diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..15c2a59
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,412 @@
+## Ignore Visual Studio temporary files, build results, and
+## files generated by popular Visual Studio add-ons.
+##
+## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
+
+# User-specific files
+*.suo
+*.user
+*.userosscache
+*.sln.docstates
+
+# User-specific files (MonoDevelop/Xamarin Studio)
+*.userprefs
+
+# Build results
+[Dd]ebug/
+[Dd]ebugPublic/
+[Rr]elease/
+[Rr]eleases/
+x64/
+x86/
+bld/
+[Bb]in/
+[Oo]bj/
+[Ll]og/
+
+# Visual Studio 2015/2017 cache/options directory
+.vs/
+# Uncomment if you have tasks that create the project's static files in wwwroot
+#wwwroot/
+
+# Visual Studio 2017 auto generated files
+Generated\ Files/
+
+# MSTest test Results
+[Tt]est[Rr]esult*/
+[Bb]uild[Ll]og.*
+
+# NUNIT
+*.VisualState.xml
+TestResult.xml
+
+# Build Results of an ATL Project
+[Dd]ebugPS/
+[Rr]eleasePS/
+dlldata.c
+
+# Benchmark Results
+BenchmarkDotNet.Artifacts/
+
+# .NET Core
+project.lock.json
+project.fragment.lock.json
+artifacts/
+
+# StyleCop
+StyleCopReport.xml
+
+# Files built by Visual Studio
+*_i.c
+*_p.c
+*_i.h
+*.ilk
+*.meta
+*.obj
+*.iobj
+*.pch
+*.pdb
+*.ipdb
+*.pgc
+*.pgd
+*.rsp
+*.sbr
+*.tlb
+*.tli
+*.tlh
+*.tmp
+*.tmp_proj
+*.log
+*.vspscc
+*.vssscc
+.builds
+*.pidb
+*.svclog
+*.scc
+
+# Chutzpah Test files
+_Chutzpah*
+
+# Visual C++ cache files
+ipch/
+*.aps
+*.ncb
+*.opendb
+*.opensdf
+*.sdf
+*.cachefile
+*.VC.db
+*.VC.VC.opendb
+
+# Visual Studio profiler
+*.psess
+*.vsp
+*.vspx
+*.sap
+
+# Visual Studio Trace Files
+*.e2e
+
+# TFS 2012 Local Workspace
+$tf/
+
+# Guidance Automation Toolkit
+*.gpState
+
+# ReSharper is a .NET coding add-in
+_ReSharper*/
+*.[Rr]e[Ss]harper
+*.DotSettings.user
+
+# JustCode is a .NET coding add-in
+.JustCode
+
+# TeamCity is a build add-in
+_TeamCity*
+
+# DotCover is a Code Coverage Tool
+*.dotCover
+
+# AxoCover is a Code Coverage Tool
+.axoCover/*
+!.axoCover/settings.json
+
+# Visual Studio code coverage results
+*.coverage
+*.coveragexml
+
+# NCrunch
+_NCrunch_*
+.*crunch*.local.xml
+nCrunchTemp_*
+
+# MightyMoose
+*.mm.*
+AutoTest.Net/
+
+# Web workbench (sass)
+.sass-cache/
+
+# Installshield output folder
+[Ee]xpress/
+
+# DocProject is a documentation generator add-in
+DocProject/buildhelp/
+DocProject/Help/*.HxT
+DocProject/Help/*.HxC
+DocProject/Help/*.hhc
+DocProject/Help/*.hhk
+DocProject/Help/*.hhp
+DocProject/Help/Html2
+DocProject/Help/html
+
+# Click-Once directory
+publish/
+
+# Publish Web Output
+*.[Pp]ublish.xml
+*.azurePubxml
+# Note: Comment the next line if you want to checkin your web deploy settings,
+# but database connection strings (with potential passwords) will be unencrypted
+*.pubxml
+*.publishproj
+
+# Microsoft Azure Web App publish settings. Comment the next line if you want to
+# checkin your Azure Web App publish settings, but sensitive information contained
+# in these scripts will be unencrypted
+PublishScripts/
+
+# NuGet Packages
+*.nupkg
+# The packages folder can be ignored because of Package Restore
+**/[Pp]ackages/*
+# except build/, which is used as an MSBuild target.
