mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-01 05:49:23 +00:00
Custom Components & Managed Libs
This commit is contained in:
parent
d5a2b8d2df
commit
abad2dfb8a
12 changed files with 413 additions and 8 deletions
4
.gitignore
vendored
4
.gitignore
vendored
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@ -3,6 +3,10 @@
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##
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## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore
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# Nstrip & ManagedLibs stuff
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NStrip.exe
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_ManagedLibs/*.dll
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# User-specific files
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*.rsuser
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*.suo
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@ -87,12 +87,12 @@ internal static class BodySystemPatches
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SetPelvisWeight(solver.spine, 0f);
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}
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if (IKFixesMod.EntryUseFakeRootAngle.Value && !BodySystem.isCalibratedAsFullBody)
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if (IKFixes.EntryUseFakeRootAngle.Value && !BodySystem.isCalibratedAsFullBody)
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{
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// Emulate maxRootAngle because CVR doesn't have the player controller set up ideally for VRIK.
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// This is a small small fix, but makes it so the feet dont point in the direction of the head
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// when turning. It also means turning with joystick & turning IRL make feet behave the same and follow behind.
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float weightedAngleLimit = IKFixesMod.EntryFakeRootAngleLimit.Value * solver.locomotion.weight;
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float weightedAngleLimit = IKFixes.EntryFakeRootAngleLimit.Value * solver.locomotion.weight;
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float pivotAngle = MovementSystem.Instance.rotationPivot.eulerAngles.y;
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float deltaAngleRoot = Mathf.DeltaAngle(pivotAngle, _ikSimulatedRootAngle);
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float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
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@ -111,6 +111,11 @@ internal static class BodySystemPatches
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// VR default is 25 degrees, but maybe during emotes needs 180 degrees..?
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solver.spine.maxRootAngle = BodySystem.isCalibratedAsFullBody ? 0f : 25f;
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}
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// custom IK settings
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solver.spine.neckStiffness = IKFixes.EntryNeckStiffness.Value;
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solver.spine.bodyRotStiffness = IKFixes.EntryBodyRotStiffness.Value;
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solver.spine.rotateChestByHands = IKFixes.EntryRotateChestByHands.Value;
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}
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int num = 0;
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@ -2,16 +2,25 @@
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namespace NAK.Melons.IKFixes;
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public class IKFixesMod : MelonMod
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public class IKFixes : MelonMod
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{
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public const string SettingsCategory = "IKFixes";
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public static readonly MelonPreferences_Category CategoryIKFixes = MelonPreferences.CreateCategory(SettingsCategory);
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public const string SettingsCategory = nameof(IKFixes);
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public static readonly MelonPreferences_Category Category = MelonPreferences.CreateCategory(SettingsCategory);
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public static readonly MelonPreferences_Entry<bool> EntryUseFakeRootAngle =
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CategoryIKFixes.CreateEntry("Use Fake Root Angle", true, description: "Emulates maxRootAngle. This fixes feet pointing in direction of head when looking around.");
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Category.CreateEntry("Use Fake Root Angle", true, description: "Emulates maxRootAngle. This fixes feet pointing in direction of head when looking around.");
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public static readonly MelonPreferences_Entry<float> EntryFakeRootAngleLimit =
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CategoryIKFixes.CreateEntry("Fake Root Angle Limit", 25f, description: "Specifies the maximum angle the lower body can have relative to the head when rotating.");
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Category.CreateEntry("Fake Root Angle Limit", 25f, description: "Specifies the maximum angle the lower body can have relative to the head when rotating.");
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public static readonly MelonPreferences_Entry<float> EntryNeckStiffness =
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Category.CreateEntry("Neck Stiffness", 0.2f, description: "Neck stiffness.");
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public static readonly MelonPreferences_Entry<float> EntryBodyRotStiffness =
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Category.CreateEntry("Body Rot Stiffness", 0.1f, description: "Body rotation stiffness.");
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public static readonly MelonPreferences_Entry<float> EntryRotateChestByHands =
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Category.CreateEntry("Rot Chest By Hands", 1f, description: "Rotate chest by hands.");
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public override void OnInitializeMelon()
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{
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@ -10,7 +10,7 @@ using System.Reflection;
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[assembly: AssemblyProduct(nameof(NAK.Melons.IKFixes))]
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[assembly: MelonInfo(
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typeof(NAK.Melons.IKFixes.IKFixesMod),
