Switch-Toolbox/File_Format_Library/PluginRuntime.cs
2023-05-28 16:59:31 -04:00

44 lines
1.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Bfres.Structs;
using Toolbox.Library;
namespace FirstPlugin
{
public class PluginRuntime
{
public static List<BXFNT> BxfntFiles = new List<BXFNT>();
public static List<SARC> SarcArchives = new List<SARC>();
public class MaterialReplace
{
public static bool SwapShaderParams = true;
public static bool SwapTextures = false;
public static bool SwapShaderOptions = true;
public static bool SwapRenderInfos = true;
public static bool SwapUserData = true;
}
public static bool UseSimpleBfresEditor = false;
//I really don't recall why I never just used a global texture cache
public static Dictionary<string, STGenericTexture> TextureCache = new Dictionary<string, STGenericTexture>();
public static Dictionary<string, BFLIM> bflimTextures = new Dictionary<string, BFLIM>();
public static List<BNTX> bntxContainers = new List<BNTX>();
public static List<BFRESGroupNode> ftexContainers = new List<BFRESGroupNode>();
public static List<CtrLibrary.BCHGroupNode> bchTexContainers = new List<CtrLibrary.BCHGroupNode>();
public static List<NLG.StrikersRLT.TextureEntry> stikersTextures = new List<NLG.StrikersRLT.TextureEntry>();
public static List<G1T> G1TextureContainers = new List<G1T>();
public static string ExternalFMATPath = "";
public static string OdysseyGamePath = "";
public static string Mk8GamePath = "";
public static List<string> SarcHashes = new List<string>(); //Each sarc has their own hash
}
}