CR-style smoke deflector

master
t0stiman 2023-12-09 16:33:48 +01:00
parent 757b9f21f7
commit e7a9ea98f8
50 changed files with 2542 additions and 232 deletions

3
.gitignore vendored
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@ -403,4 +403,5 @@ FodyWeavers.xsd
*.unitypackage
assetbundles/*.manifest
assetbundles/assetbundles
assetbundles/assetbundles
*.zip

74
BundleBuilder/.gitignore vendored Normal file
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@ -0,0 +1,74 @@
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/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/
# Recordings can get excessive in size
/[Rr]ecordings/
# 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/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.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
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
.idea

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using UnityEditor;
using UnityEngine;
#if UNITY_EDITOR
[CustomEditor(typeof(BundleBuilder))]
public class BuildButton : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
var myScript = (BundleBuilder)target;
if (GUILayout.Button("HEY! Build the bundles."))
{
myScript.BuildIt();
}
}
}
#endif

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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
#if UNITY_EDITOR
public class BundleBuilder : MonoBehaviour
{
public string bundleName;
public string exportPath;
public void BuildIt()
{
var builds = new List<AssetBundleBuild>();
var asssetBundleFiles = new List<string>();
foreach (var assPath in AssetDatabase.GetAllAssetPaths())
{
//the / in Assets/ is crucial
if (!assPath.StartsWith("Assets/") || assPath.StartsWith("Assets/DontBuildThis"))
{
continue;
}
asssetBundleFiles.Add(assPath);
Debug.Log(assPath);
}
builds.Add(new AssetBundleBuild {
assetBundleName = bundleName,
assetNames = asssetBundleFiles.ToArray()
});
var success = BuildPipeline.BuildAssetBundles(
exportPath,
builds.ToArray(),
BuildAssetBundleOptions.None,
BuildTarget.StandaloneWindows64
);
Debug.Log($"success: {success}");
}
}
#endif

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using System.IO;
using UnityEditor;
using UnityEngine;
#if UNITY_EDITOR
public class BundleChecker : MonoBehaviour
{
public string BundleFolder;
public void CheckEm()
{
// var bundlePaths = Directory.GetFiles(Application.dataPath + "/ToCheck");
var bundlePaths = Directory.GetFiles(BundleFolder);
foreach (var bp in bundlePaths)
{
var extension = Path.GetExtension(bp);
if (extension == ".meta" || extension == ".manifest")
{
continue;
}
var assBun = AssetBundle.LoadFromFile(bp);
Debug.Log(assBun.name);
foreach (var assName in assBun.GetAllAssetNames())
{
Debug.Log(assName);
}
}
}
}
#endif

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using UnityEditor;
using UnityEngine;
#if UNITY_EDITOR
[CustomEditor(typeof(BundleChecker))]
public class CheckerButton : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
var myScript = (BundleChecker)target;
if (GUILayout.Button("Check em"))
{
myScript.CheckEm();
}
}
}
#endif

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{57D181A9-9D9D-4EBA-BBDD-9172AAB79983}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
EndGlobal

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@ -1,6 +1,6 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<AssemblyName>dumb282tweaks</AssemblyName>
<AssemblyName>CR-style_smoke_deflectors</AssemblyName>
<TargetFramework>net48</TargetFramework>
<LangVersion>latest</LangVersion>
<WarningsAsErrors>CS8600;CS8602;CS8603</WarningsAsErrors>
@ -117,7 +117,7 @@
<!-- Package after Release build -->
<Exec Condition="'$(OS)' == 'Windows_NT'" Command="powershell -executionpolicy bypass ../package.ps1 -NoArchive -OutputDirectory 'D:\Programs\Derail Valley\Mods'" />
<!-- todo fix linux below-->
<!-- <Exec Condition="'$(ConfigurationName)' == 'Release' And '$(OS)' != 'Windows_NT'" Command="pwsh -Command &quot;(../package.ps1)&quot;" />-->
<!-- Linux -->
<Exec Condition="'$(OS)' != 'Windows_NT'" Command="pwsh -Command &quot;(../package.ps1)&quot;" />
</Target>
</Project>