+!**/[Pp]ackages/build/
+# Uncomment if necessary however generally it will be regenerated when needed
+#!**/[Pp]ackages/repositories.config
+# NuGet v3's project.json files produces more ignorable files
+*.nuget.props
+*.nuget.targets
+
+# Microsoft Azure Build Output
+csx/
+*.build.csdef
+
+# Microsoft Azure Emulator
+ecf/
+rcf/
+
+# Windows Store app package directories and files
+AppPackages/
+BundleArtifacts/
+Package.StoreAssociation.xml
+_pkginfo.txt
+*.appx
+
+# Visual Studio cache files
+# files ending in .cache can be ignored
+*.[Cc]ache
+# but keep track of directories ending in .cache
+!*.[Cc]ache/
+
+# Others
+ClientBin/
+~$*
+*~
+*.dbmdl
+*.dbproj.schemaview
+*.jfm
+*.pfx
+*.publishsettings
+orleans.codegen.cs
+
+# Including strong name files can present a security risk
+# (https://github.com/github/gitignore/pull/2483#issue-259490424)
+#*.snk
+
+# Since there are multiple workflows, uncomment next line to ignore bower_components
+# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
+#bower_components/
+
+# RIA/Silverlight projects
+Generated_Code/
+
+# Backup & report files from converting an old project file
+# to a newer Visual Studio version. Backup files are not needed,
+# because we have git ;-)
+_UpgradeReport_Files/
+Backup*/
+UpgradeLog*.XML
+UpgradeLog*.htm
+ServiceFabricBackup/
+*.rptproj.bak
+
+# SQL Server files
+*.mdf
+*.ldf
+*.ndf
+
+# Business Intelligence projects
+*.rdl.data
+*.bim.layout
+*.bim_*.settings
+*.rptproj.rsuser
+
+# Microsoft Fakes
+FakesAssemblies/
+
+# GhostDoc plugin setting file
+*.GhostDoc.xml
+
+# Node.js Tools for Visual Studio
+.ntvs_analysis.dat
+node_modules/
+
+# Visual Studio 6 build log
+*.plg
+
+# Visual Studio 6 workspace options file
+*.opt
+
+# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
+*.vbw
+
+# Visual Studio LightSwitch build output
+**/*.HTMLClient/GeneratedArtifacts
+**/*.DesktopClient/GeneratedArtifacts
+**/*.DesktopClient/ModelManifest.xml
+**/*.Server/GeneratedArtifacts
+**/*.Server/ModelManifest.xml
+_Pvt_Extensions
+
+# Paket dependency manager
+.paket/paket.exe
+paket-files/
+
+# FAKE - F# Make
+.fake/
+
+# JetBrains Rider
+.idea/
+*.sln.iml
+
+# CodeRush
+.cr/
+
+# Python Tools for Visual Studio (PTVS)
+__pycache__/
+*.pyc
+
+# Cake - Uncomment if you are using it
+# tools/**
+# !tools/packages.config
+
+# Tabs Studio
+*.tss
+
+# Telerik's JustMock configuration file
+*.jmconfig
+
+# BizTalk build output
+*.btp.cs
+*.btm.cs
+*.odx.cs
+*.xsd.cs
+
+# OpenCover UI analysis results
+OpenCover/
+
+# Azure Stream Analytics local run output
+ASALocalRun/
+
+# MSBuild Binary and Structured Log
+*.binlog
+
+# NVidia Nsight GPU debugger configuration file
+*.nvuser
+
+# MFractors (Xamarin productivity tool) working folder
+.mfractor/
+
+# This .gitignore file should be placed at the root of your Unity project directory
+#
+# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
+#
+/[Ll]ibrary/
+/[Tt]emp/
+/[Oo]bj/
+/[Bb]uild/
+/[Bb]uilds/
+/[Ll]ogs/
+/[Uu]ser[Ss]ettings/
+
+# MemoryCaptures can get excessive in size.
+# They also could contain extremely sensitive data
+/[Mm]emoryCaptures/
+
+# Asset meta data should only be ignored when the corresponding asset is also ignored
+!*.meta
+
+# Uncomment this line if you wish to ignore the asset store tools plugin
+# /[Aa]ssets/AssetStoreTools*
+
+# Autogenerated Jetbrains Rider plugin
+/[Aa]ssets/Plugins/Editor/JetBrains*
+
+# Visual Studio cache directory
+.vs/
+
+# Gradle cache directory
+.gradle/
+
+# Autogenerated VS/MD/Consulo solution and project files
+ExportedObj/
+.consulo/
+*.unityproj
+*.suo
+*.tmp
+*.pidb
+*.svd
+*.pdb
+*.mdb
+*.opendb
+*.VC.db
+
+# Unity3D generated meta files
+*.pidb.meta
+*.pdb.meta
+*.mdb.meta
+
+# Unity3D generated file on crash reports
+sysinfo.txt
+
+# Builds
+*.apk
+*.unitypackage
+
+# Crashlytics generated file
+crashlytics-build.properties
+
+Temp/
+UnityProject/Library/PackageCache/
+
+UnityProject/Library/ScriptAssemblies/
+
+UnityProject/Library/assetDatabase3
+
+UnityProject/Library/CurrentLayout.dwlt
+
+UnityProject/Library/EditorUserBuildSettings.asset
+
+UnityProject/Library/StateCache/
+
+UnityProject/Library/ShaderCache/
+
+UnityProject/Library/PlayerDataCache/
+
+UnityProject/Library/EditorInstance.json
+UnityProject/Library/UIElements/
+
+UnityProject/Library/metadata/
+
+UnityProject/Library/
diff --git a/README.md b/README.md
index 0aae42a..322749f 100644
--- a/README.md
+++ b/README.md
@@ -1,2 +1,9 @@
# EmoteRain
-Let it rain.
+## Mod Info
+EmoteRain is a mod that showers you with emotes people send in your channel on Twitch!
+
+## Installation
+Copy the latest EmoteRain.dll from the releases tab to your Beat Saber\Plugins folder, and install all of its dependencies.
+
+## Dependencies
+EmoteRain needs [StreamCore](https://github.com/brian91292/StreamCore/releases) and [Enhanced Stream Chat](https://github.com/brian91292/EnhancedStreamChat) to work! Make sure they are installed!
