(1.6.0) Release Commit
This commit is contained in:
@@ -1,129 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Annotations;
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using System.Windows.Controls;
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using UnityEngine;
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using UnityEngine.UI;
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using Image = UnityEngine.UI.Image;
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namespace MxValheim.EventSystem
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{
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internal class EventHud
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{
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private static GameObject _eventRoot;
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private static Text _eventTitleText;
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private static Text _eventProgressText;
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private static Image _progressBar;
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private static CanvasGroup _canvasGroup;
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public static void CreateEventHud()
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{
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// 1. Setup Root (Stacked under your KillFeed which is at -30)
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_eventRoot = new GameObject("MxEventHUD_Root");
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UnityEngine.Object.DontDestroyOnLoad(_eventRoot);
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UnityEngine.Canvas c = _eventRoot.AddComponent<UnityEngine.Canvas>();
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c.renderMode = RenderMode.ScreenSpaceOverlay;
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c.sortingOrder = 9999; // Just behind killfeed
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CanvasScaler scaler = _eventRoot.AddComponent<CanvasScaler>();
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scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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scaler.referenceResolution = new Vector2(1920, 1080);
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_canvasGroup = _eventRoot.AddComponent<CanvasGroup>();
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_canvasGroup.alpha = 0f;
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// 2. Main Panel (Positioned at -80 to sit below the KillFeed)
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GameObject panel = new GameObject("Background", typeof(RectTransform), typeof(Image));
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panel.transform.SetParent(_eventRoot.transform, false);
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Image panelImage = panel.GetComponent<Image>();
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panelImage.color = new UnityEngine.Color(0, 0, 0, 0.7f);
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// Find Valheim Sprite
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foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
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{
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if (s.name == "item_background")
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{
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panelImage.sprite = s;
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panelImage.type = Image.Type.Sliced;
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break;
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}
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}
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RectTransform pRect = panel.GetComponent<RectTransform>();
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pRect.anchorMin = pRect.anchorMax = pRect.pivot = new Vector2(0.5f, 1f);
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pRect.anchoredPosition = new Vector2(0, -80); // Lowered to avoid overlap
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pRect.sizeDelta = new Vector2(450, 60); // Slightly taller for progress bar
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// 3. Vertical Layout for Title + Progress Bar
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VerticalLayoutGroup layout = panel.AddComponent<VerticalLayoutGroup>();
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layout.childAlignment = UnityEngine.TextAnchor.MiddleCenter;
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layout.spacing = 5f;
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layout.padding = new RectOffset(10, 10, 5, 5);
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// 4. Title Text
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_eventTitleText = CreateText(panel.transform, "EVENT ACTIVE", 14, UnityEngine.Color.yellow);
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// 5. Progress Bar Background
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GameObject barBg = new GameObject("BarBG", typeof(RectTransform), typeof(Image));
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barBg.transform.SetParent(panel.transform, false);
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barBg.GetComponent<Image>().color = new UnityEngine.Color(0.2f, 0.2f, 0.2f, 0.8f);
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barBg.GetComponent<RectTransform>().sizeDelta = new Vector2(400, 10);
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// 6. Actual Progress Fill
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GameObject fillObj = new GameObject("Fill", typeof(RectTransform), typeof(Image));
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fillObj.transform.SetParent(barBg.transform, false);
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_progressBar = fillObj.GetComponent<Image>();
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_progressBar.color = UnityEngine.Color.red;
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_progressBar.type = Image.Type.Filled;
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_progressBar.fillMethod = Image.FillMethod.Horizontal;
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RectTransform fRect = _progressBar.GetComponent<RectTransform>();
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fRect.anchorMin = Vector2.zero;
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fRect.anchorMax = Vector2.one;
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fRect.sizeDelta = Vector2.zero;
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// 7. Counter Text (e.g., 12/20)
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_eventProgressText = CreateText(panel.transform, "0 / 0", 10, UnityEngine.Color.white);
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_eventRoot.SetActive(false);
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}
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public static Text CreateText(Transform parent, string content, int size, UnityEngine.Color col)
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{
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GameObject txtObj = new GameObject("Text", typeof(RectTransform), typeof(Text));
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txtObj.transform.SetParent(parent, false);
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Text t = txtObj.GetComponent<Text>();
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t.text = content;
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t.fontSize = size;
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t.color = col;
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t.alignment = UnityEngine.TextAnchor.MiddleCenter;
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t.font = GetValheimFont();
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return t;
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}
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public static UnityEngine.Font GetValheimFont()
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{
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foreach (UnityEngine.Font f in Resources.FindObjectsOfTypeAll<UnityEngine.Font>())
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if (f.name == "AveriaSerifLibre-Bold") return f;
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return Resources.GetBuiltinResource<UnityEngine.Font>("Arial.ttf");
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}
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public static void UpdateDisplay(string title, int current, int total, Color barColor)
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{
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if (_eventRoot == null) return;
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_eventRoot.SetActive(true);
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_canvasGroup.alpha = 1f;
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_eventTitleText.text = title.ToUpper();
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_eventProgressText.text = $"{current} / {total}";
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_progressBar.fillAmount = (float)current / total;
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_progressBar.color = barColor;
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}
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public static void Hide() => _canvasGroup.alpha = 0f;
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}
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}
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@@ -1,48 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace MxValheim.EventSystem
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{
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internal class EventList
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{
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public static void SetupCustomRaid(RandEventSystem system)
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{
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// 1. Create the Event Data
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RandomEvent myCustomRaid = new RandomEvent
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{
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m_name = "MxEvent_God1",