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@ -0,0 +1,52 @@
using DV.ThingTypes;
using HarmonyLib;
using UnityEngine;
using static CR_style_smoke_deflectors.Main;
namespace CR_style_smoke_deflectors;
[HarmonyPatch(typeof(TrainCar), "Start")]
class CarPatch {
static void Postfix(ref TrainCar __instance)
{
if (__instance == null || __instance.carType != TrainCarType.LocoSteamHeavy)
{
return;
}
string bodyPath = "LocoS282A_Body/Static_LOD0";
Transform s282Body = __instance.transform.Find(bodyPath);
if (s282Body == null)
{
Error($"Couldn't find S282 body on '{__instance.transform.gameObject.name}' -> {bodyPath}");
return;
}
// Smoke Deflector
Log($"Applying {MySettings.smokeDeflectorType.ToString()}");
switch(MySettings.smokeDeflectorType) {
case Settings.SmokeDeflectorType.Chinese:
ApplyChineseSmokeDeflector(ref __instance, s282Body);
break;
}
}
private static void ApplyChineseSmokeDeflector(ref TrainCar locomotive, Transform body)
{
//hide smoke box door
var smokeboxDoorPath = "LocoS282A_Body/Static_LOD0/s282_locomotive_smokebox_door";
Transform smokeBoxDoor = locomotive.transform.Find(smokeboxDoorPath);
if (smokeBoxDoor == null)
{
Error($"Couldn't find S282 smoke box door on '{locomotive.transform.gameObject.name}' -> {smokeboxDoorPath}");
return;
}
smokeBoxDoor.gameObject.SetActive(false);
//show deflector and stuff
GameObject chineseSmokeDeflector = Object.Instantiate(CRSmokeDeflectorsPrefab, body);
chineseSmokeDeflector.transform.localPosition = smokeBoxDoor.localPosition;
}
}

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@ -5,19 +5,15 @@ using HarmonyLib;
using UnityModManagerNet;
using UnityEngine;
namespace dumb282tweaks
namespace CR_style_smoke_deflectors
{
[EnableReloading]
public static class Main
{
public static UnityModManager.ModEntry MyModEntry { get; private set; }
private static UnityModManager.ModEntry MyModEntry;
public static Settings MySettings { get; private set; }
public static GameObject wagnerSmokeDeflectorsPrefab;
public static GameObject witteSmokeDeflectorsPrefab;
public static GameObject chineseSmokeDeflectorsPrefab;
public static GameObject streamlinedBoilerPrefab;
public static GameObject CRSmokeDeflectorsPrefab;
private static bool Load(UnityModManager.ModEntry modEntry)
{
@ -33,16 +29,9 @@ namespace dumb282tweaks
string assetPath = Path.Combine(MyModEntry.Path, "assetbundles\\");
wagnerSmokeDeflectorsPrefab = AssetBundle.LoadFromFile(Path.Combine(assetPath, "wagnersmokedeflectors"))
.LoadAsset<GameObject>("Assets/WagnerSmokeDeflectors.prefab");
witteSmokeDeflectorsPrefab = AssetBundle.LoadFromFile(Path.Combine(assetPath, "wittesmokedeflectors"))
.LoadAsset<GameObject>("Assets/WitteSmokeDeflectors.prefab");
chineseSmokeDeflectorsPrefab = AssetBundle.LoadFromFile(Path.Combine(assetPath, "chinesesmokedeflectors"))
CRSmokeDeflectorsPrefab = AssetBundle.LoadFromFile(Path.Combine(assetPath, "CRSmokeDeflectors"))
.LoadAsset<GameObject>("Assets/Prefab/LocoS282A_Smokebox.prefab");
streamlinedBoilerPrefab = AssetBundle.LoadFromFile(Path.Combine(assetPath, "streamline"))
.LoadAsset<GameObject>("Assets/Streamline.prefab");
harmony = new Harmony(MyModEntry.Info.Id);
harmony.PatchAll(Assembly.GetExecutingAssembly());
}