\ No newline at end of file
diff --git a/UnityProject/Assets/ERParticleSystemMenu Variant.prefab b/UnityProject/Assets/ERParticleSystemMenu Variant.prefab
new file mode 100644
index 0000000..d1e6284
--- /dev/null
+++ b/UnityProject/Assets/ERParticleSystemMenu Variant.prefab
@@ -0,0 +1,71 @@
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diff --git a/UnityProject/Assets/ERParticleSystemMenu Variant.prefab.meta b/UnityProject/Assets/ERParticleSystemMenu Variant.prefab.meta
new file mode 100644
index 0000000..63d6a6f
--- /dev/null
+++ b/UnityProject/Assets/ERParticleSystemMenu Variant.prefab.meta
@@ -0,0 +1,7 @@
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+guid: b55f8bd2926c30b4fae82e0ff52e67a8
+PrefabImporter:
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+ userData:
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+ assetBundleVariant:
diff --git a/UnityProject/Assets/ERParticleSystemPlaySpace Variant.prefab b/UnityProject/Assets/ERParticleSystemPlaySpace Variant.prefab
new file mode 100644
index 0000000..211855f
--- /dev/null
+++ b/UnityProject/Assets/ERParticleSystemPlaySpace Variant.prefab
@@ -0,0 +1,86 @@
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diff --git a/UnityProject/Assets/ERParticleSystemPlaySpace Variant.prefab.meta b/UnityProject/Assets/ERParticleSystemPlaySpace Variant.prefab.meta
new file mode 100644
index 0000000..254a4c0
--- /dev/null
+++ b/UnityProject/Assets/ERParticleSystemPlaySpace Variant.prefab.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 92a4e1d829291be4aa6990aa5e0a2474
+PrefabImporter:
+ externalObjects: {}
+ userData:
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+ assetBundleVariant:
diff --git a/UnityProject/Assets/Editor.meta b/UnityProject/Assets/Editor.meta
new file mode 100644
index 0000000..ac423ba
--- /dev/null
+++ b/UnityProject/Assets/Editor.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: cfa3a288871a01f48bd5b7a6bac944f3
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/UnityProject/Assets/Editor/AssetBundleExporter.cs b/UnityProject/Assets/Editor/AssetBundleExporter.cs
new file mode 100644
index 0000000..fccade4
--- /dev/null
+++ b/UnityProject/Assets/Editor/AssetBundleExporter.cs
@@ -0,0 +1,19 @@
+using UnityEngine;
+using UnityEditor;
+
+sealed public class AssetBundleExporter : Editor
+{
+ [MenuItem("EmoteRain/BuildBundles")]
+ static void BuildAssetBundles()
+ {
+ BuildPipeline.BuildAssetBundles(Application.dataPath, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows64);
+ }
+ [MenuItem("EmoteRain/ClearFlags")]
+ static void ClearFlags()
+ {
+ foreach (string name in AssetDatabase.GetAllAssetBundleNames())
+ {
+ AssetDatabase.RemoveAssetBundleName(name, true);
+ }
+ }
+}
\ No newline at end of file
diff --git a/UnityProject/Assets/Editor/AssetBundleExporter.cs.meta b/UnityProject/Assets/Editor/AssetBundleExporter.cs.meta
new file mode 100644
index 0000000..67f26c0
--- /dev/null
+++ b/UnityProject/Assets/Editor/AssetBundleExporter.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: a739a5a7a083a434a9a0b3ceab7cf88c
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/UnityProject/Assets/Materials.meta b/UnityProject/Assets/Materials.meta
new file mode 100644
index 0000000..4c23808
--- /dev/null
+++ b/UnityProject/Assets/Materials.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: a0330a72e001efb46851e6f4aaeeb640
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/UnityProject/Assets/Materials/test1.mat b/UnityProject/Assets/Materials/test1.mat
new file mode 100644
index 0000000..12f0d2a
--- /dev/null
+++ b/UnityProject/Assets/Materials/test1.mat
@@ -0,0 +1,108 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!21 &2100000
+Material:
+ serializedVersion: 6
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: test1
+ m_Shader: {fileID: 211, guid: 0000000000000000f000000000000000, type: 0}
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+ m_EnableInstancingVariants: 0
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+ stringTagMap:
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+ disabledShaderPasses:
+ - ALWAYS
+ m_SavedProperties:
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+ m_Scale: {x: 1, y: 1}
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new file mode 100644
index 0000000..9dbe5c3
--- /dev/null
+++ b/VS/EmoteRain.sln
@@ -0,0 +1,25 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio Version 16
+VisualStudioVersion = 16.0.29806.167
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EmoteRain", "EmoteRain\EmoteRain.csproj", "{CDA07896-7F56-4CF1-91D4-3A1FE3F91E97}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Any CPU = Debug|Any CPU
+ Release|Any CPU = Release|Any CPU
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {CDA07896-7F56-4CF1-91D4-3A1FE3F91E97}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+ {CDA07896-7F56-4CF1-91D4-3A1FE3F91E97}.Debug|Any CPU.Build.0 = Debug|Any CPU
+ {CDA07896-7F56-4CF1-91D4-3A1FE3F91E97}.Release|Any CPU.ActiveCfg = Release|Any CPU
+ {CDA07896-7F56-4CF1-91D4-3A1FE3F91E97}.Release|Any CPU.Build.0 = Release|Any CPU
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+ GlobalSection(ExtensibilityGlobals) = postSolution
+ SolutionGuid = {77A74263-B6F3-4DF0-83C0-9E9603D8A65D}
+ EndGlobalSection
+EndGlobal
diff --git a/VS/EmoteRain/CreateJunctions.bat b/VS/EmoteRain/CreateJunctions.bat
new file mode 100644
index 0000000..a79d331
--- /dev/null
+++ b/VS/EmoteRain/CreateJunctions.bat
@@ -0,0 +1,47 @@
+@echo off
+set SourcePath=%~1
+set DestPath=%~dp0
+
+if "%SourcePath%" == "" (
+ echo Enter the full path (without quotes^) to your Beat Saber game folder. Alternatively, you can drag and drop your Beat Saber folder onto this batch file to automatically make the junctions.
