338 lines
11 KiB
C#
338 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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using Toolbox.Library;
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using Toolbox.Library.Forms;
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using System.IO;
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using OpenTK;
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namespace FirstPlugin
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{
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/// <summary>
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/// A class that holds methods to load actor data for botw.
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/// </summary>
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public class BotwActorLoader
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{
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private static string ActorPath = $"/Actor/Pack/";
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private static string CachedActorsPath = $"/Pack/";
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private static string ActorInfoTable = $"/Actor/ActorInfo.product.sbyml";
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public enum ActorCategory
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{
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Armour,
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Animal,
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Weapon,
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Item,
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Enemy,
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Npc,
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}
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public class ActorDefineInfo
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{
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public string Name { get; set; }
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public ActorDefineInfo(string name)
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{
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Name = name;
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}
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}
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public class ActorInfo
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{
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private const string N_name = "name";
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private const string N_bfres = "bfres";
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private const string N_aabbMin = "aabbMin";
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private const string N_aabbMax = "aabbMax";
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public string Name
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{
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get { return this[N_name] != null ? this[N_name] : ""; }
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set { this[N_name] = value; }
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}
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public string BfresName
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{
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get { return this[N_bfres] != null ? this[N_bfres] : ""; }
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set { this[N_bfres] = value; }
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}
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public Vector3 AABMin
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{
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get
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{
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if (this[N_aabbMin] == null)
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return new Vector3(0, 0, 0);
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return new Vector3(
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this[N_aabbMin]["X"] != null ? this[N_aabbMin]["X"] : 0,
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this[N_aabbMin]["Y"] != null ? this[N_aabbMin]["Y"] : 0,
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this[N_aabbMin]["Z"] != null ? this[N_aabbMin]["Z"] : 0);
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}
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set
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{
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this[N_aabbMin]["X"] = value.X;
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this[N_aabbMin]["Y"] = value.Y;
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this[N_aabbMin]["Z"] = value.Z;
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}
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}
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public Vector3 AABMax
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{
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get
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{
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if (this[N_aabbMax] == null)
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return new Vector3(0, 0, 0);
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return new Vector3(
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this[N_aabbMax]["X"] != null ? this[N_aabbMax]["X"] : 0,
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this[N_aabbMax]["Y"] != null ? this[N_aabbMax]["Y"] : 0,
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this[N_aabbMax]["Z"] != null ? this[N_aabbMax]["Z"] : 0);
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}
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set
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{
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this[N_aabbMax]["X"] = value.X;
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this[N_aabbMax]["Y"] = value.Y;
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this[N_aabbMax]["Z"] = value.Z;
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}
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}
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public ActorInfo(dynamic node)
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{
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if (node is Dictionary<string, dynamic>) Prop = (Dictionary<string, dynamic>)node;
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}
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public Dictionary<string, dynamic> Prop { get; set; } = new Dictionary<string, dynamic>();
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public dynamic this[string name]
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{
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get
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{
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if (Prop.ContainsKey(name)) return Prop[name];
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else return null;
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}
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set
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{
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if (Prop.ContainsKey(name)) Prop[name] = value;
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else Prop.Add(name, value);
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}
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}
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}
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public static Dictionary<string, ActorDefineInfo> ArmorActorDefine = new Dictionary<string, ActorDefineInfo>()
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{
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{"001", new ActorDefineInfo("Hylian Tunic Set") },
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{"002",new ActorDefineInfo("Hylian Tunic Set Upgraded") },
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{"003",new ActorDefineInfo("Hylian Tunic Set Upgraded 2") },
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{"004",new ActorDefineInfo("Hylian Tunic Set Upgraded 3") },
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{"005",new ActorDefineInfo("Tunic of the Wild Set") },
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{"006",new ActorDefineInfo("Zora Set") },
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{"007",new ActorDefineInfo("Zora Set Upgraded") },
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{"008",new ActorDefineInfo("Desert Voe Set") },
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{"009",new ActorDefineInfo("Snowquill Set" )},
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{"011",new ActorDefineInfo("Flamebreaker Set") },
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{"012",new ActorDefineInfo("Stealth Set" )},
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{"014",new ActorDefineInfo("Climbing Gear Set" )},
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{"017",new ActorDefineInfo("Radiant Set" )},
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{"020",new ActorDefineInfo("Soldier's Armor Set" )},
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{"021",new ActorDefineInfo("Ancient Set") },
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{"022",new ActorDefineInfo("Bokoblin Mask") },
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{"024",new ActorDefineInfo("Diamond Circlet") },
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{"025",new ActorDefineInfo("Ruby Circlet") },
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{"026",new ActorDefineInfo("Sapphire Circlet") },
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{"027",new ActorDefineInfo("Topaz Circlet") },
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{"028",new ActorDefineInfo("Opal Circlet") },
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{"029",new ActorDefineInfo("Amber Circlet") },
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};
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private ObjectEditor editor;
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public BotwActorLoader()
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{
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editor = new ObjectEditor();
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editor.Text = "Actor Editor BOTW";
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LibraryGUI.CreateMdiWindow(editor);
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LoadActors();
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}
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private void LoadActors()
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{
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//Setup a list of nodes based on category
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TreeNode ArmourFolder = new TreeNode("Armours");
