityEngine;
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using TMPro;
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namespace SamSWAT.KoreanFontFix
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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(UiPools).GetMethod("Init");
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}
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[PatchPostfix]
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public static async void PatchPostfix(Task __result)
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{
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var settingsManagerType = PatchConstants.EftTypes.Single(x => x.GetMethod("ClearSettings") != null);
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var settingsSingletonType = typeof(Singleton<>).MakeGenericType(settingsManagerType);
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object settingsManagerInstance = settingsSingletonType.GetProperty("Instance").GetValue(settingsManagerType);
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object gameThingInstance = settingsManagerInstance.GetType().GetField("Game").GetValue(settingsManagerInstance);
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object settingsInstance = gameThingInstance.GetType().GetField("Settings").GetValue(gameThingInstance);
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string language = (GameSetting<string>)settingsInstance.GetType().GetField("Language").GetValue(settingsInstance);
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await __result;
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if (language == "kr" || language == "jp")
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{
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var instance = Singleton<ClientApplication>.Instance as MainApplication;
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RectTransform gridLayout = instance.GetComponentInChildren<GridItemView>(true).GetComponentsInChildren<Transform>().Single(a => a.name == "Caption").GetComponent<RectTransform>();
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RectTransform slotLayout = instance.GetComponentInChildren<SlotItemView>(true).GetComponentsInChildren<Transform>().Single(a => a.name == "Name").GetComponent<RectTransform>();
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gridLayout.offsetMax = new Vector2(-2, 0);
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gridLayout.offsetMin = new Vector2(2, -18);
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slotLayout.offsetMax = new Vector2(-2, 2.85f);
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slotLayout.offsetMin = new Vector2(2, -15.15f);
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await Task.Delay(7000);
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RectTransform itemInfoWindow = Resources.FindObjectsOfTypeAll<InfoWindow>()[0].GetComponentsInChildren<Transform>().Single(a => a.name == "Caption").GetComponent<RectTransform>();
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CustomTextMeshProUGUI gridWindow = Resources.FindObjectsOfTypeAll<GridWindow>()[0].GetComponentsInChildren<Transform>().Single(a => a.name == "Caption").GetComponent<CustomTextMeshProUGUI>();
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itemInfoWindow.offsetMax = new Vector2(-30, 1);
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itemInfoWindow.offsetMin = new Vector2(25, -1);
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gridWindow.overflowMode = TextOverflowModes.Overflow;
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}
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}
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}
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}
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13
Projects/SamSWAT.KoreanFontFix/Plugin.cs
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13
Projects/SamSWAT.KoreanFontFix/Plugin.cs
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using BepInEx;
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namespace SamSWAT.KoreanFontFix
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{
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[BepInPlugin("com.samswat.koreanfontfix", "SamSWAT.KoreanFontFix", "1.0.0")]
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public class Plugin : BaseUnityPlugin
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{
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private void Awake()
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{
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new Patch().Enable();
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}
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}
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}
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36
Projects/SamSWAT.KoreanFontFix/Properties/AssemblyInfo.cs
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36
Projects/SamSWAT.KoreanFontFix/Properties/AssemblyInfo.cs
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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// Общие сведения об этой сборке предоставляются следующим набором
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// набора атрибутов. Измените значения этих атрибутов для изменения сведений,
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// связанные со сборкой.
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[assembly: AssemblyTitle("SamSWAT.KoreanFontFix")]
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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.KoreanFontFix")]
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[assembly: AssemblyCopyright("Copyright © 2022")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Установка значения False для параметра ComVisible делает типы в этой сборке невидимыми
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// для компонентов COM. Если необходимо обратиться к типу в этой сборке через
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// COM, задайте атрибуту ComVisible значение TRUE для этого типа.
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[assembly: ComVisible(false)]
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// Следующий GUID служит для идентификации библиотеки типов, если этот проект будет видимым для COM
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[assembly: Guid("fd131741-042a-4e1b-988c-31374c1feeb9")]
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// Сведения о версии сборки состоят из указанных ниже четырех значений:
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//
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// Основной номер версии
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// Дополнительный номер версии
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// Номер сборки
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// Редакция
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//
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// Можно задать все значения или принять номера сборки и редакции по умолчанию
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// используя "*", как показано ниже:
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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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70
Projects/SamSWAT.KoreanFontFix/SamSWAT.KoreanFontFix.csproj
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70
Projects/SamSWAT.KoreanFontFix/SamSWAT.KoreanFontFix.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" 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>{FD131741-042A-4E1B-988C-31374C1FEEB9}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>SamSWAT.KoreanFontFix</RootNamespace>
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<AssemblyName>SamSWAT.KoreanFontFix</AssemblyName>
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<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<Deterministic>true</Deterministic>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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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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<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="Aki.Reflection, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\References\Aki.Reflection.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\References\Assembly-CSharp.dll</HintPath>
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</Reference>
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<Reference Include="BepInEx, Version=5.4.19.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\References\BepInEx.dll</HintPath>
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</Reference>
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<Reference Include="Comfort, Version=1.0.0.4, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\References\Comfort.dll</HintPath>
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</Reference>
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<Reference Include="System" />
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<Reference Include="Unity.TextMeshPro, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\References\Unity.TextMeshPro.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\References\UnityEngine.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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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="Patch.cs" />
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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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</Project>
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25
Projects/SamSWAT.KoreanFontFix/SamSWAT.KoreanFontFix.sln
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25
Projects/SamSWAT.KoreanFontFix/SamSWAT.KoreanFontFix.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 16
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VisualStudioVersion = 16.0.32002.261
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SamSWAT.KoreanFontFix", "SamSWAT.KoreanFontFix.csproj", "{FD131741-042A-4E1B-988C-31374C1FEEB9}"
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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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{FD131741-042A-4E1B-988C-31374C1FEEB9}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{FD131741-042A-4E1B-988C-31374C1FEEB9}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{FD131741-042A-4E1B-988C-31374C1FEEB9}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{FD131741-042A-4E1B-988C-31374C1FEEB9}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {4E4FD03B-958A-4DEE-90DE-6B2526C4D662}
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EndGlobalSection
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EndGlobal
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BIN
References/Unity.TextMeshPro.dll
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BIN
References/Unity.TextMeshPro.dll
Normal file
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