+ set /p SourcePath="Path:"
+)
+
+echo Source target: %SourcePath%
+echo Link target: %DestPath%
+set PluginPath=%SourcePath%\Plugins
+set ManagedPath=%SourcePath%\Beat Saber_Data\Managed
+set LibsPath=%SourcePath%\Libs
+set IPAPath=%SourcePath%\IPA
+
+if exist "%PluginPath%" (
+ echo Plugin folder exists, creating link
+ if not exist "%DestPath%References" mkdir "%DestPath%References"
+ mklink /J "%DestPath%References\Plugins" "%PluginPath%"
+) else (
+ echo Plugin folder missing
+)
+if exist "%ManagedPath%" (
+ echo Managed folder exists, creating link
+ if not exist "%DestPath%References" mkdir "%DestPath%References"
+ if not exist "%DestPath%References\Beat Saber_Data" mkdir "%DestPath%References\Beat Saber_Data"
+ mklink /J "%DestPath%References\Beat Saber_Data\Managed" "%ManagedPath%"
+) else (
+ echo Managed folder missing
+)
+if exist "%LibsPath%" (
+ echo Libs folder exists, creating link
+ if not exist "%DestPath%References" mkdir "%DestPath%References"
+ mklink /J "%DestPath%References\Libs" "%LibsPath%"
+) else (
+ echo Libs folder missing
+)
+if exist "%IPAPath%" (
+ echo Libs folder exists, creating link
+ if not exist "%DestPath%References" mkdir "%DestPath%References"
+ mklink /J "%DestPath%References\IPA" "%IPAPath%"
+) else (
+ echo Libs folder missing
+)
+:End
+pause
\ No newline at end of file
diff --git a/VS/EmoteRain/EmoteRain.csproj b/VS/EmoteRain/EmoteRain.csproj
new file mode 100644
index 0000000..5a61c3d
--- /dev/null
+++ b/VS/EmoteRain/EmoteRain.csproj
@@ -0,0 +1,119 @@
+
+
+
+ Debug
+ AnyCPU
+ 8.0.30703
+ 2.0
+ {CDA07896-7F56-4CF1-91D4-3A1FE3F91E97}
+ Library
+ Properties
+ EmoteRain
+ EmoteRain
+ v4.7.2
+ 512
+ $(SolutionDir)=C:\
+ portable
+ $(ProjectDir)References
+
+
+ true
+ false
+ bin\Debug\
+ DEBUG;TRACE
+ prompt
+ 4
+
+
+ pdbonly
+ true
+ bin\Release\
+ TRACE
+ prompt
+ 4
+
+
+
+ D:\SteamLibrary_SlowMode\steamapps\common\Beat Saber\Plugins\EnhancedStreamChat.dll
+
+
+ D:\SteamLibrary_SlowMode\steamapps\common\Beat Saber\Plugins\StreamCore.dll
+
+
+
+ D:\SteamLibrary_SlowMode\steamapps\common\Beat Saber\Beat Saber_Data\Managed\MainAssembly.dll
+ False
+
+
+ D:\SteamLibrary_SlowMode\steamapps\common\Beat Saber\Beat Saber_Data\Managed\HMLib.dll
+ False
+
+
+ D:\SteamLibrary_SlowMode\steamapps\common\Beat Saber\Beat Saber_Data\Managed\HMUI.dll
+ False
+
+
+ D:\SteamLibrary_SlowMode\steamapps\common\Beat Saber\Beat Saber_Data\Managed\IPA.Loader.dll
+ False
+
+
+ D:\SteamLibrary_SlowMode\steamapps\common\Beat Saber\Beat Saber_Data\Managed\Unity.TextMeshPro.dll
+ False
+
+
+ D:\SteamLibrary_SlowMode\steamapps\common\Beat Saber\Beat Saber_Data\Managed\UnityEngine.dll
+ False
+
+
+ D:\SteamLibrary_SlowMode\steamapps\common\Beat Saber\Beat Saber_Data\Managed\UnityEngine.AssetBundleModule.dll
+
+
+ D:\SteamLibrary_SlowMode\steamapps\common\Beat Saber\Beat Saber_Data\Managed\UnityEngine.CoreModule.dll
+ False
+
+
+ D:\SteamLibrary_SlowMode\steamapps\common\Beat Saber\Beat Saber_Data\Managed\UnityEngine.ParticleSystemModule.dll
+
+
+ D:\SteamLibrary_SlowMode\steamapps\common\Beat Saber\Beat Saber_Data\Managed\UnityEngine.UI.dll
+ False
+
+
+ D:\SteamLibrary_SlowMode\steamapps\common\Beat Saber\Beat Saber_Data\Managed\UnityEngine.UIElementsModule.dll
+ False
+
+
+ D:\SteamLibrary_SlowMode\steamapps\common\Beat Saber\Beat Saber_Data\Managed\UnityEngine.UIModule.dll
+ False
+
+
+ D:\SteamLibrary_SlowMode\steamapps\common\Beat Saber\Beat Saber_Data\Managed\UnityEngine.VRModule.dll
+ False
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ md "D:\SteamLibrary_SlowMode\steamapps\common\Beat Saber\IPA\Pending\Plugins"
+copy /y "C:\Users\Lucas\source\repos\EmoteRain\EmoteRain\bin\Release\EmoteRain.dll" "D:\SteamLibrary_SlowMode\steamapps\common\Beat Saber\IPA\Pending\Plugins"
+
+
\ No newline at end of file
diff --git a/VS/EmoteRain/Extensions.cs b/VS/EmoteRain/Extensions.cs
new file mode 100644
index 0000000..02ed6f2
--- /dev/null
+++ b/VS/EmoteRain/Extensions.cs
@@ -0,0 +1,34 @@
+using System.Text;
+using UnityEngine;
+
+namespace EmoteRain {
+ public static class Extensions {
+ ///
+ /// Returns the full path of a GameObject in the scene hierarchy.