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m_enabled = true,
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m_duration = 600f, // 10 minutes
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m_nearBaseOnly = true, // Must be near player structures
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m_pauseIfNoPlayerInArea = true,
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m_forceMusic = "Music_Boss_Moder", // Use specific music
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m_startMessage = "The gods themselves challenge you...",
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m_endMessage = "The gods are satisfied.",
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m_forceEnvironment = "SnowStorm" // Force weather
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};
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// 2. Define what spawns during this event
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SpawnSystem.SpawnData frostWraith = new SpawnSystem.SpawnData
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{
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m_name = "Frost Wraith",
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m_prefab = ZNetScene.instance.GetPrefab("Wraith"), // Get the Wraith prefab
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m_maxSpawned = 5, // Max alive at once
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m_spawnInterval = 10f, // Try to spawn every 10s
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m_spawnDistance = 30f, // Distance from player
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m_spawnRadiusMax = 10f,
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m_spawnRadiusMin = 5f,
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m_groupSizeMin = 1,
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m_groupSizeMax = 2,
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m_enabled = true
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};
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myCustomRaid.m_spawn = new List<SpawnSystem.SpawnData> { frostWraith };
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// 3. Add to the game's master list
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system.m_events.Add(myCustomRaid);
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}
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}
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}
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51
MxValheim/EventSystem/Experience.cs
Normal file
51
MxValheim/EventSystem/Experience.cs
Normal file
@@ -0,0 +1,51 @@
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using MxValheim.Patch.HUD;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace MxValheim.EventSystem
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{
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internal class Experience
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{
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public static int GetRequiredExpByLevel(int level)
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{
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return (level * 100);
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}
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public static void AddExperience(string playerid, int amount)
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{
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", playerid);
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int level = Profiles.playerLevel;
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int exp = Profiles.playerExperience;
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exp += amount;
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetUserExperience", playerid, exp);
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exp = Profiles.playerExperience;
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int maxexp = GetRequiredExpByLevel(level);
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UpdateProgressBar(playerid);
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if (exp >= maxexp)
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{
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exp -= maxexp;
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level++;
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetUserLevel", playerid, level);
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetUserExperience", playerid, exp);
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UpdateProgressBar(playerid);
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}
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}
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public static void UpdateProgressBar(string playerid)
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{
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", playerid);
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float expPercentage = ((float)Profiles.playerExperience / GetRequiredExpByLevel(Profiles.playerLevel));
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if (Clock.m_barFill != null)
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{
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Clock.m_barFill.anchorMax = new Vector2(expPercentage, 1);
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Clock.m_barFill.offsetMin = Vector2.zero;
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Clock.m_barFill.offsetMax = Vector2.zero;
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}
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}
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}
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}
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@@ -1,4 +1,5 @@
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using HarmonyLib;
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using Splatform;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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@@ -16,207 +17,24 @@ namespace MxValheim.EventSystem
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{
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internal class EventSystem_Patch
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{
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public static GameObject _eventRoot;
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public static Text _eventTitleText;
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public static Text _eventProgressText;
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public static Image _progressBar;
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public static CanvasGroup _canvasGroup;
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// --- STATE DATA ---
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public enum RaidPhase
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{
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None,
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Scouts,
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EliteGuard,
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BossInbound,
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Completed
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}
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public static RaidPhase CurrentPhase = RaidPhase.None;
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public static int KillsInCurrentPhase = 0;
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// --- 1. HUD CREATION (Your Style) ---
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public static void CreateEventHud()
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{
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if (_eventRoot != null) return;
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_eventRoot = new GameObject("MxEventHUD_Root");
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UnityEngine.Object.DontDestroyOnLoad(_eventRoot);
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Canvas c = _eventRoot.AddComponent<Canvas>();
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c.renderMode = RenderMode.ScreenSpaceOverlay;
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c.sortingOrder = 9999;
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CanvasScaler scaler = _eventRoot.AddComponent<CanvasScaler>();
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scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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scaler.referenceResolution = new Vector2(1920, 1080);
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_canvasGroup = _eventRoot.AddComponent<CanvasGroup>();
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_canvasGroup.alpha = 0f;
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// Background Panel (Positioned -90 to sit below KillFeed at -30)
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GameObject panel = new GameObject("Background", typeof(RectTransform), typeof(Image));
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panel.transform.SetParent(_eventRoot.transform, false);
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Image panelImage = panel.GetComponent<Image>();
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panelImage.color = new Color(0, 0, 0, 0.7f);
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// Styling with Valheim Assets
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foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
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{
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if (s.name == "item_background")
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{
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panelImage.sprite = s;
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panelImage.type = Image.Type.Sliced;
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break;
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}
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}
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RectTransform pRect = panel.GetComponent<RectTransform>();
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pRect.anchorMin = pRect.anchorMax = pRect.pivot = new Vector2(0.5f, 1f);
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pRect.anchoredPosition = new Vector2(0, -90); // Stacks below your KillFeed
