瀏覽代碼

Remove plugins & cleanup files

Bepis 6 年之前
父節點
當前提交
1464b6fda2
共有 38 個文件被更改,包括 0 次插入3484 次删除
  1. 二進制
      BepInEx.Patcher/BepInEx.Patcher.7z
  2. 0 60
      BepInEx.sln
  3. 0 99
      Plugins/ColorCorrector/ColorCorrector.cs
  4. 0 64
      Plugins/ColorCorrector/ColorCorrector.csproj
  5. 0 36
      Plugins/ColorCorrector/Properties/AssemblyInfo.cs
  6. 0 100
      Plugins/DeveloperConsole/DeveloperConsole.cs
  7. 0 61
      Plugins/DeveloperConsole/DeveloperConsole.csproj
  8. 0 36
      Plugins/DeveloperConsole/Properties/AssemblyInfo.cs
  9. 0 67
      Plugins/DeveloperConsole/SceneDumper.cs
  10. 0 80
      Plugins/DynamicTranslationLoader/DynamicTranslationLoader.csproj
  11. 0 120
      Plugins/DynamicTranslationLoader/DynamicTranslator.cs
  12. 0 45
      Plugins/DynamicTranslationLoader/Hooks.cs
  13. 0 36
      Plugins/DynamicTranslationLoader/Properties/AssemblyInfo.cs
  14. 0 881
      Plugins/DynamicTranslationLoader/translation/translation.txt
  15. 0 55
      Plugins/ExtensibleSaveFormat/ExtensibleSaveFormat.cs
  16. 0 69
      Plugins/ExtensibleSaveFormat/ExtensibleSaveFormat.csproj
  17. 0 75
      Plugins/ExtensibleSaveFormat/Hooks.cs
  18. 0 36
      Plugins/ExtensibleSaveFormat/Properties/AssemblyInfo.cs
  19. 0 49
      Plugins/InputUnlocker/InputUnlocker.cs
  20. 0 61
      Plugins/InputUnlocker/InputUnlocker.csproj
  21. 0 36
      Plugins/InputUnlocker/Properties/AssemblyInfo.cs
  22. 0 40
      Plugins/ResourceRedirector/AssetLoader.cs
  23. 0 93
      Plugins/ResourceRedirector/Hooks.cs
  24. 0 46
      Plugins/ResourceRedirector/Loaders/BGMLoader.cs
  25. 0 42
      Plugins/ResourceRedirector/Loaders/IntroVoiceClipLoader.cs
  26. 0 36
      Plugins/ResourceRedirector/Properties/AssemblyInfo.cs
  27. 0 79
      Plugins/ResourceRedirector/ResourceRedirector.cs
  28. 0 68
      Plugins/ResourceRedirector/ResourceRedirector.csproj
  29. 0 142
      Plugins/Screencap/AlphaShot.cs
  30. 0 74
      Plugins/Screencap/LegacyRenderer.cs
  31. 0 36
      Plugins/Screencap/Properties/AssemblyInfo.cs
  32. 0 62
      Plugins/Screencap/Screencap.csproj
  33. 0 239
      Plugins/Screencap/ScreenshotManager.cs
  34. 0 178
      Plugins/SliderUnlocker/Hooks.cs
  35. 0 36
      Plugins/SliderUnlocker/Properties/AssemblyInfo.cs
  36. 0 87
      Plugins/SliderUnlocker/SliderMath.cs
  37. 0 86
      Plugins/SliderUnlocker/SliderUnlocker.cs
  38. 0 74
      Plugins/SliderUnlocker/SliderUnlocker.csproj

二進制
BepInEx.Patcher/BepInEx.Patcher.7z


+ 0 - 60
BepInEx.sln

@@ -7,26 +7,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BepInEx", "BepInEx\BepInEx.
 EndProject
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BepInEx.Patcher", "BepInEx.Patcher\BepInEx.Patcher.csproj", "{DC89F18B-235B-4C01-AB31-AF40DCE5C4C7}"
 EndProject
-Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Plugins", "Plugins", "{FF8CE2C8-C185-4EA9-8D63-E2542F0C2FCF}"
-EndProject
 Project("{D954291E-2A0B-460D-934E-DC6B0785DB48}") = "BepInEx.Common", "BepInEx.Common\BepInEx.Common.shproj", "{D8DEEEF7-28F5-4F13-A004-C581CE051CDC}"
 EndProject
-Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DynamicTranslationLoader", "Plugins\DynamicTranslationLoader\DynamicTranslationLoader.csproj", "{6FE9DE86-F466-49FD-BCCA-ADD512C8DCE8}"
-EndProject
-Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "InputUnlocker", "Plugins\InputUnlocker\InputUnlocker.csproj", "{379BA41B-9944-4B5A-8732-EEBAA7F05B04}"
-EndProject
-Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ColorCorrector", "Plugins\ColorCorrector\ColorCorrector.csproj", "{6809B5DC-358C-45C5-B04C-0B7027596A8B}"
-EndProject
-Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SliderUnlocker", "Plugins\SliderUnlocker\SliderUnlocker.csproj", "{9DB058D4-CF5A-4280-9150-A62C22FC3CB0}"
-EndProject
-Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Screencap", "Plugins\Screencap\Screencap.csproj", "{6A9D08C0-4482-4D1A-9368-9F41B7126F9E}"
-EndProject
-Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ResourceRedirector", "Plugins\ResourceRedirector\ResourceRedirector.csproj", "{3EA76CA3-45B6-4A1A-B04F-7A1A8C978AF6}"
-EndProject
-Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DeveloperConsole", "Plugins\DeveloperConsole\DeveloperConsole.csproj", "{434F00D0-BD2A-4C81-A2FE-8DBFBBD9D9AB}"
-EndProject
-Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ExtensibleSaveFormat", "Plugins\ExtensibleSaveFormat\ExtensibleSaveFormat.csproj", "{8EBE81B9-9ED9-466D-864A-4C644BFD8827}"
-EndProject
 Global
 	GlobalSection(SharedMSBuildProjectFiles) = preSolution
 		BepInEx.Common\BepInEx.Common.projitems*{4ffba620-f5ed-47f9-b90c-dad1316fd9b9}*SharedItemsImports = 4
@@ -46,52 +28,10 @@ Global
 		{DC89F18B-235B-4C01-AB31-AF40DCE5C4C7}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{DC89F18B-235B-4C01-AB31-AF40DCE5C4C7}.Release|Any CPU.ActiveCfg = Release|Any CPU
 		{DC89F18B-235B-4C01-AB31-AF40DCE5C4C7}.Release|Any CPU.Build.0 = Release|Any CPU
-		{6FE9DE86-F466-49FD-BCCA-ADD512C8DCE8}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
-		{6FE9DE86-F466-49FD-BCCA-ADD512C8DCE8}.Debug|Any CPU.Build.0 = Debug|Any CPU
-		{6FE9DE86-F466-49FD-BCCA-ADD512C8DCE8}.Release|Any CPU.ActiveCfg = Release|Any CPU
-		{6FE9DE86-F466-49FD-BCCA-ADD512C8DCE8}.Release|Any CPU.Build.0 = Release|Any CPU
-		{379BA41B-9944-4B5A-8732-EEBAA7F05B04}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
-		{379BA41B-9944-4B5A-8732-EEBAA7F05B04}.Debug|Any CPU.Build.0 = Debug|Any CPU
-		{379BA41B-9944-4B5A-8732-EEBAA7F05B04}.Release|Any CPU.ActiveCfg = Release|Any CPU
-		{379BA41B-9944-4B5A-8732-EEBAA7F05B04}.Release|Any CPU.Build.0 = Release|Any CPU
-		{6809B5DC-358C-45C5-B04C-0B7027596A8B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
-		{6809B5DC-358C-45C5-B04C-0B7027596A8B}.Debug|Any CPU.Build.0 = Debug|Any CPU
-		{6809B5DC-358C-45C5-B04C-0B7027596A8B}.Release|Any CPU.ActiveCfg = Release|Any CPU
-		{6809B5DC-358C-45C5-B04C-0B7027596A8B}.Release|Any CPU.Build.0 = Release|Any CPU
-		{9DB058D4-CF5A-4280-9150-A62C22FC3CB0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
-		{9DB058D4-CF5A-4280-9150-A62C22FC3CB0}.Debug|Any CPU.Build.0 = Debug|Any CPU
-		{9DB058D4-CF5A-4280-9150-A62C22FC3CB0}.Release|Any CPU.ActiveCfg = Release|Any CPU
-		{9DB058D4-CF5A-4280-9150-A62C22FC3CB0}.Release|Any CPU.Build.0 = Release|Any CPU
-		{6A9D08C0-4482-4D1A-9368-9F41B7126F9E}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
-		{6A9D08C0-4482-4D1A-9368-9F41B7126F9E}.Debug|Any CPU.Build.0 = Debug|Any CPU
-		{6A9D08C0-4482-4D1A-9368-9F41B7126F9E}.Release|Any CPU.ActiveCfg = Release|Any CPU
-		{6A9D08C0-4482-4D1A-9368-9F41B7126F9E}.Release|Any CPU.Build.0 = Release|Any CPU
-		{3EA76CA3-45B6-4A1A-B04F-7A1A8C978AF6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
-		{3EA76CA3-45B6-4A1A-B04F-7A1A8C978AF6}.Debug|Any CPU.Build.0 = Debug|Any CPU
-		{3EA76CA3-45B6-4A1A-B04F-7A1A8C978AF6}.Release|Any CPU.ActiveCfg = Release|Any CPU
-		{3EA76CA3-45B6-4A1A-B04F-7A1A8C978AF6}.Release|Any CPU.Build.0 = Release|Any CPU
-		{434F00D0-BD2A-4C81-A2FE-8DBFBBD9D9AB}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
-		{434F00D0-BD2A-4C81-A2FE-8DBFBBD9D9AB}.Debug|Any CPU.Build.0 = Debug|Any CPU
-		{434F00D0-BD2A-4C81-A2FE-8DBFBBD9D9AB}.Release|Any CPU.ActiveCfg = Release|Any CPU
-		{434F00D0-BD2A-4C81-A2FE-8DBFBBD9D9AB}.Release|Any CPU.Build.0 = Release|Any CPU
-		{8EBE81B9-9ED9-466D-864A-4C644BFD8827}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
-		{8EBE81B9-9ED9-466D-864A-4C644BFD8827}.Debug|Any CPU.Build.0 = Debug|Any CPU
-		{8EBE81B9-9ED9-466D-864A-4C644BFD8827}.Release|Any CPU.ActiveCfg = Release|Any CPU
-		{8EBE81B9-9ED9-466D-864A-4C644BFD8827}.Release|Any CPU.Build.0 = Release|Any CPU
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE
 	EndGlobalSection
-	GlobalSection(NestedProjects) = preSolution
-		{6FE9DE86-F466-49FD-BCCA-ADD512C8DCE8} = {FF8CE2C8-C185-4EA9-8D63-E2542F0C2FCF}
-		{379BA41B-9944-4B5A-8732-EEBAA7F05B04} = {FF8CE2C8-C185-4EA9-8D63-E2542F0C2FCF}
-		{6809B5DC-358C-45C5-B04C-0B7027596A8B} = {FF8CE2C8-C185-4EA9-8D63-E2542F0C2FCF}
-		{9DB058D4-CF5A-4280-9150-A62C22FC3CB0} = {FF8CE2C8-C185-4EA9-8D63-E2542F0C2FCF}
-		{6A9D08C0-4482-4D1A-9368-9F41B7126F9E} = {FF8CE2C8-C185-4EA9-8D63-E2542F0C2FCF}
-		{3EA76CA3-45B6-4A1A-B04F-7A1A8C978AF6} = {FF8CE2C8-C185-4EA9-8D63-E2542F0C2FCF}
-		{434F00D0-BD2A-4C81-A2FE-8DBFBBD9D9AB} = {FF8CE2C8-C185-4EA9-8D63-E2542F0C2FCF}
-		{8EBE81B9-9ED9-466D-864A-4C644BFD8827} = {FF8CE2C8-C185-4EA9-8D63-E2542F0C2FCF}
-	EndGlobalSection
 	GlobalSection(ExtensibilityGlobals) = postSolution
 		SolutionGuid = {55AC11EF-F568-4C79-A356-7ED9510145B1}
 	EndGlobalSection

+ 0 - 99
Plugins/ColorCorrector/ColorCorrector.cs

@@ -1,99 +0,0 @@
-using BepInEx;
-using System;
-using UnityEngine;
-using UnityEngine.SceneManagement;
-using UnityStandardAssets.ImageEffects;
-
-namespace ColorCorrector
-{
-    public class ColorCorrector : BaseUnityPlugin
-    {
-        public override string ID => "com.bepis.bepinex.colorcorrector";
-        public override string Name => "Color Filter Remover";
-        public override Version Version => new Version("1.2");
-
-        #region Config properties
-        private bool SaturationEnabled
-        {
-            get => bool.Parse(this.GetEntry("saturation-enabled", "True"));
-            set => this.SetEntry("saturation-enabled", value.ToString());
-        }
-
-        private bool BloomEnabled
-        {
-            get => bool.Parse(this.GetEntry("bloom-enabled", "True"));
-            set => this.SetEntry("bloom-enabled", value.ToString());
-        }
-        #endregion
-
-        AmplifyColorEffect amplifyComponent;
-        BloomAndFlares bloomComponent;
-
-        protected void LevelFinishedLoading(Scene scene, LoadSceneMode mode)
-        {
-            if (Camera.main != null && Camera.main?.gameObject != null)
-            {
-                amplifyComponent = Camera.main.gameObject.GetComponent<AmplifyColorEffect>();
-                bloomComponent = Camera.main.gameObject.GetComponent<BloomAndFlares>();
-
-                SetEffects(SaturationEnabled, BloomEnabled);
-            }
-        }
-
-        void SetEffects(bool satEnabled, bool bloomEnabled)
-        {
-            if (amplifyComponent != null)
-                amplifyComponent.enabled = satEnabled;
-
-            if (bloomComponent != null)
-                bloomComponent.enabled = bloomEnabled;
-        }
-
-        #region MonoBehaviour
-        void OnEnable()
-        {
-            SceneManager.sceneLoaded += LevelFinishedLoading;
-        }
-
-        void OnDisable()
-        {
-            SceneManager.sceneLoaded -= LevelFinishedLoading;
-        }
-
-        void Update()
-        {
-            if (UnityEngine.Input.GetKeyDown(UnityEngine.KeyCode.F6))
-            {
-                showingUI = !showingUI;
-            }
-        }
-        #endregion
-
-        #region UI 
-        private Rect UI = new Rect(20, 20, 200, 100);
-        private bool showingUI = false;
-
-        void OnGUI()
-        {
-            if (showingUI)
-                UI = GUI.Window(Name.GetHashCode() + 0, UI, WindowFunction, "Filter settings");
-        }
-
-        void WindowFunction(int windowID)
-        {
-            bool satEnabled = GUI.Toggle(new Rect(10, 20, 180, 20), SaturationEnabled, " Saturation filter enabled");
-            bool bloomEnabled = GUI.Toggle(new Rect(10, 40, 180, 20), BloomEnabled, " Bloom filter enabled");
-
-            if (GUI.changed)
-            {
-                SaturationEnabled = satEnabled;
-                BloomEnabled = bloomEnabled;
-
-                SetEffects(satEnabled, bloomEnabled);
-            }
-
-            GUI.DragWindow();
-        }
-        #endregion
-    }
-}

+ 0 - 64
Plugins/ColorCorrector/ColorCorrector.csproj

@@ -1,64 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
-  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
-  <PropertyGroup>
-    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
-    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
-    <ProjectGuid>{6809B5DC-358C-45C5-B04C-0B7027596A8B}</ProjectGuid>
-    <OutputType>Library</OutputType>
-    <AppDesignerFolder>Properties</AppDesignerFolder>
-    <RootNamespace>ColorCorrector</RootNamespace>
-    <AssemblyName>ColorCorrector</AssemblyName>
-    <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
-    <FileAlignment>512</FileAlignment>
-  </PropertyGroup>
-  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
-    <DebugSymbols>true</DebugSymbols>
-    <DebugType>full</DebugType>
-    <Optimize>false</Optimize>
-    <OutputPath>K:\BepInEx\</OutputPath>
-    <DefineConstants>DEBUG;TRACE</DefineConstants>
-    <ErrorReport>prompt</ErrorReport>
-    <WarningLevel>4</WarningLevel>
-  </PropertyGroup>
-  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
-    <DebugType>pdbonly</DebugType>
-    <Optimize>true</Optimize>
-    <OutputPath>K:\BepInEx\</OutputPath>
-    <DefineConstants>TRACE</DefineConstants>
-    <ErrorReport>prompt</ErrorReport>
-    <WarningLevel>4</WarningLevel>
-  </PropertyGroup>
-  <ItemGroup>
-    <Reference Include="Assembly-CSharp">
-      <HintPath>..\..\lib\Assembly-CSharp.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-    <Reference Include="Assembly-CSharp-firstpass">
-      <HintPath>..\..\lib\Assembly-CSharp-firstpass.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-    <Reference Include="System" />
-    <Reference Include="System.Core" />
-    <Reference Include="System.Xml.Linq" />
-    <Reference Include="System.Data.DataSetExtensions" />
-    <Reference Include="System.Data" />
-    <Reference Include="System.Xml" />
-    <Reference Include="UnityEngine">
-      <HintPath>..\..\lib\UnityEngine.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-  </ItemGroup>
-  <ItemGroup>
-    <Compile Include="ColorCorrector.cs" />
-    <Compile Include="Properties\AssemblyInfo.cs" />
-  </ItemGroup>
-  <ItemGroup>
-    <ProjectReference Include="..\..\BepInEx\BepInEx.csproj">
-      <Project>{4ffba620-f5ed-47f9-b90c-dad1316fd9b9}</Project>
-      <Name>BepInEx</Name>
-      <Private>False</Private>
-    </ProjectReference>
-  </ItemGroup>
-  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
-</Project>

