mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-21 18:33:07 +00:00
109 lines
4.2 KiB
C#
109 lines
4.2 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.IO;
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using System.Threading.Tasks;
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using Switch_Toolbox.Library;
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using Switch_Toolbox.Library.IO;
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using Switch_Toolbox.Library.Forms;
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using ByamlExt.Byaml;
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using OdysseyEditor;
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using FirstPlugin.Forms;
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namespace FirstPlugin
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{
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//Code off of https://github.com/exelix11/OdysseyEditor
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//Note this will purely be for viewing, performance tests, and ripping
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public class SMO_Scene
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{
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public static void LoadStage(string MapName)
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{
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string StageByml = $"{Runtime.SmoGamePath}\\StageData\\{MapName}Map.szs";
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Console.WriteLine($"{StageByml} {File.Exists($"{StageByml}")}");
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if (File.Exists($"{StageByml}"))
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{
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var TextureSzs = $"{Runtime.SmoGamePath}\\ObjectData\\{MapName}Texture.szs";
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ObjectEditor editor = new ObjectEditor();
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LibraryGUI.CreateMdiWindow(editor);
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var level = new Level(StageByml, -1);
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foreach (var obj in level.objs)
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{
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foreach (var ob in obj.Value)
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{
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var Transform = Utils.TransformValues(ob.transform.Pos, ob.transform.Rot, ob.transform.Scale);
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var bfresData = BfresFromSzs(ob.Name);
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if (bfresData != null)
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{
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BFRES bfresFile = (BFRES)STFileLoader.OpenFileFormat(ob.Name, bfresData);
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bfresFile.BFRESRender.ModelTransform = Transform;
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editor.AddNode(bfresFile);
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bfresFile.LoadEditors(null);
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DiableLoadCheck();
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}
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}
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}
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TextureSzs = null;
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GC.Collect();
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}
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}
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private static void DiableLoadCheck()
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{
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BfresEditor bfresEditor = (BfresEditor)LibraryGUI.GetActiveContent(typeof(BfresEditor));
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bfresEditor.IsLoaded = false;
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bfresEditor.DisplayAllDDrawables();
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}
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private static byte[] BfresFromSzs(string fileName)
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{
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if (File.Exists($"{Runtime.SmoGamePath}\\ObjectData\\{fileName}.szs"))
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{
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var SzsFiles = SARCExt.SARC.UnpackRamN(EveryFileExplorer.YAZ0.Decompress($"{Runtime.SmoGamePath}\\ObjectData\\{fileName}.szs")).Files;
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if (SzsFiles.ContainsKey(fileName + ".bfres"))
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{
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return SzsFiles[fileName + ".bfres"];
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}
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}
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return null;
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}
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public static Dictionary<string, string> OdysseyStages = new Dictionary<string, string>()
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{
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//Main
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{ "CapWorldHomeStage","Cap Kingdom" },
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{ "WaterfallWorldHomeStage","Cascade Kingdom" },
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{ "SandWorldHomeStage","Sand Kindom" },
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{ "ForestWorldHomeStage","Wodded Kingdom" },
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{ "SnowWorldHomeStage","Snow Kingdom" },
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{ "SeaWorldHomeStage", "Seaside Kingdom" },
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{ "ClashWorldHomeStage","Lost Kingdom" },
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{ "CityWorldHomeStage","Metro Kingdom" },
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{ "LakeWorldHomeStage","Lake Kingdom(Starting Area)" },
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{ "SkyWorldHomeStage","Bowser\'s Kingdom" },
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{ "BossRaidWorldHomeStage","Ruined Kingdom" },
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{ "MoonWorldHomeStage","Moon Kingdom" },
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{ "LavaWorldHomeStage","Luncheon Kingdom" },
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{"PeachWorldHomeStage", "Mushroom Kingdom" },
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{"Special1WorldHomeStage", "Dark Side of the Moon"},
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{"Special2WorldHomeStage", "Darker Side of the Moon"},
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//Sub areas
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{ "MeganeLiftExStage","MoEye moving Platform" },
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{ "SandWorldPyramid000Stage","Pyramid(Starting Area)" },
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{ "SandWorldPyramid001Stage","Pyramid(Bullet Bill Parkour)" },
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{ "SandWorldUnderground000Stage","Ice Underground before Boss" },
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{ "SandWorldUnderground001Stage","Ice Underground Boss" },
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{ "LakeWorldTownZone","LakeKingdom (Town Area)" },
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{ "DemoCrashHomeFallStage","Cloud Kingdom(1. Bowser Fight)" },
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{ "Theater2DExStage","Theater (smb 1-1)" },
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};
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}
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}
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