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typeof(NAK.Melons.IKFixes.IKFixes),
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nameof(NAK.Melons.IKFixes),
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AssemblyInfoParams.Version,
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AssemblyInfoParams.Author,
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109
NAK.CustomComponents/Components/NAKPointerTracker.cs
Normal file
109
NAK.CustomComponents/Components/NAKPointerTracker.cs
Normal file
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using ABI.CCK.Components;
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using UnityEngine;
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namespace NAK.CCK.CustomComponents;
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public class NAKPointerTracker : MonoBehaviour
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{
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// Configuration
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public Transform referenceTransform;
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public string pointerType = "";
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public float radius = 0.1f;
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public Vector3 offset = Vector3.zero;
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// Animator module
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public Animator animator;
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public string parameterName;
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// Internal stuff
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float initialAngle;
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CVRPointer trackedPointer;
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void Start()
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{
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// Create collider
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Collider collider = base.gameObject.GetComponent<Collider>();
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if (collider == null)
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{
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SphereCollider sphereCollider = base.gameObject.AddComponent<SphereCollider>();
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sphereCollider.isTrigger = true;
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Vector3 lossyScale = base.transform.lossyScale;
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sphereCollider.radius = radius / Mathf.Max(Mathf.Max(lossyScale.x, lossyScale.y), lossyScale.z);
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sphereCollider.center = offset;
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}
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// Create rigidbody (required for triggers)
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Rigidbody rigidbody = base.gameObject.GetComponent<Rigidbody>();
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if (rigidbody == null)
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{
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rigidbody = base.gameObject.AddComponent<Rigidbody>();
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rigidbody.useGravity = false;
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rigidbody.isKinematic = true;
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}
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// Initial setup
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if (referenceTransform == null) referenceTransform = transform;
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Vector3 direction = (transform.TransformPoint(offset) - referenceTransform.position);
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Vector3 projectedDirection = Vector3.ProjectOnPlane(direction, referenceTransform.up);
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initialAngle = Vector3.SignedAngle(referenceTransform.forward, projectedDirection, referenceTransform.up);
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}
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void OnDrawGizmosSelected()
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{
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if (base.isActiveAndEnabled)
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{
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Gizmos.color = Color.red;
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Gizmos.matrix = Matrix4x4.TRS(base.transform.position, base.transform.rotation, Vector3.one);
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Gizmos.DrawWireSphere(offset, radius);
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}
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}
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void OnTriggerEnter(Collider other)
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{
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if (trackedPointer != null) return;
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// generic pointer or specific pointer
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CVRPointer pointer = other.gameObject.GetComponent<CVRPointer>();
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if (pointer != null && (String.IsNullOrEmpty(pointerType) || pointer.type == pointerType))
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{
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trackedPointer = pointer;
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}
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}
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void Update()
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{
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if (trackedPointer == null) return;
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// Check if tracked pointer was disabled
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if (!trackedPointer.isActiveAndEnabled)
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{
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ReleasePointer();
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return;
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}
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TrackPointer();
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}
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void TrackPointer()
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{
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if (animator != null)
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{
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float angle = GetAngleFromPosition(trackedPointer.transform.position, initialAngle);
