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Refactor remove splash screen functionality & add build for .NET 8
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Signed-off-by: Bayu Satiyo <itsyuukunz@gmail.com>
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kiraio-moe committed Nov 25, 2023
1 parent 9572feb commit 2372cd9
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Showing 3 changed files with 47 additions and 87 deletions.
130 changes: 45 additions & 85 deletions USSR.cs
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@ namespace USSR.Core
{
public class USSR
{
const string VERSION = "1.1.5";
const string VERSION = "1.1.6";
const string ASSET_CLASS_DB = "classdata.tpk";
static readonly byte[] ggmMagic =
{
Expand Down Expand Up @@ -374,7 +374,7 @@ static void Main(string[] args)
File.Delete(webDataFile);
}

Directory.Delete(unpackedWebDataDirectory, true);
//Directory.Delete(unpackedWebDataDirectory, true);
}

Console.WriteLine();
Expand All @@ -400,7 +400,7 @@ static void PrintHelp()
);
Console.WriteLine();
AnsiConsole.MarkupLine("[bold green]How to Use[/]");
AnsiConsole.MarkupLine("Select the Action, find and choose one of this files in you game data:");
AnsiConsole.MarkupLine("Select the Action, find and choose one of these files in you game data:");
AnsiConsole.MarkupLine("[green]globalgamemanagers[/] | [green]data.unity3d[/] | [green]<game_name>.data[/] | [green]<game_name>.data.br[/] | [green]<game_name>.data.gz[/]");
}

Expand Down Expand Up @@ -563,100 +563,57 @@ AssetsManager assetsManager
return null;
}

AnsiConsole.MarkupLine(
"( INFO ) Sometimes USSR [yellow]can\'t automatically detect Unity splash screen logo[/] and it\'s leading to accidentally [red]removing your own logo[/]. To tackle this, USSR [green]need information about \"Made With Unity\" logo duration[/]."
);
AnsiConsole.MarkupLine(
"( INFO ) Please [red]make a difference with the logo duration[/] when you build your game! [red]If your logo and Unity logo have same duration, USSR will remove both of them[/]. If no value provided, USSR will use it\'s own way to detect it and [red]may removing your own logo[/]."
);
AnsiConsole.Markup("[green](Optional)[/] Enter Unity splash screen logo duration: ");

int unityLogoDuration = 0;
try
{
int.TryParse(
Console.ReadLine(),
System.Globalization.NumberStyles.Integer,
null,
out unityLogoDuration
);
}
catch (Exception ex)
{
AnsiConsole.WriteException(ex);
}
// AnsiConsole.MarkupLine(
// "( INFO ) Sometimes USSR [yellow]can\'t automatically detect Unity splash screen logo[/] and it\'s leading to accidentally [red]removing your own logo[/]. To tackle this, USSR [green]need information about \"Made With Unity\" logo duration[/]."
// );
// AnsiConsole.MarkupLine(
// "( INFO ) Please [red]make a difference with the logo duration[/] when you build your game! [red]If your logo and Unity logo have same duration, USSR will remove both of them[/]. If no value provided, USSR will use it\'s own way to detect it and [red]may removing your own logo[/]."
// );
// AnsiConsole.Markup("[green](Optional)[/] Enter Unity splash screen logo duration: ");

// int unityLogoDuration = 0;
// try
// {
// int.TryParse(
// Console.ReadLine(),
// System.Globalization.NumberStyles.Integer,
// null,
// out unityLogoDuration
// );
// }
// catch (Exception ex)
// {
// AnsiConsole.WriteException(ex);
// }

AnsiConsole.MarkupLineInterpolated(
$"( INFO ) Set hasProVersion = [green]{!hasProVersion}[/] | m_ShowUnitySplashLogo = [green]{!showUnityLogo}[/]"
$"( INFO ) Set [green]hasProVersion = {!hasProVersion}[/] | [green]m_ShowUnitySplashLogo = {!showUnityLogo}[/]"
);

// Remove Unity splash screen by flipping these boolean fields
buildSettingsBase["hasPROVersion"].AsBool = !hasProVersion; // true
playerSettingsBase["m_ShowUnitySplashLogo"].AsBool = !showUnityLogo; // false

AssetTypeValueField splashScreenLogos = playerSettingsBase["m_SplashScreenLogos.Array"];
AssetTypeValueField? unityLogo = null;

