mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-24 11:53:08 +00:00
225 lines
5.9 KiB
C#
225 lines
5.9 KiB
C#
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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.Threading.Tasks;
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using OpenGl_EditorFramework;
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using OpenTK;
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using System.ComponentModel;
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namespace FirstPlugin.Turbo.CourseMuuntStructs
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{
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public class CourseMuuntScene
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{
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private dynamic root;
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[Description("The effect index used globally across the course.")]
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[Category("Scene")]
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[DisplayName("Effect Index")]
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public int EffectSW
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{
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get { return root["EffectSW"]; }
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set { root["EffectSW"] = value; }
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}
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[Description("Enables or disables headlights for the course.")]
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[Category("Scene")]
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[DisplayName("HeadLight")]
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public bool HeadLight
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{
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get { return (root["HeadLight"] == 1) ? true : false; }
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set { root["HeadLight"] = value == true ? 1 : 0; }
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}
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[Description("Determines if First Curve is left or right. This determines Latiku's direction.")]
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[Category("Scene")]
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[DisplayName("IsFirstLeft")]
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public bool IsFirstLeft
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{
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get
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{
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if (FirstCurve == "left")
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return true;
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else
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return false;
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}
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set
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{
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if (value == true)
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FirstCurve = "left";
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else
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FirstCurve = "right";
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}
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}
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private string FirstCurve
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{
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get { return root["FirstCurve"]; }
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set { root["FirstCurve"] = value; }
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}
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[Description("Unknown Value")]
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[Category("Scene")]
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[DisplayName("IsJugemAbove")]
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public bool IsJugemAbove
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{
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get { return root["IsJugemAbove"]; }
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set { root["IsJugemAbove"] = value; }
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}
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[Description("Unknown Value")]
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[Category("Scene")]
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[DisplayName("JugemAbove")]
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public int JugemAbove
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{
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get { return root["JugemAbove"]; }
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set { root["JugemAbove"] = value; }
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}
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[Description("Unknown Value")]
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[Category("Scene")]
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[DisplayName("LapJugemPos")]
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public int LapJugemPos
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{
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get { return root["LapJugemPos"]; }
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set { root["LapJugemPos"] = value; }
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}
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[Description("The number of laps to be finished during the track.")]
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[Category("Scene")]
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[DisplayName("LapNumber")]
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public int LapNumber
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{
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get { return root["LapNumber"]; }
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set { root["LapNumber"] = value; }
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}
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[Description("The number of pattern sets picked randomly at start.")]
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[Category("Scene")]
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[DisplayName("PatternNum")]
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public int PatternNum
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{
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get { return root["PatternNum"]; }
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set { root["PatternNum"] = value; }
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}
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[Category("Object Parameters")]
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public int OBJPrm1
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{
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get { return root["OBJPrm1"]; }
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set { root["OBJPrm1"] = value; }
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}
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[Category("Object Parameters")]
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public int OBJPrm2
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{
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get { return root["OBJPrm2"]; }
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set { root["OBJPrm2"] = value; }
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}
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[Category("Object Parameters")]
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public int OBJPrm3
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{
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get { return root["OBJPrm3"]; }
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set { root["OBJPrm3"] = value; }
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}
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[Category("Object Parameters")]
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public int OBJPrm4
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{
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get { return root["OBJPrm4"]; }
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set { root["OBJPrm4"] = value; }
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}
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[Category("Object Parameters")]
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public int OBJPrm5
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{
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get { return root["OBJPrm5"]; }
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set { root["OBJPrm5"] = value; }
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}
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[Category("Object Parameters")]
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public int OBJPrm6
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{
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get { return root["OBJPrm6"]; }
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set { root["OBJPrm6"] = value; }
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}
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[Category("Object Parameters")]
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public int OBJPrm7
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{
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get { return root["OBJPrm7"]; }
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set { root["OBJPrm7"] = value; }
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}
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[Category("Object Parameters")]
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public int OBJPrm8
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{
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get { return root["OBJPrm8"]; }
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set { root["OBJPrm8"] = value; }
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}
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public CourseMuuntScene(dynamic rootNode)
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{
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root = rootNode;
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}
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public List<BFRES> BfresObjects = new List<BFRES>();
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public List<KCL> KclObjects = new List<KCL>();
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public void AddRenderableKcl(string FilePath)
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{
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KCL kcl = (KCL)Switch_Toolbox.Library.IO.STFileLoader.OpenFileFormat(FilePath);
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KclObjects.Add(kcl);
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}
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public void AddRenderableBfres(string FilePath)
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{
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BFRES bfres = (BFRES)Switch_Toolbox.Library.IO.STFileLoader.OpenFileFormat(FilePath);
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BfresObjects.Add(bfres);
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}
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}
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public class Path
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{
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public List<object> Properties = new List<object>();
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public List<PathPoint> PathPoints = new List<PathPoint>();
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}
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public class PathPoint
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{
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public List<object> Properties = new List<object>();
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public List<NextPoint> NextPoints = new List<NextPoint>();
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public List<PrevPoint> PrevPoints = new List<PrevPoint>();
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public List<ControlPoint> ControlPoints = new List<ControlPoint>();
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public Vector3 Rotate;
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public Vector3 Scale;
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public Vector3 Translate;
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}
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public class PointId
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{
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public int PathID { get; set; } //For groups
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public int PtID { get; set; } //For points
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}
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public class NextPoint : PointId { };
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public class PrevPoint : PointId { };
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public class ControlPoint
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{
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public Vector3 Point1;
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public Vector3 Point2;
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}
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public class ObjectNode
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{
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public Dictionary<string, dynamic> Properties { get; set; } = new Dictionary<string, dynamic>();
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}
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}
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