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ModMain.cs
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ModMain.cs
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[assembly:MelonGame("Ninja Kiwi","BloonsTD6")]
[assembly:MelonInfo(typeof(ModMain),ModHelperData.Name,ModHelperData.Version,"Silentstorm")]
[assembly:MelonOptionalDependencies("SC2ExpansionLoader")]
namespace SC2ExpansionLoader{
public class ModMain:MelonMod{
public static readonly Dictionary<string,SC2Tower>TowerTypes=new Dictionary<string,SC2Tower>();
public static Dictionary<string,SC2Tower>HeroTypes=new Dictionary<string,SC2Tower>();
public static AbilityModel BlankAbilityModel;
private static MelonLogger.Instance _mllog;
public static string BundleDir;
public static AttackModel CreateTowerAttackModel;
public static GameModel gameModel;
public static LocalizationManager LocManager;
public static void Log(object thing,string type="msg"){
switch(type){
case"msg":
_mllog.Msg(thing);
break;
case"warn":
_mllog.Warning(thing);
break;
case"error":
_mllog.Error(thing);
break;
}
}
public override void OnInitializeMelon(){
_mllog=LoggerInstance;
BundleDir=MelonEnvironment.UserDataDirectory+"/SC2ExpansionBundles/";
BundleDir=BundleDir.Replace('\\','/');
if(!Directory.Exists(BundleDir)){
Directory.CreateDirectory(BundleDir);
}
List<SC2Tower>towerList=new();
foreach(MelonMod mod in RegisteredMelons.Where(a=>a.OptionalDependencies!=null&&a.OptionalDependencies.AssemblyNames.Contains("SC2ExpansionLoader"))){
Assembly assembly=mod.MelonAssembly.Assembly;
string[]resources=assembly.GetManifestResourceNames();
if(resources.Any()){
foreach(string bundle in resources){
try{
Log(bundle);
if(!bundle.EndsWith(".bundle"))continue;
Stream stream=assembly.GetManifestResourceStream(bundle);
byte[]bytes=new byte[stream.Length];
stream.Read(bytes);
File.WriteAllBytes(BundleDir+bundle.Split('.')[2],bytes);
}catch(Exception error){
PrintError(error,"Failed to write "+bundle);
}
}
}
foreach(Type type in assembly.GetTypes()){
try{
SC2Tower tower=(SC2Tower)Activator.CreateInstance(type);
if(tower.Name=="")continue;
if(tower.Hero){
//HeroTypes.Add(tower.Name,tower);
Log("Custom heroes are currently not supported due to a bug, "+tower.Name+" will not be loaded");
continue;
}
towerList.Add(tower);
if(tower.HasBundle){
tower.LoadedBundle=UnityEngine.AssetBundle.LoadFromFileAsync(BundleDir+tower.Name).assetBundle;
}
}catch{}
}
}
//i really cannot think of any better way to sort this, orderby from a dictionary itself fucks it over
if(towerList.Any()){
towerList=towerList.OrderBy(a=>a.Order).ToList();
foreach(SC2Tower tower in towerList){
TowerTypes.Add(tower.Name,tower);
}
}
}
public static void PrintError(Exception exception,string message=null){
if(message!=null){
Log(message);
}
string error=exception.Message;
error+="\n"+exception.TargetSite;
error+="\n"+exception.StackTrace;
Log(error,"error");
}
public static void ModelArrayLoop(string type,Model[]array){
Log("Elements in "+type+" are: ");
foreach(Model model in array){
Log(model.name+" "+model.GetIl2CppType().FullName);
}
}
public static T LoadAsset<T>(string assetToLoad,AssetBundle bundle)where T:uObject{
try{
return bundle.LoadAssetAsync(assetToLoad,Il2CppType.Of<T>()).asset.Cast<T>();
}catch(Exception error){
PrintError(error,"Failed to load "+assetToLoad);
try{
Log("Attempting to get available assets");
foreach(string asset in bundle.GetAllAssetNames()){
Log(asset);
}
}catch{
Log("Bundle is null");
}
return null;
}
}
public static void PlaySound(string name){
Game.instance.audioFactory.PlaySoundFromUnity(null,name,"FX",1,1);
}
public static void PlayAnimation(Animator animator,string anim,float duration=0.2f){
animator.CrossFade(anim,duration,0,0);
}
}
}