+ 0 - 36
Plugins/ColorCorrector/Properties/AssemblyInfo.cs

@@ -1,36 +0,0 @@
-using System.Reflection;
-using System.Runtime.CompilerServices;
-using System.Runtime.InteropServices;
-
-// General Information about an assembly is controlled through the following
-// set of attributes. Change these attribute values to modify the information
-// associated with an assembly.
-[assembly: AssemblyTitle("ColorCorrector")]
-[assembly: AssemblyDescription("")]
-[assembly: AssemblyConfiguration("")]
-[assembly: AssemblyCompany("")]
-[assembly: AssemblyProduct("ColorCorrector")]
-[assembly: AssemblyCopyright("Copyright ©  2018")]
-[assembly: AssemblyTrademark("")]
-[assembly: AssemblyCulture("")]
-
-// Setting ComVisible to false makes the types in this assembly not visible
-// to COM components.  If you need to access a type in this assembly from
-// COM, set the ComVisible attribute to true on that type.
-[assembly: ComVisible(false)]
-
-// The following GUID is for the ID of the typelib if this project is exposed to COM
-[assembly: Guid("6809b5dc-358c-45c5-b04c-0b7027596a8b")]
-
-// Version information for an assembly consists of the following four values:
-//
-//      Major Version
-//      Minor Version
-//      Build Number
-//      Revision
-//
-// You can specify all the values or you can default the Build and Revision Numbers
-// by using the '*' as shown below:
-// [assembly: AssemblyVersion("1.0.*")]
-[assembly: AssemblyVersion("1.0.0.0")]
-[assembly: AssemblyFileVersion("1.0.0.0")]

+ 0 - 100
Plugins/DeveloperConsole/DeveloperConsole.cs

@@ -1,100 +0,0 @@
-using BepInEx;
-using System;
-using UnityEngine;
-
-namespace DeveloperConsole
-{
-    public class DeveloperConsole : BaseUnityPlugin
-    {
-        public override string ID => "com.bepis.bepinex.developerconsole";
-        public override string Name => "Developer Console";
-        public override Version Version => new Version("1.0.1");
-
-        private Rect UI = new Rect(20, 20, 400, 200);
-        bool showingUI = false;
-        string TotalLog = "";
-
-        int showCounter = 0;
-        string TotalShowingLog = "";
-
-        void Awake()
-        {
-            BepInLogger.EntryLogged += (log, show) =>
-            {
-                string current = $"{TotalLog}\r\n{log}";
-                if (current.Length > 2000)
-                {
-                    current = current.Remove(0, 1000);
-                }
-                TotalLog = current;
-
-                if (show)
-                {
-                    if (showCounter == 0)
-                        TotalShowingLog = "";
-
-                    showCounter = 400;
-                    TotalShowingLog = $"{TotalShowingLog}\r\n{log}";
-                }
-            };
-        }
-
-
-
-        void Update()
-        {
-            if (UnityEngine.Input.GetKeyDown(UnityEngine.KeyCode.F12))
-            {
-                showingUI = !showingUI;
-            }
-        }
-
-        void OnGUI()
-        {
-            ShowLog();
-
-            if (showingUI)
-                UI = GUI.Window(Name.GetHashCode() + 0, UI, WindowFunction, "Developer Console");
-        }
-
-        
-
-        void ShowLog()
-        {
-            if (showCounter != 0)
-            {
-                showCounter--;
-
-                GUI.Label(new Rect(40, 0, 600, 160), TotalShowingLog, new GUIStyle
-                {
-                    alignment = TextAnchor.UpperLeft,
-                    fontSize = 26,
-                    normal = new GUIStyleState
-                    {
-                        textColor = Color.white
-                    }
-                });
-            }
-        }
-
-        void WindowFunction(int windowID)
-        {
-            GUI.Label(new Rect(10, 40, 380, 160), TotalLog, new GUIStyle
-            {
-                alignment = TextAnchor.LowerLeft,
-                wordWrap = true,
-                normal = new GUIStyleState
-                {
-                    textColor = Color.white
-                }
-            });
-
-            if (GUI.Button(new Rect(295, 20, 100, 20), "Dump scene"))
-            {
-                SceneDumper.DumpScene();
-            }
-
-            GUI.DragWindow();
-        }
-    }
-}

+ 0 - 61
Plugins/DeveloperConsole/DeveloperConsole.csproj

@@ -1,61 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
-  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
-  <PropertyGroup>
-    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
-    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
-    <ProjectGuid>{434F00D0-BD2A-4C81-A2FE-8DBFBBD9D9AB}</ProjectGuid>
-    <OutputType>Library</OutputType>
-    <AppDesignerFolder>Properties</AppDesignerFolder>
-    <RootNamespace>DeveloperConsole</RootNamespace>
-    <AssemblyName>DeveloperConsole</AssemblyName>
-    <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
-    <FileAlignment>512</FileAlignment>
-  </PropertyGroup>
-  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
-    <DebugSymbols>true</DebugSymbols>
-    <DebugType>full</DebugType>
-    <Optimize>false</Optimize>
-    <OutputPath>K:\BepInEx\</OutputPath>
-    <DefineConstants>DEBUG;TRACE</DefineConstants>
-    <ErrorReport>prompt</ErrorReport>
-    <WarningLevel>4</WarningLevel>
-  </PropertyGroup>
-  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
-    <DebugType>pdbonly</DebugType>
-    <Optimize>true</Optimize>
-    <OutputPath>K:\BepInEx\</OutputPath>
-    <DefineConstants>TRACE</DefineConstants>
-    <ErrorReport>prompt</ErrorReport>
-    <WarningLevel>4</WarningLevel>
-  </PropertyGroup>
-  <ItemGroup>
-    <Reference Include="System" />
-    <Reference Include="System.Core" />
-    <Reference Include="System.Xml.Linq" />
-    <Reference Include="System.Data.DataSetExtensions" />
-    <Reference Include="System.Data" />
-    <Reference Include="System.Xml" />
-    <Reference Include="UnityEngine">
-      <HintPath>..\..\lib\UnityEngine.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-    <Reference Include="UnityEngine.UI">
-      <HintPath>..\..\lib\UnityEngine.UI.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-  </ItemGroup>
-  <ItemGroup>
-    <Compile Include="DeveloperConsole.cs" />
-    <Compile Include="Properties\AssemblyInfo.cs" />
-    <Compile Include="SceneDumper.cs" />
-  </ItemGroup>
-  <ItemGroup>
-    <ProjectReference Include="..\..\BepInEx\BepInEx.csproj">
-      <Project>{4ffba620-f5ed-47f9-b90c-dad1316fd9b9}</Project>
-      <Name>BepInEx</Name>
-      <Private>False</Private>
-    </ProjectReference>
-  </ItemGroup>
-  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
-</Project>

+ 0 - 36
Plugins/DeveloperConsole/Properties/AssemblyInfo.cs

@@ -1,36 +0,0 @@
-using System.Reflection;
-using System.Runtime.CompilerServices;
-using System.Runtime.InteropServices;
-
-// General Information about an assembly is controlled through the following
-// set of attributes. Change these attribute values to modify the information
-// associated with an assembly.
-[assembly: AssemblyTitle("DeveloperConsole")]
-[assembly: AssemblyDescription("")]
-[assembly: AssemblyConfiguration("")]
-[assembly: AssemblyCompany("")]
-[assembly: AssemblyProduct("DeveloperConsole")]
-[assembly: AssemblyCopyright("Copyright ©  2018")]
-[assembly: AssemblyTrademark("")]
-[assembly: AssemblyCulture("")]
-
-// Setting ComVisible to false makes the types in this assembly not visible
-// to COM components.  If you need to access a type in this assembly from
-// COM, set the ComVisible attribute to true on that type.
-[assembly: ComVisible(false)]
-
-// The following GUID is for the ID of the typelib if this project is exposed to COM
-[assembly: Guid("434f00d0-bd2a-4c81-a2fe-8dbfbbd9d9ab")]
-
-// Version information for an assembly consists of the following four values:
-//
-//      Major Version
-//      Minor Version
-//      Build Number
-//      Revision
-//
-// You can specify all the values or you can default the Build and Revision Numbers
-// by using the '*' as shown below:
-// [assembly: AssemblyVersion("1.0.*")]
-[assembly: AssemblyVersion("1.0.0.0")]
-[assembly: AssemblyFileVersion("1.0.0.0")]

+ 0 - 67
Plugins/DeveloperConsole/SceneDumper.cs

@@ -1,67 +0,0 @@
-using System;
-using System.Diagnostics;
-using System.IO;
-using System.Text;
-using UnityEngine;
-using UnityEngine.SceneManagement;
-
-namespace DeveloperConsole
-{
-    static class SceneDumper
-    {
-        public static void DumpScene()
-        {
-            var objects = SceneManager.GetActiveScene().GetRootGameObjects();
-
-            var fname = Path.GetTempFileName();
-            using (var f = File.OpenWrite(fname))
-            using (var sw = new StreamWriter(f, Encoding.UTF8))
-            {
-                foreach (var obj in objects)
-                {
-                    PrintRecursive(sw, obj);
-                }
-            }
-            Process.Start("notepad.exe", fname);
-        }
-
-        private static void PrintRecursive(StreamWriter sw, GameObject obj)
-        {
-            PrintRecursive(sw, obj, 0);
-        }
-
-        private static void PrintRecursive(StreamWriter sw, GameObject obj, int d)
-        {
-            //Console.WriteLine(obj.name);
-            var pad1 = new string(' ', 3 * d);
-            var pad2 = new string(' ', 3 * (d + 1));
-            var pad3 = new string(' ', 3 * (d + 2));
-            sw.WriteLine(pad1 + obj.name + "--" + obj.GetType().FullName);
-
-            foreach (Component c in obj.GetComponents<Component>())
-            {
-                sw.WriteLine(pad2 + "::" + c.GetType().Name);
-
-                var ct = c.GetType();
-                var props = ct.GetProperties(System.Reflection.BindingFlags.DeclaredOnly | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
-                foreach (var p in props)
-                {
-                    try
-                    {
-                        var v = p.GetValue(c, null);
-                        sw.WriteLine(pad3 + "@" + p.Name + "<" + p.PropertyType.Name + "> = " + v);
-                    }
-                    catch (Exception e)
-                    {
-                        //Console.WriteLine(e.Message);
-                    }
-                }
-
-            }
-            foreach (Transform t in obj.transform)
-            {
-                PrintRecursive(sw, t.gameObject, d + 1);
-            }
-        }
-    }
-}

+ 0 - 80
Plugins/DynamicTranslationLoader/DynamicTranslationLoader.csproj

@@ -1,80 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
-  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
-  <PropertyGroup>
-    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
-    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
-    <ProjectGuid>{6FE9DE86-F466-49FD-BCCA-ADD512C8DCE8}</ProjectGuid>
-    <OutputType>Library</OutputType>
-    <AppDesignerFolder>Properties</AppDesignerFolder>
-    <RootNamespace>DynamicTranslationLoader</RootNamespace>
-    <AssemblyName>DynamicTranslationLoader</AssemblyName>
-    <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
-    <FileAlignment>512</FileAlignment>
-  </PropertyGroup>
-  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
-    <DebugSymbols>true</DebugSymbols>
-    <DebugType>full</DebugType>
-    <Optimize>false</Optimize>
-    <OutputPath>K:\BepInEx\</OutputPath>
-    <DefineConstants>DEBUG;TRACE</DefineConstants>
-    <ErrorReport>prompt</ErrorReport>
-    <WarningLevel>4</WarningLevel>
-  </PropertyGroup>
-  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
-    <DebugType>pdbonly</DebugType>
-    <Optimize>true</Optimize>
-    <OutputPath>K:\BepInEx\</OutputPath>
-    <DefineConstants>TRACE</DefineConstants>
-    <ErrorReport>prompt</ErrorReport>
-    <WarningLevel>4</WarningLevel>
-  </PropertyGroup>
-  <ItemGroup>
-    <Reference Include="0Harmony, Version=1.0.9.1, Culture=neutral, processorArchitecture=MSIL">
-      <SpecificVersion>False</SpecificVersion>
-      <HintPath>..\..\lib\0Harmony.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-    <Reference Include="Assembly-CSharp">
-      <HintPath>..\..\lib\Assembly-CSharp.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-    <Reference Include="System" />
-    <Reference Include="System.Core" />
-    <Reference Include="System.Xml.Linq" />
-    <Reference Include="System.Data.DataSetExtensions" />
-    <Reference Include="System.Data" />
-    <Reference Include="System.Xml" />
-    <Reference Include="TextMeshPro-1.0.55.56.0b12">
-      <HintPath>..\..\lib\TextMeshPro-1.0.55.56.0b12.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-    <Reference Include="UnityEngine, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
-      <SpecificVersion>False</SpecificVersion>
-      <HintPath>..\..\lib\UnityEngine.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-    <Reference Include="UnityEngine.UI">
-      <HintPath>..\..\lib\UnityEngine.UI.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-  </ItemGroup>
-  <ItemGroup>
-    <Compile Include="DynamicTranslator.cs" />
-    <Compile Include="Hooks.cs" />
-    <Compile Include="Properties\AssemblyInfo.cs" />
-  </ItemGroup>
-  <ItemGroup>
-    <ProjectReference Include="..\..\BepInEx\BepInEx.csproj">
-      <Project>{4ffba620-f5ed-47f9-b90c-dad1316fd9b9}</Project>
-      <Name>BepInEx</Name>
-      <Private>False</Private>
-    </ProjectReference>
-  </ItemGroup>
-  <ItemGroup>
-    <Content Include="translation\translation.txt">
-      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
-    </Content>
-  </ItemGroup>
-  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
-</Project>

+ 0 - 120
Plugins/DynamicTranslationLoader/DynamicTranslator.cs

@@ -1,120 +0,0 @@
-using BepInEx;
-using BepInEx.Common;
-using System;
-using System.Collections.Generic;
-using System.IO;
-using System.Linq;
-using System.Text.RegularExpressions;
-using TMPro;
-using UnityEngine;
-using UnityEngine.SceneManagement;
-
-namespace DynamicTranslationLoader
-{
-    public class DynamicTranslator : BaseUnityPlugin
-    {
-        public override string ID => "com.bepis.bepinex.dynamictranslator";
-        public override string Name => "Dynamic Translator";
-        public override Version Version => new Version("1.2");
-
-        private static Dictionary<string, string> translations = new Dictionary<string, string>();
-        private static List<string> untranslated = new List<string>();
-
-        void Awake()
-        {
-            string[] translation = File.ReadAllLines(Utility.CombinePaths(Utility.PluginsDirectory, "translation", "translation.txt"));
-
-            for (int i = 0; i < translation.Length; i++)
-            {
-                string line = translation[i];
-                if (!line.Contains('='))
-                    continue;
-
-                string[] split = line.Split('=');
-
-                translations[split[0]] = split[1];
-            }
-
-            Hooks.InstallHooks();
-
-            TranslateAll();
-        }
-
-
-        void LevelFinishedLoading(Scene scene, LoadSceneMode mode)
-        {
-            TranslateScene(scene);
-        }
-
-        public static string Translate(string input)
-        {
-            if (translations.ContainsKey(input))
-                return translations[input];
-
-            if (!untranslated.Contains(input) &&
-                !translations.ContainsValue(input.Trim()))
-            {
-                untranslated.Add(input);
-            }
-
-            return input;
-        }
-
-        void TranslateAll()
-        {
-            foreach (TextMeshProUGUI gameObject in Resources.FindObjectsOfTypeAll<TextMeshProUGUI>())
-            {
-                //gameObject.text = "Harsh is shit";
-
-                gameObject.text = Translate(gameObject.text);
-            }
-        }
-
-        void TranslateScene(Scene scene)
-        {
-            foreach (GameObject obj in scene.GetRootGameObjects())
-                foreach (TextMeshProUGUI gameObject in obj.GetComponentsInChildren<TextMeshProUGUI>(true))
-                {
-                    //gameObject.text = "Harsh is shit";
-
-                    gameObject.text = Translate(gameObject.text);
-                }
-        }
-
-        void Dump()
-        {
-            string output = "";
-
-            foreach (var kv in translations)
-                output += $"{kv.Key.Trim()}={kv.Value.Trim()}\r\n";
-
-            foreach (var text in untranslated)
-                if(!Regex.Replace(text, @"[\d-]", string.Empty).IsNullOrWhiteSpace()
-                        && !text.Contains("Reset"))
-                    output += $"{text.Trim()}=\r\n";
-
-            File.WriteAllText("dumped-tl.txt", output);
-        }
-
-        #region MonoBehaviour
-        void OnEnable()
-        {
-            SceneManager.sceneLoaded += LevelFinishedLoading;
-        }
-
-        void OnDisable()
-        {
-            SceneManager.sceneLoaded -= LevelFinishedLoading;
-        }
-
-        void Update()
-        {
-            if (UnityEngine.Input.GetKeyDown(UnityEngine.KeyCode.F10))
-            {
-                Dump();
-                BepInLogger.Log($"Text dumped to \"{Path.GetFullPath("dumped-tl.txt")}\"", true);
-            }
-        }
-        #endregion
-    }
-}

