SHA256
69 lines
3.0 KiB
C#
69 lines
3.0 KiB
C#
using ADOFAIRenderer.Core;
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using HarmonyLib;
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using MelonLoader;
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using UnityEngine;
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using UnityEngine.UI;
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namespace ADOFAIRenderer.Patch.Game;
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/// <summary>
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/// Adds the "Render" button to the level editor toolbar.
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/// <para>
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/// Patched member: <c>scnEditor.Start()</c>, the editor scene setup (it wires the toolbar buttons, including
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/// <c>buttonExit</c>). The postfix clones the exit button next to it and makes the clone start a render.
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/// </para>
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/// <para>
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/// Always active except when the mod features are disabled (<see cref="RenderMod.IsFeatureDisabled"/>, set from the
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/// driver warning dialog). Runs on the Unity main thread each time the editor scene starts.
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/// </para>
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/// </summary>
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[HarmonyPatch(typeof(scnEditor))]
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// ReSharper disable once InconsistentNaming
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public static class scnEditorPatch
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{
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/// <summary>
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/// Postfix of <c>scnEditor.Start</c>: instantiates a copy of <c>buttonExit</c> under the same parent, named
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/// <c>buttonRender</c>, whose click handler is <see cref="RenderManager.StartRender"/>, and replaces its icon with the
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/// editor's MoveCamera event sprite (24 x 24 units). Logs a message and adds nothing when the editor or exit button is missing.
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/// When the icon child or the sprite is not found, the button keeps the exit icon.
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/// </summary>
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/// <param name="__instance">The editor scene component.</param>
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[HarmonyPostfix]
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[HarmonyPatch("Start")]
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// ReSharper disable once InconsistentNaming
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public static void AddButtonRender(scnEditor __instance)
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{
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if (RenderMod.IsFeatureDisabled) return;
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if (!__instance || !__instance.buttonExit)
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{
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Melon<RenderMod>.Logger.Msg("Cannot create render button in scnEditor.");
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return;
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}
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var cloneTarget = __instance.buttonExit!.gameObject;
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var buttonContainer = cloneTarget.transform.parent!;
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var buttonObj = Object.Instantiate(cloneTarget, buttonContainer)!;
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buttonObj.name = "buttonRender";
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var button = buttonObj.GetComponent<Button>()!;
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// Clear persistent and non-persistent listeners from the original button
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button.onClick = new Button.ButtonClickedEvent();
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button.onClick.AddListener(RenderManager.StartRender);
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// The button root has an Image component for the background (rounded box).
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// We want to change the icon sprite, which is on a child GameObject.
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var images = buttonObj.GetComponentsInChildren<Image>();
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if (images.Length <= 1) return;
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// images[0] is the background on the root, images[1] is the icon on the child.
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// Sprite path: the icon of the editor's MoveCamera level event, loaded from the game's Resources.
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// ReSharper disable once Unity.UnknownResource
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var sprite = Resources.Load<Sprite>("LevelEditor/LevelEvents/MoveCamera");
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if (sprite == null) return;
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var iconImage = images[1];
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iconImage.sprite = sprite;
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iconImage.rectTransform.sizeDelta = new Vector2(24, 24);
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}
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} |