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65
MxValheim/KillFeed/NPCIcon.cs
Normal file
65
MxValheim/KillFeed/NPCIcon.cs
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@@ -0,0 +1,65 @@
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|||||||
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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.KillFeed
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{
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internal class NPCIcon
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{
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Dictionary<string, string> valheimTrophies = new Dictionary<string, string>
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{
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// Meadows
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{ "Boar", "TrophyBoar" },
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{ "Deer", "TrophyDeer" },
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{ "Neck", "TrophyNeck" },
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{ "Eikthyr", "TrophyEikthyr" },
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// Black Forest
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{ "Greydwarf", "TrophyGreydwarf" },
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{ "Greydwarf_Shaman", "TrophyGreydwarfShaman" },
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{ "Greydwarf_Elite", "TrophyGreydwarfBrute" },
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{ "Skeleton", "TrophySkeleton" },
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{ "Skeleton_Poison", "TrophySkeletonPoison" },
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{ "Ghost", "TrophyGhost" },
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{ "Troll", "TrophyTroll" },
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{ "gd_king", "TrophyTheElder" },
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// Swamp
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{ "Blob", "TrophyBlob" },
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{ "Draugr", "TrophyDraugr" },
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{ "Draugr_Elite", "TrophyDraugrElite" },
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{ "Leech", "TrophyLeech" },
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{ "Surtling", "TrophySurtling" },
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{ "Wraith", "TrophyWraith" },
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{ "Abomination", "TrophyAbomination" },
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{ "Bonemass", "TrophyBonemass" },
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// Mountains
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{ "Wolf", "TrophyWolf" },
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{ "Fenring", "TrophyFenring" },
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{ "StoneGolem", "TrophyStoneGolem" },
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{ "Drake", "TrophyDrake" },
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{ "Ulv", "TrophyUlv" },
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{ "Cultist", "TrophyCultist" },
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{ "Dragon", "TrophyModer" },
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// Plains
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{ "Lox", "TrophyLox" },
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{ "Deathsquito", "TrophyDeathsquito" },
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{ "Goblin", "TrophyGoblin" },
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{ "GoblinBrute", "TrophyGoblinBrute" },
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{ "GoblinShaman", "TrophyGoblinShaman" },
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{ "Growth", "TrophyGrowth" },
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{ "GoblinKing", "TrophyGoblinKing" },
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// Mistlands
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{ "Seeker", "TrophySeeker" },
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{ "SeekerBrute", "TrophySeekerBrute" },
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{ "Gjall", "TrophyGjall" },
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{ "Tick", "TrophyTick" },
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{ "SeekerQueen", "TrophySeekerQueen" }
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};
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}
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}
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424
MxValheim/KillFeed/Patch.cs
Normal file
424
MxValheim/KillFeed/Patch.cs
Normal file
@@ -0,0 +1,424 @@
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using BepInEx;
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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.Reflection.Emit;
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using System.Threading;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Diagnostics;
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using UnityEngine.UI;
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using static MxValheimMod;
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namespace MxValheim.KillFeed
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{
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public class KillFeed_Patch
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{
