(1.5.6) Day/Time UI + New AutoDoor Logic
This commit is contained in:
@@ -290,7 +290,7 @@ namespace MxValheim.KillFeed
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_activeTrackers.Remove(__instance);
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}
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}
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}
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}
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private void CreateCustomHud()
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{
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@@ -2,6 +2,8 @@
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using BepInEx.Configuration;
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using HarmonyLib;
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using MxValheim.KillFeed;
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using MxValheim.Patch;
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using MxValheim.Patch.HUD;
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using Newtonsoft.Json;
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using System;
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using System.Collections.Generic;
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@@ -19,10 +21,11 @@ public class MxValheimMod : BaseUnityPlugin
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{
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public static MxValheimMod Instance; // Singleton reference
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public static KillFeed_Patch kfp = new KillFeed_Patch();
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public static Doors_Patch dpatch = new Doors_Patch();
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private const string ModGUID = "ovh.mxdev.mxvalheim";
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private const string ModName = "MxValheim";
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private const string ModVersion = "1.5.5";
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public const string ModVersion = "1.5.6";
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public static ConfigEntry<bool> Config_Locked;
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public static ConfigEntry<int> Config_OreMultiplier;
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@@ -64,6 +67,11 @@ public class MxValheimMod : BaseUnityPlugin
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public static readonly Queue<Sprite> _victimIconQueue = new Queue<Sprite>();
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public static readonly Dictionary<Character, KillData> _activeTrackers = new Dictionary<Character, KillData>();
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public static readonly Queue<ZNetView> _doorQueueNview = new Queue<ZNetView>();
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public static readonly Queue<Door> _doorQueueDoor = new Queue<Door>();
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public static readonly Queue<string> _doorQueueName = new Queue<string>();
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public static float _doorTimer;
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void Awake()
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{
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Instance = this;
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@@ -79,6 +87,8 @@ public class MxValheimMod : BaseUnityPlugin
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LoadLocalization();
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LoadJsonConfig();
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_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
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Harmony harmony = new Harmony(ModGUID);
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harmony.PatchAll();
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}
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@@ -134,7 +144,54 @@ public class MxValheimMod : BaseUnityPlugin
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void Update()
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{
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// Use the game's native check for dedicated servers
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// Only run if we are actually in the game world
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if (Player.m_localPlayer != null)
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{
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if (Splash.m_canvasObject == null)
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{
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Splash spl = new Splash();
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spl.CreateOverlay();
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}
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if (Splash.m_textComponent != null)
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{
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Splash.m_textComponent.text = $"<color=#677074>Mx</color><color=#d1954a>Valheim {MxValheimMod.ModVersion}</color>";
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}
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if (Clock.m_canvasObject == null)
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{
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Clock clk = new Clock();
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clk.CreateOverlay();
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}
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if (Clock.m_textComponent != null)
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{
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Clock clk = new Clock();
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string timeString = clk.GetFormattedTime();
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int day = EnvMan.instance.GetDay();
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Clock.m_textComponent.text = $"<color=#32a852>{Localization.instance.Localize("$clock_string_day")} {day}</color> <color=#677074>|</color> <color=#d1954a>{timeString}</color>";
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}
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}
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// Door Logic
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if (_doorQueueNview.Count > 0)
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{
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if (_doorTimer > 0)
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{
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_doorTimer -= Time.deltaTime;
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}
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if (_doorTimer <= 0)
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{
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dpatch.CloseNextDoor(_doorQueueDoor.Dequeue(), _doorQueueNview.Dequeue(), _doorQueueName.Dequeue());
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_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
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}
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}
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// Door Logic
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/////////////
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// KillFeed Logic
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ZNet zn = new ZNet();
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if (zn.IsDedicated() || Player.m_localPlayer == null) return;
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@@ -173,8 +230,10 @@ public class MxValheimMod : BaseUnityPlugin
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if (_displayTimer <= 0 && _hudRoot != null) _hudRoot.SetActive(false);
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}
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// KillFeed Logic
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/////////////////
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}
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}
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public static void LoadLocalization()
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{
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@@ -91,6 +91,8 @@
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<Compile Include="Patch\Bow.cs" />
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<Compile Include="Patch\CraftingStation.cs" />
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<Compile Include="Patch\Doors.cs" />
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<Compile Include="Patch\HUD\Clock.cs" />
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<Compile Include="Patch\HUD\Splash.cs" />
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<Compile Include="Patch\Items.cs" />
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<Compile Include="Patch\Ores.cs" />
