diff --git a/MiraAPI/Patches/Options/GameOptionsMenuPatch.cs b/MiraAPI/Patches/Options/GameOptionsMenuPatch.cs index fc494c8..20e1d96 100644 --- a/MiraAPI/Patches/Options/GameOptionsMenuPatch.cs +++ b/MiraAPI/Patches/Options/GameOptionsMenuPatch.cs @@ -51,8 +51,8 @@ public static class GameOptionsMenuPatch foreach (TextMeshPro textMeshPro in newOpt.GetComponentsInChildren(true)) { if (group.GroupColor != Color.clear) textMeshPro.color = group.GroupColor.DarkenColor(); - textMeshPro.fontMaterial.SetFloat(ShaderID._StencilComp, 3f); - textMeshPro.fontMaterial.SetFloat(ShaderID._Stencil, 20); + textMeshPro.fontMaterial.SetFloat(ShaderID.StencilComp, 3f); + textMeshPro.fontMaterial.SetFloat(ShaderID.Stencil, 20); } __instance.Children.Add(newOpt); @@ -83,8 +83,8 @@ public static class GameOptionsMenuPatch } foreach (TextMeshPro textMeshPro in newOpt.GetComponentsInChildren(true)) { - textMeshPro.fontMaterial.SetFloat(ShaderID._StencilComp, 3f); - textMeshPro.fontMaterial.SetFloat(ShaderID._Stencil, 20); + textMeshPro.fontMaterial.SetFloat(ShaderID.StencilComp, 3f); + textMeshPro.fontMaterial.SetFloat(ShaderID.Stencil, 20); } __instance.Children.Add(newOpt); diff --git a/MiraAPI/Patches/Options/RoleSettingMenuPatches.cs b/MiraAPI/Patches/Options/RoleSettingMenuPatches.cs index 14837d7..0b3b6fb 100644 --- a/MiraAPI/Patches/Options/RoleSettingMenuPatches.cs +++ b/MiraAPI/Patches/Options/RoleSettingMenuPatches.cs @@ -145,8 +145,8 @@ public static class RoleSettingMenuPatches } foreach (TextMeshPro textMeshPro in newOpt.GetComponentsInChildren(true)) { - textMeshPro.fontMaterial.SetFloat(ShaderID._StencilComp, 3f); - textMeshPro.fontMaterial.SetFloat(ShaderID._Stencil, 20); + textMeshPro.fontMaterial.SetFloat(ShaderID.StencilComp, 3f); + textMeshPro.fontMaterial.SetFloat(ShaderID.Stencil, 20); } newOpt.LabelBackground.enabled = false; diff --git a/MiraAPI/Utilities/ShaderID.cs b/MiraAPI/Utilities/ShaderID.cs index 7b9fb86..08775bf 100644 --- a/MiraAPI/Utilities/ShaderID.cs +++ b/MiraAPI/Utilities/ShaderID.cs @@ -5,96 +5,96 @@ namespace MiraAPI.Utilities; public static class ShaderID { - private static readonly Dictionary _cache = new(); + private static readonly Dictionary Cache = new(); public static int Get(string name) { - if (_cache.TryGetValue(name, out var id)) + if (Cache.TryGetValue(name, out var id)) { return id; } id = Shader.PropertyToID(name); - _cache[name] = id; + Cache[name] = id; return id; } // For player shader - public static readonly int _BodyColor = Shader.PropertyToID("_BodyColor"); - public static readonly int _BackColor = Shader.PropertyToID("_BackColor"); - public static readonly int _VisorColor = Shader.PropertyToID("_VisorColor"); + public static readonly int BodyColor = Shader.PropertyToID("_BodyColor"); + public static readonly int BackColor = Shader.PropertyToID("_BackColor"); + public static readonly int VisorColor = Shader.PropertyToID("_VisorColor"); // Main texture, very obviously used in any shader with a texture - public static readonly int _MainTex = Shader.PropertyToID("_MainTex"); + public static readonly int MainTex = Shader.PropertyToID("_MainTex"); // Any masking stuff, like MeetingHud bubbles - public static readonly int _Mask = Shader.PropertyToID("_Mask"); - public static readonly int _MaskComp = Shader.PropertyToID("_MaskComp"); - public static readonly int _MaskLayer = Shader.PropertyToID("_MaskLayer"); - public static readonly int _Stencil = Shader.PropertyToID("_Stencil"); - public static readonly int _StencilComp = Shader.PropertyToID("_StencilComp"); + public static readonly int Mask = Shader.PropertyToID("_Mask"); + public static readonly int MaskComp = Shader.PropertyToID("_MaskComp"); + public static readonly int MaskLayer = Shader.PropertyToID("_MaskLayer"); + public static readonly int Stencil = Shader.PropertyToID("_Stencil"); + public static readonly int StencilComp = Shader.PropertyToID("_StencilComp"); // Used in many tasks - public static readonly int _Color = Shader.PropertyToID("_Color"); + public static readonly int Color = Shader.PropertyToID("_Color"); // Has 2 uses in the game, provided for convenience - public static readonly int _Opacity = Shader.PropertyToID("_Opacity"); + public static readonly int Opacity = Shader.PropertyToID("_Opacity"); // Used once in CooldownHelpers, once in PowerBarMining - public static readonly int _NormalizedUvs = Shader.PropertyToID("_NormalizedUvs"); + public static readonly int NormalizedUvs = Shader.PropertyToID("_NormalizedUvs"); // Used