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TreeNode WeaponsFolder = new TreeNode("Weapons");
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TreeNode ItemsFolder = new TreeNode("Items");
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TreeNode EnemyFolder = new TreeNode("Enemies");
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if (!Directory.Exists(Runtime.BotwGamePath))
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{
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bool IsValid = NotifySetGamePath();
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if (!IsValid) //Give up loading it if it's wrong
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return;
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}
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Dictionary<string, TreeNode> ActorIDS = new Dictionary<string, TreeNode>();
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Dictionary<string, ActorInfo> Actors = new Dictionary<string, ActorInfo>();
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if (File.Exists($"{Runtime.BotwGamePath}{ActorInfoTable}"))
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{
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var byml = EveryFileExplorer.YAZ0.Decompress($"{Runtime.BotwGamePath}{ActorInfoTable}");
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var actorInfoProductRoot = ByamlExt.Byaml.ByamlFile.FastLoadN(new MemoryStream(byml)).RootNode;
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if (actorInfoProductRoot.ContainsKey("Actors"))
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{
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foreach (var actor in actorInfoProductRoot["Actors"])
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{
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ActorInfo info = new ActorInfo(actor);
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if (info.Name != string.Empty)
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{
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Actors.Add(info.Name, info);
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}
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}
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}
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}
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foreach (var info in Actors)
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{
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ActorEntry entry = new ActorEntry();
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entry.Text = info.Key;
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ArmourFolder.Nodes.Add(entry);
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}
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/* //Load all our actors into a class
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foreach (var file in Directory.GetFiles($"{Runtime.BotwGamePath}{ActorPath}"))
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{
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string name = Path.GetFileNameWithoutExtension(file);
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var actorType = name.Split('_').First();
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var actorID = name.Split('_').Skip(1).FirstOrDefault();
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var actorProperty = name.Split('_').Last();
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if (actorType == "Armor")
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{
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if (ArmorActorDefine.ContainsKey(actorID))
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{
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ActorDefineInfo info = ArmorActorDefine[actorID];
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}
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}
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else if (actorType == "Animal")
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{
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}
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else if (actorType == "Npc")
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{
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}
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}*/
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//The game also caches certain actors to the pack folder at boot
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if (ArmourFolder.Nodes.Count != 0)
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editor.AddNode(ArmourFolder);
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if (EnemyFolder.Nodes.Count != 0)
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editor.AddNode(EnemyFolder);
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if (ItemsFolder.Nodes.Count != 0)
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editor.AddNode(ItemsFolder);
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if (WeaponsFolder.Nodes.Count != 0)
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editor.AddNode(WeaponsFolder);
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}
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private bool NotifySetGamePath()
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{
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string dir = "";
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var result = MessageBox.Show("Please set your game path for botw", "Actor Loader", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
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if (result == DialogResult.OK)
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{
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FolderSelectDialog folderSelect = new FolderSelectDialog();
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if (folderSelect.ShowDialog() == DialogResult.OK)
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{
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dir = folderSelect.SelectedPath;
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Runtime.BotwGamePath = dir;
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Config.Save();
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}
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}
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return IsValidDirectory(dir);
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}
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private bool IsValidDirectory(string directory)
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{
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bool HasActors = Directory.Exists($"{directory}\\Actor");
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return HasActors ;
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}
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/// <summary>
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/// A container for multiple actors that link to each other.
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/// </summary>
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public class ActorCotainer : TreeNodeCustom
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{
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public List<ActorEntry> SubActors = new List<ActorEntry>();
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}
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public class ActorEntry : TreeNodeCustom
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{
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public string FileName { get; set; }
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public string FilePath { get; set; }
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public ActorCategory Category { get; set; }
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public ActorParameters Parameters { get; set; }
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public ActorModel Models { get; set; }
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public ActorTextures Textures { get; set; }
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public void ReloadActorProperties()
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{
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Textures = new ActorTextures();
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Models = new ActorModel();
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Parameters = new ActorParameters();
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//Load our texture paths if they exist
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}
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public override void OnClick(TreeView treeview)
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{
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}
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}
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public class ActorParameters
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{
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}
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public class ActorTextures
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{
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/// <summary>
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/// The file path for the main texture data (no mips for wii u)
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/// For Switch this stores both
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/// </summary>
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public string FilePathTex1 { get; set; }
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/// <summary>
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/// The file path for the mip map texture data (for wii u)
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/// </summary>
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public string FilePathTex2 { get; set; }
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}
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public class ActorModel
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{
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/// <summary>
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/// The file path that stores the model for an actor
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/// </summary>
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public string FilePathModel { get; set; }
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/// <summary>
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/// The file path that stores the animation for an actor
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/// </summary>
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public string FilePathAnimation { get; set; }
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}
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}
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}
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