mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-22 04:23:09 +00:00
44 lines
1.7 KiB
C#
44 lines
1.7 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.Threading.Tasks;
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using Bfres.Structs;
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using Toolbox.Library;
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namespace FirstPlugin
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{
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public class PluginRuntime
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{
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public static List<BXFNT> BxfntFiles = new List<BXFNT>();
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public static List<SARC> SarcArchives = new List<SARC>();
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public class MaterialReplace
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{
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public static bool SwapShaderParams = true;
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public static bool SwapTextures = false;
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public static bool SwapShaderOptions = true;
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public static bool SwapRenderInfos = true;
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public static bool SwapUserData = true;
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}
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public static bool UseSimpleBfresEditor = false;
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//I really don't recall why I never just used a global texture cache
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public static Dictionary<string, STGenericTexture> TextureCache = new Dictionary<string, STGenericTexture>();
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public static Dictionary<string, BFLIM> bflimTextures = new Dictionary<string, BFLIM>();
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public static List<BNTX> bntxContainers = new List<BNTX>();
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public static List<BFRESGroupNode> ftexContainers = new List<BFRESGroupNode>();
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public static List<CtrLibrary.BCHGroupNode> bchTexContainers = new List<CtrLibrary.BCHGroupNode>();
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public static List<NLG.StrikersRLT.TextureEntry> stikersTextures = new List<NLG.StrikersRLT.TextureEntry>();
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public static List<G1T> G1TextureContainers = new List<G1T>();
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public static string ExternalFMATPath = "";
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public static string OdysseyGamePath = "";
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public static string Mk8GamePath = "";
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public static List<string> SarcHashes = new List<string>(); //Each sarc has their own hash
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}
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}
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