+ ///
+ /// The instance of a GameObject to generate a path for.
+ ///
+ internal static string GetFullPath(this GameObject gameObject) {
+ StringBuilder path = new StringBuilder();
+ while(true) {
+ path.Insert(0, "/" + gameObject.name);
+ if(gameObject.transform.parent == null) {
+ path.Insert(0, gameObject.scene.name);
+ break;
+ }
+ gameObject = gameObject.transform.parent.gameObject;
+ }
+ return path.ToString();
+ }
+ ///
+ /// Returns the full path of a Component in the scene hierarchy.
+ ///
+ /// The instance of a Component to generate a path for.
+ ///
+ internal static string GetFullPath(this Component component) {
+ StringBuilder path = new StringBuilder(component.gameObject.GetFullPath());
+ path.Append("/" + component.GetType().Name);
+ return path.ToString();
+ }
+ }
+}
diff --git a/VS/EmoteRain/Logger.cs b/VS/EmoteRain/Logger.cs
new file mode 100644
index 0000000..22efd7c
--- /dev/null
+++ b/VS/EmoteRain/Logger.cs
@@ -0,0 +1,100 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+using IPALogger = IPA.Logging.Logger;
+using Level = IPA.Logging.Logger.Level;
+
+namespace EmoteRain {
+ internal static class Logger {
+
+ internal static void Init(IPALogger IPAlogger)
+ {
+ logger = IPAlogger;
+ }
+
+ private static IPALogger logger { get; set; }
+
+ internal static void Log(Exception e, Level level = Level.Notice) {
+ Log("An error has been caught:\n" + e.GetType().Name + "\nAt:\n" + e.StackTrace + "\nWith message:\n" + e.Message, level);
+ if(e.InnerException != null) {
+ Log("---Inner Exception:---", level);
+ Log(e, level);
+ }
+ }
+
+ internal static void Log(string message = "<3", Level level = Level.Info) {
+ logger.Log(level, message);
+ }
+
+ internal static void Log(object message, Level level = Level.Info) {
+ try {
+ Log(message.ToString(), level);
+ } catch(Exception e) {
+ Log(e, Level.Error);
+ }
+ }
+
+ internal static void Log(Component message, Level level = Level.Info) {
+ try {
+ Log(message.GetFullPath(), level);
+ } catch(Exception e) {
+ Log(e, Level.Error);
+ }
+ }
+ internal static void Log(GameObject message, Level level = Level.Info) {
+ try {
+ Log(message.GetFullPath(), level);
+ } catch(Exception e) {
+ Log(e, Level.Error);
+ }
+ }
+
+ internal static void Log(T[] messages, Level level = Level.Info) {
+ foreach(T message in messages) {
+ try {
+ if(message is GameObject) {
+ Log(message as GameObject, level);
+ } else if(message is Component) {
+ Log(message as Component, level);
+ } else {
+ Log(message, level);
+ }
+ } catch(Exception e) {
+ Log(e, Level.Error);
+ }
+ }
+ }
+
+ internal static void Log(HashSet messages, Level level = Level.Info) {
+ foreach(T message in messages) {
+ try {
+ if(message is GameObject) {
+ Log(message as GameObject, level);
+ } else if(message is Component) {
+ Log(message as Component, level);
+ } else {
+ Log(message, level);
+ }
+ } catch(Exception e) {
+ Log(e, Level.Error);
+ }
+ }
+ }
+
+ internal static void Log(List messages, Level level = Level.Info) {
+ foreach(T message in messages) {
+ try {
+ if(message is GameObject) {
+ Log(message as GameObject, level);
+ } else if(message is Component) {
+ Log(message as Component, level);
+ } else {
+ Log(message, level);
+ }
+ } catch(Exception e) {
+ Log(e, Level.Error);
+ }
+ }
+ }
+ }
+}
diff --git a/VS/EmoteRain/Mode.cs b/VS/EmoteRain/Mode.cs
new file mode 100644
index 0000000..6f881e7
--- /dev/null
+++ b/VS/EmoteRain/Mode.cs
@@ -0,0 +1,9 @@
+namespace EmoteRain
+{
+ internal enum Mode
+ {
+ None = 0,
+ Menu = 1,
+ Play = 2
+ }
+}
diff --git a/VS/EmoteRain/Plugin.cs b/VS/EmoteRain/Plugin.cs
new file mode 100644
index 0000000..58a917f
--- /dev/null
+++ b/VS/EmoteRain/Plugin.cs
@@ -0,0 +1,79 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Linq;
+using IPA;
+using IPA.Config;
+using IPA.Utilities;
+using UnityEngine.SceneManagement;
+using UnityEngine;
+using IPALogger = IPA.Logging.Logger;
+using static EmoteRain.Logger;
+
+namespace EmoteRain
+{
+
+ internal class Plugin : IBeatSaberPlugin
+ {
+ private static bool init;
+
+ internal static string Name => "EmoteRain";
+
+ public void Init(IPALogger logger)
+ {
+ Logger.Init(logger);
+ Log("Logger initialized.");
+ }
+
+ ///
+ /// Called when the a scene's assets are loaded.