in many consoles - public static readonly int _Outline = Shader.PropertyToID("_Outline"); - public static readonly int _OutlineColor = Shader.PropertyToID("_OutlineColor"); + public static readonly int Outline = Shader.PropertyToID("_Outline"); + public static readonly int OutlineColor = Shader.PropertyToID("_OutlineColor"); // Used in some consoles - public static readonly int _AddColor = Shader.PropertyToID("_AddColor"); + public static readonly int AddColor = Shader.PropertyToID("_AddColor"); // Has some uses in various locations - public static readonly int _Percent = Shader.PropertyToID("_Percent"); - public static readonly int _PercentY = Shader.PropertyToID("_PercentY"); - public static readonly int _Desat = Shader.PropertyToID("_Desat"); + public static readonly int Percent = Shader.PropertyToID("_Percent"); + public static readonly int PercentY = Shader.PropertyToID("_PercentY"); + public static readonly int Desat = Shader.PropertyToID("_Desat"); // Used in LightSource - public static readonly int _PlayerRadius = Shader.PropertyToID("_PlayerRadius"); - public static readonly int _LightRadius = Shader.PropertyToID("_LightRadius"); - public static readonly int _LightOffset = Shader.PropertyToID("_LightOffset"); - public static readonly int _FlashlightSize = Shader.PropertyToID("_FlashlightSize"); - public static readonly int _FlashlightAngle = Shader.PropertyToID("_FlashlightAngle"); + public static readonly int PlayerRadius = Shader.PropertyToID("_PlayerRadius"); + public static readonly int LightRadius = Shader.PropertyToID("_LightRadius"); + public static readonly int LightOffset = Shader.PropertyToID("_LightOffset"); + public static readonly int FlashlightSize = Shader.PropertyToID("_FlashlightSize"); + public static readonly int FlashlightAngle = Shader.PropertyToID("_FlashlightAngle"); // Used once for LightSourceGpuRenderer - public static readonly int _DepthCompressionValue = Shader.PropertyToID("_DepthCompressionValue"); + public static readonly int DepthCompressionValue = Shader.PropertyToID("_DepthCompressionValue"); // Used in ProgressTracker - public static readonly int _Buckets = Shader.PropertyToID("_Buckets"); - public static readonly int _FullBuckets = Shader.PropertyToID("_FullBuckets"); + public static readonly int Buckets = Shader.PropertyToID("_Buckets"); + public static readonly int FullBuckets = Shader.PropertyToID("_FullBuckets"); // Used once in IntroCutscene and EndGameManager - public static readonly int _Rad = Shader.PropertyToID("_Rad"); + public static readonly int Rad = Shader.PropertyToID("_Rad"); // Used only once for Quick Chat - public static readonly int _FaceColor = Shader.PropertyToID("_FaceColor"); + public static readonly int FaceColor = Shader.PropertyToID("_FaceColor"); // Used for NavigationMinigame - public static readonly int _CrossHair = Shader.PropertyToID("_CrossHair"); - public static readonly int _CrossColor = Shader.PropertyToID("_CrossColor"); + public static readonly int CrossHair = Shader.PropertyToID("_CrossHair"); + public static readonly int CrossColor = Shader.PropertyToID("_CrossColor"); // Used for both SurveillanceMinigame (Planet and Normal) - public static readonly int _Center = Shader.PropertyToID("_Center"); - public static readonly int _Color2 = Shader.PropertyToID("_Color2"); + public static readonly int Center = Shader.PropertyToID("_Center"); + public static readonly int Color2 = Shader.PropertyToID("_Color2"); // Used in ReactorShipRoom - public static readonly int _Speed = Shader.PropertyToID("_Speed"); + public static readonly int Speed = Shader.PropertyToID("_Speed"); // Used only once in CourseMinigame - public static readonly int _AltTex = Shader.PropertyToID("_AltTex"); - public static readonly int _Perc = Shader.PropertyToID("_Perc"); + public static readonly int AltTex = Shader.PropertyToID("_AltTex"); + public static readonly int Perc = Shader.PropertyToID("_Perc"); // Used once in TextMarquee - public static readonly int _VertexOffsetX = Shader.PropertyToID("_VertexOffsetX"); - public static readonly int _VertexOffsetY = Shader.PropertyToID("_VertexOffsetY"); + public static readonly int VertexOffsetX = Shader.PropertyToID("_VertexOffsetX"); + public static readonly int VertexOffsetY = Shader.PropertyToID("_VertexOffsetY"); // Used in VertLineBehaviour - public static readonly int _Fade = Shader.PropertyToID("_Fade"); + public static readonly int Fade = Shader.PropertyToID("_Fade"); } \ No newline at end of file