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@ -3,62 +3,34 @@ using System.ComponentModel;
using UnityEngine;
using UnityModManagerNet;
namespace dumb282tweaks
namespace CR_style_smoke_deflectors
{
public class Settings : UnityModManager.ModSettings
{
// public enum CabType
// {
// [Description("Default 282 Cab")] Default,
// [Description("German Cab")] German
// }
public enum BoilerType
{
[Description("Default Boiler")] Default,
[Description("Streamlined Boiler")] Streamlined,
}
public enum SmokeDeflectorType
{
[Description("No smoke deflectors")]
None,
[Description("Witte smoke deflectors")]
Witte,
[Description("Wagner smoke deflectors")]
Wagner,
[Description("Chinese smoke deflectors and more")]
[Description("Chinese Railways-style smoke deflectors")]
Chinese,
}
// public CabType cabType = CabType.Default;
public SmokeDeflectorType smokeDeflectorType = SmokeDeflectorType.Wagner;
public BoilerType boilerType = BoilerType.Default;
public SmokeDeflectorType smokeDeflectorType = SmokeDeflectorType.Chinese;
public void Draw(UnityModManager.ModEntry modEntry)
{
GUILayout.BeginVertical();
// GUILayout.BeginVertical();
GUILayout.Label("These settings are applied on train spawn, meaning rejoining the game will refresh all 282 locos to the settings specified here, but if you don't unload the train it will keep whatever settings were there previously. This is a temporary solution until I have a proper GUI implemented.");
GUILayout.Label("Also, reloading a save will currently break things and the tweaks won't load. This isn't good.");
GUILayout.Space(2f);
//todo this is not implemented
// GUILayout.Label("Cab Type");
// Settings.cabType = (Settings.CabType) GUILayout.SelectionGrid((int) Settings.cabType, cabTypeTexts, 1, "toggle");
// GUILayout.Space(2f);
GUILayout.Label("Smoke Deflector Type");
smokeDeflectorType = (SmokeDeflectorType) GUILayout.SelectionGrid((int) smokeDeflectorType, Enum.GetNames(typeof(SmokeDeflectorType)), 1, "toggle");
GUILayout.Label("Boiler Type");
boilerType = (BoilerType) GUILayout.SelectionGrid((int) boilerType, Enum.GetNames(typeof(BoilerType)), 1, "toggle");
GUILayout.EndVertical();
//
// GUILayout.EndVertical();
}
public override void Save(UnityModManager.ModEntry modEntry)

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@ -1,6 +1,6 @@
MIT License
Copyright (c) 2023 ÆUGH
Copyright (c) 2023 ÆUGH, Tostiman, Cypress
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

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@ -1,11 +1,9 @@
# S282 Tweaks
Smoke deflectors and a streamlined boiler for the S282.
# Chinese Railways-style smoke deflectors for Derail Valley
todo screenshot
## Credits
AEUGH: Streamlined boiler, Witte & Wagner smoke deflectors, code
Tostiman: code
Cypress: Chinese smoke deflectors
AEUGH: this mod is based off of his [dumb282tweaks mod](https://github.com/aeughsendhelp/dumb282tweaks#dumb-s282-tweaks)
Cypress: models, textures
Tostiman: code

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@ -1,25 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.5.33627.172
MinimumVisualStudioVersion = 10.0.40219.1
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "dumb282tweaks", "dumb282tweaks\dumb282tweaks.csproj", "{29798D2A-7139-4E0D-A6A3-3FFA9E7E5611}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{29798D2A-7139-4E0D-A6A3-3FFA9E7E5611}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{29798D2A-7139-4E0D-A6A3-3FFA9E7E5611}.Debug|Any CPU.Build.0 = Debug|Any CPU
{29798D2A-7139-4E0D-A6A3-3FFA9E7E5611}.Release|Any CPU.ActiveCfg = Release|Any CPU
{29798D2A-7139-4E0D-A6A3-3FFA9E7E5611}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {C1C9BDE2-F852-4FB2-9E3F-0745754DA0EC}
EndGlobalSection
EndGlobal