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pRect.sizeDelta = new Vector2(400, 55);
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VerticalLayoutGroup layout = panel.AddComponent<VerticalLayoutGroup>();
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layout.childAlignment = TextAnchor.MiddleCenter;
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layout.spacing = 2f;
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layout.padding = new RectOffset(10, 10, 5, 5);
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// Title
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_eventTitleText = CreateText(panel.transform, "RAID STATUS", 14, Color.yellow);
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// Progress Bar
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GameObject barBg = new GameObject("BarBG", typeof(RectTransform), typeof(Image));
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barBg.transform.SetParent(panel.transform, false);
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barBg.GetComponent<Image>().color = new Color(0.1f, 0.1f, 0.1f, 0.9f);
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barBg.GetComponent<RectTransform>().sizeDelta = new Vector2(350, 8);
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GameObject fillObj = new GameObject("Fill", typeof(RectTransform), typeof(Image));
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fillObj.transform.SetParent(barBg.transform, false);
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_progressBar = fillObj.GetComponent<Image>();
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_progressBar.color = Color.red;
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_progressBar.type = Image.Type.Filled;
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_progressBar.fillMethod = Image.FillMethod.Horizontal;
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_progressBar.GetComponent<RectTransform>().anchorMin = Vector2.zero;
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_progressBar.GetComponent<RectTransform>().anchorMax = Vector2.one;
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_progressBar.GetComponent<RectTransform>().sizeDelta = Vector2.zero;
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// Progress Text
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_eventProgressText = CreateText(panel.transform, "0 / 0", 11, Color.white);
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}
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private static Text CreateText(Transform parent, string content, int size, Color col)
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{
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GameObject txtObj = new GameObject("Text", typeof(Text));
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txtObj.transform.SetParent(parent, false);
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Text t = txtObj.GetComponent<Text>();
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t.text = content;
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t.fontSize = size;
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t.color = col;
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t.alignment = TextAnchor.MiddleCenter;
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Font valFont = null;
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foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
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if (f.name == "AveriaSerifLibre-Bold") valFont = f;
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t.font = valFont ?? Resources.GetBuiltinResource<Font>("Arial.ttf");
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return t;
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}
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// --- 2. WAVE LOGIC ---
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public static void UpdateWave(bool reset = false)
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{
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Debug.Log($"MxEvent:UpdateWave Seen a wave start.");
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if (reset)
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{
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CurrentPhase = RaidPhase.Scouts;
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KillsInCurrentPhase = 0;
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}
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int target = GetTargetForPhase(CurrentPhase);
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Color barColor = (CurrentPhase == RaidPhase.Scouts) ? Color.magenta : Color.red;
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UpdateDisplay($"PHASE: {CurrentPhase}", KillsInCurrentPhase, target, barColor);
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}
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public static int GetTargetForPhase(RaidPhase phase)
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{
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switch (phase)
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{
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case RaidPhase.Scouts: return 5; // 5 kills to clear scouts
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case RaidPhase.EliteGuard: return 10; // 10 kills for elite guard
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case RaidPhase.BossInbound: return 1; // Just the boss
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default: return 0;
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}
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}
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public static void AdvancePhase()
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{
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KillsInCurrentPhase = 0; // Reset counter for the new phase
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if (CurrentPhase == RaidPhase.Scouts) CurrentPhase = RaidPhase.EliteGuard;
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else if (CurrentPhase == RaidPhase.EliteGuard) CurrentPhase = RaidPhase.BossInbound;
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else CurrentPhase = RaidPhase.Completed;
|
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if (CurrentPhase == RaidPhase.Scouts)
|
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{
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// Spawn Eikthyr at the player's location
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GameObject boarPrefab = ZNetScene.instance.GetPrefab("Boar");
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if (boarPrefab != null)
|
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{
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UnityEngine.Object.Instantiate(boarPrefab, Player.m_localPlayer.transform.position + Vector3.forward * 20f, Quaternion.identity);
|
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}
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||||
}
|
||||
|
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if (CurrentPhase == RaidPhase.BossInbound)
|
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{
|
||||
// Spawn Eikthyr at the player's location
|
||||
GameObject bossPrefab = ZNetScene.instance.GetPrefab("Eikthyr");
|
||||
if (bossPrefab != null)
|
||||
{
|
||||
UnityEngine.Object.Instantiate(bossPrefab, Player.m_localPlayer.transform.position + Vector3.forward * 10f, Quaternion.identity);
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log($"MxEvent: Advancing to {CurrentPhase}");
|
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|
||||
// Play a sound to notify the player (The 'Quest Update' sound)
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Player.m_localPlayer?.Message(MessageHud.MessageType.Center, $"$inventory_newphase: {CurrentPhase}");
|
||||
|
||||
if (CurrentPhase == RaidPhase.Completed)
|
||||
{
|
||||
Debug.Log("MxEvent: All phases complete. Ending vanilla raid.");
|
||||
EndRaidManually();
|
||||
}
|
||||
}
|
||||
|
||||
public static void UpdateDisplay(string title, int curr, int total, Color col)
|
||||
{
|
||||
Debug.Log($"MxEvent:UpdateDisplay Something reached my display update logic.");
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if (_eventRoot == null) CreateEventHud();
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_eventRoot.SetActive(true);
|
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_canvasGroup.alpha = 1f;
|
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|
||||
_eventTitleText.text = title;
|
||||
_eventProgressText.text = $"{curr} / {total}";
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||||
_progressBar.fillAmount = (float)curr / total;
|
||||
_progressBar.color = col;
|
||||
}
|
||||
|
||||
public static void EndRaidManually()
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||||
{
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||||
if (RandEventSystem.instance != null)
|
||||
{
|
||||
// This tells Valheim the time is up
|
||||
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
|
||||
if (activeEvent != null)
|
||||
{
|
||||
activeEvent.m_time = 0;
|
||||
}
|
||||
}
|
||||
FadeOutHud(); // Start your fade out
|
||||
}
|
||||
|
||||
// --- 3. HARMONY PATCHES ---
|
||||
|
||||
[HarmonyPatch(typeof(Player), nameof(Player.Awake))]
|
||||
public static class PlayerAwakePatch
|
||||
{
|
||||
static void Postfix(Player __instance)
|
||||
{
|
||||
// Only trigger for the actual human player, not NPCs/Dummies
|
||||
if (__instance == Player.m_localPlayer)
|
||||
{
|
||||
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
|
||||
ZLog.Log($"[ProfileSystem] Spawning finished. Requesting profile for {pid}");
|
||||
|
||||
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", pid);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.FixedUpdate))]
|
||||
public static class DebugRaidFrequency
|
||||
{
|
||||
@@ -234,32 +52,7 @@ namespace MxValheim.EventSystem
|
||||
{
|
||||
static void Prefix(RandEventSystem __instance)
|
||||
{
|
||||
RandomEvent activeEvent = __instance.GetActiveEvent();
|
||||
|
||||
// If we are in our custom phases and haven't reached "Completed" yet
|
||||
if (activeEvent != null && CurrentPhase != RaidPhase.Completed)
|
||||
{
|
||||
// Valheim subtracts time in FixedUpdate.
|
||||
// We add it back using the engine's global fixedDeltaTime.