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public static void SendKillToAll(string attacker, string victim, string victimInternalName, string weaponPrefab, int encodedType)
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||||||
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{
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||||||
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if (ZRoutedRpc.instance != null)
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||||||
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{
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ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg", attacker, victim, victimInternalName, weaponPrefab, encodedType);
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}
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}
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public void OnReceiveKillMsg(long sender, string attacker, string victim, string victimInternalName, string weaponPrefab, int encodedType)
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{
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ZNet zn = new ZNet();
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if (zn.IsDedicated()) return;
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||||||
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if (attacker == "The World") return;
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||||||
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float distance = (encodedType / 1000) / 10.0f;
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int remainder = encodedType % 1000;
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bool isBoss = (remainder >= 100);
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int level = (remainder % 100) / 10;
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int type = remainder % 10;
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Sprite victimIcon = GetCreatureIcon(victimInternalName);
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||||||
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||||||
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GameObject prefab = ZNetScene.instance.GetPrefab(victimInternalName);
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string localizedVictim = victimInternalName;
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if (prefab != null)
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{
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Character c = prefab.GetComponent<Character>();
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if (c != null) localizedVictim = c.m_name;
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}
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// Message Format Variables
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string type1Separator = Localization.instance.Localize("$killfeed_format_type1");
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string type2Separator = Localization.instance.Localize("$killfeed_format_type2");
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string finalMsg = "";
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string attackerFormat = "";
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string victimFormat = "";
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||||||
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string distanceFormat = "";
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||||||
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string starFormat = "";
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||||||
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string crossFormat = "";
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||||||
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// Format Message in Divided Section
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||||||
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starFormat = "<color=#fffb00>★</color>";
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||||||
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crossFormat = "<color=#a0a3a1>✝</color>";
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attackerFormat = $"<color=#00ff06>{attacker.ToUpper()}</color>";
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||||||
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|
||||||
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if (type == 1)
|
||||||
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{
|
||||||
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victimFormat = $"{crossFormat} <color=#00ff06>{victim.ToUpper()}</color>";
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||||||
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} else if(type == 2)
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||||||
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{
|
||||||
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switch (level)
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{
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||||||
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case 1:
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||||||
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victimFormat = $"<color=#00ff06>{victim.ToUpper()}</color>";
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||||||
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break;
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||||||
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case 2:
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||||||
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victimFormat = $"{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