+ 0 - 45
Plugins/DynamicTranslationLoader/Hooks.cs

@@ -1,45 +0,0 @@
-using Harmony;
-using System.Reflection;
-using TMPro;
-
-namespace DynamicTranslationLoader
-{
-    public static class Hooks
-    {
-        public static void InstallHooks()
-        {
-            var harmony = HarmonyInstance.Create("com.bepis.bepinex.dynamictranslationloader");
-
-
-            MethodInfo original = AccessTools.Property(typeof(TMP_Text), "text").GetSetMethod();
-
-            HarmonyMethod prefix = new HarmonyMethod(typeof(Hooks).GetMethod("TextPropertyHook"));
-
-            harmony.Patch(original, prefix, null);
-
-
-            original = AccessTools.Method(typeof(TMP_Text), "SetText", new[] { typeof(string) });
-
-            prefix = new HarmonyMethod(typeof(Hooks).GetMethod("SetTextHook"));
-
-            harmony.Patch(original, prefix, null);
-
-
-            original = AccessTools.Property(typeof(UnityEngine.UI.Text), "text").GetSetMethod();
-
-            prefix = new HarmonyMethod(typeof(Hooks).GetMethod("TextPropertyHook"));
-
-            harmony.Patch(original, prefix, null);
-        }
-
-        public static void TextPropertyHook(ref string value)
-        {
-            value = DynamicTranslator.Translate(value);
-        }
-
-        public static void SetTextHook(ref string text)
-        {
-            text = DynamicTranslator.Translate(text);
-        }
-    }
-}

+ 0 - 36
Plugins/DynamicTranslationLoader/Properties/AssemblyInfo.cs

@@ -1,36 +0,0 @@
-using System.Reflection;
-using System.Runtime.CompilerServices;
-using System.Runtime.InteropServices;
-
-// General Information about an assembly is controlled through the following
-// set of attributes. Change these attribute values to modify the information
-// associated with an assembly.
-[assembly: AssemblyTitle("BaseTranslationLoader")]
-[assembly: AssemblyDescription("")]
-[assembly: AssemblyConfiguration("")]
-[assembly: AssemblyCompany("")]
-[assembly: AssemblyProduct("BaseTranslationLoader")]
-[assembly: AssemblyCopyright("Copyright ©  2018")]
-[assembly: AssemblyTrademark("")]
-[assembly: AssemblyCulture("")]
-
-// Setting ComVisible to false makes the types in this assembly not visible
-// to COM components.  If you need to access a type in this assembly from
-// COM, set the ComVisible attribute to true on that type.
-[assembly: ComVisible(false)]
-
-// The following GUID is for the ID of the typelib if this project is exposed to COM
-[assembly: Guid("6fe9de86-f466-49fd-bcca-add512c8dce8")]
-
-// Version information for an assembly consists of the following four values:
-//
-//      Major Version
-//      Minor Version
-//      Build Number
-//      Revision
-//
-// You can specify all the values or you can default the Build and Revision Numbers
-// by using the '*' as shown below:
-// [assembly: AssemblyVersion("1.0.*")]
-[assembly: AssemblyVersion("1.0.0.0")]
-[assembly: AssemblyFileVersion("1.0.0.0")]