|
||||
activeEvent.m_time += Time.fixedDeltaTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Ensure HUD is ready when the game UI loads
|
||||
[HarmonyPatch(typeof(Hud), nameof(Hud.Awake))]
|
||||
[HarmonyPostfix]
|
||||
static void InitHud() => CreateEventHud();
|
||||
|
||||
[HarmonyPatch(typeof(Hud), nameof(Hud.Update))]
|
||||
[HarmonyPostfix]
|
||||
static void CheckForExistingRaid()
|
||||
{
|
||||
// If the HUD isn't visible but a raid IS active, force it to show
|
||||
if (CurrentPhase == RaidPhase.None && RandEventSystem.instance.GetActiveEvent() != null)
|
||||
{
|
||||
Debug.Log("MxEvent: Detected existing raid on HUD update. Synchronizing...");
|
||||
UpdateWave(true);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -282,13 +75,29 @@ namespace MxValheim.EventSystem
|
||||
_lastKnownEvent = activeEvent;
|
||||
|
||||
// Force HUD Creation and Display
|
||||
UpdateWave(true);
|
||||
//UpdateWave(true);
|
||||
}
|
||||
else if (activeEvent == null && _lastKnownEvent != null)
|
||||
{
|
||||
Debug.Log("MxEvent: HUD Heartbeat detected Raid End.");
|
||||
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
|
||||
Heightmap.Biome currentBiome = EnvMan.instance.GetCurrentBiome();
|
||||
Reward.GiveItemStatic("Coins",Reward.CalculateRewardCoin(Profiles.playerLevel, currentBiome));
|
||||
System.Random rand = new System.Random();
|
||||
Reward.GiveItemStatic("Feathers", rand.Next(1,10));
|
||||
if (rand.Next(100) < 50)
|
||||
{
|
||||
Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.playerLevel, "food"), 1);
|
||||
}
|
||||
if (rand.Next(100) < 25)
|
||||
{
|
||||
Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.playerLevel, "heal"), 1);
|
||||
}
|
||||
if (rand.Next(100) < 10)
|
||||
{
|
||||
Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.playerLevel, "metal"), 1);
|
||||
}
|
||||
_lastKnownEvent = null;
|
||||
FadeOutHud();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -312,85 +121,41 @@ namespace MxValheim.EventSystem
|
||||
Debug.Log("MxEvent: Confirmed Active Event!");
|
||||
|
||||
Vector3 playerPos = Player.m_localPlayer.transform.position;
|
||||
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
|
||||
Debug.Log($"EventSystem:ApplyDamage User {pid}");
|
||||
float distance = Vector3.Distance(playerPos, activeEvent.m_pos);
|
||||
Debug.Log($"MxEvent: Distance: {distance}");
|
||||
|
||||
if (distance <= 96f)
|
||||
{
|
||||
KillsInCurrentPhase++;
|
||||
int target = GetTargetForPhase(CurrentPhase);
|
||||
int level = __instance.GetLevel();
|
||||
int exp =
|
||||
(level == 1) ? 2:
|
||||
(level == 2) ? 3:
|
||||
(level == 3) ? 4:
|
||||
5;
|
||||
|
||||
if (KillsInCurrentPhase >= target && CurrentPhase != RaidPhase.Completed)
|
||||
{
|
||||
AdvancePhase();
|
||||
}
|
||||
Experience.AddExperience(pid, exp);
|
||||
|
||||
// Send the update
|
||||
/* Send the update
|
||||
ZRoutedRpc.instance.InvokeRoutedRPC(
|
||||
ZRoutedRpc.Everybody,
|
||||
"RPC_UpdateRaidHUD",
|
||||
$"PHASE: {CurrentPhase}",
|
||||
KillsInCurrentPhase,
|
||||
GetTargetForPhase(CurrentPhase)
|
||||
);
|
||||
);*/
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static bool IsEventCreature(Character character)
|
||||
{
|
||||
ZNetView nview = character.GetComponent<ZNetView>();
|
||||
if (nview == null || nview.GetZDO() == null) return false;
|
||||
|
||||
// Layer 1: Check the networked boolean (The standard way)
|
||||
if (nview.GetZDO().GetBool("eventcreature")) return true;
|
||||
|
||||
// Layer 2: Check the BaseAI component (The local way)
|
||||
BaseAI ai = character.GetComponent<BaseAI>();
|
||||
if (ai != null)
|
||||
{
|
||||
bool isRaidMob = (bool)AccessTools.Field(typeof(BaseAI), "m_eventCreature").GetValue(ai);
|
||||
if (isRaidMob) return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Hide HUD when raid ends
|
||||
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.ResetRandomEvent))]
|
||||
[HarmonyPostfix]
|
||||
static void OnRaidEnd()
|
||||
{
|
||||
FadeOutHud();
|
||||
CurrentPhase = RaidPhase.None;
|
||||
}
|
||||
|
||||
private static IEnumerator FadeOutHud()
|
||||
{
|
||||
Debug.Log("MxEvent: Starting Fade Out...");
|
||||
|
||||
// Safety check for the component
|
||||
if (_canvasGroup == null)
|
||||
{
|
||||
_eventRoot.SetActive(false);
|
||||
yield break;
|
||||
}
|
||||
|
||||
float startAlpha = _canvasGroup.alpha;
|
||||
float rate = 1.0f / 1.5f; // Fade over 1.5 seconds
|
||||
float progress = 0.0f;
|
||||
|
||||
while (progress < 1.0f)
|
||||
{
|
||||
progress += Time.deltaTime * rate;
|
||||
_canvasGroup.alpha = Mathf.Lerp(startAlpha, 0, progress);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
_canvasGroup.alpha = 0;
|
||||
_eventRoot.SetActive(false); // Fully disable to ensure it's gone
|
||||
Debug.Log("MxEvent: HUD Hidden and Deactivated.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
167
MxValheim/EventSystem/Profiles.cs
Normal file
167
MxValheim/EventSystem/Profiles.cs
Normal file
@@ -0,0 +1,167 @@
|
||||
using Newtonsoft.Json;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace MxValheim.EventSystem
|
||||
{
|
||||
internal class Profiles
|
||||
{
|
||||
public class ProfileRoot
|
||||
{
|
||||
public string playerid { get; set; }
|
||||
public string player_name { get; set; }
|
||||
public int level { get; set; }
|
||||
public int experience { get; set; }
|
||||
}
|
||||
|
||||
public static bool userExists = false;
|
||||
public static int playerLevel = 1;
|
||||
public static int playerExperience = 0;
|
||||
|
||||
|
||||
public static void ServerUserExists(string playerid)
|
||||
{
|
||||
// Check to ensure this is actually the server running this