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@ -1,107 +0,0 @@
using DV.ThingTypes;
using HarmonyLib;
using UnityEngine;
using static dumb282tweaks.Main;
namespace dumb282tweaks;
[HarmonyPatch(typeof(TrainCar), "Start")]
class CarPatch {
static void Postfix(ref TrainCar __instance)
{
if (__instance == null || __instance.carType != TrainCarType.LocoSteamHeavy)
{
return;
}
string bodyPath = "LocoS282A_Body/Static_LOD0/s282_locomotive_body";
Transform s282Body = __instance.transform.Find(bodyPath);
if (s282Body == null)
{
Error($"Couldn't find S282 body on '{__instance.transform.gameObject.name}' -> {bodyPath}");
return;
}
Material s282Mat = s282Body.GetComponent<MeshRenderer>().material;
// Smoke Deflector
Log($"Applying {MySettings.smokeDeflectorType.ToString()}");
switch(MySettings.smokeDeflectorType) {
case Settings.SmokeDeflectorType.Witte:
{
GameObject witteSmokeDeflector = Object.Instantiate(witteSmokeDeflectorsPrefab, __instance.transform);
witteSmokeDeflector.transform.localPosition = new Vector3(0.0f, 2.1f, 5f);
witteSmokeDeflector.transform.localRotation = Quaternion.identity;
foreach (var aMeshRenderer in witteSmokeDeflector.GetComponentsInChildren<MeshRenderer>())
{
aMeshRenderer.material = s282Mat;
}
break;
}
case Settings.SmokeDeflectorType.Wagner:
{
GameObject wagnerSmokeDeflector = Object.Instantiate(wagnerSmokeDeflectorsPrefab, __instance.transform);
wagnerSmokeDeflector.transform.localPosition = new Vector3(0.0f, 2.1f, 5f);
wagnerSmokeDeflector.transform.localRotation = Quaternion.identity;
foreach (var aMeshRenderer in wagnerSmokeDeflector.GetComponentsInChildren<MeshRenderer>())
{
aMeshRenderer.material = s282Mat;
}
break;
}
case Settings.SmokeDeflectorType.Chinese:
ApplyChineseSmokeDeflector(ref __instance, s282Body);
break;
}
// Boiler
Log($"Applying {MySettings.boilerType.ToString()}");
switch (MySettings.boilerType)
{
case Settings.BoilerType.Streamlined:
GameObject streamlinedBoiler = Object.Instantiate(streamlinedBoilerPrefab, __instance.transform);
streamlinedBoiler.transform.localPosition = new Vector3(0.0f, 2.15f, 5.1f);
streamlinedBoiler.transform.localRotation = Quaternion.identity;
foreach (var aMeshRenderer in streamlinedBoiler.GetComponentsInChildren<MeshRenderer>())
{
aMeshRenderer.material = s282Mat;
}
break;
}
}
private static void ApplyChineseSmokeDeflector(ref TrainCar locomotive, Transform body)
{
//hide smoke box door
var smokeboxDoorPath = "LocoS282A_Body/Static_LOD0/s282_locomotive_smokebox_door";
Transform smokeBoxDoor = locomotive.transform.Find(smokeboxDoorPath);
if (smokeBoxDoor == null)
{
Error($"Couldn't find S282 smoke box door on '{locomotive.transform.gameObject.name}' -> {smokeboxDoorPath}");
return;
}
smokeBoxDoor.gameObject.SetActive(false);
//show deflector and stuff
GameObject chineseSmokeDeflector = Object.Instantiate(chineseSmokeDeflectorsPrefab, body);
chineseSmokeDeflector.transform.localPosition = smokeBoxDoor.localPosition;
//todo apply S282 material?
// foreach (var aMeshRenderer in chineseSmokeDeflector.GetComponentsInChildren<MeshRenderer>())
// {
// if (aMeshRenderer.material.name == "S282") //todo
// {
// aMeshRenderer.material = s282Mat;
// }
// }
}
}

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@ -1,32 +0,0 @@
// using HarmonyLib;
// using UnityEngine;
//
// using static dumb282tweaks.Main;
//
// namespace dumb282tweaks;
//
// [HarmonyPatch(typeof(TrainCar), "LoadInterior")]
// class InteriorPatch {
// static void Postfix(ref TrainCar __instance) {
// Transform s282Interior = __instance.interior;
// Transform externalInteractables = s282Interior.transform.Find("LocoS282A_ExternalInteractables(Clone)");
// // The fact that in game it actually is called "things" is funny to me
// Transform cab = s282Interior.transform.Find("LocoS282A_Interior(Clone)/Static/Cab");
// Transform things = s282Interior.transform.Find("LocoS282A_Interior(Clone)/Static/Things");
// Transform windowRMove = externalInteractables.transform.Find("Interactables/WindowR");
// Transform windowLMove = externalInteractables.transform.Find("Interactables/WindowL");
//
// Log(externalInteractables.name);
//
// switch(Main.Settings.cabType) {
// case Settings.CabType.Default:
// break;
// case Settings.CabType.German:
// cab.gameObject.SetActive(false);
// things.gameObject.SetActive(false);
// windowRMove.gameObject.SetActive(false);
// windowLMove.gameObject.SetActive(false);
// break;
// }
// }
// }

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@ -1,9 +1,9 @@
{
"Id": "dumb282tweaks",
"Id": "CR-style_smoke_deflectors",
"Version": "1.0.0",
"DisplayName": "Dumb S282 Tweaks",
"Author": "aeugh",
"EntryMethod": "dumb282tweaks.Main.Load",
"DisplayName": "Chinese Railways-style smoke deflectors",
"Author": "aeugh, Tostiman, Cypress",
"EntryMethod": "CR_style_smoke_deflectors.Main.Load",
"ManagerVersion": "0.27.3",
"Repository": "https://github.com/aeughsendhelp/dumb282tweaks/blob/main/repository.json"
"Repository": "todo/repository.json"
}

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@ -1,9 +1,9 @@
{
"Releases": [
{
"Id": "dumb282tweaks",
"Id": "CR-style_smoke_deflectors",
"Version": "1.0.0",
"DownloadUrl": "https://github.com/aeughsendhelp/dumb282tweaks/releases/download/TAG/FILE_NAME.zip"
"DownloadUrl": "todo"
}
]
}