+ 0 - 881
Plugins/DynamicTranslationLoader/translation/translation.txt

@@ -1,881 +0,0 @@
-素直クール=Honest
-のじゃっ子=Archaic
-意地っ張り=Obstinate
-無口=Quiet
-ものぐさ=Lazy
-ヤンデレ=Yandere
-オタク女子=Otaku
-ミーハー=Trendy
-正統派ヒロイン=Main Heroine
-モジモジ=Fidgety
-文学少女=Literary Girl
-不幸少女=Unlucky
-ひねくれ=Uncooperative
-意識高いクール=Narcissist
-野生的=Feral
-不良少女=Delinquent
-ギャル=Gyaru
-姉御肌=Big Sister
-母性的=Motherly
-邪気眼=Cursed Eye
-単純=Ordinary
-純粋無垢=Pure
-ボーイッシュ=Boyish
-大和撫子=Traditional Beauty
-電波=Weirdo
-ミステリアス=Mysterious
-後輩キャラ=Underclassman
-高飛車=Mistress
-お嬢様=Aristocrat
-セクシー=Sexy
-カラー①=Color ①
-腰=Waist
-親=Parent
-左右の親を入れ替え=Swap Sides
-種類=Type
-学生服(校内)=School uniform (Indoors)
-Option A=Option A
-コピー=Copy
-陰毛の色を眉の色に合わせる=Copy eyebrow color over to pubic hair
-柄の種類=Pattern type
-カテゴリ01=Category 01
-なし=None
-タイプ=Category
-スロット01の調整02=Slot 01 Adjustment point 02
-アウトラインの色を個別に設定する=Enable Outline Color Adjustment
-ボトムス=Bottoms
-服の柄③=Cloth Pattern ③
-後ろ髪の種類=Back Hair Type
-ショート=Underwear
-アニメ=Anime
-表示する靴のタイプ=Displayed Shoe Type
-首=Neck
-下まぶたの形状3=Lower Eyelid Shape 3
-コピー元のコーディネート=Uniform Source
-コピー先のコーディネート=Uniform Destination
-全選択=All
-全解除=None
-ショーツの種類=Underwear Type
-リボンショーツ=Ribbon Underwear
-上まぶたの形状3=Upper Eyelid Shape 3
-親を初期設定に戻す=Restore Default Parent
-柄②の大きさ(高さ)=Pattern ② Height
-調整①をコピー=Copy Adjustment ①
-グループ=Group
-調整02=Adjust 02
-アクセサリの色を初期に戻す=Restore to default color
-背中左=Back left
-体=Body
-回転 Y=Rotation Y
-髪のツヤ種類=Highlight Selection
-線ハイライト=Line Highlight
-首周りの奥=Neck Thickness
-エンブレムの種類=Emblem Type
-上腕の幅=Upper Arm Width
-ハイライト下の種類=Lower Highlight Type
-タイプ3=Type 3
-スロット16=Slot 16
-タイプや種類変更時に前回の親を引き継ぐ=Use previous parent when changing accessory
-種類変更時に前回の色を引き継ぐ=Use previous color when changing accessory
-カラー②=Color ②
-カラー③=Color ③
-カラー④=Color ④
-調整01=Adjustment 01
-クリックで編集します=Click to edit
-メイン=Main
-サブ=Sub
-※ アクセサリの表示をまとめて切り替える時の=※ The time when the accessories get shown can be
-グループ分けです。=changed with the buttons above.
-サブに設定するとH開始時に非表示になります。=When set to sub, it will be hidden during H scenes.
-柄③の大きさ(幅)=Pattern ③ Width
-ブラの種類=Bra Type
-デフォルト=Default
-肌ラインを表示する=Display Skin Detail Lines
-スロット01の親を選択=Select parent of slot 01
-服の色①=Cloth Color ①
-目尻の上下位置=Outer Eye Corner Height
-顎の幅=Jaw Width
-回転 X=Rotation X
-タイプ2=Type 2
-ペイント02回転=Paint 02 Rotation
-勉強する?=Likes to study?
-YES=YES
-NO=No
-尻のサイズ=Ass Size
-眉のパターン=Eyebrow Pattern
-耳=Ear
-耳のサイズ=Ear Size
-耳の角度Y軸=Ear Angle Y Axis
-耳の角度Z軸=Ear Angle Z Axis
-耳の上部形状=Ear Upper Shape
-耳の下部形状=Ear Lower Shape
-装飾の柄=Decoration Pattern#necktie
-個性=Traits
-頻尿=Small Bladder
-はらぺこ=Glutton
-鈍感=Insensitive
-チョロイ=Easygoing
-ビッチ=Slut
-むっつり=Gloomy
-読書好き=Likes Reading
-音楽好き=Likes Music
-活発=Lively
-受け身=Passive
-フレンドリー=Friendly
-綺麗好き=Likes Cleaning
-怠惰=Lazy
-神出鬼没=Phantom
-一人好き=Loner
-運動好き=Likes Exercising
-真面目=Serious
-ランダム=Random
-下半身=Lower Body
-腰下の奥=Hip Depth
-八重歯を表示する=Enable Fangs
-アクセサリ(頭)の種類=Accessory (Head) Selection
-リップの種類=Lip Type
-ブラ=Bra
-1.0=1.0
-柄①の大きさ(幅)=Pattern ① Width
-アクセサリ(胴)の種類=Torso Accessory Selection
-陰毛の種類=Pubic Hair Type
-薄い=Thin
-陰毛の色=Pubic Hair Color
-陰毛の色を髪と眉に反映する=Copy pubic hair color over to hair and eyebrows
-陰毛の色を髪の色に合わせる=Copy hair color over to pubic hair
-ボトムスを初期の状態に戻す=Restore Default Bottoms Settings
-パンストを初期の状態に戻す=Restore Default Pantyhose Settings
-パンストの種類=Pantyhose Type
-服の柄①=Cloth Pattern ①
-柄①の大きさ(高さ)=Pattern ① Height
-柄①の色=Pattern Color ①
-服の色②=Cloth Color ②
-服の柄②=Cloth Pattern ②
-柄②の大きさ(幅)=Pattern ② Width
-柄②の色=Pattern Color ②
-服の色③=Cloth Color ③
-柄③の大きさ(高さ)=Pattern ③ Height
-柄③の色=Pattern Color ③
-HSV=HSV
-インナーの種類=Inner Type
-ワイシャツ=Shirt
-ウエストの位置=Waist Position
-腹部=Belly Thickness
-腰上の幅=Waist Width
-腰上の奥=Waist Thickness
-腰下の幅=Hip Width
-尻の角度=Ass Angle
-タイプ1=Type 1
-頬骨の幅=Cheekbone Width
-スロット01=Slot 01
-スロット02=Slot 02
-スロット03=Slot 03
-スロット04=Slot 04
-スロット05=Slot 05
-スロット06=Slot 06
-スロット07=Slot 07
-スロット08=Slot 08
-スロット09=Slot 09
-スロット10=Slot 10
-スロット11=Slot 11
-スロット12=Slot 12
-スロット13=Slot 13
-スロット14=Slot 14
-スロット15=Slot 15
-スロット17=Slot 17
-スロット18=Slot 18
-スロット19=Slot 19
-スロット20=Slot 20
-入れ替え=Transfer
-コピー元を選択して下さい=Item Source
-コピー先を選択して下さい=Item Destination
-左右の親を切り替える=Swap sides when transfering
-スロットをコピー=Copy Slot
-調整①を左右反転コピー=Copy adjustment ① horizontal coordination in reverse
-調整①を上下反転コピー=Copy adjustment ① upside down
-調整②をコピー=Copy adjustment ②
-調整②を左右反転コピー=Copy adjustment ② horizontal coordination in reverse
-調整②を上下反転コピー=Copy adjustment ② upside down
----------------------- 髪 ----------------------=---------------------- Hair ------------------------
-ポニー=Pony
-ツイン左=Twin L
-ツイン右=Twin R
-ヘアピン左=Hairpin Left
-ヘアピン右=Hairpin Right
----------------------- 頭 ----------------------=---------------------- Head ----------------------
-帽子=Hat
-額=Forehead
-頭上=Overhead
-頭中心=Head Center
----------------------- 顔 ----------------------=---------------------- Face ----------------------
-イヤリング左=Earring Left
-イヤリング右=Earring Right
-眼鏡=Glasses
-鼻=Nose
-口=Mouth
----------------------- 首 ----------------------=---------------------- Neck ------------------------
-胸上=Chest Above
-胸上中央=Chest Center
----------------------- 胴 ----------------------=---------------------- Body ------------------------
-左乳首=Nipple Left
-右乳首=Nipple Right
-背中中央=Back Center
-背中右=Back R
----------------------- 腰 ----------------------=---------------------- Waist ------------------------
-腰前=Waist Front
-腰後ろ=Waist Back
-腰左=Waist Left
-腰右=Waist Right
----------------------- 脚 ----------------------=---------------------- Leg ------------------------
-左太もも=Thigh Left
-左ひざ=Knee Left
-左足首=Ankle Left
-かかと左=Heel Left
-右太もも=Thigh Right
-右ひざ=Knee Right
-右足首=Ankle Right
-かかと右=Heel Right
----------------------- 腕 ----------------------=---------------------- Arm ------------------------
-左肩=Shoulder
-左上腕=Upperarm Left
-左ひじ=Elbow Left
-左手首=Wrist Left
-右肩=Shoulder
-右上腕=Upperarm Right
-右ひじ=Elbow Right
-右手首=Wrist Right
----------------------- 手 ----------------------=---------------------- Hand ----------------------
-左手=Hand Left
-左人差指=Index Finger Left
-左中指=Middle Finger Left
-左薬指=Ring Finger Left
-右手=Hand Right
-右人差指=Index Finger Right
-右中指=Middle Finger Right
-右薬指=Ring Finger Right
---------------------- 股間 ---------------------=--------------------- Groin ---------------------
-男根根本=Penis Base
-女性器=Vagina base
-尻穴=Butthole
-スロット01の調整01=Slot 01 Adjustment 01
-XYZの文字を左右ドラッグでも調整できます=You can also adjust XYZ characters by dragging left and right
-移動量=Position
-0.1=0.1
-10.0=10.0
-位置 X=Position X
-位置 Y=Position Y
-位置 Z=Position Z
-回転量=Rotate
-5.0=5.0
-回転 Z=Rotation Z
-拡縮量=Scale
-0.01=0.01
-拡縮 X=Scaling X
-拡縮 Y=Scale Y
-拡縮 Z=Scaling Z
-値をコピー=Copy Values
-値を貼り付け=Paste Values
-全てリセット=Reset All
-アクセサリ(髪)の種類=Hair Accessory Selection
-アクセサリ(顔)の種類=Face Accessory Selection
-アクセサリ(首)の種類=Neck Accessory Selection
-アクセサリ(腰)の種類=Waist Accessory Selection
-アクセサリ(脚)の種類=Leg Accessory Selection
-アクセサリ(腕)の種類=Arm Accessory Selection
-アクセサリ(手)の種類=Hand Accessory Selection
-アクセサリ(股間)の種類=Groin Accessory Selection
-顔の上部上下=Upper Face Height
-フェイスペイント01配置=Face Paint 01 Position
-ペイント01の色=Paint 01 Color
-顎先の前後=Chin Depth
-目頭の左右位置=Inner Eye Corner Height
-眉の色を髪の色に合わせる=Copy Eyebrow Color To Hair
-服読込み=Load Clothes
-エクステ=Extension
-下まぶたの形状2=Lower Eyelid Shape 2
-決定=Apply
-性=Surname
-顔の全体横幅=Face Width
-首周りの幅=Neck Width
-口の横幅=Mouth Width
-横髪の種類=Side Hair Type
-パンスト=Pantyhose
-乳首の種類=Nipple Type
-前髪の長さ=Front Hair Length
-胸の上下角度=Chest Vertical Angle
-透明度=Transparency
-アイライン上の種類=Upperlashes Type
-タイプ9=Type 9
-髪の色を眉と陰毛に反映する=Copy Hair Color To Eyebrows and Pubic Hair
-O=O
-日焼け跡=Tan
-日焼け跡の種類=Tan Type
-日焼け跡の色=Tan Color
-フェイスペイント02の種類=Face Paint 02 Type
-胴体下の奥=Lower Torso Thickness
-靴(内履き)=Shoes (Indoors
-全体=General
-顔の上部前後=Upper Face Depth
-顔の上部サイズ=Upper Face Size
-顔の下部前後=Lower Face Depth
-顔の下部横幅=Lower Face Width
-特殊表現の種類=Face Overlay Type
-特殊表現の強さ=Face Overlay Strength
-ペイント02左右位置=Paint 02 Horizontal Position
-口の開き=Mouth Openness
-頬のツヤの強さ=Cheek Gloss
-唇のツヤの強さ=Lip Gloss
-瞳の上下位置=Iris Vertical Position
-ペイント02の色=Paint 02 Color
-トップス=Top
-肌の色(赤み部分)=Skin Color (blush)
-膝下の奥=Knee Thickness
-プリーツスカートA=Pleated Skirt A
-眉の種類=Eyebrow Type
-顎の上下=Jaw Vertical Position
-名前を入力して下さい=Enter a name
-ジャケットタイプ=Jacket Type
-肉感の種類=Skin Impression Type
-緑=Green
-ホクロの大きさ=Mole Size
-白目のグラデ種類=Sclera Type
-靴(外履き)=Shoes (Outdoors)
-太もも上の幅=Upper Thigh Width
-コーディネート一覧=Uniform List
-アクセサリの表示=Displayed Accessories
-顎=Jaw
-鮮やかさ=Saturation
-靴の種類=Shoe Type
-最小=Minimum
-眉の外側形状=Outer Eyebrow Shape
-変形まとめ=Slider List
-肘周りの幅=Elbow Width
-右目の設定を左目に反映=Copy Right Eye Settings To Left Eye
-確認操作パネル=Control Panel
-コーディネートタイプ=Uniform Type
-色分けハイソックス=Color-coded high-socks
-見本=Sample
-スライダー=Slider
-トップスを初期の状態に戻す=Restore Default Top Settings
-胴体肩周りの幅=Shoulder Width
-胴体肩周りの奥=Should Thickness
-胴体上の幅=Upper Torso Width
-胴体上の奥=Upper Torso Thickness
-胴体下の幅=Lower Torso Width
-目の角度=Eye Rotation
-髪の色を陰毛の色に合わせる=Copy Hair Color To Pubic Hair
-胸=Breast
-胸のサイズ=Breast Size
-胸の上下位置=Breast Vertical Position
-胸の左右開き=Breast Spacing
-胸の左右位置=Breast Horizontal Position
-胸の尖り=Breast Depth
-胸の形状=Breast Roundness
-胸の柔らかさ=Breast Softness
-胸の重さ=Breast Weight
-乳輪の膨らみ=Areola Depth
-乳首の太さ=Nipple Thickness
-乳首立ち=Nipple Depth
-乳輪の大きさ=Areola Size
-乳首の色=Nipple Color
-乳首のツヤ強さ=Nipple Gloss
-左目の設定を右目に反映=Copy Left Eye Settings To Right Eye
-リボン=Ribbon
-鼻の種類=Nose Type
-爪の色=Nail Color
-前髪・後ろ髪・横髪・エクステの色を統一する=Share Color With All Hairs
-肩の奥=Shoulder Depth
-ボトムスの種類=Bottom Type
-チェックA=Check A
-手袋を初期の状態に戻す=Restore Default Glove Settings
-靴下を初期の状態に戻す=Restore Default Sock Settings
-靴下の種類=Sock Types
-頬=Cheek
-装飾の色=Decoration Color
-口の形状上=Upperlip Depth
-サンプル=Sample
-全削除=Delete All
-身長=Body Height
-フェイスペイント02配置=Face paint 02 Position
-爪のツヤの強さ=Nail Gloss
-瞳のグラデ上下調整=Eye Gradient Vertical Position
-顎の下部奥行=Lower Jaw Depth
-西=West
-足首の幅=Ankle Width
-名前=Name
-上履き=Shoes
-肉感の強さ=Skin Impression Strength
-ペイント01大きさ=Paint 01 Size
-タイプ21=Type 21
-ペイント01左右補正=Paint 01 Horizontal Position
-激しい愛撫を拒否しない?=Doesn't refuse violent caressing?
-ペイント02位置プリセット=Paint 02 Position Presets
-髪の色を眉の色に合わせる=Copy Hair Color To Eyebrows
-ピッカー=Picker
-プリセット=Preset
-色合い=Hue
-明るさ=Brightness
-赤=Red
-青=Blue
-RGB=RGB
-横髪=Side Hair
-リボンブラ=Ribbon Bra
-ペイント01の種類=Paint 01 Type
-瞳の高さ=Iris Height
-=
-※ 各項目の変形に関するものをまとめたものとなります。=※Aggregate Slider List
-最大=Maximum
-頭のサイズ=Head Size
-肩幅=Shoulder Width
-上腕の奥=Upper Arm Thickness
-肘周りの奥=Elbow Thickness
-前腕=Forearm
-太もも上の奥=Upper Thigh Thickness
-太もも下の幅=Lower Thigh Width
-太もも下の奥=Lower Thigh Thickness
-膝下の幅=Knee Width
-ふくらはぎ=Calves
-足首の奥=Ankle Thickness
-ハイライトの下色=Lower Highlight Color
-ポーズ=Pose
-頬の上下=Cheek Vertical Position
-上書き保存=Overwrite Save
-眉の上下=Eyebrow Vertical Position
-装飾の種類=Decoration Type
-ブラを初期の状態に戻す=Restore Default Bra Settings
-背景色=Background Color
-顔全体の横幅=Face Width
-顎の下部上下=Lower Jaw Vertical Position
-顎の前後=Jaw Depth
-顎の先上下=Chin Tip
-顎の先前後=Chin Depth
-顎の先幅=Chin Width
-頬骨の前後=Cheekbone Depth
-頬の幅=Cheek Width
-頬の前後=Cheek Depth
-眉の横位置=Eyebrow Spacing
-眉の角度=Eyebrow Angle
-眉の内側形状=Inner Eyebrow Shape
-上まぶたの形状1=Upper Eyelid Shape 1
-上まぶたの形状2=Upper Eyelid Shape 2
-下まぶたの形状1=Lower Eyelid Shape 1
-目の上下=Eye Vertical Position
-目の横位置=Eye Spacing
-目の前後=Eye Depth
-目の縦幅=Eye Height
-目の横幅=Eye Width
-鼻先の高さ=Nose Tip Height
-鼻の上下=Nose Vertical Position
-鼻筋の高さ=Nose Ridge Height
-口の上下=Mouth Vertical Position
-口の前後=Mouth Depth
-口の形状下=Underlip Depth
-口の形状口角=Mouth Corner Shape
-ボディーペイント02の配置=Body Paint 02 Position
-ホクロの種類=Mole Type
-オプション①を表示=Display option ①
-オプション②を表示=Display option 2
-ショーツを初期の状態に戻す=Restore Default Underwear Settings
-ペイント02サイズ補正=Paint 02 Size
-質問=Questionary
-動物は好き?=Likes animals?
-食べるのは好き?=Likes to eat?
-料理するのは好き?=Likes to cook?
-運動する?=Likes to exercise?
-オシャレする?=Is stylish?
-コーヒーはブラック?=Drinks their coffee black?
-からいのは平気?=OK with spicy food?
-甘いのは好き?=Likes sweets?
-エッチ=Sexual Preferences
-ボディーペイント01の種類=Body paint 01 Selection
-胴の種類=Chest Type
-パーツA=Part A
-腕=Arm
-瞳のグラデ種類=Eye Gradient Type
-服の状態=Clothing State
-自動=Auto
-着衣=Clothing
-下着=Underwear
-全裸=Naked
-内履き=Indoors
-外履き=Outdoors
-目のパターン=Eye Pattern
-目の開き=Eye Openness
-瞬きをしない=Disable Blinking
-口のパターン=Mouth Pattern
-視線の向き=Eye Direction
-カメラ=Camera
-視線の向き調整=Eye Direction Intensity
-首の向き=Head Direction
-首の向き調整=Head Direction Intensity
-基本=Basic
-ライトの向き調整=Light Direction
-X=X
-Y=Y
-ライトの向きを初期化=Reset Light Direction
-背景の種類=Background
-画像=Image
-単色=Static
-001 / 010=001/010
-撮影フレーム=Card Frame
-前面フレームを表示=Front Frame
-001 / 006=001/006
-背面フレームを表示=Back Frame
-日付=Date
-※ 読込みたい情報にチェックを入れてください=※ Please check the information you want to read
-顔=Face
-髪=Hair
-キャラ情報=Character Information
-コーディネートセット=Uniform Sets
-読込み=Load
-削除=Delete
-新規保存=New Save
-服=Clothes
-アクセサリ=Accessory
-化粧=Make up
-ローファー=Loafers
-手袋=Gloves
-手袋の種類=Glove Type
-横髪の基本の色=Side Hair Base Color
-※ プレイヤーの名前はゲーム開始時に指定します。=※ The name of the player is specified at the beginning of the game.
-ここで指定した男の名前はゲームでは使用されません。=The name of the man specified here is not used in the game.
-愛称=Nickname
-性格=Personality
-※ プレイヤーの呼び方を「なし」にした場合はゲーム本編の=※ If you set the player's name to "none", the game's main part
-設定に依存します。=It depends on the setting.
-プレイヤーの呼び方=How to adress player
-血液型=Blood Type
-A=A
-B=B
-AB=AB
-誕生日=Birthday
-月=M
-日=D
-部活=Club Activities
-帰宅部=Going Home Club
-音声調整(低-高)=Voice Pitch (Low - High)
-性格を選択=Personality Selection
-意識高いクールな女性=A conscious and cool woman
-名=Name
-キャンセル=Cancel
-愛称を入力して下さい=Enter a nickname
-しない=No
-キャラ保存と削除=Saving and deleting characters
-アウターの種類=Outer Type
-エクステの基本の色=Extension Base Color
-キャラ=Character
-性感帯=Erogenous Zone
-頭=Head
-キスを拒否しない?=Doesn't refuse kisses?
-アナルを拒否しない?=Doesn't refuse anal?
-電マを拒否しない?=Doesn't refuse electric massagers?
-ゴム付けなくてもOK?=Ok without a condom??
-ペイント02の配置=Paint 02 Position
-眉を髪より手前に表示=Eyebrows Show Through Hair
-ブレザーC=Blazer C
-前髪の基本の色=Front Hair Base Color
-眉の色を陰毛の色に合わせる=Copy Eyebrow Color To Pubic Hair
-ペイント01の配置=Paint 01 Position
-ボディーペイント01の配置=Body Paint 01 Position
-アイシャドウの種類=Eye Shadow Type
-トップスの種類=Top Type
-ペイント01回転=Paint 01 Rotation
-横流しヘア(左)=Horizontal flowing hair (left)
-前髪の種類=Front Hair Type
-瞳の色②=Eye Color ②
-ペイント02左右補正=Paint 02 Horizontal Position
-注視点を表示する=Enable Camera Guide
-瞳の種類=Eye Type
-タイプ11=Type 11
-ペイント01上下補正=Paint 01 Vertical Position
-顎先の上下=Chin Vertical Position
-顎先の幅=Chin Width
-眉=Eyebrow
-眉の色=Eyebrow Color
-コンフィグ依存=Config Decides
-する=Yes
-眉の色を髪と陰毛に反映する=Copy Eyebrow Color To Hair And Pubic Hair
-目元=Eyes
-アイライン下の種類=Underlashes Type
-アイラインの色=Eyelashes Color
-目=Iris
-白目の色①=Sclera Color ①
-白目の色②=Sclera Color ②
-ハイライト上の種類=Upper Highlight Type
-ハイライト上の色=Upper Highlight Color
-瞳の左右位置=Iris Spacing
-瞳の幅=Iris Width
-目を髪より手前に表示=Iris Show Through Hair
-瞳の設定方法=Eye To Edit
-両目=Both Eyes
-左目=Left Eye
-右目=Right Eye
-瞳の色①=Eye Color ①
-瞳のグラデ合成方法=Eye Gradient Stength
-瞳のグラデサイズ=Eye Gradient Size
-リップラインの種類=Lip Line Type
-リップラインの色=Lip Line Color
-ホクロ=Mole
-ホクロの色=Mole Color
-ホクロの左右位置=Mole Horizontal Position
-ホクロの上下位置=Mole Vertical Position
-ホクロ位置プリセット=Mole Position Presets
-ホクロ配置=Mole Positioning
-化粧(基本)=Make-Up
-※ 現在の目のパターンではアイシャドウは表示されません。=* The eye shadow is not displayed in the pattern of the current eye.
-アイシャドウの色=Eye Shadow Color
-チークの種類=Cheek Type
-チークの色=Cheek Color
-リップの色=Lip Color
-ペイント01左右位置=Paint 01 Horizontal Position
-ペイント01上下位置=Paint 01 Vertical Position
-ペイント01位置プリセット=Paint 01 Position Presets
-ペイント02の種類=Paint 02 Type
-ペイント02上下位置=Paint 02 Vertical Position
-ペイント02大きさ=Paint 02 Size
-フェイスペイント01の種類=Face Paint 01 Type
-肌の色=Skin Color
-肌のツヤの強さ=Skin Gloss
-上半身=Upper Body
-脚=Leg
-爪=Nails
-陰毛=Pubic Hair
-ペイント=Paint
-ペイント01サイズ補正=Paint 01 Size
-ペイント02上下補正=Paint 02 Vertical Position
-ボディーペイント02の種類=Body paint 02 Selection
-根本と毛先の色を個別に設定する=Enable Root And Tip Color Adjustment
-後ろ髪=Back Hair
-後ろ髪の基本の色=Back Hair Base Color
-後ろ髪の根本の色=Back Hair Root Color
-後ろ髪の毛先の色=Back Hair Tip Color
-アウトラインの色=Outline Color
-髪飾りの色①=Hair Accessory Color ①
-髪飾りの色②=Hair Accessory Color ②
-髪飾りの色③=Hair Accessory Color ③
-髪飾りの色を初期に戻す=Set Accessory Color To Default
-前髪=Front Hair
-前髪の根本の色=Front Hair Root Color
-前髪の毛先の色=Front Hair Tip Color
-横髪の根本の色=Side Hair Root Color
-横髪の毛先の色=Side Hair Tip Color
-エクステの種類=Extension Type
-エクステの根本の色=Extension Root Color
-エクステの毛先の色=Extension Tip Color
-付け毛の種類=Hair Selection
-その他=Other
-ツヤの種類=Highlight Type
-襟の種類=Collar Type
-装飾の柄の大きさ(幅)=Decoration Pattern Size (Width)
-装飾の柄の大きさ(高さ)=Decoration Pattern Size (Height)
-装飾の柄の色=Decoration Pattern Color
-ショーツ=Underwear
-靴下=Socks
-内履きを初期の状態に戻す=Restore inner wear to initial condition
-外履きを初期の状態に戻す=Returning the outer wear to the initial state
-パーツB=Part B
-パーツC=Part C
-キャラ読込み=Character Loading
-服の保存と削除=Save or delete uniforms
-コンフィグ=Config
-影の表現=Shadow Type
-深いくっきり影=Deep Sharp Shadow
-影の濃さ=Shadow Density
-アウトラインの濃さ=Outline Density
-アウトラインの幅=Outline Thickness
-BGMの音量=BGM Volume
-効果音の音量=SE Volume
-キャラ一覧=Character List
-※ 学生証画像及びカード画像を撮影=※ Snap a student ID card and card
-しないと保存できません。=image, otherwise you can't save.
-学生証画像を撮影=Student ID Card
-カード画像を撮影=Card Image
-撮影=Snap picture
-保存=Save
-戻る=Return
-No Image=No Image
-学生証画像=Student ID Card Image
-カード画像=Card Image
-コーディネート名を入力して下さい=Please enter the uniform name
-本当に削除しますか?=Do you really want to delete this?
-はい=Yes
-いいえ=No
-キャラ画像を変更しますか?=Do you want to change the character image?
-変更して保存=Change and save
-変更せず保存=Save without changing
-保存をやめる=Cancel
-スペースキーで戻ります=Press Spacebar to return
-キャラメイクを終了しますか?=Exit Game?
-※ アクセサリの表示をまとめて切り替える時の
-  グループ分けです。
-  サブに設定するとH開始時に非表示になります。=※ The time when the accessories get shown can be changed with the buttons above. When set to sub, it will be hidden during H scenes.
-スロット09=Slot 09
-スロット07=Slot 07
-スロット02=Slot 02
-スロット05=Slot 05
-スロット03=Slot 03
-調整=Adjustment
-スロット06=Slot 06
-スロット01=Slot 01
-スロット04=Slot 04
-スロット08=Slot 08
-※ 各項目の変形に関するものをまとめたものとなります。=※Aggregate Slider List
-カラー=Color
-親を選択=Select parent
-浅いなめらか影=Light Smooth Shadow
-ロングヘア=Long Hair
-ロングサイドテール(左)=Long Side Tail (L)
-ロングサイドテール(右)=Long Side Tail (R)
-ツインテール=Twintail
-お嬢様ロング=Long Braid
-ボブヘア=Bob Hair
-アップツイン=High Twintail
-カールボブ=Curled Bob
-ベリーショート=Very Short
-サイドテール(右)=Side Tail (R)
-ツインおさげ=Low Twintail
-サイドテール(左)=Side Tail (L)
-結わえロング=Tied Long
-ポニーテイル=Pony Tail
-三つ編み=Braided
-サイドアップ(右)=Side Up (R)
-サイドアップ(左)=Side Up (L)
-学生服(下校)=School uniform (Outdoors)
-体操着=Gym clothes
-水着=Swimsuit
-私服=Personal clothes
-お泊り=Staying over
-水泳部=Swimming Club
-漫研部=Manga club
-チアリーディング部=Cheerleading Club
-茶道部=Tea Ceremony Club
-陸上部=Track
-揺れ=Bounce
-立ち01=Pose 01
-立ち02=Pose 02
-立ち03=Pose 03
-立ち04=Pose 04
-立ち05=Pose 05
-立ち06=Pose 06
-立ち07=Pose 07
-立ち08=Pose 08
-立ち09=Pose 09
-立ち10=Pose 10
-立ち11=Pose 11
-立ち12=Pose 12
-立ち13=Pose 13
-立ち14=Pose 14
-立ち15=Pose 15
-立ち16=Pose 16
-立ち17=Pose 17
-立ち18=Pose 18
-立ち19=Pose 19
-立ち20=Pose 20
-立ち21=Pose 21
-立ち22=Pose 22
-立ち23=Pose 23
-立ち24=Pose 24
-立ち25=Pose 25
-立ち26=Pose 26
-立ち27=Pose 27
-立ち28=Pose 28
-立ち29=Pose 29
-立ち30=Pose 30
-立ち31=Pose 31
-立ち32=Pose 32
-立ち33=Pose 33
-立ち34=Pose 34
-座り=Kneel
-寝=Lie Down
-上=Up
-右上=Upper Right
-右=Right
-右下=Bottom Right
-下=Down
-左下=Bottom Left
-左=Left
-左上=Upper left
-そらす=Avert Gaze
-笑顔=Smile
-嬉しい=Happy
-嬉しいs=HappyS
-嬉しいss=HappySS
-ドキドキ=Excited
-ドキドキs=ExcitedS
-ドキドキss=ExcitedSS
-怒り=Upset
-怒り2=Upset2
-真剣1=Serious 1
-真剣2=Serious 2
-嫌悪=Hate
-寂しい=Sad
-焦り=Flustered
-不満=Dissatisfied
-呆れ=Amazed
-驚き=Surprised
-驚きs=SurprisedS
-ドヤ=Smug
-舌ペロ=Playful
-舐め=Eat
-咥え=Hold In Mouth
-キス=Kiss
-舌出し口開け=Tongue Out
-あ 小=A Small
-あ 大=A Big
-い 小=I Small
-い 大=I Big
-う 小=U Small
-う 大=U Big
-え 小=E Small
-え 大=E Big
-お 小=O Small
-お 大=O Big
-ん 小=N Small
-ん 大=N Big
-猫口 閉じ=Cat
-三角=Triangle
-デフォルメニコ=Deformed Smile
-両目閉じ=Closed
-笑顔 両目閉じ=Happy Closed
-微笑=Happy
-ウィンク左=Wink L
-ウィンク右=Wink R
-切ない=Painful
-照れ=Shy
-真剣=Serious
-つまらない=Bored
-苦しい=Distressed
-思案=Pondering
-悲しい=Sad
-泣き=Sobbing
-落胆=Displeased
-困る=Worried
-ぐるぐる目1=Circle 1
-ぐるぐる目2=Circle 2
-ぐるぐる目3=Circle 3
-瞳に星=Star
-瞳にハート=Small Heart
-目がハート=Big Heart
-目に炎=Fire
-デフォルメウィンク=Deformed Wink
-縦一文字=Stripe Vertical
-デフォルメつむり=Deformed Closed
-横一文字=Stripe Horizontal
-デフォルメ泣き=Deformed Cry
-困り=Worried
-疑問L=Doubt L
-疑問R=Doubt R
-思案L=Pondering L
-思案R=Pondering R
-怒り2L=Angry L
-怒り2R=Angry R
-不安=Anxious
-ウィンクL=Wink L
-ウィンクR=Wink R
-股間=Groin
-アナル=Anal
-尻=Butt
-乳首=Nipple
-胴=Torso
-手=Hand
-股間周り=Groin