|
||||
ZNet zn = new ZNet();
|
||||
if (!zn.IsDedicated()) return;
|
||||
string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
|
||||
|
||||
if (File.Exists(profilePath)) userExists = true;
|
||||
}
|
||||
|
||||
public static void ServerReceiveCreateUser(long sender, string playerid, string playerName)
|
||||
{
|
||||
// Check to ensure this is actually the server running this
|
||||
ZNet zn = new ZNet();
|
||||
if (!zn.IsDedicated()) return;
|
||||
|
||||
string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
|
||||
|
||||
ProfileRoot pr = new ProfileRoot
|
||||
{
|
||||
playerid = playerid,
|
||||
player_name = playerName,
|
||||
level = 1,
|
||||
experience = 0
|
||||
};
|
||||
|
||||
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
|
||||
File.WriteAllText(profilePath, raw);
|
||||
}
|
||||
|
||||
public static void ServerHandleProfileRequest(long sender, string playerid)
|
||||
{
|
||||
// Check to ensure this is actually the server running this
|
||||
ZNet zn = new ZNet();
|
||||
if (!zn.IsDedicated()) return;
|
||||
|
||||
ZNetPeer peer = ZNet.instance.GetPeer(sender);
|
||||
|
||||
string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
|
||||
|
||||
if (File.Exists(profilePath))
|
||||
{
|
||||
string rawJson = File.ReadAllText(profilePath);
|
||||
// Send ONLY to the 'sender' who requested it
|
||||
ZRoutedRpc.instance.InvokeRoutedRPC(sender, "RPC_ClientReceiveProfile", rawJson);
|
||||
}
|
||||
else
|
||||
{
|
||||
ProfileRoot pr = new ProfileRoot
|
||||
{
|
||||
playerid = playerid,
|
||||
player_name = peer.m_playerName,
|
||||
level = 1,
|
||||
experience = 0
|
||||
};
|
||||
|
||||
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
|
||||
File.WriteAllText(profilePath, raw);
|
||||
}
|
||||
}
|
||||
|
||||
public static void RequestCreateUser(string playerid, Player player)
|
||||
{
|
||||
string playerName = player.GetHoverName();
|
||||
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerCreateUser", playerid, playerName);
|
||||
}
|
||||
|
||||
public static void ClientLoadProfile(long sender, string json)
|
||||
{
|
||||
ProfileRoot loadedProfile = JsonConvert.DeserializeObject<ProfileRoot>(json);
|
||||
|
||||
playerLevel = loadedProfile.level;
|
||||
playerExperience = loadedProfile.experience;
|
||||
|
||||
//ZLog.Log($"[Client] Profile loaded! Level: {loadedProfile.level}");
|
||||
}
|
||||
|
||||
public static void CreateUser(string playerid, Player player)
|
||||
{
|
||||
// We only send the raw data; we let the server handle the file I/O
|
||||
string playerName = player?.GetHoverName() ?? "Unknown";
|
||||
|
||||
// Invoke the RPC on the Server (0 is the server ID)
|
||||
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerCreateUser", playerid, playerName);
|
||||
}
|
||||
|
||||
public static void ServerSetUserExperience(long sender, string playerid, int exp)
|
||||
{
|
||||
// Check to ensure this is actually the server running this
|
||||
ZNet zn = new ZNet();
|
||||
if (!zn.IsDedicated()) return;
|
||||
|
||||
string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
|
||||
ProfileRoot pro = JsonConvert.DeserializeObject<ProfileRoot>(File.ReadAllText(profilePath));
|
||||
ProfileRoot pr = new ProfileRoot
|
||||
{
|
||||
playerid = playerid,
|
||||
player_name = pro.player_name,
|
||||
level = pro.level,
|
||||
experience = exp
|
||||
};
|
||||
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
|
||||
File.WriteAllText(profilePath, raw);
|
||||
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", playerid);
|
||||
}
|
||||
|
||||
public static void SetUserExperience(string playerid, int exp)
|
||||
{
|
||||
string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
|
||||
ProfileRoot pro = JsonConvert.DeserializeObject<ProfileRoot>(File.ReadAllText(profilePath));
|
||||
ProfileRoot pr = new ProfileRoot
|
||||
{
|
||||
playerid = playerid,
|
||||
player_name = pro.player_name,
|
||||
level = pro.level,
|
||||
experience = exp
|
||||
};
|
||||
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
|
||||
File.WriteAllText(profilePath, raw);
|
||||
}
|
||||
|
||||
public static void ServerSetUserLevel(long sender, string playerid, int level)
|
||||
{
|
||||
// Check to ensure this is actually the server running this
|
||||
ZNet zn = new ZNet();
|
||||
if (!zn.IsDedicated()) return;
|
||||
|
||||
string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
|
||||
ProfileRoot pro = JsonConvert.DeserializeObject<ProfileRoot>(File.ReadAllText(profilePath));
|
||||
ProfileRoot pr = new ProfileRoot
|
||||
{
|
||||
playerid = playerid,
|
||||
player_name = pro.player_name,
|
||||
level = level,
|
||||
experience = pro.experience
|
||||
};
|
||||
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
|
||||
File.WriteAllText(profilePath, raw);
|
||||
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", playerid);
|
||||
}
|
||||
}
|
||||
}
|
||||
87
MxValheim/EventSystem/Reward.cs
Normal file
87
MxValheim/EventSystem/Reward.cs
Normal file
@@ -0,0 +1,87 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MxValheim.EventSystem
|
||||
{
|
||||
internal class Reward
|
||||
{
|
||||
public static int CalculateRewardCoin(int level, Heightmap.Biome biome)
|
||||
{
|
||||
Dictionary<int, int> biomeBase = new Dictionary<int, int>()
|
||||
{
|
||||
{ 1, 10 },
|
||||
{ 2, 20 },
|
||||
{ 4, 30 },
|
||||
{ 8, 40 },
|
||||
{ 16, 50 },
|
||||
{ 512, 60 },
|
||||
{ 64, 70 },
|
||||
};
|
||||
|
||||
int rewardCoin = biomeBase[((int)biome)] * level;
|
||||
|
||||
return rewardCoin;
|
||||
}
|
||||
|
||||
public static string GetRewardPrefab(int level, string type)
|
||||