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animator.SetFloat(parameterName + "_Angle", angle / 360);
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}
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}
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void ReleasePointer()
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{
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trackedPointer = null;
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}
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float GetAngleFromPosition(Vector3 trackedPos, float offset = 0)
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{
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Vector3 direction = (trackedPos - referenceTransform.position);
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Vector3 projectedDirection = Vector3.ProjectOnPlane(direction, referenceTransform.up);
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float angle = Vector3.SignedAngle(referenceTransform.forward, projectedDirection, referenceTransform.up) - offset;
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if (angle < 0) angle += 360f;
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return angle;
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}
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}
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53
NAK.CustomComponents/CustomComponents.csproj
Normal file
53
NAK.CustomComponents/CustomComponents.csproj
Normal file
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<?xml version="1.0" encoding="utf-8"?>
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net472</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<LangVersion>latest</LangVersion>
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<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
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<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
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</PropertyGroup>
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<ItemGroup>
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<Compile Remove="SFX\**" />
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<EmbeddedResource Remove="SFX\**" />
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<None Remove="SFX\**" />
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</ItemGroup>
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<ItemGroup>
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<Reference Include="0Harmony">
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<HintPath>..\_ManagedLibs\0Harmony.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp">
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<HintPath>..\_ManagedLibs\Assembly-CSharp.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp-firstpass">
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<HintPath>..\_ManagedLibs\Assembly-CSharp-firstpass.dll</HintPath>
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</Reference>
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<Reference Include="DarkRift">
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<HintPath>..\_ManagedLibs\DarkRift.dll</HintPath>
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</Reference>
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<Reference Include="MelonLoader">
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<HintPath>..\_ManagedLibs\MelonLoader.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.AnimationModule">
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<HintPath>..\_ManagedLibs\UnityEngine.AnimationModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>..\_ManagedLibs\UnityEngine.CoreModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.InputLegacyModule">
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<HintPath>..\_ManagedLibs\UnityEngine.InputLegacyModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.PhysicsModule">
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<HintPath>..\_ManagedLibs\UnityEngine.PhysicsModule.dll</HintPath>
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</Reference>
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</ItemGroup>
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<Target Name="Deploy" AfterTargets="Build">
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<Copy SourceFiles="$(TargetPath)" DestinationFolder="C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" />
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<Message Text="Copied $(TargetPath) to C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" Importance="high" />
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</Target>
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</Project>
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25
NAK.CustomComponents/CustomComponents.sln
Normal file
25
NAK.CustomComponents/CustomComponents.sln
Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.2.32630.192
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "CustomComponents", "CustomComponents.csproj", "{D83D5845-288A-4783-993D-09364AA48593}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{D83D5845-288A-4783-993D-09364AA48593}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{D83D5845-288A-4783-993D-09364AA48593}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{D83D5845-288A-4783-993D-09364AA48593}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{D83D5845-288A-4783-993D-09364AA48593}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {A05CB0F0-E92F-4634-AA89-357AA256AD29}
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EndGlobalSection
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EndGlobal
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15
NAK.CustomComponents/Main.cs
Normal file
15
NAK.CustomComponents/Main.cs
Normal file
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using ABI_RC.Core.Util.AssetFiltering;
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using MelonLoader;
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using NAK.CCK.CustomComponents;
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namespace NAK.Melons.CustomComponents;
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public class CustomComponents : MelonMod
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{
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public override void OnInitializeMelon()
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{
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// Add our CCK component to the prop whitelist
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var propWhitelist = SharedFilter._spawnableWhitelist;
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propWhitelist.Add(typeof(NAKPointerTracker));
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}
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}