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||||||
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break;
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||||||
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case 3:
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||||||
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victimFormat = $"{starFormat}{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
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||||||
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break;
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case 4:
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victimFormat = $"{starFormat}{starFormat}{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
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break;
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case 5:
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victimFormat = $"{starFormat}{starFormat}{starFormat}{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
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break;
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}
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||||||
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}
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||||||
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||||||
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distanceFormat = $"{Localization.instance.Localize("$killfeed_format_distance_before")}<color=#9402f5>{distance:F1}m</color>{Localization.instance.Localize("$killfeed_format_distance_after")}";
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||||||
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finalMsg =
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||||||
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(type == 1) ? $"{victimFormat}{type1Separator}{attackerFormat}{distanceFormat}": // Player Death
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||||||
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(type == 2) ? $"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}": // Player Killed Something
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$"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}"; // Failsafe
|
||||||
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|
||||||
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Sprite weaponIcon = null;
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||||||
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||||||
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if (ObjectDB.instance != null && !string.IsNullOrEmpty(weaponPrefab))
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||||||
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{
|
||||||
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GameObject itemObj = ObjectDB.instance.GetItemPrefab(weaponPrefab);
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if (itemObj != null)
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||||||
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{
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||||||
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ItemDrop itemDrop = itemObj.GetComponent<ItemDrop>();
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||||||
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if (itemDrop != null && itemDrop.m_itemData.m_shared.m_icons.Length > 0)
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||||||
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{
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||||||
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weaponIcon = itemDrop.m_itemData.m_shared.m_icons[0];
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||||||
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}
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||||||
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} else
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||||||
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{
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||||||
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}
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||||||
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}
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||||||
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||||||
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if (type == 1)
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||||||
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{ // Player
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||||||
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borderColor = new Color(0.545f, 0f, 0f);
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||||||
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}
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||||||
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else if (isBoss)
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||||||
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{ // Boss
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||||||
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borderColor = new Color(0.545f, 0.361f, 0f);
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||||||
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}
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||||||
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else if (level >= 2)