+ 0 - 55
Plugins/ExtensibleSaveFormat/ExtensibleSaveFormat.cs

@@ -1,55 +0,0 @@
-using BepInEx;
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Text;
-
-namespace ExtensibleSaveFormat
-{
-    public class ExtensibleSaveFormat : BaseUnityPlugin
-    {
-        public override string ID => "com.bepis.bepinex.extendedsave";
-
-        public override string Name => "Extensible Save Format";
-
-        public override Version Version => new Version("1.0");
-
-        void Awake()
-        {
-            Hooks.InstallHooks();
-        }
-
-        internal static Dictionary<ChaFile, Dictionary<string, object>> internalDictionary = new Dictionary<ChaFile, Dictionary<string, object>>();
-
-        #region Events
-
-        public delegate void CardEventHandler(ChaFile file);
-
-        public static event CardEventHandler CardBeingSaved;
-
-        public static event CardEventHandler CardBeingLoaded;
-
-        internal static void writeEvent(ChaFile file)
-        {
-            CardBeingSaved?.Invoke(file);
-        }
-
-        internal static void readEvent(ChaFile file)
-        {
-            CardBeingLoaded?.Invoke(file);
-        }
-
-        #endregion
-
-
-        public static bool TryGetExtendedFormat(ChaFile file, out Dictionary<string, object> extendedFormatData)
-        {
-            return internalDictionary.TryGetValue(file, out extendedFormatData);
-        }
-
-        public static void SetExtendedFormat(ChaFile file, Dictionary<string, object> extendedFormatData)
-        {
-            internalDictionary[file] = extendedFormatData;
-        }
-    }
-}

+ 0 - 69
Plugins/ExtensibleSaveFormat/ExtensibleSaveFormat.csproj

@@ -1,69 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
-  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
-  <PropertyGroup>
-    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
-    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
-    <ProjectGuid>{8EBE81B9-9ED9-466D-864A-4C644BFD8827}</ProjectGuid>
-    <OutputType>Library</OutputType>
-    <AppDesignerFolder>Properties</AppDesignerFolder>
-    <RootNamespace>ExtensibleSaveFormat</RootNamespace>
-    <AssemblyName>ExtensibleSaveFormat</AssemblyName>
-    <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
-    <FileAlignment>512</FileAlignment>
-  </PropertyGroup>
-  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
-    <DebugSymbols>true</DebugSymbols>
-    <DebugType>full</DebugType>
-    <Optimize>false</Optimize>
-    <OutputPath>K:\BepInEx\</OutputPath>
-    <DefineConstants>DEBUG;TRACE</DefineConstants>
-    <ErrorReport>prompt</ErrorReport>
-    <WarningLevel>4</WarningLevel>
-  </PropertyGroup>
-  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
-    <DebugType>pdbonly</DebugType>
-    <Optimize>true</Optimize>
-    <OutputPath>K:\BepInEx\</OutputPath>
-    <DefineConstants>TRACE</DefineConstants>
-    <ErrorReport>prompt</ErrorReport>
-    <WarningLevel>4</WarningLevel>
-  </PropertyGroup>
-  <ItemGroup>
-    <Reference Include="0Harmony">
-      <HintPath>..\..\lib\0Harmony.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-    <Reference Include="Assembly-CSharp">
-      <HintPath>..\..\lib\Assembly-CSharp.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-    <Reference Include="Assembly-CSharp-firstpass">
-      <HintPath>..\..\lib\Assembly-CSharp-firstpass.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-    <Reference Include="System" />
-    <Reference Include="System.Core" />
-    <Reference Include="System.Xml.Linq" />
-    <Reference Include="System.Data.DataSetExtensions" />
-    <Reference Include="System.Data" />
-    <Reference Include="System.Xml" />
-    <Reference Include="UnityEngine">
-      <HintPath>..\..\lib\UnityEngine.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-  </ItemGroup>
-  <ItemGroup>
-    <Compile Include="ExtensibleSaveFormat.cs" />
-    <Compile Include="Hooks.cs" />
-    <Compile Include="Properties\AssemblyInfo.cs" />
-  </ItemGroup>
-  <ItemGroup>
-    <ProjectReference Include="..\..\BepInEx\BepInEx.csproj">
-      <Project>{4ffba620-f5ed-47f9-b90c-dad1316fd9b9}</Project>
-      <Name>BepInEx</Name>
-      <Private>False</Private>
-    </ProjectReference>
-  </ItemGroup>
-  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
-</Project>

+ 0 - 75
Plugins/ExtensibleSaveFormat/Hooks.cs

@@ -1,75 +0,0 @@
-using Harmony;
-using MessagePack;
-using System;
-using System.Collections.Generic;
-using System.IO;
-using System.Linq;
-using System.Reflection;
-using System.Text;
-
-namespace ExtensibleSaveFormat
-{
-    public static class Hooks
-    {
-        public static void InstallHooks()
-        {
-            var harmony = HarmonyInstance.Create("com.bepis.bepinex.extensiblesaveformat");
-
-
-            MethodInfo original = AccessTools.Method(typeof(ChaFile), "SaveFile", new[] { typeof(BinaryWriter), typeof(bool) });
-
-            HarmonyMethod postfix = new HarmonyMethod(typeof(Hooks).GetMethod("SaveFileHook"));
-
-            harmony.Patch(original, null, postfix);
-
-
-            original = AccessTools.Method(typeof(ChaFile), "LoadFile", new[] { typeof(BinaryReader), typeof(bool), typeof(bool) });
-
-            postfix = new HarmonyMethod(typeof(Hooks).GetMethod("LoadFileHook"));
-
-            harmony.Patch(original, null, postfix);
-        }
-
-        public static void SaveFileHook(ChaFile __instance, bool __result, BinaryWriter bw, bool savePng)
-        {
-            if (!__result)
-                return;
-
-            ExtensibleSaveFormat.writeEvent(__instance);
-
-            if (!ExtensibleSaveFormat.TryGetExtendedFormat(__instance, out Dictionary<string, object> extendedData))
-                return;
-
-            byte[] bytes = MessagePackSerializer.Serialize(extendedData);
-
-            bw.Write((int)bytes.Length);
-            bw.Write(bytes);
-        }
-
-        public static void LoadFileHook(ChaFile __instance, bool __result, BinaryReader br, bool noLoadPNG, bool noLoadStatus)
-        {
-            if (!__result)
-                return;
-
-            try
-            {
-                int length = br.ReadInt32();
-
-                if (length > 0)
-                {
-                    byte[] bytes = br.ReadBytes(length);
-
-                    ExtensibleSaveFormat.internalDictionary[__instance] = MessagePackSerializer.Deserialize<Dictionary<string, object>>(bytes);
-
-                    return;
-                }
-            }
-            catch (EndOfStreamException) { }
-
-            //initialize a new dictionary since it doesn't exist
-            ExtensibleSaveFormat.internalDictionary[__instance] = new Dictionary<string, object>();
-
-            ExtensibleSaveFormat.readEvent(__instance);
-        }
-    }
-}

+ 0 - 36
Plugins/ExtensibleSaveFormat/Properties/AssemblyInfo.cs

@@ -1,36 +0,0 @@
-using System.Reflection;
-using System.Runtime.CompilerServices;
-using System.Runtime.InteropServices;
-
-// General Information about an assembly is controlled through the following
-// set of attributes. Change these attribute values to modify the information
-// associated with an assembly.
-[assembly: AssemblyTitle("ExtensibleSaveFormat")]
-[assembly: AssemblyDescription("")]
-[assembly: AssemblyConfiguration("")]
-[assembly: AssemblyCompany("")]
-[assembly: AssemblyProduct("ExtensibleSaveFormat")]
-[assembly: AssemblyCopyright("Copyright ©  2018")]
-[assembly: AssemblyTrademark("")]
-[assembly: AssemblyCulture("")]
-
-// Setting ComVisible to false makes the types in this assembly not visible
-// to COM components.  If you need to access a type in this assembly from
-// COM, set the ComVisible attribute to true on that type.
-[assembly: ComVisible(false)]
-
-// The following GUID is for the ID of the typelib if this project is exposed to COM
-[assembly: Guid("8ebe81b9-9ed9-466d-864a-4c644bfd8827")]
-
-// Version information for an assembly consists of the following four values:
-//
-//      Major Version
-//      Minor Version
-//      Build Number
-//      Revision
-//
-// You can specify all the values or you can default the Build and Revision Numbers
-// by using the '*' as shown below:
-// [assembly: AssemblyVersion("1.0.*")]
-[assembly: AssemblyVersion("1.0.0.0")]
-[assembly: AssemblyFileVersion("1.0.0.0")]

+ 0 - 49
Plugins/InputUnlocker/InputUnlocker.cs

@@ -1,49 +0,0 @@
-using BepInEx;
-using System;
-using UnityEngine;
-using UnityEngine.UI;
-using UnityEngine.SceneManagement;
-
-namespace InputUnlocker
-{
-    class InputUnlocker : BaseUnityPlugin
-    {
-        public override string ID => "com.bepis.bepinex.inputunlocker";
-        public override string Name => "Input Length Unlocker";
-        public override Version Version => new Version("1.0");
-
-        void Awake()
-        {
-            foreach (InputField gameObject in GameObject.FindObjectsOfType<InputField>())
-            {
-                UnlockInput(gameObject);
-            }
-        }
-
-        void LevelFinishedLoading(Scene scene, LoadSceneMode mode)
-        {
-            foreach (GameObject obj in scene.GetRootGameObjects())
-                foreach (InputField gameObject in obj.GetComponentsInChildren<InputField>(true))
-                {
-                    UnlockInput(gameObject);
-                }
-        }
-
-        void UnlockInput(InputField input)
-        {
-            input.characterLimit = 999;
-        }
-
-        #region MonoBehaviour
-        void OnEnable()
-        {
-            SceneManager.sceneLoaded += LevelFinishedLoading;
-        }
-
-        void OnDisable()
-        {
-            SceneManager.sceneLoaded -= LevelFinishedLoading;
-        }
-        #endregion
-    }
-}

+ 0 - 61
Plugins/InputUnlocker/InputUnlocker.csproj

@@ -1,61 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
-  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
-  <PropertyGroup>
-    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
-    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
-    <ProjectGuid>{379BA41B-9944-4B5A-8732-EEBAA7F05B04}</ProjectGuid>
-    <OutputType>Library</OutputType>
-    <AppDesignerFolder>Properties</AppDesignerFolder>
-    <RootNamespace>InputUnlocker</RootNamespace>
-    <AssemblyName>InputUnlocker</AssemblyName>
-    <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
-    <FileAlignment>512</FileAlignment>
-  </PropertyGroup>
-  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
-    <DebugSymbols>true</DebugSymbols>
-    <DebugType>full</DebugType>
-    <Optimize>false</Optimize>
-    <OutputPath>K:\BepInEx\</OutputPath>
-    <DefineConstants>DEBUG;TRACE</DefineConstants>
-    <ErrorReport>prompt</ErrorReport>
-    <WarningLevel>4</WarningLevel>
-  </PropertyGroup>
-  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
-    <DebugType>pdbonly</DebugType>
-    <Optimize>true</Optimize>
-    <OutputPath>K:\BepInEx\</OutputPath>
-    <DefineConstants>TRACE</DefineConstants>
-    <ErrorReport>prompt</ErrorReport>
-    <WarningLevel>4</WarningLevel>
-  </PropertyGroup>
-  <ItemGroup>
-    <Reference Include="System" />
-    <Reference Include="System.Core" />
-    <Reference Include="System.Xml.Linq" />
-    <Reference Include="System.Data.DataSetExtensions" />
-    <Reference Include="System.Data" />
-    <Reference Include="System.Xml" />
-    <Reference Include="UnityEngine, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
-      <SpecificVersion>False</SpecificVersion>
-      <HintPath>..\..\lib\UnityEngine.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-    <Reference Include="UnityEngine.UI">
-      <HintPath>..\..\lib\UnityEngine.UI.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-  </ItemGroup>
-  <ItemGroup>
-    <Compile Include="Properties\AssemblyInfo.cs" />
-    <Compile Include="InputUnlocker.cs" />
-  </ItemGroup>
-  <ItemGroup>
-    <ProjectReference Include="..\..\BepInEx\BepInEx.csproj">
-      <Project>{4ffba620-f5ed-47f9-b90c-dad1316fd9b9}</Project>
-      <Name>BepInEx</Name>
-      <Private>False</Private>
-    </ProjectReference>
-  </ItemGroup>
-  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
-</Project>

+ 0 - 36
Plugins/InputUnlocker/Properties/AssemblyInfo.cs

@@ -1,36 +0,0 @@
-using System.Reflection;
-using System.Runtime.CompilerServices;
-using System.Runtime.InteropServices;
-
-// General Information about an assembly is controlled through the following
-// set of attributes. Change these attribute values to modify the information
-// associated with an assembly.
-[assembly: AssemblyTitle("InputUnlocker")]
-[assembly: AssemblyDescription("")]
-[assembly: AssemblyConfiguration("")]
-[assembly: AssemblyCompany("")]
-[assembly: AssemblyProduct("InputUnlocker")]
-[assembly: AssemblyCopyright("Copyright ©  2018")]
-[assembly: AssemblyTrademark("")]
-[assembly: AssemblyCulture("")]
-
-// Setting ComVisible to false makes the types in this assembly not visible
-// to COM components.  If you need to access a type in this assembly from
-// COM, set the ComVisible attribute to true on that type.
-[assembly: ComVisible(false)]
-
-// The following GUID is for the ID of the typelib if this project is exposed to COM
-[assembly: Guid("379ba41b-9944-4b5a-8732-eebaa7f05b04")]
-
-// Version information for an assembly consists of the following four values:
-//
-//      Major Version
-//      Minor Version
-//      Build Number
-//      Revision
-//
-// You can specify all the values or you can default the Build and Revision Numbers
-// by using the '*' as shown below:
-// [assembly: AssemblyVersion("1.0.*")]
-[assembly: AssemblyVersion("1.0.0.0")]
-[assembly: AssemblyFileVersion("1.0.0.0")]