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30
NAK.CustomComponents/Properties/AssemblyInfo.cs
Normal file
30
NAK.CustomComponents/Properties/AssemblyInfo.cs
Normal file
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using MelonLoader;
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using NAK.Melons.CustomComponents.Properties;
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using System.Reflection;
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[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyTitle(nameof(NAK.Melons.CustomComponents))]
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[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
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[assembly: AssemblyProduct(nameof(NAK.Melons.CustomComponents))]
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[assembly: MelonInfo(
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typeof(NAK.Melons.CustomComponents.CustomComponents),
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||||
nameof(NAK.Melons.CustomComponents),
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||||
AssemblyInfoParams.Version,
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AssemblyInfoParams.Author,
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downloadLink: "https://github.com/NotAKidOnSteam/UndoPropButton"
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||||
)]
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||||
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[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
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[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
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[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
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[assembly: HarmonyDontPatchAll]
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|
||||
namespace NAK.Melons.CustomComponents.Properties;
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||||
internal static class AssemblyInfoParams
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{
|
||||
public const string Version = "1.0.0";
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public const string Author = "NotAKidoS";
|
||||
}
|
23
NAK.CustomComponents/format.json
Normal file
23
NAK.CustomComponents/format.json
Normal file
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@ -0,0 +1,23 @@
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{
|
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"_id": 147,
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"name": "PropUndoButton",
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"modversion": "1.0.1",
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"gameversion": "2022r170",
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"loaderversion": "0.5.7",
|
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"modtype": "Mod",
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"author": "NotAKidoS",
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"description": "**CTRL+Z** to undo latest spawned prop. **CTRL+SHIFT+Z** to redo deleted prop.\nIncludes optional SFX for prop spawn, undo, redo, warn, and deny, which can be disabled in settings.\n\nYou can replace the sfx in 'ChilloutVR\\ChilloutVR_Data\\StreamingAssets\\Cohtml\\UIResources\\GameUI\\mods\\PropUndo\\audio'.",
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"searchtags": [
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"prop",
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"undo",
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"bind",
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"button"
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],
|
||||
"requirements": [
|
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"None"
|
||||
],
|
||||
"downloadlink": "https://github.com/NotAKidOnSteam/PropUndoButton/releases/download/v1.0.1/PropUndoButton.dll",
|
||||
"sourcelink": "https://github.com/NotAKidOnSteam/PropUndoButton/",
|
||||
"changelog": "- Initial Release\n- Added redo button.\n- Mitigated issue of props getting stuck locally if deleting them before they fully spawn.\n- Lowered SFX volume to match existing UI sounds.",
|
||||
"embedcolor": "#00FFFF"
|
||||
}
|
0
_ManagedLibs/.keep
Normal file
0
_ManagedLibs/.keep
Normal file
132
nstrip_copy_stuff.ps1
Normal file
132
nstrip_copy_stuff.ps1
Normal file
|
@ -0,0 +1,132 @@
|
|||
# CVR and Melon Loader Dependencies
|
||||
$0HarmonydllPath = "\MelonLoader\0Harmony.dll"
|
||||
$melonLoaderdllPath = "\MelonLoader\MelonLoader.dll"
|
||||
$cvrManagedDataPath = "\ChilloutVR_Data\Managed"
|
||||
|
||||
$cvrPath = $env:CVRPATH
|
||||
$cvrExecutable = "ChilloutVR.exe"
|
||||
$cvrDefaultPath = "C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR"
|
||||
|
||||
if ($cvrPath -and (Test-Path "$cvrPath\$cvrExecutable")) {
|
||||
# Found ChilloutVR.exe in the existing CVRPATH
|
||||
Write-Host ""
|
||||
Write-Host "Found the ChilloutVR folder on: $cvrPath"
|
||||
}
|
||||
else {
|
||||
# Check if ChilloutVR.exe exists in default Steam location
|
||||
if (Test-Path "$cvrDefaultPath\$cvrExecutable") {
|
||||
# Set CVRPATH environment variable to default Steam location
|
||||
Write-Host "Found the ChilloutVR on the default steam location, setting the CVRPATH Env Var at User Level!"
|
||||
[Environment]::SetEnvironmentVariable("CVRPATH", $cvrDefaultPath, "User")
|
||||
$env:CVRPATH = $cvrDefaultPath
|
||||
$cvrPath = $env:CVRPATH
|
||||
}
|
||||
else {
|
||||
Write-Host "[ERROR] ChilloutVR.exe not found in CVRPATH or the default Steam location."
|
||||
Write-Host " Please define the Environment Variable CVRPATH pointing to the ChilloutVR folder!"
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
$scriptDir = Split-Path -Parent -Path $MyInvocation.MyCommand.Definition
|
||||
$managedLibsFolder = $scriptDir + "\_ManagedLibs"
|
||||
|
||||
Write-Host ""
|
||||
Write-Host "Copying the DLLs from the CVR, MelonLoader, and Mods folder to the ManagedLibs"
|
||||
|
||||
|
||||
Copy-Item $cvrPath$0HarmonydllPath -Destination $managedLibsFolder
|
||||
Copy-Item $cvrPath$melonLoaderdllPath -Destination $managedLibsFolder
|
||||
Copy-Item $cvrPath$cvrManagedDataPath"\*" -Destination $managedLibsFolder
|
||||
|
||||
|
||||
# Third Party Dependencies
|
||||
$melonModsPath="\Mods\"
|
||||
$modNames = @("BTKUILib")
|
||||
$missingMods = New-Object System.Collections.Generic.List[string]
|
||||
|
||||
|
||||
foreach ($modName in $modNames) {
|
||||
$modDll = $modName + ".dll"
|
||||
$modPath = $cvrPath + $melonModsPath + $modDll
|
||||
$managedLibsModPath = "$managedLibsFolder\$modDll"
|
||||
|
||||
# Attempt to grab from the mods folder
|
||||
if (Test-Path $modPath -PathType Leaf) {
|
||||
Write-Host " Copying $modDll from $melonModsPath to \_ManagedLibs!"