{
|
||||
string[] foodList = { "OnionSoup", "CarrotSoup", "DeerStew", "Salad", "SerpentStew", "WolfMeatSkewer" };
|
||||
string[] healList = { "MeadHealthMinor", "MeadHealthMedium", "MeadHealthMajor", "MeadHealthLingering" };
|
||||
string[] metalList = { "CopperOre", "TinOre", "IronScrap", "SilverOre", "BlackMetalScrap", "FlametalOreNew" };
|
||||
|
||||
System.Random rng = new System.Random();
|
||||
int foodTier = rng.Next(1, foodList.Length);
|
||||
int healTier = rng.Next(1, healList.Length);
|
||||
int metalTier = rng.Next(1, metalList.Length);
|
||||
|
||||
if (type == "food") return foodList[foodTier];
|
||||
if (type == "heal") return healList[healTier];
|
||||
if (type == "metal") return metalList[metalTier];
|
||||
return "Wood";
|
||||
}
|
||||
|
||||
public static void GiveItemRandom(string itemName, int qty)
|
||||
{
|
||||
System.Random rng = new System.Random();
|
||||
|
||||
Player player = Player.m_localPlayer;
|
||||
if (player == null) return;
|
||||
|
||||
GameObject prefab = ObjectDB.instance.GetItemPrefab(itemName);
|
||||
if (prefab != null)
|
||||
{
|
||||
player.GetInventory().AddItem(itemName, qty, 1, 0, 0, "");
|
||||
|
||||
player.Message(MessageHud.MessageType.TopLeft, $"Received {qty}x {itemName}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Item {itemName} not found in ObjectDB!");
|
||||
}
|
||||
}
|
||||
|
||||
public static void GiveItemStatic(string itemName, int qty)
|
||||
{
|
||||
Player player = Player.m_localPlayer;
|
||||
if (player == null) return;
|
||||
|
||||
GameObject prefab = ObjectDB.instance.GetItemPrefab(itemName);
|
||||
if (prefab != null)
|
||||
{
|
||||
player.GetInventory().AddItem(itemName, qty, 1, 0, 0, "");
|
||||
|
||||
player.Message(MessageHud.MessageType.TopLeft, $"Received {qty}x {itemName}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Item {itemName} not found in ObjectDB!");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,66 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MxValheim.EventSystem
|
||||
{
|
||||
public enum RaidPhase { None, Scouts, Siege, Boss, Victory }
|
||||
|
||||
public static class WaveManager
|
||||
{
|
||||
public static RaidPhase CurrentPhase = RaidPhase.None;
|
||||
public static int KillsInCurrentPhase = 0;
|
||||
public static int TotalInPhase = 20;
|
||||
|
||||
public static void AdvanceWave()
|
||||
{
|
||||
KillsInCurrentPhase = 0;
|
||||
CurrentPhase++;
|
||||
|
||||
switch (CurrentPhase)
|
||||
{
|
||||
case RaidPhase.Scouts:
|
||||
//
|
||||
break;
|
||||
case RaidPhase.Siege:
|
||||
//
|
||||
break;
|
||||
case RaidPhase.Boss:
|
||||
//
|
||||
//SpawnBoss();
|
||||
break;
|
||||
case RaidPhase.Victory:
|
||||
//
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public static void UpdateWave(bool reset = false)
|
||||
{
|
||||
if (reset)
|
||||
{
|
||||
CurrentPhase = RaidPhase.Scouts;
|
||||
KillsInCurrentPhase = 0;
|
||||
}
|
||||
|
||||
int target = GetTargetForWave(CurrentPhase);
|
||||
Color barColor = (CurrentPhase == RaidPhase.Boss) ? Color.magenta : Color.red;
|
||||
|
||||
EventHud.UpdateDisplay($"PHASE: {CurrentPhase}", KillsInCurrentPhase, target, barColor);
|
||||
}
|
||||
|
||||
private static int GetTargetForWave(RaidPhase phase)
|
||||
{
|
||||
switch (phase)
|
||||
{
|
||||
case RaidPhase.Scouts: return 5;
|
||||
case RaidPhase.Siege: return 15;
|
||||
case RaidPhase.Boss: return 1;
|
||||
default: return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -6,6 +6,7 @@ using MxValheim.KillFeed;
|
||||
using MxValheim.Patch;
|
||||
using MxValheim.Patch.HUD;
|
||||
using Newtonsoft.Json;
|
||||
using Splatform;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
@@ -40,11 +41,15 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
|
||||
public static string modPath = Path.Combine(Paths.PluginPath, "MxValheim");
|
||||
public static string internalConfigsPath = Path.Combine(modPath, "Configs");
|
||||
public static string internalDataPath = Path.Combine(modPath, "Data");
|
||||
public static string internalDataEventSystemPath = Path.Combine(internalDataPath, "EventSystem");
|
||||
public static string WeightConfigPath => Path.Combine(internalConfigsPath, "items_weight.json");
|
||||
public static string AutoDoorConfigPath => Path.Combine(internalConfigsPath, "auto_doors.json");
|
||||
public static DoorRoot CachedConfig;
|
||||
public static Dictionary<string, float> WeightSettings = new Dictionary<string, float>();
|
||||
|
||||
public static bool initExpBar = true;
|
||||
|
||||
// Data structures
|
||||
public class KillData
|
||||
{
|
||||
@@ -80,8 +85,8 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
{
|
||||
Instance = this;
|
||||
|
||||
Config_OreMultiplier = Config.Bind("General","OreMultiplier",3,"How many items should drop for every 1 ore/scrap found.");
|
||||
Config_rangeMultiplier = Config.Bind("General", "CraftingRangeMultiplier",2.0f,"Multiplier for the workbench build/crafting range. Default is 2x.");
|
||||
Config_OreMultiplier = Config.Bind("General", "OreMultiplier", 3, "How many items should drop for every 1 ore/scrap found.");
|
||||
Config_rangeMultiplier = Config.Bind("General", "CraftingRangeMultiplier", 2.0f, "Multiplier for the workbench build/crafting range. Default is 2x.");
|
||||
Config_bowDrawSpeedBonusPerLevel = Config.Bind("General", "BowDrawSpeedBonusPercentPerLevel", 1.0f, "Shorten the bow draw speed by this percent for every bow upgrade level.");
|
||||
Config_rainDamage = Config.Bind("General", "RainDamage", true, "Set to true to stop rain damage, false to return to vanilla behavior.");
|
||||
