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! 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"Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{B728BA6F-BB4A-66B9-57A2-597CAD6A31B0}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Any CPU = Debug|Any CPU + Release|Any CPU = Release|Any CPU + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {B728BA6F-BB4A-66B9-57A2-597CAD6A31B0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {B728BA6F-BB4A-66B9-57A2-597CAD6A31B0}.Debug|Any CPU.Build.0 = Debug|Any CPU + {B728BA6F-BB4A-66B9-57A2-597CAD6A31B0}.Release|Any CPU.ActiveCfg = Release|Any CPU + {B728BA6F-BB4A-66B9-57A2-597CAD6A31B0}.Release|Any CPU.Build.0 = Release|Any CPU + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection +EndGlobal diff --git a/VS/EmoteRain.sln b/VS/EmoteRain.sln 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