|
||||
Copy-Item $modPath -Destination $managedLibsFolder
|
||||
}
|
||||
# Check if they already exist in the ManagedLibs
|
||||
elseif (Test-Path $managedLibsModPath -PathType Leaf) {
|
||||
Write-Host " Ignoring $modDll since already exists in \_ManagedLibs!"
|
||||
}
|
||||
# If we fail, lets add to the missing mods list
|
||||
else {
|
||||
$missingMods.Add($modName)
|
||||
}
|
||||
}
|
||||
|
||||
if ($missingMods.Count -gt 0) {
|
||||
# If we have missing mods, let's fetch them from the latest CVR Modding Group API
|
||||
Write-Host ""
|
||||
Write-Host "Failed to find $($missingMods.Count) mods. We're going to search in CVR MG verified mods" -ForegroundColor Red
|
||||
Write-Host "You can download them and move to $managedLibsFolder"
|
||||
|
||||
$cvrModdingApiUrl = "https://api.cvrmg.com/v1/mods"
|
||||
$cvrModdingDownloadUrl = "https://api.cvrmg.com/v1/mods/download/"
|
||||
$latestModsResponse = Invoke-RestMethod $cvrModdingApiUrl -UseBasicParsing
|
||||
|
||||
foreach ($modName in $missingMods) {
|
||||
$mod = $latestModsResponse | Where-Object { $_.name -eq $modName }
|
||||
if ($mod) {
|
||||
$modDownloadUrl = $cvrModdingDownloadUrl + $($mod._id)
|
||||
# It seems power shell doesn't like to download .dll from https://api.cvrmg.com (messes with some anti-virus)
|
||||
# Invoke-WebRequest -Uri $modDownloadUrl -OutFile $managedLibsFolder -UseBasicParsing
|
||||
# Write-Host " $modName was downloaded successfully to $managedLibsFolder!"
|
||||
Write-Host " $modName Download Url: $modDownloadUrl"
|
||||
} else {
|
||||
Write-Host " $modName was not found in the CVR Modding Group verified mods!"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Write-Host ""
|
||||
Write-Host "Copied all libraries!"
|
||||
Write-Host ""
|
||||
Write-Host "Press any key to strip the Dlls using NStrip"
|
||||
$HOST.UI.RawUI.ReadKey("NoEcho,IncludeKeyDown") | OUT-NULL
|
||||
$HOST.UI.RawUI.Flushinputbuffer()
|
||||
|
||||
Write-Host "NStrip Convert all private/protected stuff to public. Requires <AllowUnsafeBlocks>true></AllowUnsafeBlocks>"
|
||||
|
||||
# Create an array to hold the file names to strip
|
||||
$dllsToStrip = @('Assembly-CSharp.dll','Assembly-CSharp-firstpass.dll','AVProVideo.Runtime.dll')
|
||||
|
||||
# Check if NStrip.exe exists in the current directory
|
||||
if(Test-Path -Path ".\NStrip.exe") {
|
||||
$nStripPath = ".\NStrip.exe"
|
||||
}
|
||||
else {
|
||||
# Try to locate NStrip.exe in the PATH
|
||||
$nStripPath = Get-Command -Name NStrip.exe -ErrorAction SilentlyContinue | Select-Object -ExpandProperty Source
|
||||
if($nStripPath -eq $null) {
|
||||
# Display an error message if NStrip.exe could not be found
|
||||
Write-Host "Could not find NStrip.exe in the current directory nor in the PATH." -ForegroundColor Red
|
||||
Write-Host "Visit https://github.com/bbepis/NStrip/releases/latest to grab a copy." -ForegroundColor Red
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
# Loop through each DLL file to strip and call NStrip.exe
|
||||
foreach($dllFile in $dllsToStrip) {
|
||||
$dllPath = Join-Path -Path $managedLibsFolder -ChildPath $dllFile
|
||||
& $nStripPath -p -n $dllPath $dllPath
|
||||
}
|
||||
|
||||
Write-Host ""
|
||||
Write-Host "Copied all libraries and stripped the DLLs!"
|
||||
Write-Host ""
|
||||
Write-Host "Press any key to exit"
|
||||
$HOST.UI.RawUI.ReadKey("NoEcho,IncludeKeyDown") | OUT-NULL
|
||||
$HOST.UI.RawUI.Flushinputbuffer()
|
Loading…
Add table
Add a link
Reference in a new issue