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Added that cool thing tony made
Redid the save system to no longer use umm Added a thing so weapon effects change colour to match the varient colour
1 parent 96e4949 commit 37a8a11

9 files changed

+1024
-140
lines changed

BetterWeaponColourMenu.cs

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BetterWeaponColourMenu.csproj

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<ItemGroup>
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<Compile Include="BetterWeaponColourMenu.cs" />
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<Compile Include="ButtonComponets.cs" />
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<Compile Include="SaveData.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Properties\Resources.Designer.cs">
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<AutoGen>True</AutoGen>
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<DesignTime>True</DesignTime>
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<DependentUpon>Resources.resx</DependentUpon>
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</Compile>
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<Compile Include="VariationColorHandler.cs" />
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="Properties\Resources.resx">
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<Generator>ResXFileCodeGenerator</Generator>
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<LastGenOutput>Resources.Designer.cs</LastGenOutput>
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</EmbeddedResource>
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</ItemGroup>
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<ItemGroup>
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<None Include="Resources\colourmenu" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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<PostBuildEvent>COPY "$(TargetPath)" "C:\Program Files (x86)\Steam\steamapps\common\ULTRAKILL\BepInEx\UMM Mods\BetterWeaponColourMenu"</PostBuildEvent>
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<PostBuildEvent>COPY "$(TargetPath)" "D:\SteamLibrary\steamapps\common\ULTRAKILL\BepInEx\UMM Mods\BetterWeaponColourMenu"</PostBuildEvent>
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</PropertyGroup>
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</Project>

ButtonComponets.cs

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Properties/Resources.Designer.cs

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Properties/Resources.resx

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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
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extensible. For a given mimetype the value must be set accordingly:
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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-->
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:complexType>
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<xsd:choice maxOccurs="unbounded">
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<xsd:element name="metadata">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" />
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</xsd:sequence>
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<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="assembly">
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<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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<xsd:attribute name="name" type="xsd:string" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="data">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="resheader">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:complexType>
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</xsd:element>
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</xsd:choice>
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</xsd:complexType>
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</xsd:element>
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</xsd:schema>
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<resheader name="resmimetype">
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<value>text/microsoft-resx</value>
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</resheader>
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<resheader name="version">
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<value>2.0</value>
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</resheader>
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<resheader name="reader">
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<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<resheader name="writer">
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
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<data name="colourmenu" type="System.Resources.ResXFileRef, System.Windows.Forms">
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<value>..\Resources\colourmenu;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</data>
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</root>

Resources/colourmenu

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SaveData.cs

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using Newtonsoft.Json;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace BetterWeaponColourMenu
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{
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class SaveData
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{
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public static void LoadData()
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{
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path = Assembly.GetExecutingAssembly().Location;
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path = path.Substring(0, path.LastIndexOf("\\")) + "\\saveData.json";
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Debug.Log("Saving colour menu data to " + path);
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if (!File.Exists(path))
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{
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File.Create(path).Close();
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}
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FileInfo fInfo = new FileInfo(path);
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if (fInfo.Exists)
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{
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using (StreamReader jFile = fInfo.OpenText())
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{
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colourMenuBoolData = JsonConvert.DeserializeObject<Dictionary<string, Dictionary<string, string>>>(jFile.ReadToEnd());
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if (colourMenuBoolData == null)
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colourMenuBoolData = new Dictionary<string, Dictionary<string, string>>();
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jFile.Close();
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}
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}
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else
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{
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Debug.Log("Couldn't find a save file, making one now");
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fInfo.Create();
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}
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//instance = UnityEngine.JsonUtility.FromJson<SaveData>(File.ReadAllText(path));
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}
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public static void SaveDataToFile()
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{
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path = Assembly.GetExecutingAssembly().Location;
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path = path.Substring(0, path.LastIndexOf("\\")) + "\\saveData.json";
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Debug.Log("Saving colour menu data to " + path);
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FileInfo fInfo = new FileInfo(path);
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File.WriteAllText(fInfo.FullName, JsonConvert.SerializeObject(colourMenuBoolData));
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//if (!File.Exists(path))
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//{
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// File.Create(path).Close();
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//}
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}
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public static void SetSaveValue(string dataKey, string weapon, object value, bool forceNotSave = false)
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{
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if (colourMenuBoolData == null) LoadData();
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if (!colourMenuBoolData.ContainsKey(dataKey))
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{
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var dict = new Dictionary<string, string>();
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dict.Add(weapon, value.ToString());
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colourMenuBoolData.Add(dataKey, dict);
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}
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else if (!colourMenuBoolData[dataKey].ContainsKey(weapon))
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{
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colourMenuBoolData[dataKey].Add(weapon, value.ToString());
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}
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else
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{
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colourMenuBoolData[dataKey][weapon] = value.ToString();
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}
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if (!forceNotSave) SaveDataToFile();
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}
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public static string RetriveSaveValue(string dataKey, string weapon, string fallback = "MISSING DATA")
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{
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if (colourMenuBoolData == null) LoadData();
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if (!colourMenuBoolData.ContainsKey(dataKey))
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{
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var dict = new Dictionary<string, string>();
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dict.Add(weapon, fallback);
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colourMenuBoolData.Add(dataKey, dict);
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SaveDataToFile();
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}
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else if (!colourMenuBoolData[dataKey].ContainsKey(weapon))
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{
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colourMenuBoolData[dataKey].Add(weapon, fallback);
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SaveDataToFile();
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}
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return colourMenuBoolData[dataKey][weapon];
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}
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//public static SaveData instance;
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static Dictionary<string, Dictionary<string, string>> colourMenuBoolData;
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//Dictionary<string, Dictionary<string, Color>> colourMenuColourData;
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static string path = "";
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}
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}

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