mirror of
https://github.com/hykilpikonna/AquaDX.git
synced 2026-08-09 04:29:03 -05:00
123 lines
3.8 KiB
C#
123 lines
3.8 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using AquaMai.Config.Attributes;
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using AquaMai.Core.Helpers;
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using HarmonyLib;
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using MelonLoader;
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using TMPro;
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using UnityEngine;
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using UnityEngine.TextCore.LowLevel;
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namespace AquaMai.Mods.GameSystem.Assets;
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[ConfigSection(
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en: "Use custom font(s) as fallback or fully replace the original game font.",
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zh: "使用自定义字体作为回退(解决中文字形缺失问题),或完全替换游戏原字体")]
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public class Fonts
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{
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[ConfigEntry(
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en: """
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Font path(s).
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Use semicolon to separate multiple paths for a fallback chain.
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Microsoft YaHei Bold by default.
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""",
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zh: """
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字体路径
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使用分号分隔多个路径以构成 Fallback 链
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默认为微软雅黑 Bold
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""")]
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private static readonly string paths = "%SYSTEMROOT%/Fonts/msyhbd.ttc";
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[ConfigEntry(
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en: "Add custom font(s) as fallback, use original game font when possible.",
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zh: "将自定义字体作为游戏原字体的回退,尽可能使用游戏原字体")]
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private static readonly bool addAsFallback = true;
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private static List<TMP_FontAsset> fontAssets = [];
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private static readonly List<TMP_FontAsset> processedFonts = [];
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public static void OnBeforePatch()
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{
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var paths = Fonts.paths
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.Split(';')
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.Where(p => !string.IsNullOrWhiteSpace(p))
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.Select(FileSystem.ResolvePath);
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var fonts = paths
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.Select(p =>
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{
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var font = new Font(p);
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if (font == null)
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{
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MelonLogger.Warning($"[Fonts] Font not found: {p}");
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}
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return font;
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})
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.Where(f => f != null);
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fontAssets = fonts
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.Select(f => TMP_FontAsset.CreateFontAsset(f, 90, 9, GlyphRenderMode.SDFAA, 8192, 8192))
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.ToList();
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fontAssets.ForEach(f => f.ReadFontAssetDefinition());
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if (fontAssets.Count == 0)
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{
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MelonLogger.Warning("[Fonts] No font loaded.");
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}
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// else if (addAsFallback)
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// {
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// fallbackFontAssets = fontAssets;
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// }
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// else
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// {
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// replacementFontAsset = fontAssets[0];
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// fallbackFontAssets = fontAssets.Skip(1).ToList();
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// }
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}
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[HarmonyPatch(typeof(TextMeshProUGUI), "Awake")]
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[HarmonyPostfix]
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public static void PostAwake(TextMeshProUGUI __instance)
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{
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if (fontAssets.Count == 0) return;
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if (processedFonts.Contains(__instance.font)) return;
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if (!addAsFallback)
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{
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__instance.font.ClearFontAssetData();
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}
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if (fontAssets.Count > 0)
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{
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ProcessFallback(__instance);
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}
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processedFonts.Add(__instance.font);
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}
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// private static void ProcessReplacement(TextMeshProUGUI __instance)
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// {
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// # if DEBUG
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// MelonLogger.Msg($"{__instance.font.name} {__instance.text}");
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// # endif
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//
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// var materialOrigin = __instance.fontMaterial;
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// __instance.font = replacementFontAsset;
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//
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// # if DEBUG
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// MelonLogger.Msg($"shaderKeywords {materialOrigin.shaderKeywords.Join()} {__instance.fontMaterial.shaderKeywords.Join()}");
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// # endif
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// // if (materialOrigin != null)
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// // {
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// // materialOrigin.SetTexture(ShaderUtilities.ID_MainTex, replacementFontAsset.atlasTexture);
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// // __instance.fontMaterial = materialOrigin;
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// // }
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// }
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private static void ProcessFallback(TextMeshProUGUI __instance)
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{
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foreach (var fontAsset in fontAssets)
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{
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__instance.font.fallbackFontAssetTable.Add(fontAsset);
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}
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}
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}
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