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||||||
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{ // 1-Star +
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||||||
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borderColor = new Color(0.525f, 0.545f, 0f);
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||||||
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}
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||||||
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else if (level < 2)
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||||||
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{
|
||||||
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borderColor = new Color(0.141f, 0.141f, 0.153f);
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||||||
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}
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||||||
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||||||
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lock (_msgQueue)
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||||||
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{
|
||||||
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_msgQueue.Enqueue(finalMsg);
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||||||
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_borderColQueue.Enqueue(borderColor);
|
||||||
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_iconQueue.Enqueue(weaponIcon);
|
||||||
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_victimIconQueue.Enqueue(victimIcon);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ShowNextMessage(string msg, Sprite weaponIcon, Sprite victimIcon, Color borderColor)
|
||||||
|
{
|
||||||
|
if (_hudRoot == null) CreateCustomHud();
|
||||||
|
|
||||||
|
// Re-check for font here just in case it wasn't loaded during Awake
|
||||||
|
if (_killText.font.name != "AveriaSerifLibre-Bold")
|
||||||
|
{
|
||||||
|
foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
|
||||||
|
{
|
||||||
|
if (f.name == "AveriaSerifLibre-Bold")
|
||||||
|
{
|
||||||
|
_killText.font = f;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_killText.text = msg;
|
||||||
|
_border.effectColor = borderColor;
|
||||||
|
_border.enabled = true;
|
||||||
|
// Weapon icon (Left)
|
||||||
|
_weaponIconSlot.sprite = weaponIcon;
|
||||||
|
_weaponIconSlot.enabled = (weaponIcon != null);
|
||||||
|
// Victim icon (Right)
|
||||||
|
if (_victimIconSlot != null)
|
||||||
|
{
|
||||||
|
_victimIconSlot.sprite = victimIcon;
|
||||||
|
_victimIconSlot.enabled = (victimIcon != null);
|
||||||
|
}
|
||||||
|
_weaponIconSlot.gameObject.SetActive(weaponIcon != null);
|
||||||
|
_victimIconSlot.gameObject.SetActive(victimIcon != null);
|
||||||
|
_panelImage.rectTransform.localScale = (borderColor != Color.white) ? new Vector3(1.1f, 1.1f, 1.1f) : Vector3.one;
|
||||||
|
_hudRoot.SetActive(true);
|
||||||
|
_canvasGroup.alpha = 1f;
|
||||||
|
_displayTimer = 5.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
private Sprite GetCreatureIcon(string creatureName)
|
||||||
|
{
|
||||||
|
if (ObjectDB.instance == null) return null;
|
||||||
|
|
||||||
|
// Clean the name (remove "(Clone)" if it somehow slipped through)
|
||||||
|
string cleanName = creatureName.Replace("(Clone)", "").Trim();
|
||||||
|
|
||||||
|
// List of common trophies that don't follow the exact pattern if needed
|
||||||
|
// But for most (Boar, Greyling, Neck, Deer), this works:
|
||||||
|
string replace = cleanName.Replace("_","");
|
||||||
|
string trophyName = "Trophy" + replace;
|
||||||
|
|
||||||
|
GameObject trophyObj = ObjectDB.instance.GetItemPrefab(trophyName);
|
||||||
|
if (trophyObj != null)
|
||||||
|
{
|
||||||
|
ItemDrop item = trophyObj.GetComponent<ItemDrop>();
|
||||||
|
return item?.m_itemData?.m_shared?.m_icons[0];
|
||||||
|
}
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
[HarmonyPatch(typeof(Character), nameof(Character.Damage))]
|
||||||
|
public static class DamageTracker
|
||||||
|
{
|
||||||
|
static void Prefix(Character __instance, HitData hit)
|
||||||
|
{
|
||||||
|
if (__instance == null || hit == null) return;
|
||||||
|
|
||||||
|
Character attacker = hit.GetAttacker();
|
||||||
|
if (attacker != null)
|
||||||
|
{
|
||||||
|
string weaponId = "";
|
||||||
|
if (attacker is Player p)
|
||||||
|
{
|
||||||
|
// IMPORTANT: Use .m_dropPrefab.name to get "AxeStone"
|
||||||
|
// Do NOT use .m_shared.m_name which returns "$item_axe_stone"
|
||||||
|
ItemDrop.ItemData currentWeapon = p.GetCurrentWeapon();
|
||||||
|
if (currentWeapon != null && currentWeapon.m_dropPrefab != null)
|
||||||
|
{
|
||||||
|
weaponId = currentWeapon.m_dropPrefab.name;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
_activeTrackers[__instance] = new KillData
|
||||||
|
{
|
||||||
|
attackerName = attacker.GetHoverName(),
|
||||||
|
weaponPrefabName = weaponId
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[HarmonyPatch(typeof(Character), nameof(Character.ApplyDamage))]
|
||||||
|
public static class DeathNotifier
|
||||||
|
{
|
||||||
|
// The parameter names MUST match the game's: hit, showDamageText, triggerEffects, mod
|
||||||
|
static void Postfix(Character __instance, HitData hit, bool showDamageText, bool triggerEffects, HitData.DamageModifier mod)
|
||||||
|
{
|
||||||
|
// Check if the character is dead or just died
|
||||||
|
if (__instance.GetHealth() <= 0f)
|
||||||
|
{
|
||||||
|
ZNetView nview = __instance.GetComponent<ZNetView>();
|
||||||
|
|
||||||
|
// Prevent inter-npc kill
|
||||||
|
if (!__instance.IsPlayer() && !hit.GetAttacker().IsPlayer()) return;