Config_boatSpeed = Config.Bind("General", "BoatSpeedMultiplier", 2.0f, "Your boat/raft will move without wind at a speed multiplied by this value.");
|
||||
@@ -98,20 +103,6 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
harmony.PatchAll();
|
||||
}
|
||||
|
||||
public static void RPC_UpdateRaidHUD(long sender, string phaseName, int current, int total)
|
||||
{
|
||||
Color phaseColor;
|
||||
switch (phaseName)
|
||||
{
|
||||
case "SCOUTS": phaseColor = Color.green; break;
|
||||
case "ELITEGUARD": phaseColor = Color.yellow; break;
|
||||
case "BOSSINBOUND": phaseColor = Color.red; break;
|
||||
default: phaseColor = Color.white; break;
|
||||
}
|
||||
|
||||
EventSystem_Patch.UpdateDisplay(phaseName, current, total, phaseColor);
|
||||
}
|
||||
|
||||
[HarmonyPatch(typeof(Localization), nameof(Localization.SetupLanguage))]
|
||||
public static class Localization_SetupLanguage_Patch
|
||||
{
|
||||
@@ -146,21 +137,25 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
ZRoutedRpc.instance.Register<string, string, string, string, int>("RPC_MxKillMsg",
|
||||
new RoutedMethod<string, string, string, string, int>.Method(kfp.OnReceiveKillMsg));
|
||||
|
||||
Debug.Log("MxValheimMod: RPC Registered successfully with explicit delegate.");
|
||||
ZRoutedRpc.instance.Register<string, string>("RPC_ServerCreateUser", Profiles.ServerReceiveCreateUser);
|
||||
ZRoutedRpc.instance.Register<string>("RPC_RequestProfile", Profiles.ServerHandleProfileRequest);
|
||||
ZRoutedRpc.instance.Register<string>("RPC_ClientReceiveProfile", Profiles.ClientLoadProfile);
|
||||
ZRoutedRpc.instance.Register<string>("RPC_UpdateProgressBar", Profiles.ClientLoadProfile);
|
||||
ZRoutedRpc.instance.Register<string, int>("RPC_ServerSetUserExperience", Profiles.ServerSetUserExperience);
|
||||
ZRoutedRpc.instance.Register<string, int>("RPC_ServerSetUserLevel", Profiles.ServerSetUserLevel);
|
||||
}
|
||||
|
||||
if (ZRoutedRpc.instance != null)
|
||||
{
|
||||
ZRoutedRpc.instance.Register<string, int, int>("RPC_UpdateRaidHUD", RPC_UpdateRaidHUD);
|
||||
Debug.Log("MxRaid: RPC Registered successfully.");
|
||||
}
|
||||
|
||||
EventSystem_Patch.CreateEventHud();
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Only run if we are actually in the game world
|
||||
if (Player.m_localPlayer != null)
|
||||
{
|
||||
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
|
||||
Experience.UpdateProgressBar(pid);
|
||||
}
|
||||
|
||||
// Only run if we are actually in the game world
|
||||
if (Player.m_localPlayer != null)
|
||||
{
|
||||
@@ -179,6 +174,12 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
{
|
||||
Clock clk = new Clock();
|
||||
clk.CreateOverlay();
|
||||
if (initExpBar)
|
||||
{
|
||||
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
|
||||
Experience.UpdateProgressBar(pid);
|
||||
initExpBar = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (Clock.m_textComponent != null)
|
||||
@@ -186,7 +187,8 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
Clock clk = new Clock();
|
||||
string timeString = clk.GetFormattedTime();
|
||||
int day = EnvMan.instance.GetDay();
|
||||
Clock.m_textComponent.text = $"<color=#32a852>{Localization.instance.Localize("$clock_string_day")} {day}</color> <color=#677074>|</color> <color=#d1954a>{timeString}</color>";
|
||||
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
|
||||
Clock.m_textComponent.text = $"<color=#32a852>{Localization.instance.Localize("$clock_string_rank")} {Profiles.playerLevel}</color> <color=#677074>|</color> <color=#32a852>{Localization.instance.Localize("$clock_string_day")} {day}</color> <color=#677074>|</color> <color=#d1954a>{timeString}</color>";
|
||||
}
|
||||
}
|
||||
|
||||
@@ -249,13 +251,11 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
}
|
||||
// KillFeed Logic
|
||||
/////////////////
|
||||
|
||||
if (RandEventSystem.instance.GetActiveEvent() == null)
|
||||
{
|
||||
EventSystem_Patch._canvasGroup.alpha = 0;
|
||||
EventSystem_Patch._eventRoot.SetActive(false);
|
||||
}
|
||||
|
||||
public static long GetUserPlayerID(Player player)
|
||||
{
|
||||
return player.GetPlayerID();
|
||||
}
|
||||
|
||||
public static void LoadLocalization()
|
||||
|
||||
@@ -35,9 +35,16 @@
|
||||
<Reference Include="0Harmony">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\0Harmony.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="assembly_googleanalytics">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_googleanalytics.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="assembly_guiutils_publicized">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_guiutils_publicized.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="assembly_utils, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_utils.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="assembly_valheim_publicized">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_valheim_publicized.dll</HintPath>
|
||||
</Reference>
|
||||
@@ -91,10 +98,10 @@
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="EventSystem\EventHud.cs" />
|
||||
<Compile Include="EventSystem\EventList.cs" />
|
||||
<Compile Include="EventSystem\Experience.cs" />
|
||||
<Compile Include="EventSystem\Patch.cs" />
|
||||
<Compile Include="EventSystem\WaveManager.cs" />
|
||||
<Compile Include="EventSystem\Profiles.cs" />
|
||||
<Compile Include="EventSystem\Reward.cs" />
|
||||
<Compile Include="KillFeed\NPCIcon.cs" />
|
||||
<Compile Include="KillFeed\Patch.cs" />
|
||||
<Compile Include="MxValheim.cs" />
|
||||
@@ -109,7 +116,9 @@
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_googleanalytics.dll" />
|
||||
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_guiutils.dll" />