+ ///
+ ///
+ ///
+ public void OnSceneLoaded(Scene scene, LoadSceneMode sceneMode)
+ {
+ if (!init)
+ {
+ init = true;
+ SharedCoroutineStarter.instance.StartCoroutine(WaitForMenu());
+ }
+ if(scene.name.Contains("Environment"))
+ {
+ RequestCoordinator.EnvironmentSwitched(scene.name,SceneLoadMode.Load);
+ }
+ }
+ private static IEnumerator WaitForMenu()
+ {
+ yield return new WaitUntil(() => {
+ Scene scene1, scene2, scene3, scene4;
+ scene1 = SceneManager.GetSceneByName("MenuCore");
+ scene2 = SceneManager.GetSceneByName("MenuEnvironment");
+ scene3 = SceneManager.GetSceneByName("MainMenu");
+ scene4 = SceneManager.GetSceneByName("MenuViewControllers");
+ return
+ scene1.isLoaded && scene1.IsValid() &&
+ scene2.isLoaded && scene2.IsValid() &&
+ scene3.isLoaded && scene3.IsValid() &&
+ scene4.isLoaded && scene4.IsValid();
+ });
+ Init();
+ }
+
+ private static void Init()
+ {
+ RequestCoordinator.OnLoad();
+ }
+
+ public void OnApplicationStart(){}
+ public void OnApplicationQuit(){}
+ public void OnFixedUpdate(){}
+ public void OnUpdate(){}
+ public void OnActiveSceneChanged(Scene prevScene, Scene nextScene){}
+ public void OnSceneUnloaded(Scene scene){
+ if (scene.name.Contains("Environment"))
+ {
+ RequestCoordinator.EnvironmentSwitched(scene.name, SceneLoadMode.Unload);
+ }
+ }
+ }
+}
diff --git a/VS/EmoteRain/PluginConfig.cs b/VS/EmoteRain/PluginConfig.cs
new file mode 100644
index 0000000..92426c2
--- /dev/null
+++ b/VS/EmoteRain/PluginConfig.cs
@@ -0,0 +1,6 @@
+namespace EmoteRain {
+ internal class PluginConfig {
+ public bool RegenerateConfig = true;
+
+ }
+}
diff --git a/VS/EmoteRain/Properties/AssemblyInfo.cs b/VS/EmoteRain/Properties/AssemblyInfo.cs
new file mode 100644
index 0000000..9dd4564
--- /dev/null
+++ b/VS/EmoteRain/Properties/AssemblyInfo.cs
@@ -0,0 +1,36 @@
+using System.Reflection;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+
+// General Information about an assembly is controlled through the following
+// set of attributes. Change these attribute values to modify the information
+// associated with an assembly.
+[assembly: AssemblyTitle("EmoteRain")]
+[assembly: AssemblyDescription("")]
+[assembly: AssemblyConfiguration("")]
+[assembly: AssemblyCompany("")]
+[assembly: AssemblyProduct("EmoteRain")]
+[assembly: AssemblyCopyright("Copyright © 2020")]
+[assembly: AssemblyTrademark("")]
+[assembly: AssemblyCulture("")]
+
+// Setting ComVisible to false makes the types in this assembly not visible
+// to COM components. If you need to access a type in this assembly from
+// COM, set the ComVisible attribute to true on that type.
+[assembly: ComVisible(false)]
+
+// The following GUID is for the ID of the typelib if this project is exposed to COM
+[assembly: Guid("ca6c00f9-2d4e-44b8-8442-f635d9e062f0")]
+
+// Version information for an assembly consists of the following four values:
+//
+// Major Version
+// Minor Version
+// Build Number
+// Revision
+//
+// You can specify all the values or you can default the Build and Revision Numbers
+// by using the '*' as shown below:
+// [assembly: AssemblyVersion("1.0.*")]
+[assembly: AssemblyVersion("0.0.1")]
+[assembly: AssemblyFileVersion("0.0.1")]
diff --git a/VS/EmoteRain/RequestCoordinator.cs b/VS/EmoteRain/RequestCoordinator.cs
new file mode 100644
index 0000000..2844828
--- /dev/null
+++ b/VS/EmoteRain/RequestCoordinator.cs
@@ -0,0 +1,143 @@
+using EnhancedStreamChat.Textures;
+using System;
+using System.Collections.Generic;
+using System.Reflection;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using static EmoteRain.Logger;
+using Ps_Prefab_Pair = System.ValueTuple, UnityEngine.GameObject>;
+
+namespace EmoteRain
+{
+ ///
+ /// Monobehaviours (scripts) are added to GameObjects.
+ /// For a full list of Messages a Monobehaviour can receive from the game, see https://docs.unity3d.com/ScriptReference/MonoBehaviour.html.