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<Compile Include="Patch\WearNTear.cs" />
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@@ -3,18 +3,18 @@ using HarmonyLib;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.Diagnostics;
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using static MxValheimMod;
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namespace MxValheim.Patch
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{
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internal class Doors
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public class Doors_Patch
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{
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[HarmonyPatch(typeof(Door), nameof(Door.Interact))]
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static class Door_Interact_Patch
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public static class DoorTracker
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{
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static void Postfix(Door __instance, Humanoid character, bool hold, bool alt, ZNetView ___m_nview)
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{
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ZNetView nview = __instance.GetComponent<ZNetView>();
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if (nview != null && nview.IsValid())
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{
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// Get the prefab hash and look up the name in the master list
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@@ -28,28 +28,31 @@ namespace MxValheim.Patch
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// Get state: 0 is closed
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int state = ___m_nview.GetZDO().GetInt("state");
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if (state != 0)
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if (state == 0) return;
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lock (_doorQueueNview)
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{
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// Start coroutine on the door object itself
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__instance.StartCoroutine(CloseDoorAfterDelay(__instance, ___m_nview));
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Debug.Log($"AutoDoor:Door.Interact Adding \"{prefabName}\" to queue.");
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_doorQueueNview.Enqueue(nview);
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_doorQueueDoor.Enqueue(__instance);
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_doorQueueName.Enqueue(prefabName);
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}
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}
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}
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}
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}
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static IEnumerator CloseDoorAfterDelay(Door door, ZNetView nview)
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public void CloseNextDoor(Door door, ZNetView nview, string doorName)
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{
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if (door != null && nview != null && nview.IsValid())
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{
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yield return new WaitForSeconds(MxValheimMod.Config_autoDoorClose.Value);
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// Verify the door still exists and is still open before closing
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if (door != null && nview != null && nview.IsValid())
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if (nview.GetZDO().GetInt("state") != 0)
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{
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if (nview.GetZDO().GetInt("state") != 0)
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{
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// Directly invoke the RPC with '0' (closed).
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// This avoids the 'Null' player error in Door.Interact
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ZDO zd0 = nview.GetZDO();
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zd0.Set("state", 0);
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}
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Debug.Log($"AutoDoor:CloseNextDoor Closing door \"{doorName}\".");
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ZDO zd0 = nview.GetZDO();
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zd0.Set("state", 0);
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} else
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{
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Debug.Log($"AutoDoor:CloseNextDoor Door \"{doorName}\" was already closed.");
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}
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}
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}
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96
MxValheim/Patch/HUD/Clock.cs
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96
MxValheim/Patch/HUD/Clock.cs
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@@ -0,0 +1,96 @@
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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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using UnityEngine.UI;
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namespace MxValheim.Patch.HUD
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{
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internal class Clock
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{
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public static GameObject m_canvasObject;
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public static Text m_textComponent;
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// This replaces the missing GetTimeString() method
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public string GetFormattedTime()
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{
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// Get fractional day (0.0 to 1.0)
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float fraction = EnvMan.instance.GetDayFraction();
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// Convert to hours and minutes
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float totalHours = fraction * 24f;
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int hours = Mathf.FloorToInt(totalHours);
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int minutes = Mathf.FloorToInt((totalHours - hours) * 60f);
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return $"{hours:00}:{minutes:00}";
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}
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public void CreateOverlay()
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{
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// 1. Root Canvas
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m_canvasObject = new GameObject("ModdedCanvas");
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Canvas canvas = m_canvasObject.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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canvas.sortingOrder = 999;
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// 2. Background Panel
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GameObject panelObj = new GameObject("TextBackground");
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panelObj.transform.SetParent(m_canvasObject.transform, false);
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Image panelImage = panelObj.AddComponent<Image>();
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panelImage.color = new Color(0, 0, 0, 0.5f); // 50% transparent black
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RectTransform panelRect = panelObj.GetComponent<RectTransform>();
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panelRect.anchorMin = new Vector2(0.5f, 1.0f); // Top Center
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panelRect.anchorMax = new Vector2(0.5f, 1.0f);
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panelRect.pivot = new Vector2(0.5f, 1.0f);
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panelRect.anchoredPosition = new Vector2(0, -5); // 5px gap from top
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panelRect.sizeDelta = new Vector2(180, 35); // Width and Height of the bar
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// 3. Text (Attached to Panel)
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GameObject textObj = new GameObject("ModdedText");
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textObj.transform.SetParent(panelObj.transform, false);
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m_textComponent = textObj.AddComponent<Text>();