|
||||||
|
|
||||||
|
// This check should now pass because ApplyDamage happens before the object is invalidated
|
||||||
|
if (nview == null || !nview.IsValid() || !nview.IsOwner()) return;
|
||||||
|
|
||||||
|
float distance = 0f;
|
||||||
|
Character attacker = hit.GetAttacker();
|
||||||
|
if (attacker != null)
|
||||||
|
{
|
||||||
|
Debug.Log($"KillFeed:ApplyDamage Attacker is {attacker} {attacker.transform.position}/{__instance.transform.position}");
|
||||||
|
distance = Vector3.Distance(attacker.transform.position, __instance.transform.position);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use Utils.GetPrefabName to get "Boar" instead of "Sanglier" or "Boar(Clone)"
|
||||||
|
string internalName = __instance.gameObject.name;
|
||||||
|
int cloneIndex = internalName.IndexOf("(Clone)");
|
||||||
|
if (cloneIndex != -1)
|
||||||
|
{
|
||||||
|
internalName = internalName.Substring(0, cloneIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
_activeTrackers.TryGetValue(__instance, out KillData data);
|
||||||
|
|
||||||
|
string attackerName = data?.attackerName ?? hit.GetAttacker()?.GetHoverName() ?? "The World";
|
||||||
|
string weaponName = "";
|
||||||
|
if (data != null && !string.IsNullOrEmpty(data.weaponPrefabName))
|
||||||
|
{
|
||||||
|
weaponName = data.weaponPrefabName;
|
||||||
|
}
|
||||||
|
else if (hit.GetAttacker() is Player p)
|
||||||
|
{
|
||||||
|
// Fallback: If tracker missed it, get current player's weapon
|
||||||
|
weaponName = p.GetCurrentWeapon()?.m_dropPrefab?.name ?? "";
|
||||||
|
}
|
||||||
|
string victimName = __instance.GetHoverName();
|
||||||
|
|
||||||
|
int type = 0;
|
||||||
|
if (__instance.IsPlayer()) type = 1;
|
||||||
|
else if (attackerName == Player.m_localPlayer?.GetHoverName()) type = 2;
|
||||||
|
|
||||||
|
int level = __instance.GetLevel();
|
||||||
|
bool isBoss = __instance.IsBoss();
|
||||||
|
|
||||||
|
int distInt = (int)(Math.Min(distance, 999f) * 10);
|
||||||
|
int encodedType = type + (level * 10) + (isBoss ? 100 : 0) + (distInt * 1000);
|
||||||
|
|
||||||
|
if (ZRoutedRpc.instance != null)
|
||||||
|
{
|
||||||
|
ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg",
|
||||||
|
attackerName, victimName, internalName, weaponName, encodedType);
|
||||||
|
}
|
||||||
|
|
||||||
|
_activeTrackers.Remove(__instance);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CreateCustomHud()
|
||||||
|
{
|
||||||
|
GameObject oldRoot = GameObject.Find("MxKillFeed_Root");
|
||||||
|
if (oldRoot != null) UnityEngine.Object.Destroy(oldRoot);
|
||||||
|
|
||||||
|
_hudRoot = new GameObject("MxKillFeed_Root");
|
||||||
|
UnityEngine.Object.DontDestroyOnLoad(_hudRoot);
|
||||||
|
|
||||||
|
Canvas c = _hudRoot.AddComponent<Canvas>();
|
||||||
|
c.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||||
|
c.sortingOrder = 10000;
|
||||||
|
|
||||||
|
CanvasScaler scaler = _hudRoot.AddComponent<CanvasScaler>();
|
||||||
|
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||||
|
scaler.referenceResolution = new Vector2(1920, 1080);
|
||||||
|
|
||||||
|
_canvasGroup = _hudRoot.AddComponent<CanvasGroup>();
|
||||||
|
_canvasGroup.alpha = 0f; // Start invisible for the fade-in
|
||||||
|
|
||||||
|
// 1. Smaller, sleeker Panel
|
||||||
|
GameObject panel = new GameObject("Background", typeof(RectTransform), typeof(Image));
|
||||||
|
panel.transform.SetParent(_hudRoot.transform, false);
|
||||||
|
_panelImage = panel.GetComponent<Image>();
|
||||||
|
_panelImage.color = new Color(0, 0, 0, 0.6f); // More transparent/sleek
|
||||||
|
|
||||||
|
// 1. Add Layout Group to handle the horizontal row
|
||||||
|
HorizontalLayoutGroup layout = panel.AddComponent<HorizontalLayoutGroup>();
|
||||||
|
layout.childAlignment = TextAnchor.MiddleCenter;
|
||||||
|
layout.spacing = 10f;
|
||||||
|
layout.padding = new RectOffset(15, 15, 5, 5); // Internal margins
|
||||||
|
layout.childControlWidth = true; // Let the layout control widths
|
||||||
|
layout.childControlHeight = true;
|
||||||
|
layout.childForceExpandWidth = false;
|
||||||
|
|
||||||
|
// 2. Add the Content Size Fitter (The "Stretcher")
|
||||||
|
ContentSizeFitter fitter = panel.AddComponent<ContentSizeFitter>();
|
||||||
|
fitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||||
|
fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||||
|
|
||||||
|
|
||||||
|
// Try to find the "sunken" wood panel style if shout_field isn't your vibe
|
||||||
|
foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
|
||||||
|
{
|
||||||
|
if (s.name == "item_background")
|
||||||
|
{ // This gives a nice square framed look
|
||||||
|
_panelImage.sprite = s;
|
||||||
|
_panelImage.type = Image.Type.Sliced;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
RectTransform pRect = panel.GetComponent<RectTransform>();
|
||||||
|
pRect.anchorMin = pRect.anchorMax = pRect.pivot = new Vector2(0.5f, 1f);
|
||||||
|
pRect.anchoredPosition = new Vector2(0, -30); // Closer to top
|
||||||
|
pRect.sizeDelta = new Vector2(400, 35); // Shorter and narrower
|
||||||
|
pRect.localScale = Vector3.one;
|
||||||
|
|
||||||
|
// 2. Compact Icon
|
||||||
|
GameObject iconObj = new GameObject("Icon", typeof(RectTransform), typeof(Image));
|
||||||
|
iconObj.transform.SetParent(panel.transform, false);
|
||||||
|
_weaponIconSlot = iconObj.GetComponent<Image>();
|
||||||
|
_weaponIconSlot.preserveAspect = true;
|
||||||
|
LayoutElement weaponLayout = iconObj.AddComponent<LayoutElement>();
|
||||||
|
weaponLayout.preferredWidth = 24;
|
||||||
|
weaponLayout.preferredHeight = 24;
|
||||||
|
|
||||||
|
RectTransform iRect = iconObj.GetComponent<RectTransform>();
|
||||||
|