+ ///
+ public static class RequestCoordinator
+ {
+ //private static GameObject prefabMenu;
+ //private static GameObject prefabPlay;
+
+ private static Mode mode;
+
+ internal static Action EmoteQueue;
+
+ private static Dictionary particleSystems = new Dictionary();
+
+ private static Scene myScene
+ {
+ get
+ {
+ if (!_myScene.HasValue)
+ {
+ Log("Creating Scene..");
+ _myScene = SceneManager.CreateScene("EmoteRainScene");
+ }
+ Log("Returning Scene..");
+ return _myScene.Value;
+ }
+ }
+
+ private static Scene? _myScene;
+
+ internal static void OnLoad()
+ {
+ Log("in OnLoad()");
+ AssetBundle assetBundle = AssetBundle.LoadFromStream(Assembly.GetExecutingAssembly().GetManifestResourceStream("EmoteRain.emoterain"));
+ assetBundle.LoadAllAssets();
+ EmoteQueue = MessageCallback;
+ particleSystems[Mode.Menu] =
+ new Ps_Prefab_Pair(new Dictionary(),
+ assetBundle.LoadAsset("ERParticleSystemMenu"));
+ particleSystems[Mode.Play] =
+ new Ps_Prefab_Pair(new Dictionary(),
+ assetBundle.LoadAsset("ERParticleSystemPlaySpace"));
+ }
+
+ ///
+ /// Called every frame if the script is enabled.
+ ///
+ private static void MessageCallback(string id)
+ {
+ Log("Received EmoteID: " + id);
+ SharedCoroutineStarter.instance.StartCoroutine(WaitForCollection(id));
+ }
+
+ private static IEnumerator WaitForCollection(string id)
+ {
+ float time = Time.time;
+ Log("Id: " + id);
+
+ CachedSpriteData cachedSpriteData = default;
+ yield return new WaitUntil(() => ImageDownloader.CachedTextures.TryGetValue("T" + id, out cachedSpriteData) && mode != Mode.None);
+
+ Log($"Continuing after {Time.time - time} seconds...");
+
+ GameObject prefabClone;
+ Ps_Prefab_Pair ps_Prefab_Pair = particleSystems[mode];
+
+ if (!ps_Prefab_Pair.Item1.ContainsKey(id))
+ {
+ prefabClone = UnityEngine.Object.Instantiate(ps_Prefab_Pair.Item2);
+ prefabClone.GetComponent().key = id;
+ prefabClone.GetComponent().mode = mode;
+ SceneManager.MoveGameObjectToScene(prefabClone, myScene);
+ ps_Prefab_Pair.Item1.Add(id, prefabClone);
+ }
+ else
+ {
+ prefabClone = ps_Prefab_Pair.Item1[id];
+ }
+ prefabClone.GetComponent().resetTimer();
+ Log();
+ Log("Assigning...");
+ prefabClone.GetComponent().material.mainTexture = cachedSpriteData.sprite.texture;
+ Log("Finished assigning!");
+
+ Log("Sprite emited! " + cachedSpriteData.sprite.name);
+
+ SharedCoroutineStarter.instance.StartCoroutine(FuckUnity(prefabClone.GetComponent()));
+
+ }
+
+ internal static void EnvironmentSwitched(string scene, SceneLoadMode sceneLoadMode)
+ {
+ if (mode == Mode.None && scene == "MenuEnvironment" && sceneLoadMode == SceneLoadMode.Load)
+ {
+ mode = Mode.Menu;
+ }
+ else if (mode == Mode.Menu)
+ {
+ if (sceneLoadMode == SceneLoadMode.Load && scene != "MenuEnvironment")
+ {
+ mode = Mode.Play;
+ }
+ else if (sceneLoadMode == SceneLoadMode.Unload && scene == "MenuEnvironment")
+ {
+ mode = Mode.None;
+ }
+ }
+ else
+ {
+ if (sceneLoadMode == SceneLoadMode.Unload)
+ {
+ mode = Mode.Menu;
+ }
+ }
+ }
+
+ private static IEnumerator FuckUnity(ParticleSystem ps)
+ {
+ yield return new WaitForEndOfFrame();
+ ps?.Emit(1);
+
+ Log(ps?.particleCount);
+ }
+ internal static void UnregisterPS(string key, Mode mode)
+ {
+ UnityEngine.Object.Destroy(particleSystems[mode].Item1[key]);
+ Log("Inactive ParticleSystem. Removing...");
+ particleSystems[mode].Item1.Remove(key);
+ }
+ }
+}
diff --git a/VS/EmoteRain/SceneLoadMode.cs b/VS/EmoteRain/SceneLoadMode.cs
new file mode 100644
index 0000000..8b83eb8
--- /dev/null
+++ b/VS/EmoteRain/SceneLoadMode.cs
@@ -0,0 +1,8 @@
+namespace EmoteRain
+{
+ internal enum SceneLoadMode
+ {
+ Load = 0,
+ Unload = 1
+ }
+}
\ No newline at end of file
diff --git a/VS/EmoteRain/TimeoutScript.cs b/VS/EmoteRain/TimeoutScript.cs
new file mode 100644
index 0000000..58ac5e1
--- /dev/null
+++ b/VS/EmoteRain/TimeoutScript.cs
@@ -0,0 +1,29 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using System.Threading.Tasks;
+using UnityEngine;
+
+namespace EmoteRain
+{
+ internal class TimeoutScript : MonoBehaviour
+ {
+ [SerializeField]
+ private float timeLimit = 15.0f;
+ private float timeoutTimer = 0;
+ internal string key;
+ internal Mode mode;
+
+ private void Update()
+ {
+ timeoutTimer += Time.deltaTime;
+ if (timeoutTimer > timeLimit)
+ {
+ RequestCoordinator.UnregisterPS(key, mode);
+ }
+ }
+
+ internal void resetTimer() => timeoutTimer = 0;
+ }
+}
diff --git a/VS/EmoteRain/TwitchMSGHandler.cs b/VS/EmoteRain/TwitchMSGHandler.cs
new file mode 100644
index 0000000..11b84b6
--- /dev/null
+++ b/VS/EmoteRain/TwitchMSGHandler.cs
@@ -0,0 +1,118 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using System.Threading.Tasks;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using StreamCore.Chat;
+using StreamCore;
+using StreamCore.Config;
+using StreamCore.Utils;
+using StreamCore.YouTube;
+using StreamCore.Twitch;
+using static EmoteRain.Logger;
+
+
+namespace EmoteRain
+{
+ ///
+ /// Monobehaviours (scripts) are added to GameObjects.