// Iterate over "m_SplashScreenLogos" to find Unity splash screen logo
foreach (AssetTypeValueField splashLogo in splashScreenLogos)
{
// Get the Sprite asset
AssetTypeValueField? logoPointer = splashLogo?["logo"];
// Get the external asset
AssetExternal logoExtInfo = assetsManager.GetExtAsset(
assetFileInstance,
logoPointer
);

/*
* We have 2 ways to detect the Unity splash screen logo.
* 1. Check if the base field isn't null. This method guaranteed to be 100% work.
* 2. Use optional input value from user to determine the splash screen.
*/

if (logoExtInfo.baseField != null)
{
// Get the base field
AssetTypeValueField? logoBase = logoExtInfo.baseField;
string? logoName = logoBase["m_Name"].AsString;

// If it's Unity splash screen logo
unityLogo = logoName.Contains("UnitySplash-cube") ? splashLogo : null;
}
else
{
/*
* Sometimes AssetsTools won't load "UnitySplash-cube"
* external asset while in Bundle file.
*
* Luckily, we can still find it by using the logo duration.
*/
unityLogo =
splashLogo?["duration"].AsInt == unityLogoDuration ? splashLogo : null;
}
}
AnsiConsole.MarkupLineInterpolated($"( INFO ) There's [green]{splashScreenLogos.Count()}[/] splash screen detected. What order are Unity splash screen logo in your Player Settings? (Start from 0)");
int.TryParse(
Console.ReadLine(),
System.Globalization.NumberStyles.Integer,
null,
out int unitySplashIndex
);

if (unityLogo == null && unityLogoDuration <= 0)
InputLogoIndex:
if (unitySplashIndex < 0 && unitySplashIndex > splashScreenLogos.Count())
{
AnsiConsole.MarkupLine(
"[red]( ERROR )[/] Failed to remove Unity splash screen logo!"
);
AnsiConsole.MarkupLine(
"[red]( ERROR )[/] Looks like USSR [red]can\'t detect the Unity splash screen[/] and at the same time [red]you didn\'t provide any value to the input[/] to help USSR find the splash screen. [yellow]Try again and fill in the input.[/]"
);
return null;
AnsiConsole.MarkupLineInterpolated($"( ERROR ) There's no logo at index {unitySplashIndex}! Try again!");
goto InputLogoIndex;
}

/*
* Remove "UnitySplash-cube" to completely remove
* Unity splash screen logo.
*/
AnsiConsole.MarkupLineInterpolated($"( INFO ) Removing [red]UnitySplash-cube[/]...");
splashScreenLogos?.Children.Remove(unityLogo);

AnsiConsole.MarkupLine(
"( INFO ) [green]Successfully removed the Unity splash screen.[/]"
AnsiConsole.MarkupLineInterpolated(
$"( INFO ) [green]Removing Unity splash screen at index {unitySplashIndex}.[/]"
);
splashScreenLogos?.Children.RemoveAt(unitySplashIndex);

return new()
{
Expand Down Expand Up @@ -684,16 +641,19 @@ out unityLogoDuration
);

bool noWatermark = buildSettingsBase["isNoWatermarkBuild"].AsBool;
if (noWatermark)
bool isTrial = buildSettingsBase["isTrial"].AsBool;

if (noWatermark && !isTrial)
{
AnsiConsole.MarkupLine("[yellow]( WARN ) Watermark have been removed![/]");
return null;
}

AnsiConsole.MarkupLineInterpolated(
$"( INFO ) Set isNoWatermarkBuild = [green]{!noWatermark}[/]"
$"( INFO ) Set [green]isNoWatermarkBuild = {!noWatermark}[/] | [green]isTrial = {!isTrial}[/]"
);
buildSettingsBase["isNoWatermarkBuild"].AsBool = !noWatermark;
buildSettingsBase["isTrial"].AsBool = !isTrial;

AnsiConsole.MarkupLine("( INFO ) [green]Watermark successfully removed.[/]");
return new()
Expand Down
2 changes: 1 addition & 1 deletion USSR.csproj
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
<PropertyGroup>
<OutputType>Exe</OutputType>
<RuntimeIdentifiers>win-x64;win-arm64;linux-x64;linux-arm64;osx-x64;osx-arm64</RuntimeIdentifiers>
<TargetFrameworks>net6.0;net7.0</TargetFrameworks>
<TargetFrameworks>net6.0;net7.0;net8.0</TargetFrameworks>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
Expand Down
2 changes: 1 addition & 1 deletion build.sh
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
#!/bin/bash

VERSION="1.1.5"
VERSION="1.1.6"

echo "Building USSR..."
# Define the target operating systems and architectures
Expand Down

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