添加项目文件。

This commit is contained in:
kmyuhkyuk 2022-05-06 15:17:35 +08:00
parent d6f081d3cb
commit e7cdc18907
8 changed files with 410 additions and 0 deletions

54
SkinHide.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using EFT.Visual;
using EFT.Interactive;
namespace SkinHide
{
public class SkinHide : MonoBehaviour
{
public SkinDress[] skindress;
public Dress[] dress;
public bool skinhide = true;
public GameObject Player;
void Update()
{
//Destroy LootItem
if (GetComponent<ObservedLootItem>() == null)
{
Debug.LogError("not find ObservedLootItem");
}
else if (GetComponent<ObservedLootItem>().enabled == true)
{
Destroy(gameObject);
}
if (transform.GetComponentInParent<Animator>() == null)
{
Debug.LogError("not find Animator");
}
else if (skinhide)
{
//Get Player GameObject
Player = transform.GetComponentInParent<Animator>().gameObject;
//Find Skin
skindress = Player.GetComponentsInChildren<SkinDress>();
dress = Player.GetComponentsInChildren<Dress>();
//False Skin GameObject
foreach (SkinDress skindress in skindress)
{
skindress.gameObject.SetActive(false);
}
foreach (Dress dress in dress)
{
dress.gameObject.SetActive(false);
}
}
}
}
}

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SkinHide.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.1.32407.343
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SkinHide", "SkinHide\SkinHide.csproj", "{E5DD6484-115E-4104-AADF-E5610EE4F397}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{E5DD6484-115E-4104-AADF-E5610EE4F397}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{E5DD6484-115E-4104-AADF-E5610EE4F397}.Debug|Any CPU.Build.0 = Debug|Any CPU
{E5DD6484-115E-4104-AADF-E5610EE4F397}.Release|Any CPU.ActiveCfg = Release|Any CPU
{E5DD6484-115E-4104-AADF-E5610EE4F397}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {DEF8B0A7-400E-448C-8C06-2ACDC08A868C}
EndGlobalSection
EndGlobal

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using Aki.Reflection.Patching;
using Aki.Reflection.Utils;
using System.Reflection;
using EFT;
namespace SkinHide.Patches
{
public class BotOwnerPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return typeof(BotOwner).GetMethod("method_4", PatchConstants.PrivateFlags);
}
[PatchPostfix]
private static void PatchPostfix(BotOwner __instance)
{
SkinHidePlugin.Bot.Add(__instance.gameObject);
}
}
}

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using Aki.Reflection.Patching;
using Aki.Reflection.Utils;
using System.Reflection;
using EFT;
namespace SkinHide.Patches
{
public class GamePlayerOwnerPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return typeof(GamePlayerOwner).GetMethod("method_6", PatchConstants.PrivateFlags);
}
[PatchPostfix]
private static void PatchPostfix(GamePlayerOwner __instance)
{
SkinHidePlugin.Player = __instance.gameObject;
}
}
}

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using Aki.Reflection.Patching;
using Aki.Reflection.Utils;
using System.Reflection;
using EFT.UI;
using System.Threading.Tasks;
namespace SkinHide.Patches
{
public class PlayerModelViewPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return typeof(PlayerModelView).GetMethod("method_0", PatchConstants.PrivateFlags);
}
[PatchPostfix]
private static async void PatchPostfix(Task __result, PlayerModelView __instance)
{
await __result;
SkinHidePlugin.PlayerModelView = __instance.gameObject;
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// 有关程序集的一般信息由以下
// 控制。更改这些特性值可修改
// 与程序集关联的信息。
[assembly: AssemblyTitle("kmyuhkyuk-SkinHide")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("SkinHide")]
[assembly: AssemblyCopyright("Copyright © 2022")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// 将 ComVisible 设置为 false 会使此程序集中的类型
//对 COM 组件不可见。如果需要从 COM 访问此程序集中的类型
//请将此类型的 ComVisible 特性设置为 true。
[assembly: ComVisible(false)]
// 如果此项目向 COM 公开,则下列 GUID 用于类型库的 ID
[assembly: Guid("e5dd6484-115e-4104-aadf-e5610ee4f397")]
// 程序集的版本信息由下列四个值组成:
//
// 主版本
// 次版本
// 生成号
// 修订号
//
//可以指定所有这些值,也可以使用“生成号”和“修订号”的默认值
//通过使用 "*",如下所示:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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SkinHide/SkinHide.csproj Normal file
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{E5DD6484-115E-4104-AADF-E5610EE4F397}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>SkinHide</RootNamespace>
<AssemblyName>SkinHide</AssemblyName>
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup>
<SignAssembly>true</SignAssembly>
</PropertyGroup>
<PropertyGroup>
<AssemblyOriginatorKeyFile>kmyuhkyuk.pfx</AssemblyOriginatorKeyFile>
</PropertyGroup>
<ItemGroup>
<Reference Include="Aki.Reflection">
<HintPath>R:\Battlestate Games\Client.0.12.12.15.17349\EscapeFromTarkov_Data\Managed\Aki.Reflection.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>R:\Battlestate Games\Client.0.12.12.15.17349\EscapeFromTarkov_Data\Managed\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="BepInEx">
<HintPath>R:\Battlestate Games\Client.0.12.12.15.17349\BepInEx\core\BepInEx.dll</HintPath>
</Reference>
<Reference Include="Sirenix.Serialization, Version=3.0.4.0, Culture=neutral, PublicKeyToken=null" />
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
<Reference Include="UnityEngine, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>R:\Battlestate Games\Client.0.12.12.15.17349\EscapeFromTarkov_Data\Managed\UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.AnimationModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>R:\Battlestate Games\Client.0.12.12.15.17349\EscapeFromTarkov_Data\Managed\UnityEngine.AnimationModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>R:\Battlestate Games\Client.0.12.12.15.17349\EscapeFromTarkov_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Patches\BotOwnerPatch.cs" />
<Compile Include="Patches\GamePlayerOwnerPatch.cs" />
<Compile Include="Patches\PlayerModelViewPatch.cs" />
<Compile Include="SkinHidePlugin.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="kmyuhkyuk.pfx" />
</ItemGroup>
<ItemGroup />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>

