(1.5.6) Day/Time UI + New AutoDoor Logic

This commit is contained in:
mikx
2026-02-11 22:44:05 -05:00
parent c724674b5a
commit e1a15adad6
7 changed files with 259 additions and 23 deletions

View File

@@ -290,7 +290,7 @@ namespace MxValheim.KillFeed
_activeTrackers.Remove(__instance);
}
}
}
}
private void CreateCustomHud()
{

View File

@@ -2,6 +2,8 @@
using BepInEx.Configuration;
using HarmonyLib;
using MxValheim.KillFeed;
using MxValheim.Patch;
using MxValheim.Patch.HUD;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
@@ -19,10 +21,11 @@ public class MxValheimMod : BaseUnityPlugin
{
public static MxValheimMod Instance; // Singleton reference
public static KillFeed_Patch kfp = new KillFeed_Patch();
public static Doors_Patch dpatch = new Doors_Patch();
private const string ModGUID = "ovh.mxdev.mxvalheim";
private const string ModName = "MxValheim";
private const string ModVersion = "1.5.5";
public const string ModVersion = "1.5.6";
public static ConfigEntry<bool> Config_Locked;
public static ConfigEntry<int> Config_OreMultiplier;
@@ -64,6 +67,11 @@ public class MxValheimMod : BaseUnityPlugin
public static readonly Queue<Sprite> _victimIconQueue = new Queue<Sprite>();
public static readonly Dictionary<Character, KillData> _activeTrackers = new Dictionary<Character, KillData>();
public static readonly Queue<ZNetView> _doorQueueNview = new Queue<ZNetView>();
public static readonly Queue<Door> _doorQueueDoor = new Queue<Door>();
public static readonly Queue<string> _doorQueueName = new Queue<string>();
public static float _doorTimer;
void Awake()
{
Instance = this;
@@ -79,6 +87,8 @@ public class MxValheimMod : BaseUnityPlugin
LoadLocalization();
LoadJsonConfig();
_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
Harmony harmony = new Harmony(ModGUID);
harmony.PatchAll();
}
@@ -134,7 +144,54 @@ public class MxValheimMod : BaseUnityPlugin
void Update()
{
// Use the game's native check for dedicated servers
// Only run if we are actually in the game world
if (Player.m_localPlayer != null)
{
if (Splash.m_canvasObject == null)
{
Splash spl = new Splash();
spl.CreateOverlay();
}
if (Splash.m_textComponent != null)
{
Splash.m_textComponent.text = $"<color=#677074>Mx</color><color=#d1954a>Valheim {MxValheimMod.ModVersion}</color>";
}
if (Clock.m_canvasObject == null)
{
Clock clk = new Clock();
clk.CreateOverlay();
}
if (Clock.m_textComponent != null)
{
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>";
}
}
// Door Logic
if (_doorQueueNview.Count > 0)
{
if (_doorTimer > 0)
{
_doorTimer -= Time.deltaTime;
}
if (_doorTimer <= 0)
{
dpatch.CloseNextDoor(_doorQueueDoor.Dequeue(), _doorQueueNview.Dequeue(), _doorQueueName.Dequeue());
_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
}
}
// Door Logic
/////////////
// KillFeed Logic
ZNet zn = new ZNet();
if (zn.IsDedicated() || Player.m_localPlayer == null) return;
@@ -173,8 +230,10 @@ public class MxValheimMod : BaseUnityPlugin
if (_displayTimer <= 0 && _hudRoot != null) _hudRoot.SetActive(false);
}
// KillFeed Logic
/////////////////
}
}
public static void LoadLocalization()
{

View File

@@ -91,6 +91,8 @@
<Compile Include="Patch\Bow.cs" />
<Compile Include="Patch\CraftingStation.cs" />
<Compile Include="Patch\Doors.cs" />
<Compile Include="Patch\HUD\Clock.cs" />
<Compile Include="Patch\HUD\Splash.cs" />
<Compile Include="Patch\Items.cs" />
<Compile Include="Patch\Ores.cs" />
<Compile Include="Patch\WearNTear.cs" />