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// Attempt to find Valheim's specific font, fallback to Arial if not found
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Font valheimFont = null;
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foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
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{
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if (f.name == "AveriaSerifLibre-Bold")
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{
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valheimFont = f;
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break;
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}
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}
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// Corrected fallback for older Unity versions used in Valheim
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if (valheimFont == null)
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{
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valheimFont = Resources.GetBuiltinResource<Font>("Arial.ttf");
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}
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m_textComponent.font = valheimFont;
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m_textComponent.fontSize = 18;
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m_textComponent.color = Color.white;
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m_textComponent.alignment = TextAnchor.MiddleCenter;
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m_textComponent.supportRichText = true;
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// Add Shadow so it's visible in snow
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var shadow = textObj.AddComponent<Shadow>();
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shadow.effectColor = Color.black;
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shadow.effectDistance = new Vector2(2, 2);
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// FIX: Correct way to make text fill the parent panel
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RectTransform textRect = textObj.GetComponent<RectTransform>();
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textRect.anchorMin = Vector2.zero; // (0, 0)
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textRect.anchorMax = Vector2.one; // (1, 1)
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textRect.pivot = new Vector2(0.5f, 0.5f);
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// Resetting these to zero ensures the text box matches the panel exactly
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textRect.offsetMin = Vector2.zero;
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textRect.offsetMax = Vector2.zero;
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}
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}
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}
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75
MxValheim/Patch/HUD/Splash.cs
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75
MxValheim/Patch/HUD/Splash.cs
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@@ -0,0 +1,75 @@
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using HarmonyLib;
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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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using UnityEngine.UI;
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namespace MxValheim.Patch.HUD
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{
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internal class Splash
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{
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public static GameObject m_canvasObject;
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public static Text m_textComponent;
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public void CreateOverlay()
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{
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// 1. Create a dedicated Canvas for our mod
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m_canvasObject = new GameObject("ModdedCanvas");
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Canvas canvas = m_canvasObject.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceOverlay; // Always stays on top
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canvas.sortingOrder = 100; // Higher than standard HUD
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m_canvasObject.AddComponent<CanvasScaler>();
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m_canvasObject.AddComponent<GraphicRaycaster>();
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// 2. Create the Text Object
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GameObject textObj = new GameObject("ModdedText");
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textObj.transform.SetParent(m_canvasObject.transform, false);
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m_textComponent = textObj.AddComponent<Text>();
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// Attempt to find Valheim's specific font, fallback to Arial if not found
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Font valheimFont = null;
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foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
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{
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if (f.name == "AveriaSerifLibre-Bold")
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{
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valheimFont = f;
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break;
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}
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}
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// Corrected fallback for older Unity versions used in Valheim
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if (valheimFont == null)
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{
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valheimFont = Resources.GetBuiltinResource<Font>("Arial.ttf");
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}
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m_textComponent.font = valheimFont;
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m_textComponent.fontSize = 24;
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m_textComponent.color = Color.yellow; // Bright yellow to stand out
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m_textComponent.alignment = TextAnchor.UpperRight;
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m_textComponent.supportRichText = true;
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// This prevents the text from vanishing if the box is too small
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m_textComponent.horizontalOverflow = HorizontalWrapMode.Overflow;
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m_textComponent.verticalOverflow = VerticalWrapMode.Overflow;
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// Add Shadow so it's visible in snow
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var shadow = textObj.AddComponent<Shadow>();
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shadow.effectColor = Color.black;
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shadow.effectDistance = new Vector2(2, 2);
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// 3. Position it
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RectTransform rect = textObj.GetComponent<RectTransform>();
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rect.anchorMin = new Vector2(1, 1);
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rect.anchorMax = new Vector2(1, 1);
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rect.pivot = new Vector2(1, 1);
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rect.anchoredPosition = new Vector2(-10, -5); // Top Right
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rect.sizeDelta = new Vector2(300, 100);
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}
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}
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}
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@@ -5,6 +5,7 @@ Official **MxValheim Server** Mod.
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**This mod is created to be used Client/Server side. A lot of features are not working in solo mode.**
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## Features
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- Display the day and the formated time in-game.
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- Use your client language with built-in localization.
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- Kill Feed with custom UI showing player kill and death.
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- Tweak individual item(s) weight in "BepInEx\config\mxvalheim.custom_weights.json".
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Reference in New Issue
Block a user