+ 0 - 40
Plugins/ResourceRedirector/AssetLoader.cs

@@ -1,40 +0,0 @@
-using BepInEx.Common;
-using System;
-using System.Collections.Generic;
-using System.IO;
-using System.Linq;
-using System.Text;
-using UnityEngine;
-
-namespace ResourceRedirector
-{
-    public static class AssetLoader
-    {
-        public static AudioClip LoadAudioClip(string path, AudioType type)
-        {
-            using (WWW loadGachi = new WWW(Utility.ConvertToWWWFormat(path)))
-            {
-                AudioClip clip = loadGachi.GetAudioClipCompressed(false, type);
-
-                //force single threaded loading instead of using a coroutine
-                while (!clip.isReadyToPlay) { }
-
-                return clip;
-            }
-        }
-
-        public static Texture2D LoadTexture(string path)
-        {
-            byte[] data = File.ReadAllBytes(path);
-
-            Texture2D tex = new Texture2D(2, 2);
-
-            //DDS method
-            //tex.LoadRawTextureData
-
-            tex.LoadImage(data);
-
-            return tex;
-        }
-    }
-}

+ 0 - 93
Plugins/ResourceRedirector/Hooks.cs

@@ -1,93 +0,0 @@
-using BepInEx;
-using Harmony;
-using System;
-using System.Collections.Generic;
-using System.IO;
-using System.Reflection;
-using UnityEngine;
-
-namespace ResourceRedirector
-{
-    static class Hooks
-    {
-        public static void InstallHooks()
-        {
-            var harmony = HarmonyInstance.Create("com.bepis.bepinex.resourceredirector");
-
-
-            MethodInfo original = AccessTools.Method(typeof(AssetBundleManager), "LoadAsset", new[] { typeof(string), typeof(string), typeof(Type), typeof(string) });
-
-            HarmonyMethod postfix = new HarmonyMethod(typeof(Hooks).GetMethod("LoadAssetPostHook"));
-
-            harmony.Patch(original, null, postfix);
-
-
-            original = AccessTools.Method(typeof(AssetBundleManager), "LoadAssetBundle", new[] { typeof(string), typeof(bool), typeof(string) });
-
-            postfix = new HarmonyMethod(typeof(Hooks).GetMethod("LoadAssetBundlePostHook"));
-
-            harmony.Patch(original, null, postfix);
-
-
-
-            original = AccessTools.Method(typeof(AssetBundleManager), "LoadAssetAsync", new[] { typeof(string), typeof(string), typeof(Type), typeof(string) });
-
-            postfix = new HarmonyMethod(typeof(Hooks).GetMethod("LoadAssetAsyncPostHook"));
-
-            harmony.Patch(original, null, postfix);
-
-
-
-            original = AccessTools.Method(typeof(AssetBundleManager), "LoadAllAsset", new[] { typeof(string), typeof(Type), typeof(string) });
-
-            postfix = new HarmonyMethod(typeof(Hooks).GetMethod("LoadAllAssetPostHook"));
-
-            harmony.Patch(original, null, postfix);
-        }
-
-        public static void LoadAssetPostHook(ref AssetBundleLoadAssetOperation __result, string assetBundleName, string assetName, Type type, string manifestAssetBundleName)
-        {
-            //BepInLogger.Log($"{assetBundleName} : {assetName} : {type.FullName} : {manifestAssetBundleName ?? ""}");
-
-            __result = ResourceRedirector.HandleAsset(assetBundleName, assetName, type, manifestAssetBundleName, ref __result);
-        }
-
-        public static void LoadAssetBundlePostHook(string assetBundleName, bool isAsync, string manifestAssetBundleName)
-        {
-            //BepInLogger.Log($"{assetBundleName} : {manifestAssetBundleName} : {isAsync}");
-        }
-
-        public static void LoadAssetAsyncPostHook(ref AssetBundleLoadAssetOperation __result, string assetBundleName, string assetName, Type type, string manifestAssetBundleName)
-        {
-            //BepInLogger.Log($"{assetBundleName} : {assetName} : {type.FullName} : {manifestAssetBundleName ?? ""}", true);
-
-            __result = ResourceRedirector.HandleAsset(assetBundleName, assetName, type, manifestAssetBundleName, ref __result);
-        }
-
-        public static void LoadAllAssetPostHook(ref AssetBundleLoadAssetOperation __result, string assetBundleName, Type type, string manifestAssetBundleName = null)
-        {
-            //BepInLogger.Log($"{assetBundleName} : {type.FullName} : {manifestAssetBundleName ?? ""}");
-
-            if (assetBundleName == "sound/data/systemse/brandcall/00.unity3d" ||
-                assetBundleName == "sound/data/systemse/titlecall/00.unity3d")
-            {
-                string dir = $"{BepInEx.Common.Utility.PluginsDirectory}\\introclips";
-
-                if (!Directory.Exists(dir))
-                    Directory.CreateDirectory(dir);
-
-                var files = Directory.GetFiles(dir, "*.wav");
-
-                if (files.Length == 0)
-                    return;
-
-                List<UnityEngine.Object> loadedClips = new List<UnityEngine.Object>();
-
-                foreach (string path in files)
-                    loadedClips.Add(AssetLoader.LoadAudioClip(path, AudioType.WAV));
-
-                __result = new AssetBundleLoadAssetOperationSimulation(loadedClips.ToArray());
-            }
-        }
-    }
-}

+ 0 - 46
Plugins/ResourceRedirector/Loaders/BGMLoader.cs

@@ -1,46 +0,0 @@
-using BepInEx;
-using Illusion.Game;
-using System;
-using System.Collections.Generic;
-using System.IO;
-using System.Linq;
-using System.Text;
-using UnityEngine;
-
-namespace ResourceRedirector
-{
-    static class BGMLoader
-    {
-        public static bool HandleAsset(string assetBundleName, string assetName, Type type, string manifestAssetBundleName, out AssetBundleLoadAssetOperation result)
-        {
-            if (assetName.StartsWith("bgm"))
-            {
-                string path;
-
-                switch ((BGM)int.Parse(assetName.Remove(0, 4)))
-                {
-                    case BGM.Title:
-                    default:
-                        path = $"{BepInEx.Common.Utility.PluginsDirectory}\\title.wav";
-                        break;
-                    case BGM.Custom:
-                        path = $"{BepInEx.Common.Utility.PluginsDirectory}\\custom.wav";
-                        break;
-                }
-
-                if (File.Exists(path))
-                {
-
-                    BepInLogger.Log($"Loading {path}");
-
-                    result = new AssetBundleLoadAssetOperationSimulation(AssetLoader.LoadAudioClip(path, AudioType.WAV));
-
-                    return true;
-                }
-            }
-
-            result = null;
-            return false;
-        }
-    }
-}

+ 0 - 42
Plugins/ResourceRedirector/Loaders/IntroVoiceClipLoader.cs

@@ -1,42 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Text;
-
-namespace ResourceRedirector
-{
-    public static class IntroVoiceClipLoader
-    {
-        //public static bool HandleAsset(string assetBundleName, string assetName, Type type, string manifestAssetBundleName, out AssetBundleLoadAssetOperation result)
-        //{
-        //    if (assetName.StartsWith("bgm") && type == typeof(AudioClip))
-        //    {
-        //        string path;
-
-        //        switch ((BGM)int.Parse(assetName.Remove(0, 4)))
-        //        {
-        //            case BGM.Title:
-        //            default:
-        //                path = $"{BepInEx.Common.Utility.PluginsDirectory}\\title.wav";
-        //                break;
-        //            case BGM.Custom:
-        //                path = $"{BepInEx.Common.Utility.PluginsDirectory}\\custom.wav";
-        //                break;
-        //        }
-
-        //        if (File.Exists(path))
-        //        {
-
-        //            Chainloader.Log($"Loading {path}");
-
-        //            result = new AssetBundleLoadAssetOperationSimulation(AssetLoader.LoadAudioClip(path, AudioType.WAV));
-
-        //            return true;
-        //        }
-        //    }
-
-        //    result = null;
-        //    return false;
-        //}
-    }
-}

+ 0 - 36
Plugins/ResourceRedirector/Properties/AssemblyInfo.cs

@@ -1,36 +0,0 @@
-using System.Reflection;
-using System.Runtime.CompilerServices;
-using System.Runtime.InteropServices;
-
-// General Information about an assembly is controlled through the following
-// set of attributes. Change these attribute values to modify the information
-// associated with an assembly.
-[assembly: AssemblyTitle("ResourceRedirector")]
-[assembly: AssemblyDescription("")]
-[assembly: AssemblyConfiguration("")]
-[assembly: AssemblyCompany("")]
-[assembly: AssemblyProduct("ResourceRedirector")]
-[assembly: AssemblyCopyright("Copyright ©  2018")]
-[assembly: AssemblyTrademark("")]
-[assembly: AssemblyCulture("")]
-
-// Setting ComVisible to false makes the types in this assembly not visible
-// to COM components.  If you need to access a type in this assembly from
-// COM, set the ComVisible attribute to true on that type.
-[assembly: ComVisible(false)]
-
-// The following GUID is for the ID of the typelib if this project is exposed to COM
-[assembly: Guid("3ea76ca3-45b6-4a1a-b04f-7a1a8c978af6")]
-
-// Version information for an assembly consists of the following four values:
-//
-//      Major Version
-//      Minor Version
-//      Build Number
-//      Revision
-//
-// You can specify all the values or you can default the Build and Revision Numbers
-// by using the '*' as shown below:
-// [assembly: AssemblyVersion("1.0.*")]
-[assembly: AssemblyVersion("1.0.0.0")]
-[assembly: AssemblyFileVersion("1.0.0.0")]

+ 0 - 79
Plugins/ResourceRedirector/ResourceRedirector.cs

@@ -1,79 +0,0 @@
-using BepInEx;
-using BepInEx.Common;
-using System;
-using System.Collections.Generic;
-using System.IO;
-using UnityEngine;
-
-namespace ResourceRedirector
-{
-    public class ResourceRedirector : BaseUnityPlugin
-    {
-        public override string ID => "com.bepis.bepinex.resourceredirector";
-        public override string Name => "Asset Emulator";
-        public override Version Version => new Version("1.3");
-
-        public static string EmulatedDir => Path.Combine(Utility.ExecutingDirectory, "abdata-emulated");
-
-        public static bool EmulationEnabled;
-
-
-
-        public delegate bool AssetHandler(string assetBundleName, string assetName, Type type, string manifestAssetBundleName, out AssetBundleLoadAssetOperation result);
-
-        public static List<AssetHandler> AssetResolvers = new List<AssetHandler>();
-
-
-
-        void Awake()
-        {
-            Hooks.InstallHooks();
-
-            EmulationEnabled = Directory.Exists(EmulatedDir);
-
-            AssetResolvers.Add(BGMLoader.HandleAsset);
-        }
-
-        
-        public static AssetBundleLoadAssetOperation HandleAsset(string assetBundleName, string assetName, Type type, string manifestAssetBundleName, ref AssetBundleLoadAssetOperation __result)
-        {
-            foreach (var handler in AssetResolvers)
-            {
-                if (handler.Invoke(assetBundleName, assetName, type, manifestAssetBundleName, out AssetBundleLoadAssetOperation result))
-                    return result;
-            }
-
-            //emulate asset load
-            string dir = Path.Combine(EmulatedDir, assetBundleName.Replace('/', '\\').Replace(".unity3d", ""));
-
-            if (Directory.Exists(dir))
-            {
-                if (type == typeof(Texture2D))
-                {
-                    string path = Path.Combine(dir, $"{assetName}.png");
-
-                    if (!File.Exists(path))
-                        return __result;
-
-                    BepInLogger.Log($"Loading emulated asset {path}");
-
-                    return new AssetBundleLoadAssetOperationSimulation(AssetLoader.LoadTexture(path));
-                }
-                else if (type == typeof(AudioClip))
-                {
-                    string path = Path.Combine(dir, $"{assetName}.wav");
-
-                    if (!File.Exists(path))
-                        return __result;
-
-                    BepInLogger.Log($"Loading emulated asset {path}");
-
-                    return new AssetBundleLoadAssetOperationSimulation(AssetLoader.LoadAudioClip(path, AudioType.WAV));
-                }
-            }
-
-            //otherwise return normal asset
-            return __result;
-        }
-    }
-}

+ 0 - 68
Plugins/ResourceRedirector/ResourceRedirector.csproj

@@ -1,68 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
-  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
-  <PropertyGroup>
-    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
-    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
-    <ProjectGuid>{3EA76CA3-45B6-4A1A-B04F-7A1A8C978AF6}</ProjectGuid>
-    <OutputType>Library</OutputType>
-    <AppDesignerFolder>Properties</AppDesignerFolder>
-    <RootNamespace>ResourceRedirector</RootNamespace>
-    <AssemblyName>ResourceRedirector</AssemblyName>
-    <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
-    <FileAlignment>512</FileAlignment>
-  </PropertyGroup>
-  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
-    <DebugSymbols>true</DebugSymbols>
-    <DebugType>full</DebugType>
-    <Optimize>false</Optimize>
-    <OutputPath>K:\BepInEx\</OutputPath>
-    <DefineConstants>DEBUG;TRACE</DefineConstants>
-    <ErrorReport>prompt</ErrorReport>
-    <WarningLevel>4</WarningLevel>
-  </PropertyGroup>
-  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
-    <DebugType>pdbonly</DebugType>
-    <Optimize>true</Optimize>
-    <OutputPath>K:\BepInEx\</OutputPath>
-    <DefineConstants>TRACE</DefineConstants>
-    <ErrorReport>prompt</ErrorReport>
-    <WarningLevel>4</WarningLevel>
-  </PropertyGroup>
-  <ItemGroup>
-    <Reference Include="0Harmony">
-      <HintPath>..\..\lib\0Harmony.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-    <Reference Include="Assembly-CSharp">
-      <HintPath>..\..\lib\Assembly-CSharp.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-    <Reference Include="System" />
-    <Reference Include="System.Core" />
-    <Reference Include="System.Xml.Linq" />
-    <Reference Include="System.Data.DataSetExtensions" />
-    <Reference Include="System.Data" />
-    <Reference Include="System.Xml" />
-    <Reference Include="UnityEngine">
-      <HintPath>..\..\lib\UnityEngine.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-  </ItemGroup>
-  <ItemGroup>
-    <Compile Include="AssetLoader.cs" />
-    <Compile Include="Loaders\BGMLoader.cs" />
-    <Compile Include="Hooks.cs" />
-    <Compile Include="Loaders\IntroVoiceClipLoader.cs" />
-    <Compile Include="ResourceRedirector.cs" />
-    <Compile Include="Properties\AssemblyInfo.cs" />
-  </ItemGroup>
-  <ItemGroup>
-    <ProjectReference Include="..\..\BepInEx\BepInEx.csproj">
-      <Project>{4ffba620-f5ed-47f9-b90c-dad1316fd9b9}</Project>
-      <Name>BepInEx</Name>
-      <Private>False</Private>
-    </ProjectReference>
-  </ItemGroup>
-  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
-</Project>

