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var shaderList = new List<string>(); | |
var shaders = Resources.FindObjectsOfTypeAll<Shader>(); | |
for (uint i = 0; i < shaders.Length; i++) | |
{ | |
var shader = shaders[i]; | |
if (shader == null) continue; | |
Debug.Log(shader); | |
shaderList.Add(shader.ToString()); | |
} | |
shaderList.Sort(); |
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public static void LoadAllShaders() | |
{ | |
var path1 = Path.Combine(DataLocation.localApplicationData, "sunshaftsshader"); | |
var path2 = Path.Combine(DataLocation.localApplicationData, "simpleclearshader"); | |
var loadBundleRequest = WWW.LoadFromCacheOrDownload(Path.Combine("file://", path1), 0); | |
var loadedBundle = loadBundleRequest?.assetBundle; | |
var loadAssetsRequest = loadedBundle.LoadAsset("SunShaftsComposite.shader", typeof(GameObject)); | |
SimpleClearShader.shader = loadAssetsRequest as Shader; | |
Instantiate(SimpleClearShader.shader); | |
loadedBundle.Unload(false); |
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using ColossalFramework.IO; | |
using ColossalFramework.Plugins; | |
using ColossalFramework.UI; | |
using ICities; | |
using System; | |
using System.IO; | |
using System.Reflection; | |
using System.Xml.Serialization; | |
using UnityEngine; |
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var propsList = new List<string>(); | |
var props = Resources.FindObjectsOfTypeAll<PropInfo>(); | |
for (uint i = 0; i < props.Length; i++) | |
{ | |
var prop = props[i]; | |
if (prop == null) continue; | |
Debug.Log(prop); | |
propsList.Add(prop.ToString() + ". Category: " + prop.category + ". Class: " + prop.m_class + ". Name: " + prop.name); | |
} | |
propsList.Sort(); |
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var renderersList = new List<string>(); | |
var renderers = Resources.FindObjectsOfTypeAll<Renderer>(); | |
for (uint i = 0; i < renderers.Length; i++) | |
{ | |
var renderer = renderers[i]; | |
if (renderer == null) continue; | |
Debug.Log(renderer.ToString()); | |
renderersList.Add(renderer.ToString() + ". Material: " + renderer.material.ToString() + ". Materials: " + renderer.materials.ToString() + ". Name: " + renderer.name.ToString()); | |
} | |
renderersList.Sort(); |
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var propsList = new List<string>(); | |
var props = Resources.FindObjectsOfTypeAll<PropInfo>(); | |
for (uint i = 0; i < props.Length; i++) | |
{ | |
var prop = props[i]; | |
if (prop == null || !prop.m_isDecal) continue; | |
prop. | |
Debug.Log(prop); | |
propsList.Add(prop.ToString() + ". Category: " + prop.category + ". Class: " + prop.m_class + ". Name: " + prop.name); | |
} |
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var audioClipList = new List<string>(); | |
var audioClips = Resources.FindObjectsOfTypeAll<AudioClip>(); | |
for (uint i = 0; i < audioClips.Length; i++) | |
{ | |
var audioClip = audioClips[i]; | |
if (audioClip == null) continue; | |
Debug.Log(audioClip); | |
audioClipList.Add(audioClip.ToString()); | |
} | |
audioClipList.Sort(); |
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var info = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo; | |
info.m_mesh.name = "MrMaison_CloudMod"; |
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[Serializable] | |
public class SerializableColor | |
{ | |
public float r; | |
public float g; | |
public float b; | |
public float a; |
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var trees = TreeManager.instance.m_trees.m_buffer; | |
for (uint i = 0; i < trees.Length; i++) | |
{ | |
var data = trees[i]; | |
if (data.m_flags == (ushort)TreeInstance.Flags.None || data.Info == null) continue; | |
byte density; | |
NaturalResourceManager.instance.CheckForest(data.Position, out density); | |
double randomValue = Math.Round(UnityEngine.Random.value * 100, 0, MidpointRounding.AwayFromZero); | |
if (randomValue <= density || density == 0) | |
{ |