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SkinHide/SkinHidePlugin.cs Normal file
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using BepInEx;
using BepInEx.Configuration;
using UnityEngine;
using SkinHide.Patches;
using EFT.Visual;
using System.Collections.Generic;
namespace SkinHide
{
[BepInPlugin("com.kmyuhkyuk.SkinHide", "kmyuhkyuk-SkinHide", "1.0.0")]
public class SkinHidePlugin : BaseUnityPlugin
{
public static GameObject Player;
public static GameObject PlayerModelView;
public SkinDress[] PlayerMVSkinDress;
public Dress[] PlayerMVDress;
public SkinDress[] PlayerSkinDress;
public Dress[] PlayerDress;
public HashSet<GameObject> PlayerSkinGameObject = new HashSet<GameObject>();
public static List <GameObject> Bot = new List<GameObject>();
public HashSet<GameObject> BotSkinGameObject = new HashSet<GameObject>();
public SkinDress[] BotSkinDress;
public Dress[] BotDress;
public static ConfigEntry<bool> KeyPlayerSkinHide { get; set; }
public static ConfigEntry<bool> KeyBotSkinHide { get; set; }
private void Start()
{
Logger.LogInfo("Loaded: kmyuhkyuk-SkinHide");
KeyPlayerSkinHide = Config.Bind<bool>("玩家服装隐藏 Player Skin Hide", "开关 Swithc", false);
KeyBotSkinHide = Config.Bind<bool>("Bot服装隐藏 Bot Skin Hide", "开关 Swithc", false);
new PlayerModelViewPatch().Enable();
new GamePlayerOwnerPatch().Enable();
new BotOwnerPatch().Enable();
}
void Update()
{
if (PlayerModelView != null && KeyPlayerSkinHide.Value)
{
PlayerMVSkinDress = PlayerModelView.GetComponentsInChildren<SkinDress>();
PlayerMVDress = PlayerModelView.GetComponentsInChildren<Dress>();
if (PlayerMVSkinDress != null)
{
foreach (SkinDress skindress in PlayerMVSkinDress)
{
skindress.gameObject.SetActive(false);
}
}
if (PlayerMVDress != null)
{
foreach (Dress dress in PlayerMVDress)
{
dress.gameObject.SetActive(false);
}
}
}
if (Player != null)
{
PlayerSkinDress = Player.GetComponentsInChildren<SkinDress>();
PlayerDress = Player.GetComponentsInChildren<Dress>();
if (PlayerSkinDress != null)
{
foreach (SkinDress skindress in PlayerSkinDress)
{
PlayerSkinGameObject.Add(skindress.gameObject);
}
}
if (PlayerDress != null)
{
foreach (Dress dress in PlayerDress)
{
PlayerSkinGameObject.Add(dress.gameObject);
}
}
if (PlayerSkinGameObject != null)
{
foreach (GameObject skin in PlayerSkinGameObject)
{
skin.SetActive(!KeyPlayerSkinHide.Value);
}
}
}
else
{
PlayerSkinGameObject.Clear();
}
Bot.RemoveAll(x => x == null);
if (Bot.Count > 0)
{
foreach (GameObject bot in Bot)
{
BotSkinDress = bot.GetComponentsInChildren<SkinDress>();
BotDress = bot.GetComponentsInChildren<Dress>();
}
if (BotSkinDress != null)
{
foreach (SkinDress botskindess in BotSkinDress)
{
BotSkinGameObject.Add(botskindess.gameObject);
}
}
if (BotDress != null)
{
foreach (Dress botdess in BotDress)
{
BotSkinGameObject.Add(botdess.gameObject);
}
}
if (BotSkinGameObject != null)
{
foreach (GameObject botskin in BotSkinGameObject)
{
botskin.SetActive(!KeyBotSkinHide.Value);
}
}
}
else
{
BotSkinGameObject.Clear();
}
}
}
}