+ 0 - 142
Plugins/Screencap/AlphaShot.cs

@@ -1,142 +0,0 @@
-using System.Collections.Generic;
-using UnityEngine;
-
-namespace alphaShot
-{
-    //code from essu and Kenzato
-    public static class AlphaShot
-    {
-        public static byte[] Capture(int ResolutionX, int ResolutionY, int DownscalingRate, int AntiAliasing)
-        {
-            //File.WriteAllLines(GameObject.FindObjectsOfType<SkinnedMeshRenderer>().Select(x => x.material.shader.name).Distinct().OrderBy(x => x).ToArray();
-            var c = Camera.main;
-
-            var t1 = PerformCapture(true, ResolutionX * DownscalingRate, ResolutionY * DownscalingRate, AntiAliasing);
-            var t2 = PerformCapture(false, ResolutionX * DownscalingRate, ResolutionY * DownscalingRate, AntiAliasing);
-
-
-            var p1 = t1.GetPixels();
-            var p2 = t2.GetPixels();
-
-            for (int i = 0; i < p1.Length; i++)
-            {
-                var pp1 = p1[i];
-                var pp2 = p2[i];
-
-                var pp1a = pp1.a;
-                var pp2a = pp2.a;
-
-                pp1.a = 1.0f;
-                pp2.a = 1.0f;
-                p1[i] = Color.Lerp(pp1, pp2, pp2a);
-                p1[i].a = Mathf.Clamp01(pp2a * 4);
-            }
-            t1.SetPixels(p1);
-            t1.Apply();
-
-            TextureScale.Bilinear(t1, ResolutionX, ResolutionY);
-
-            byte[] output = t1.EncodeToPNG();
-
-            GameObject.Destroy(t1);
-            GameObject.Destroy(t2);
-
-            return output;
-        }
-
-        public static Texture2D PerformCapture(bool captureAlphaOnly, int ResolutionX, int ResolutionY, int AntiAliasing)
-        {
-            var go = new GameObject();
-            Camera RenderCam = go.AddComponent<Camera>();
-            RenderCam.CopyFrom(Camera.main);
-            CopyComponents(Camera.main.gameObject, RenderCam.gameObject);
-            
-            var backRenderTexture = RenderCam.targetTexture;
-            var backRect = RenderCam.rect;
-
-            var oldBackground = RenderCam.backgroundColor;
-            var oldFlags = RenderCam.clearFlags;
-
-            var width = ResolutionX;
-            var height = ResolutionY;
-            var tex = new Texture2D(width, height, TextureFormat.ARGB32, false);
-
-            var rt = RenderTexture.GetTemporary(width, height, 32, RenderTextureFormat.Default, RenderTextureReadWrite.Default, AntiAliasing);
-
-            var lst = new List<SkinnedMeshRenderer>();
-            if (captureAlphaOnly)
-            {
-                Graphics.SetRenderTarget(rt);
-                GL.Clear(true, true, Color.clear);
-                Graphics.SetRenderTarget(null);
-            }
-            else
-            {
-                foreach (var smr in GameObject.FindObjectsOfType<SkinnedMeshRenderer>())
-                    if (smr.enabled)
-                    {
-                        //if (smr.material.renderQueue > 2500 || smr.material.renderQueue == -1 && smr.material.shader.renderQueue > 2500)
-                        if (smr.material.shader.name == "Shader Forge/PBRsp_alpha" ||
-                            smr.material.shader.name == "Shader Forge/PBRsp_alpha_culloff" ||
-                            smr.material.shader.name == "Shader Forge/PBRsp_texture_alpha" ||
-                            smr.material.shader.name == "Shader Forge/PBRsp_texture_alpha_culloff" ||
-                            smr.material.shader.name == "Unlit/Transparent")
-                        {
-                            lst.Add(smr);
-                            smr.enabled = false;
-                        }
-                    }
-            }
-
-            RenderCam.backgroundColor = new Color(0f, 0f, 0f, 0f);
-            RenderCam.clearFlags = captureAlphaOnly ? CameraClearFlags.Depth : CameraClearFlags.Color;
-            RenderCam.targetTexture = rt;
-            RenderCam.rect = new Rect(0, 0, 1f, 1f);
-            RenderCam.Render();
-            RenderCam.targetTexture = backRenderTexture;
-            RenderCam.rect = backRect;
-            RenderTexture.active = rt;
-            tex.ReadPixels(new Rect(0f, 0f, width, height), 0, 0);
-            tex.Apply();
-            RenderTexture.active = null;
-
-            RenderCam.backgroundColor = oldBackground;
-            RenderCam.clearFlags = oldFlags;
-
-            RenderTexture.ReleaseTemporary(rt);
-
-            foreach (var smr in lst)
-                smr.enabled = true;
-            return tex;
-        }
-
-        static void CopyComponents(GameObject original, GameObject target)
-        {
-            foreach (Component component in original.GetComponents<Component>())
-            {
-                var newComponent = CopyComponent(component, target);
-
-                if (component is MonoBehaviour)
-                {
-                    var behavior = (MonoBehaviour)component;
-
-                    (newComponent as MonoBehaviour).enabled = behavior.enabled;
-                }
-            }
-        }
-
-        //https://answers.unity.com/questions/458207/copy-a-component-at-runtime.html
-        static Component CopyComponent(Component original, GameObject destination)
-        {
-            System.Type type = original.GetType();
-            Component copy = destination.AddComponent(type);
-            // Copied fields can be restricted with BindingFlags
-            System.Reflection.FieldInfo[] fields = type.GetFields();
-            foreach (System.Reflection.FieldInfo field in fields)
-            {
-                field.SetValue(copy, field.GetValue(original));
-            }
-            return copy;
-        }
-    }
-}

+ 0 - 74
Plugins/Screencap/LegacyRenderer.cs

@@ -1,74 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Text;
-using UnityEngine;
-
-namespace Screencap
-{
-    public static class LegacyRenderer
-    {
-        public static byte[] RenderCamera(int ResolutionX, int ResolutionY, int DownscalingRate, int AntiAliasing)
-        {
-            var go = new GameObject();
-            Camera renderCam = go.AddComponent<Camera>();
-            renderCam.CopyFrom(Camera.main);
-            CopyComponents(Camera.main.gameObject, renderCam.gameObject);
-
-            renderCam.targetTexture = new RenderTexture(ResolutionX * DownscalingRate, ResolutionY * DownscalingRate, 32); //((int)cam.pixelRect.width, (int)cam.pixelRect.height, 32);
-            renderCam.aspect = renderCam.targetTexture.width / (float)renderCam.targetTexture.height;
-            renderCam.targetTexture.antiAliasing = AntiAliasing;
-
-            RenderTexture currentRT = RenderTexture.active;
-            RenderTexture.active = renderCam.targetTexture;
-
-            renderCam.clearFlags = CameraClearFlags.Skybox;
-
-            renderCam.Render();
-            Texture2D image = new Texture2D(ResolutionX * DownscalingRate, ResolutionY * DownscalingRate);
-            image.ReadPixels(new Rect(0, 0, ResolutionX * DownscalingRate, ResolutionY * DownscalingRate), 0, 0);
-
-            TextureScale.Bilinear(image, ResolutionX, ResolutionY);
-
-            image.Apply();
-            RenderTexture.active = currentRT;
-            GameObject.Destroy(renderCam.targetTexture);
-            GameObject.Destroy(renderCam);
-
-            byte[] result = image.EncodeToPNG();
-
-            GameObject.Destroy(image);
-
-            return result;
-        }
-
-        static void CopyComponents(GameObject original, GameObject target)
-        {
-            foreach (Component component in original.GetComponents<Component>())
-            {
-                var newComponent = CopyComponent(component, target);
-
-                if (component is MonoBehaviour)
-                {
-                    var behavior = (MonoBehaviour)component;
-
-                    (newComponent as MonoBehaviour).enabled = behavior.enabled;
-                }
-            }
-        }
-
-        //https://answers.unity.com/questions/458207/copy-a-component-at-runtime.html
-        static Component CopyComponent(Component original, GameObject destination)
-        {
-            System.Type type = original.GetType();
-            Component copy = destination.AddComponent(type);
-            // Copied fields can be restricted with BindingFlags
-            System.Reflection.FieldInfo[] fields = type.GetFields();
-            foreach (System.Reflection.FieldInfo field in fields)
-            {
-                field.SetValue(copy, field.GetValue(original));
-            }
-            return copy;
-        }
-    }
-}

+ 0 - 36
Plugins/Screencap/Properties/AssemblyInfo.cs

@@ -1,36 +0,0 @@
-using System.Reflection;
-using System.Runtime.CompilerServices;
-using System.Runtime.InteropServices;
-
-// General Information about an assembly is controlled through the following
-// set of attributes. Change these attribute values to modify the information
-// associated with an assembly.
-[assembly: AssemblyTitle("Screencap")]
-[assembly: AssemblyDescription("")]
-[assembly: AssemblyConfiguration("")]
-[assembly: AssemblyCompany("")]
-[assembly: AssemblyProduct("Screencap")]
-[assembly: AssemblyCopyright("Copyright ©  2018")]
-[assembly: AssemblyTrademark("")]
-[assembly: AssemblyCulture("")]
-
-// Setting ComVisible to false makes the types in this assembly not visible
-// to COM components.  If you need to access a type in this assembly from
-// COM, set the ComVisible attribute to true on that type.
-[assembly: ComVisible(false)]
-
-// The following GUID is for the ID of the typelib if this project is exposed to COM
-[assembly: Guid("6a9d08c0-4482-4d1a-9368-9f41b7126f9e")]
-
-// Version information for an assembly consists of the following four values:
-//
-//      Major Version
-//      Minor Version
-//      Build Number
-//      Revision
-//
-// You can specify all the values or you can default the Build and Revision Numbers
-// by using the '*' as shown below:
-// [assembly: AssemblyVersion("1.0.*")]
-[assembly: AssemblyVersion("1.0.0.0")]
-[assembly: AssemblyFileVersion("1.0.0.0")]

+ 0 - 62
Plugins/Screencap/Screencap.csproj

@@ -1,62 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
-  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
-  <PropertyGroup>
-    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
-    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
-    <ProjectGuid>{6A9D08C0-4482-4D1A-9368-9F41B7126F9E}</ProjectGuid>
-    <OutputType>Library</OutputType>
-    <AppDesignerFolder>Properties</AppDesignerFolder>
-    <RootNamespace>Screencap</RootNamespace>
-    <AssemblyName>Screencap</AssemblyName>
-    <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
-    <FileAlignment>512</FileAlignment>
-  </PropertyGroup>
-  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
-    <DebugSymbols>true</DebugSymbols>
-    <DebugType>full</DebugType>
-    <Optimize>false</Optimize>
-    <OutputPath>K:\BepInEx\</OutputPath>
-    <DefineConstants>DEBUG;TRACE</DefineConstants>
-    <ErrorReport>prompt</ErrorReport>
-    <WarningLevel>4</WarningLevel>
-  </PropertyGroup>
-  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
-    <DebugType>pdbonly</DebugType>
-    <Optimize>true</Optimize>
-    <OutputPath>K:\BepInEx\</OutputPath>
-    <DefineConstants>TRACE</DefineConstants>
-    <ErrorReport>prompt</ErrorReport>
-    <WarningLevel>4</WarningLevel>
-  </PropertyGroup>
-  <ItemGroup>
-    <Reference Include="Assembly-CSharp">
-      <HintPath>..\..\lib\Assembly-CSharp.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-    <Reference Include="System" />
-    <Reference Include="System.Core" />
-    <Reference Include="System.Xml.Linq" />
-    <Reference Include="System.Data.DataSetExtensions" />
-    <Reference Include="System.Data" />
-    <Reference Include="System.Xml" />
-    <Reference Include="UnityEngine">
-      <HintPath>..\..\lib\UnityEngine.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-  </ItemGroup>
-  <ItemGroup>
-    <Compile Include="AlphaShot.cs" />
-    <Compile Include="LegacyRenderer.cs" />
-    <Compile Include="ScreenshotManager.cs" />
-    <Compile Include="Properties\AssemblyInfo.cs" />
-  </ItemGroup>
-  <ItemGroup>
-    <ProjectReference Include="..\..\BepInEx\BepInEx.csproj">
-      <Project>{4ffba620-f5ed-47f9-b90c-dad1316fd9b9}</Project>
-      <Name>BepInEx</Name>
-      <Private>False</Private>
-    </ProjectReference>
-  </ItemGroup>
-  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
-</Project>

+ 0 - 239
Plugins/Screencap/ScreenshotManager.cs

@@ -1,239 +0,0 @@
-using alphaShot;
-using BepInEx;
-using BepInEx.Common;
-using Illusion.Game;
-using System;
-using System.Collections;
-using System.IO;
-using UnityEngine;
-
-namespace Screencap
-{
-    public class ScreenshotManager : BaseUnityPlugin
-    {
-        public override string ID => "com.bepis.bepinex.screenshotmanager";
-        public override string Name => "Screenshot Manager";
-        public override Version Version => new Version("2.0");
-
-        Event ScreenKeyEvent = Event.KeyboardEvent("f9");
-        Event CharacterKeyEvent = Event.KeyboardEvent("f11");
-        Event CharacterSettingsKeyEvent = Event.KeyboardEvent("#f11");
-
-
-
-        private string screenshotDir = Utility.CombinePaths(Utility.ExecutingDirectory, "UserData", "cap");
-
-        #region Config properties
-
-        private int ResolutionX
-        {
-            get => int.Parse(this.GetEntry("resolution-x", "1024"));
-            set => this.SetEntry("resolution-x", value.ToString());
-        }
-
-        private int ResolutionY
-        {
-            get => int.Parse(this.GetEntry("resolution-y", "1024"));
-            set => this.SetEntry("resolution-y", value.ToString());
-        }
-        
-        private int AntiAliasing
-        {
-            get => int.Parse(this.GetEntry("antialiasing", "4"));
-            set => this.SetEntry("antialiasing", value.ToString());
-        }
-
-        private int DownscalingRate
-        {
-            get => int.Parse(this.GetEntry("downscalerate", "1"));
-            set => this.SetEntry("downscalerate", value.ToString());
-        }
-
-        private int RenderMethod
-        {
-            get => int.Parse(this.GetEntry("rendermethod", "1"));
-            set => this.SetEntry("rendermethod", value.ToString());
-        }
-
-        #endregion
-
-
-        void Awake()
-        {
-            if (!Directory.Exists(screenshotDir))
-                Directory.CreateDirectory(screenshotDir);
-        }
-
-        void Update()
-        {
-            if (UnityEngine.Event.current.Equals(CharacterSettingsKeyEvent))
-            {
-                showingUI = !showingUI;
-            }
-            else if (UnityEngine.Event.current.Equals(ScreenKeyEvent))
-            {
-                string filename = Path.Combine(screenshotDir, $"Koikatsu -{DateTime.Now.ToString("yyyy-MM-dd-HH-mm-ss")}.png");
-                StartCoroutine(TakeScreenshot(filename));
-            }
-            else if (UnityEngine.Event.current.Equals(CharacterKeyEvent))
-            {
-                string filename = Path.Combine(screenshotDir, $"Koikatsu Char-{DateTime.Now.ToString("yyyy-MM-dd-HH-mm-ss")}.png");
-                TakeCharScreenshot(filename);
-            }
-        }
-
-
-        IEnumerator TakeScreenshot(string filename)
-        {
-            Application.CaptureScreenshot(filename);
-            Illusion.Game.Utils.Sound.Play(SystemSE.photo);
-
-            while (!File.Exists(filename))
-                yield return new WaitForSeconds(0.01f);
-
-            BepInLogger.Log($"Screenshot saved to {filename}", true);
-        }
-
-        void TakeCharScreenshot(string filename)
-        {
-            Camera.main.backgroundColor = Color.clear;
-
-            switch (RenderMethod)
-            {
-                case 0: //legacy
-                default:
-                    File.WriteAllBytes(filename, LegacyRenderer.RenderCamera(ResolutionX, ResolutionY, DownscalingRate, AntiAliasing));
-                    break;
-                //case 1: //alphashot
-                //    File.WriteAllBytes(filename, AlphaShot.Capture(ResolutionX, ResolutionY, DownscalingRate, AntiAliasing));
-                //    break;
-            }
-
-            Illusion.Game.Utils.Sound.Play(SystemSE.photo);
-            BepInLogger.Log($"Character screenshot saved to {filename}", true);
-        }
-
-
-        #region UI
-        private Rect UI = new Rect(20, 20, 160, 250);
-        private bool showingUI = false;
-
-        void OnGUI()
-        {
-            if (showingUI)
-                UI = GUI.Window(Name.GetHashCode() + 0, UI, WindowFunction, "Rendering settings");
-        }
-
-        void WindowFunction(int windowID)
-        {
-            GUI.Label(new Rect(0, 20, 160, 20), "Output resolution", new GUIStyle
-            {
-                alignment = TextAnchor.MiddleCenter,
-                normal = new GUIStyleState
-                {
-                    textColor = Color.white
-                }
-            });
-
-            GUI.Label(new Rect(0, 40, 160, 20), "x", new GUIStyle
-            {
-                alignment = TextAnchor.MiddleCenter,
-                normal = new GUIStyleState
-                {
-                    textColor = Color.white
-                }
-            });
-
-            string resX = GUI.TextField(new Rect(10, 40, 60, 20), ResolutionX.ToString());
-
-            string resY = GUI.TextField(new Rect(90, 40, 60, 20), ResolutionY.ToString());
-
-            bool screenSize = GUI.Button(new Rect(10, 65, 140, 20), "Set to screen size");
-
-
-            GUI.Label(new Rect(0, 90, 160, 20), "Downscaling rate", new GUIStyle
-            {
-                alignment = TextAnchor.MiddleCenter,
-                normal = new GUIStyleState
-                {
-                    textColor = Color.white
-                }
-            });
-
-
-            int downscale = (int)Math.Round(GUI.HorizontalSlider(new Rect(10, 113, 120, 20), DownscalingRate, 1, 4));
-
-            GUI.Label(new Rect(0, 110, 150, 20), $"{downscale}x", new GUIStyle
-            {
-                alignment = TextAnchor.UpperRight,
-                normal = new GUIStyleState
-                {
-                    textColor = Color.white
-                }
-            });
-
-
-            GUI.Label(new Rect(0, 130, 160, 20), "Antialiasing", new GUIStyle
-            {
-                alignment = TextAnchor.MiddleCenter,
-                normal = new GUIStyleState
-                {
-                    textColor = Color.white
-                }
-            });
-
-
-            int antia = (int)Math.Round(GUI.HorizontalSlider(new Rect(10, 153, 120, 20), AntiAliasing, 1, 16));
-
-            GUI.Label(new Rect(0, 150, 154, 20), $"{antia}x", new GUIStyle
-            {
-                alignment = TextAnchor.UpperRight,
-                normal = new GUIStyleState
-                {
-                    textColor = Color.white
-                }
-            });
-
-
-            GUI.Label(new Rect(0, 170, 160, 20), "Render method", new GUIStyle
-            {
-                alignment = TextAnchor.MiddleCenter,
-                normal = new GUIStyleState
-                {
-                    textColor = Color.white
-                }
-            });
-
-            int renderMethod = GUI.SelectionGrid(new Rect(10, 190, 140, 50), RenderMethod, new[] { "Legacy", "AlphaShot" }, 1);
-
-
-
-            if (GUI.changed)
-            {
-                BepInEx.Config.SaveOnConfigSet = false;
-
-                if (int.TryParse(resX, out int x))
-                    ResolutionX = Mathf.Clamp(x, 2, 4096);
-
-                if (int.TryParse(resY, out int y))
-                    ResolutionY = Mathf.Clamp(y, 2, 4096);
-
-                if (screenSize)
-                {
-                    ResolutionX = Screen.width;
-                    ResolutionY = Screen.height;
-                }
-
-                DownscalingRate = downscale;
-                AntiAliasing = antia;
-                RenderMethod = renderMethod;
-
-                BepInEx.Config.SaveOnConfigSet = true;
-                BepInEx.Config.SaveConfig();
-            }
-
-            GUI.DragWindow();
-        }
-        #endregion
-    }
-}