View File

@@ -3,18 +3,18 @@ using HarmonyLib;
using System.Collections;
using UnityEngine;
using UnityEngine.Diagnostics;
using static MxValheimMod;
namespace MxValheim.Patch
{
internal class Doors
public class Doors_Patch
{
[HarmonyPatch(typeof(Door), nameof(Door.Interact))]
static class Door_Interact_Patch
public static class DoorTracker
{
static void Postfix(Door __instance, Humanoid character, bool hold, bool alt, ZNetView ___m_nview)
{
ZNetView nview = __instance.GetComponent<ZNetView>();
if (nview != null && nview.IsValid())
{
// Get the prefab hash and look up the name in the master list
@@ -28,28 +28,31 @@ namespace MxValheim.Patch
// Get state: 0 is closed
int state = ___m_nview.GetZDO().GetInt("state");
if (state != 0)
if (state == 0) return;
lock (_doorQueueNview)
{
// Start coroutine on the door object itself
__instance.StartCoroutine(CloseDoorAfterDelay(__instance, ___m_nview));
Debug.Log($"AutoDoor:Door.Interact Adding \"{prefabName}\" to queue.");
_doorQueueNview.Enqueue(nview);
_doorQueueDoor.Enqueue(__instance);
_doorQueueName.Enqueue(prefabName);
}
}
}
}
}
static IEnumerator CloseDoorAfterDelay(Door door, ZNetView nview)
public void CloseNextDoor(Door door, ZNetView nview, string doorName)
{
if (door != null && nview != null && nview.IsValid())
{
yield return new WaitForSeconds(MxValheimMod.Config_autoDoorClose.Value);
// Verify the door still exists and is still open before closing
if (door != null && nview != null && nview.IsValid())
if (nview.GetZDO().GetInt("state") != 0)
{
if (nview.GetZDO().GetInt("state") != 0)
{
// Directly invoke the RPC with '0' (closed).
// This avoids the 'Null' player error in Door.Interact
ZDO zd0 = nview.GetZDO();
zd0.Set("state", 0);
}
Debug.Log($"AutoDoor:CloseNextDoor Closing door \"{doorName}\".");
ZDO zd0 = nview.GetZDO();
zd0.Set("state", 0);
} else
{
Debug.Log($"AutoDoor:CloseNextDoor Door \"{doorName}\" was already closed.");
}
}
}

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@@ -0,0 +1,96 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
namespace MxValheim.Patch.HUD
{
internal class Clock
{
public static GameObject m_canvasObject;
public static Text m_textComponent;
// This replaces the missing GetTimeString() method
public string GetFormattedTime()
{
// Get fractional day (0.0 to 1.0)
float fraction = EnvMan.instance.GetDayFraction();
// Convert to hours and minutes
float totalHours = fraction * 24f;
int hours = Mathf.FloorToInt(totalHours);
int minutes = Mathf.FloorToInt((totalHours - hours) * 60f);
return $"{hours:00}:{minutes:00}";
}
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
GameObject panelObj = new GameObject("TextBackground");
panelObj.transform.SetParent(m_canvasObject.transform, false);
Image panelImage = panelObj.AddComponent<Image>();
panelImage.color = new Color(0, 0, 0, 0.5f); // 50% transparent black
RectTransform panelRect = panelObj.GetComponent<RectTransform>();
panelRect.anchorMin = new Vector2(0.5f, 1.0f); // Top Center
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
// 3. Text (Attached to Panel)
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.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);
// 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);
// Resetting these to zero ensures the text box matches the panel exactly
textRect.offsetMin = Vector2.zero;
textRect.offsetMax = Vector2.zero;
}
}
}

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@@ -0,0 +1,75 @@
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
namespace MxValheim.Patch.HUD
{
internal class Splash
{
public static GameObject m_canvasObject;
public static Text m_textComponent;
public void CreateOverlay()
{
// 1. Create a dedicated Canvas for our mod
m_canvasObject = new GameObject("ModdedCanvas");
Canvas canvas = m_canvasObject.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay; // Always stays on top
canvas.sortingOrder = 100; // Higher than standard HUD
m_canvasObject.AddComponent<CanvasScaler>();
m_canvasObject.AddComponent<GraphicRaycaster>();
// 2. Create the Text Object
GameObject textObj = new GameObject("ModdedText");
textObj.transform.SetParent(m_canvasObject.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.fontSize = 24;
m_textComponent.color = Color.yellow; // Bright yellow to stand out
m_textComponent.alignment = TextAnchor.UpperRight;
m_textComponent.supportRichText = true;
// This prevents the text from vanishing if the box is too small
m_textComponent.horizontalOverflow = HorizontalWrapMode.Overflow;
m_textComponent.verticalOverflow = VerticalWrapMode.Overflow;
// Add Shadow so it's visible in snow
var shadow = textObj.AddComponent<Shadow>();
shadow.effectColor = Color.black;
shadow.effectDistance = new Vector2(2, 2);
// 3. Position it
RectTransform rect = textObj.GetComponent<RectTransform>();
rect.anchorMin = new Vector2(1, 1);
rect.anchorMax = new Vector2(1, 1);
rect.pivot = new Vector2(1, 1);
rect.anchoredPosition = new Vector2(-10, -5); // Top Right
rect.sizeDelta = new Vector2(300, 100);
}
}
}

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@@ -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
- 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.
- Tweak individual item(s) weight in "BepInEx\config\mxvalheim.custom_weights.json".