|
||||
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_utils.dll" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<PropertyGroup>
|
||||
|
||||
@@ -12,6 +12,7 @@ namespace MxValheim.Patch.HUD
|
||||
{
|
||||
public static GameObject m_canvasObject;
|
||||
public static Text m_textComponent;
|
||||
public static RectTransform m_barFill;
|
||||
|
||||
// This replaces the missing GetTimeString() method
|
||||
public string GetFormattedTime()
|
||||
@@ -29,68 +30,62 @@ namespace MxValheim.Patch.HUD
|
||||
|
||||
public void CreateOverlay()
|
||||
{
|
||||
// 1. Root Canvas
|
||||
m_canvasObject = new GameObject("ModdedCanvas");
|
||||
Canvas canvas = m_canvasObject.AddComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
canvas.sortingOrder = 999;
|
||||
|
||||
// 2. Background Panel
|
||||
// --- CLOCK PANEL ---
|
||||
GameObject panelObj = new GameObject("TextBackground");
|
||||
panelObj.transform.SetParent(m_canvasObject.transform, false);
|
||||
panelObj.AddComponent<Image>().color = new Color(0, 0, 0, 0.5f);
|
||||
|
||||
Image panelImage = panelObj.AddComponent<Image>();
|
||||
panelImage.color = new Color(0, 0, 0, 0.5f); // 50% transparent black
|
||||
ContentSizeFitter fitter = panelObj.AddComponent<ContentSizeFitter>();
|
||||
fitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
|
||||
HorizontalLayoutGroup layout = panelObj.AddComponent<HorizontalLayoutGroup>();
|
||||
layout.padding = new RectOffset(15, 15, 5, 5);
|
||||
|
||||
RectTransform panelRect = panelObj.GetComponent<RectTransform>();
|
||||
panelRect.anchorMin = new Vector2(0.5f, 1.0f); // Top Center
|
||||
panelRect.anchorMin = new Vector2(0.5f, 1.0f);
|
||||
panelRect.anchorMax = new Vector2(0.5f, 1.0f);
|
||||
panelRect.pivot = new Vector2(0.5f, 1.0f);
|
||||
panelRect.anchoredPosition = new Vector2(0, -5); // 5px gap from top
|
||||
panelRect.sizeDelta = new Vector2(180, 35); // Width and Height of the bar
|
||||
panelRect.anchoredPosition = new Vector2(0, -5);
|
||||
|
||||
// 3. Text (Attached to Panel)
|
||||
// --- TEXT ---
|
||||
GameObject textObj = new GameObject("ModdedText");
|
||||
textObj.transform.SetParent(panelObj.transform, false);
|
||||
|
||||
m_textComponent = textObj.AddComponent<Text>();
|
||||
// Attempt to find Valheim's specific font, fallback to Arial if not found
|
||||
Font valheimFont = null;
|
||||
foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
|
||||
{
|
||||
if (f.name == "AveriaSerifLibre-Bold")
|
||||
{
|
||||
valheimFont = f;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Corrected fallback for older Unity versions used in Valheim
|
||||
if (valheimFont == null)
|
||||
{
|
||||
valheimFont = Resources.GetBuiltinResource<Font>("Arial.ttf");
|
||||
}
|
||||
|
||||
m_textComponent.font = valheimFont;
|
||||
m_textComponent.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
|
||||
m_textComponent.fontSize = 18;
|
||||
m_textComponent.color = Color.white;
|
||||
m_textComponent.alignment = TextAnchor.MiddleCenter;
|
||||
m_textComponent.supportRichText = true;
|
||||
|
||||
// Add Shadow so it's visible in snow
|
||||
var shadow = textObj.AddComponent<Shadow>();
|
||||
shadow.effectColor = Color.black;
|
||||
shadow.effectDistance = new Vector2(2, 2);
|
||||
// --- PROGRESS BAR CONTAINER ---
|
||||
// This sits under the main rectangle
|
||||
GameObject barBgObj = new GameObject("BarBackground");
|
||||
barBgObj.transform.SetParent(m_canvasObject.transform, false);
|
||||
barBgObj.AddComponent<Image>().color = new Color(0.1f, 0.1f, 0.1f, 0.8f); // Dark background
|
||||
|
||||
// FIX: Correct way to make text fill the parent panel
|
||||
RectTransform textRect = textObj.GetComponent<RectTransform>();
|
||||
textRect.anchorMin = Vector2.zero; // (0, 0)
|
||||
textRect.anchorMax = Vector2.one; // (1, 1)
|
||||
textRect.pivot = new Vector2(0.5f, 0.5f);
|
||||
RectTransform barBgRect = barBgObj.GetComponent<RectTransform>();
|
||||
barBgRect.anchorMin = new Vector2(0.5f, 1.0f);
|
||||
barBgRect.anchorMax = new Vector2(0.5f, 1.0f);
|
||||
barBgRect.pivot = new Vector2(0.5f, 1.0f);
|
||||
// Positioned below the clock panel (Clock is 35px high + 5px gap = -40)
|
||||
barBgRect.anchoredPosition = new Vector2(0, -45);
|
||||
barBgRect.sizeDelta = new Vector2(180, 8); // Match width of clock, small height
|
||||
|
||||
// Resetting these to zero ensures the text box matches the panel exactly
|
||||
textRect.offsetMin = Vector2.zero;
|
||||
textRect.offsetMax = Vector2.zero;
|
||||
// --- PROGRESS BAR FILL ---
|
||||
GameObject fillObj = new GameObject("BarFill");
|
||||
fillObj.transform.SetParent(barBgObj.transform, false);
|
||||
fillObj.AddComponent<Image>().color = Color.yellow; // Classic Valheim XP color
|
||||
|
||||
m_barFill = fillObj.GetComponent<RectTransform>();
|
||||
m_barFill.anchorMin = new Vector2(0, 0);
|
||||
m_barFill.anchorMax = new Vector2(0.5f, 1); // This X value (0.5) will be updated via code
|
||||
m_barFill.pivot = new Vector2(0, 0.5f);
|
||||
m_barFill.offsetMin = Vector2.zero;
|
||||
m_barFill.offsetMax = Vector2.zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@ Official **MxValheim Server** Mod.
|
||||
**This mod is created to be used Client/Server side. A lot of features are not working in solo mode.**
|
||||
|
||||
## Features
|
||||
- Enhanced Event System with level and reward based on current biome.
|
||||
- Display the day and the formated time in-game.
|
||||
- Use your client language with built-in localization.
|
||||
- Kill Feed with custom UI showing player kill and death.
|
||||
|
||||
Reference in New Issue
Block a user