+ 0 - 178
Plugins/SliderUnlocker/Hooks.cs

@@ -1,178 +0,0 @@
-using ChaCustom;
-using Harmony;
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Reflection;
-using UnityEngine;
-
-namespace SliderUnlocker
-{
-    public static class Hooks
-    {
-        public static void InstallHooks()
-        {
-            var harmony = HarmonyInstance.Create("com.bepis.bepinex.sliderunlocker");
-
-            MethodInfo original = AccessTools.Method(typeof(CustomBase), "ConvertTextFromRate");
-
-            HarmonyMethod postfix = new HarmonyMethod(typeof(Hooks).GetMethod("ConvertTextFromRateHook"));
-
-            harmony.Patch(original, null, postfix);
-
-
-
-            original = AccessTools.Method(typeof(CustomBase), "ConvertRateFromText");
-
-            postfix = new HarmonyMethod(typeof(Hooks).GetMethod("ConvertRateFromTextHook"));
-
-            harmony.Patch(original, null, postfix);
-
-
-
-            original = AccessTools.Method(typeof(Mathf), "Clamp", new Type[] { typeof(float), typeof(float), typeof(float) });
-
-            postfix = new HarmonyMethod(typeof(Hooks).GetMethod("MathfClampHook"));
-
-            harmony.Patch(original, null, postfix);
-
-
-
-
-            original = typeof(AnimationKeyInfo).GetMethods().Where(x => x.Name.Contains("GetInfo")).ToArray()[0];
-
-            var prefix = new HarmonyMethod(typeof(Hooks).GetMethod("GetInfoSingularPreHook"));
-
-            postfix = new HarmonyMethod(typeof(Hooks).GetMethod("GetInfoSingularPostHook"));
-
-            harmony.Patch(original, prefix, postfix);
-
-
-
-            original = typeof(AnimationKeyInfo).GetMethods().Where(x => x.Name.Contains("GetInfo")).ToArray()[1];
-
-            prefix = new HarmonyMethod(typeof(Hooks).GetMethod("GetInfoPreHook"));
-
-            postfix = new HarmonyMethod(typeof(Hooks).GetMethod("GetInfoPostHook"));
-
-            harmony.Patch(original, prefix, postfix);
-        }
-
-        private static FieldInfo akf_dictInfo = (typeof(AnimationKeyInfo).GetField("dictInfo", BindingFlags.NonPublic | BindingFlags.Instance));
-
-        public static void ConvertTextFromRateHook(ref string __result, int min, int max, float value)
-        {
-            if (min == 0 && max == 100)
-                __result = Math.Round(100 * value).ToString();
-        }
-
-        public static void ConvertRateFromTextHook(ref float __result, int min, int max, string buf)
-        {
-            if (min == 0 && max == 100)
-            {
-                if (buf.IsNullOrEmpty())
-                {
-                    __result = 0f;
-                }
-                else
-                {
-                    if (!float.TryParse(buf, out float val))
-                    {
-                        __result = 0f;
-                    }
-                    else
-                    {
-                        __result = val / 100;
-                    }
-                }
-            }
-        }
-
-        public static void MathfClampHook(ref float __result, float value, float min, float max)
-        {
-            if (min == 0f && max == 100f)
-                __result = value;
-        }
-
-        public static void GetInfoPreHook(ref float __state, string name, ref float rate, ref Vector3[] value, bool[] flag)
-        {
-            __state = rate;
-
-            if (rate > 1)
-                rate = 1f;
-
-
-            if (rate < 0)
-                rate = 0f;
-        }
-
-        public static void GetInfoSingularPreHook(ref float __state, string name, ref float rate, ref Vector3 value, byte type)
-        {
-            __state = rate;
-
-            if (rate > 1)
-                rate = 1f;
-
-
-            if (rate < 0)
-                rate = 0f;
-        }
-
-        public static void GetInfoSingularPostHook(AnimationKeyInfo __instance, bool __result, float __state, string name, float rate, ref Vector3 value, byte type)
-        {
-            if (!__result)
-                return;
-
-            rate = __state;
-
-            if (rate < 0f || rate > 1f)
-            {
-                var dictInfo = (Dictionary<string, List<AnimationKeyInfo.AnmKeyInfo>>)akf_dictInfo.GetValue(__instance);
-
-                List<AnimationKeyInfo.AnmKeyInfo> list = dictInfo[name];
-
-                switch (type)
-                {
-                    case 0:
-                        value = SliderMath.CalculatePosition(list, rate);
-                        break;
-                    case 1:
-                        value = SliderMath.SafeCalculateRotation(value, name, list, rate);
-                        break;
-                    default:
-                        value = SliderMath.CalculateScale(list, rate);
-                        break;
-                }
-            }
-        }
-
-        public static void GetInfoPostHook(AnimationKeyInfo __instance, bool __result, float __state, string name, float rate, ref Vector3[] value, bool[] flag)
-        {
-            if (!__result)
-                return;
-
-            rate = __state;
-
-            if (rate < 0f || rate > 1f)
-            {
-                var dictInfo = (Dictionary<string, List<AnimationKeyInfo.AnmKeyInfo>>)akf_dictInfo.GetValue(__instance);
-
-                List<AnimationKeyInfo.AnmKeyInfo> list = dictInfo[name];
-
-
-                if (flag[0])
-                {
-                    value[0] = SliderMath.CalculatePosition(list, rate);
-                }
-                if (flag[1])
-                {
-                    value[1] = SliderMath.SafeCalculateRotation(value[1], name, list, rate);
-                }
-                if (flag[2])
-                {
-                    value[2] = SliderMath.CalculateScale(list, rate);
-                }
-            }
-        }
-    }
-}

+ 0 - 36
Plugins/SliderUnlocker/Properties/AssemblyInfo.cs

@@ -1,36 +0,0 @@
-using System.Reflection;
-using System.Runtime.CompilerServices;
-using System.Runtime.InteropServices;
-
-// General Information about an assembly is controlled through the following
-// set of attributes. Change these attribute values to modify the information
-// associated with an assembly.
-[assembly: AssemblyTitle("SliderUnlocker")]
-[assembly: AssemblyDescription("")]
-[assembly: AssemblyConfiguration("")]
-[assembly: AssemblyCompany("")]
-[assembly: AssemblyProduct("SliderUnlocker")]
-[assembly: AssemblyCopyright("Copyright ©  2018")]
-[assembly: AssemblyTrademark("")]
-[assembly: AssemblyCulture("")]
-
-// Setting ComVisible to false makes the types in this assembly not visible
-// to COM components.  If you need to access a type in this assembly from
-// COM, set the ComVisible attribute to true on that type.
-[assembly: ComVisible(false)]
-
-// The following GUID is for the ID of the typelib if this project is exposed to COM
-[assembly: Guid("9db058d4-cf5a-4280-9150-a62c22fc3cb0")]
-
-// Version information for an assembly consists of the following four values:
-//
-//      Major Version
-//      Minor Version
-//      Build Number
-//      Revision
-//
-// You can specify all the values or you can default the Build and Revision Numbers
-// by using the '*' as shown below:
-// [assembly: AssemblyVersion("1.0.*")]
-[assembly: AssemblyVersion("1.0.0.0")]
-[assembly: AssemblyFileVersion("1.0.0.0")]

+ 0 - 87
Plugins/SliderUnlocker/SliderMath.cs

@@ -1,87 +0,0 @@
-using System.Collections.Generic;
-using UnityEngine;
-using static AnimationKeyInfo;
-
-namespace SliderUnlocker
-{
-    public static class SliderMath
-    {
-        public static Vector3 CalculateScale(List<AnmKeyInfo> list, float rate)
-        {
-            Vector3 min = list[0].scl;
-            Vector3 max = list[list.Count - 1].scl;
-
-            return min + (max - min) * rate;
-        }
-
-        public static Vector3 CalculatePosition(List<AnmKeyInfo> list, float rate)
-        {
-            Vector3 min = list[0].pos;
-            Vector3 max = list[list.Count - 1].pos;
-
-            return min + (max - min) * rate;
-        }
-
-        public static Vector3 CalculateRotation(List<AnmKeyInfo> list, float rate)
-        {
-            Vector3 rot1 = list[0].rot;
-            Vector3 rot2 = list[1].rot;
-            Vector3 rot3 = list[list.Count - 1].rot;
-
-            Vector3 vector = rot2 - rot1;
-            Vector3 vector2 = rot3 - rot1;
-
-            bool xFlag = vector.x >= 0f;
-            bool yFlag = vector.y >= 0f;
-            bool zFlag = vector.z >= 0f;
-
-            if (vector2.x > 0f && !xFlag)
-            {
-                vector2.x -= 360f;
-            }
-            else if (vector2.x < 0f && xFlag)
-            {
-                vector2.x += 360f;
-            }
-
-            if (vector2.y > 0f && !yFlag)
-            {
-                vector2.y -= 360f;
-            }
-            else if (vector2.y < 0f && yFlag)
-            {
-                vector2.y += 360f;
-            }
-
-            if (vector2.z > 0f && !zFlag)
-            {
-                vector2.z -= 360f;
-            }
-            else if (vector2.z < 0f && zFlag)
-            {
-                vector2.z += 360f;
-            }
-
-
-            if (rate < 0f)
-            {
-                return rot1 - vector2 * Mathf.Abs(rate);
-            }
-
-            return rot3 + vector2 * Mathf.Abs(rate - 1f);
-        }
-
-        public static Vector3 SafeCalculateRotation(Vector3 original, string name, List<AnmKeyInfo> list, float rate)
-        {
-            if (!(name.StartsWith("cf_a_bust") && name.EndsWith("_size")) && //breast fix
-                        !(name.Contains("thigh") && name.Contains("01"))) //thigh fix
-            {
-                return CalculateRotation(list, rate);
-            }
-            else
-            {
-                return original;
-            }
-        }
-    }
-}

+ 0 - 86
Plugins/SliderUnlocker/SliderUnlocker.cs

@@ -1,86 +0,0 @@
-using BepInEx;
-using ChaCustom;
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Reflection;
-using UnityEngine;
-using UnityEngine.SceneManagement;
-using UnityEngine.UI;
-
-namespace SliderUnlocker
-{
-    public class SliderUnlocker : BaseUnityPlugin
-    {
-        public override string ID => "com.bepis.bepinex.sliderunlocker";
-        public override string Name => "Slider Unlocker";
-        public override Version Version => new Version("1.5");
-
-        public static float Minimum = -1.0f;
-        public static float Maximum = 2.0f;
-
-        void Awake()
-        {
-            Hooks.InstallHooks();
-        }
-
-        void LevelFinishedLoading(Scene scene, LoadSceneMode mode)
-        {
-            SetAllSliders(scene, Minimum, Maximum);
-        }
-
-
-        public void SetAllSliders(Scene scene, float minimum, float maximum)
-        {
-            List<object> cvsInstances = new List<object>();
-
-            Assembly illusion = typeof(CvsAccessory).Assembly;
-
-            var sceneObjects = scene.GetRootGameObjects();
-
-            foreach (Type type in illusion.GetTypes())
-            {
-                if (type.Name.ToUpper().StartsWith("CVS") &&
-                    type != typeof(CvsDrawCtrl) &&
-                    type != typeof(CvsColor))
-                {
-                    foreach (var obj in sceneObjects)
-                    {
-                        cvsInstances.AddRange(obj.GetComponentsInChildren(type));
-                    }
-                }
-
-            }
-                
-            foreach (object cvs in cvsInstances)
-            {
-                if (cvs == null)
-                    continue;
-
-                var fields = cvs.GetType().GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public)
-                                    .Where(x => typeof(Slider).IsAssignableFrom(x.FieldType));
-
-                foreach (Slider slider in fields.Select(x => x.GetValue(cvs)))
-                {
-                    if (slider == null)
-                        continue;
-
-                    slider.minValue = minimum;
-                    slider.maxValue = maximum;
-                }
-            }
-        }
-
-        #region MonoBehaviour
-        void OnEnable()
-        {
-            SceneManager.sceneLoaded += LevelFinishedLoading;
-        }
-
-        void OnDisable()
-        {
-            SceneManager.sceneLoaded -= LevelFinishedLoading;
-        }
-        #endregion
-    }
-}

+ 0 - 74
Plugins/SliderUnlocker/SliderUnlocker.csproj

@@ -1,74 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
-  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
-  <PropertyGroup>
-    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
-    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
-    <ProjectGuid>{9DB058D4-CF5A-4280-9150-A62C22FC3CB0}</ProjectGuid>
-    <OutputType>Library</OutputType>
-    <AppDesignerFolder>Properties</AppDesignerFolder>
-    <RootNamespace>SliderUnlocker</RootNamespace>
-    <AssemblyName>SliderUnlocker</AssemblyName>
-    <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
-    <FileAlignment>512</FileAlignment>
-  </PropertyGroup>
-  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
-    <DebugSymbols>true</DebugSymbols>
-    <DebugType>full</DebugType>
-    <Optimize>false</Optimize>
-    <OutputPath>K:\BepInEx\</OutputPath>
-    <DefineConstants>DEBUG;TRACE</DefineConstants>
-    <ErrorReport>prompt</ErrorReport>
-    <WarningLevel>4</WarningLevel>
-  </PropertyGroup>
-  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
-    <DebugType>pdbonly</DebugType>
-    <Optimize>true</Optimize>
-    <OutputPath>K:\BepInEx\</OutputPath>
-    <DefineConstants>TRACE</DefineConstants>
-    <ErrorReport>prompt</ErrorReport>
-    <WarningLevel>4</WarningLevel>
-  </PropertyGroup>
-  <ItemGroup>
-    <Reference Include="0Harmony">
-      <HintPath>..\..\lib\0Harmony.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-    <Reference Include="Assembly-CSharp">
-      <HintPath>..\..\lib\Assembly-CSharp.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-    <Reference Include="System" />
-    <Reference Include="System.Core" />
-    <Reference Include="System.Xml.Linq" />
-    <Reference Include="System.Data.DataSetExtensions" />
-    <Reference Include="System.Data" />
-    <Reference Include="System.Xml" />
-    <Reference Include="TextMeshPro-1.0.55.56.0b12">
-      <HintPath>..\..\lib\TextMeshPro-1.0.55.56.0b12.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-    <Reference Include="UnityEngine">
-      <HintPath>..\..\lib\UnityEngine.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-    <Reference Include="UnityEngine.UI">
-      <HintPath>..\..\lib\UnityEngine.UI.dll</HintPath>
-      <Private>False</Private>
-    </Reference>
-  </ItemGroup>
-  <ItemGroup>
-    <Compile Include="Hooks.cs" />
-    <Compile Include="SliderMath.cs" />
-    <Compile Include="SliderUnlocker.cs" />
-    <Compile Include="Properties\AssemblyInfo.cs" />
-  </ItemGroup>
-  <ItemGroup>
-    <ProjectReference Include="..\..\BepInEx\BepInEx.csproj">
-      <Project>{4ffba620-f5ed-47f9-b90c-dad1316fd9b9}</Project>
-      <Name>BepInEx</Name>
-      <Private>False</Private>
-    </ProjectReference>
-  </ItemGroup>
-  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
-</Project>