+ /// For a full list of Messages a Monobehaviour can receive from the game,
see .
+ ///
+ internal class TwitchMSGHandler : ITwitchIntegration
+ {
+ public bool IsPluginReady { get; set; }
+
+ public TwitchMSGHandler()
+ {
+ TwitchMessageHandlers.PRIVMSG += MSGHandler;
+ IsPluginReady = true;
+ }
+
+ private static void MSGHandler(TwitchMessage twitchMsg)
+ {
+ Log("Got Twitch Msg!\nrawMessage: " + twitchMsg.rawMessage);
+ string et = getEmoteTagFromMsg(twitchMsg.rawMessage);
+ Log("EmoteTag: " + et);
+ string[] eids = arraify(et);
+ if (eids.Length > 0)
+ {
+ Log("EmoteIDs:");
+ foreach (string e in eids)
+ {
+ Log("ID {" + e + "} has link to https://static-cdn.jtvnw.net/emoticons/v1/" + e + "/2.0");
+ }
+ Log("Sending to Emote-Queue...");
+ queueEmoteSprites(eids);
+ }
+ else
+ {
+ Log("No Emotes in msg to queue!");
+ }
+ }
+
+ private static void queueEmoteSprites(string[] emoteID)
+ {
+ foreach (string e in emoteID)
+ {
+ Log("Trying to enqueue EmoteID " + e);
+
+ HMMainThreadDispatcher.instance.Enqueue(EnqueueEmote(e));
+ Log("Enqueued EmoteID: " + e);
+ }
+ }
+
+ private static IEnumerator EnqueueEmote(string e){
+ yield return null;
+ RequestCoordinator.EmoteQueue(e);
+ }
+
+ private static string getEmoteTagFromMsg(string msg)
+ {
+ // bspMsg for msg where "moepHi" is an emote
+ // MessageTest2 Emote: moepHi
+ //
+ // rawMsg is
+ // @badge-info=;badges=broadcaster/1,premium/1;color=#000F92;display-name=Cr4sher_;emotes=301242724:20-25;flags=;id=4fe7c5d4-a9f4-4190-8d7d-6ff55d75ab80;mod=0;room-id=133537093;
+ // subscriber=0;tmi-sent-ts=1582742897726;turbo=0;user-id=133537093;user-type= :cr4sher_!cr4sher_@cr4sher_.tmi.twitch.tv PRIVMSG #cr4sher_ :MessageTest2 Emote: moepHi
+ //
+ // therefore "emotes=301242724:20-25" should be extracted
+
+ string[] tags = msg.Split(';');
+ for (int i = 0; i < tags.Length; i++)
+ {
+ if (tags[i].StartsWith("emotes="))
+ {
+ return tags[i];
+ }
+ }
+ return "emotes=";
+ }
+
+ private static string[] arraify(string emoteIDs)
+ {
+ // bspInput
+ // emotes=301290052:29-35/301242724:37-42/115845:44-52/106293:54-60
+ //
+ // bspOutput
+ // {"301290052","301242724","115845","106293"}
+
+ List emoteIDArray = new List();
+
+ if (emoteIDs.Split('=').Length < 2) return emoteIDArray.ToArray();
+ string[] emotesWithIndex = emoteIDs.Split('=')[1].Split('/');
+ foreach (string e in emotesWithIndex)
+ {
+ string currentEmoteID = e.Split(':')[0];
+ string[] inLine = e.Split(':')[1].Split(',');
+ foreach (var _ in inLine)
+ {
+ emoteIDArray.Add(currentEmoteID);
+ }
+ }
+ return emoteIDArray.ToArray();
+ }
+ }
+}
diff --git a/VS/EmoteRain/emoterain b/VS/EmoteRain/emoterain
new file mode 100644
index 0000000..e1da9e1
Binary files /dev/null and b/VS/EmoteRain/emoterain differ
diff --git a/VS/EmoteRain/manifest.json b/VS/EmoteRain/manifest.json
new file mode 100644
index 0000000..57261a1
--- /dev/null
+++ b/VS/EmoteRain/manifest.json
@@ -0,0 +1,13 @@
+{
+ "$schema": "https://raw.githubusercontent.com/nike4613/ModSaber-MetadataFileSchema/master/Schema.json",
+ "id": "EmoteRain",
+ "name": "EmoteRain",
+ "author": "",
+ "version": "0.0.1",
+ "description": "",
+ "gameVersion": "1.6.2",
+ "dependsOn": {
+
+ },
+ "features": []
+}
\ No newline at end of file