iRect.anchorMin = iRect.anchorMax = iRect.pivot = new Vector2(0, 0.5f);
|
||||||
|
iRect.anchoredPosition = new Vector2(8, 0);
|
||||||
|
iRect.sizeDelta = new Vector2(25, 25); // Smaller icon
|
||||||
|
|
||||||
|
// 3. Elegant Text
|
||||||
|
GameObject textObj = new GameObject("Text", typeof(RectTransform), typeof(Text));
|
||||||
|
textObj.transform.SetParent(panel.transform, false);
|
||||||
|
_killText = textObj.GetComponent<Text>();
|
||||||
|
// Important: Text needs to have its "Horizontal Overflow" set to Wrap or Overflow
|
||||||
|
_killText.horizontalOverflow = HorizontalWrapMode.Overflow;
|
||||||
|
|
||||||
|
// 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");
|
||||||
|
}
|
||||||
|
|
||||||
|
_killText.font = valheimFont;
|
||||||
|
_killText.fontSize = 12;
|
||||||
|
_killText.alignment = TextAnchor.MiddleLeft;
|
||||||
|
_killText.supportRichText = true;
|
||||||
|
_killText.color = Color.white;
|
||||||
|
|
||||||
|
|
||||||
|
// 4. Victim Portrait Slot
|
||||||
|
GameObject victimObj = new GameObject("VictimIcon", typeof(RectTransform), typeof(Image));
|
||||||
|
victimObj.transform.SetParent(panel.transform, false);
|
||||||
|
_victimIconSlot = victimObj.GetComponent<Image>();
|
||||||
|
_victimIconSlot.preserveAspect = true;
|
||||||
|
LayoutElement victimLayout = victimObj.AddComponent<LayoutElement>();
|
||||||
|
victimLayout.preferredWidth = 24;
|
||||||
|
victimLayout.preferredHeight = 24;
|
||||||
|
|
||||||
|
RectTransform vRect = victimObj.GetComponent<RectTransform>();
|
||||||
|
vRect.anchorMin = vRect.anchorMax = vRect.pivot = new Vector2(1, 0.5f);
|
||||||
|
vRect.anchoredPosition = new Vector2(-8, 0);
|
||||||
|
vRect.sizeDelta = new Vector2(30, 30);
|
||||||
|
|
||||||
|
RectTransform tRect = textObj.GetComponent<RectTransform>();
|
||||||
|
tRect.anchorMin = Vector2.zero;
|
||||||
|
tRect.anchorMax = Vector2.one;
|
||||||
|
tRect.offsetMin = new Vector2(40, 0);
|
||||||
|
tRect.offsetMax = new Vector2(-40, 0);
|
||||||
|
|
||||||
|
_border = panel.AddComponent<Outline>();
|
||||||
|
_border.effectDistance = new Vector2(2, 2);
|
||||||
|
_border.enabled = false; // Off by default
|
||||||
|
|
||||||
|
_hudRoot.SetActive(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,21 +1,31 @@
|
|||||||
using BepInEx;
|
using BepInEx;
|
||||||
using BepInEx.Configuration;
|
using BepInEx.Configuration;
|
||||||
using HarmonyLib;
|
using HarmonyLib;
|
||||||
|
using MxValheim.KillFeed;
|
||||||
|
using MxValheim.Patch;
|
||||||
|
using MxValheim.Patch.HUD;
|
||||||
|
using Newtonsoft.Json;
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.IO;
|
using System.IO;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Reflection;
|
||||||
|
using System.Threading;
|
||||||
using System.Xml;
|
using System.Xml;
|
||||||
|
using TMPro;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Newtonsoft.Json;
|
using UnityEngine.UI;
|
||||||
|
|
||||||
[BepInPlugin(ModGUID, ModName, ModVersion)]
|
[BepInPlugin(ModGUID, ModName, ModVersion)]
|
||||||
public class MxValheimMod : BaseUnityPlugin
|
public class MxValheimMod : BaseUnityPlugin
|
||||||
{
|
{
|
||||||
public static MxValheimMod Instance; // Singleton reference
|
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 ModGUID = "ovh.mxdev.mxvalheim";
|
||||||
private const string ModName = "MxValheim";
|
private const string ModName = "MxValheim";
|
||||||
private const string ModVersion = "1.4.0";
|
public const string ModVersion = "1.5.7";
|
||||||
|
|
||||||
public static ConfigEntry<bool> Config_Locked;
|
public static ConfigEntry<bool> Config_Locked;
|
||||||
public static ConfigEntry<int> Config_OreMultiplier;
|
public static ConfigEntry<int> Config_OreMultiplier;
|
||||||
@@ -26,9 +36,43 @@ public class MxValheimMod : BaseUnityPlugin
|
|||||||
public static ConfigEntry<bool> Config_autoDoorCloseEnabled;
|
public static ConfigEntry<bool> Config_autoDoorCloseEnabled;
|
||||||
public static ConfigEntry<float> Config_autoDoorClose;
|
public static ConfigEntry<float> Config_autoDoorClose;
|
||||||
|
|
||||||
private static string WeightConfigPath => Path.Combine(Paths.ConfigPath, "mxvalheim.custom_weights.json");
|
public static string modPath = Path.Combine(Paths.PluginPath, "MxValheim");
|
||||||
|
public static string internalConfigsPath = Path.Combine(modPath, "Configs");
|
||||||
|
public static string WeightConfigPath => Path.Combine(internalConfigsPath, "items_weight.json");
|
||||||
|
public static string AutoDoorConfigPath => Path.Combine(internalConfigsPath, "auto_doors.json");
|
||||||
public static Dictionary<string, float> WeightSettings = new Dictionary<string, float>();
|
public static Dictionary<string, float> WeightSettings = new Dictionary<string, float>();
|
||||||
|
|
||||||
|
// Data structures
|
||||||
|
public class KillData
|
||||||
|
{
|
||||||
|
public string attackerName;
|
||||||
|
public string weaponPrefabName;
|
||||||
|
public int victimLevel;
|
||||||
|
public bool isBoss;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static GameObject _hudRoot;
|
||||||
|
public static Text _killText;
|
||||||
|
public static Image _weaponIconSlot;
|
||||||
|
public static Image _victimIconSlot;
|
||||||
|
public static Image _panelImage;
|
||||||
|
public static Outline _border;
|
||||||
|
public static Color borderColor = Color.white;
|
||||||
|
public static CanvasGroup _canvasGroup;
|
||||||
|
public static float _fadeDuration = 0.5f;
|
||||||
|
public static float _displayTimer;
|
||||||
|
|
||||||
|
public static readonly Queue<string> _msgQueue = new Queue<string>();
|
||||||
|
public static readonly Queue<Color> _borderColQueue = new Queue<Color>();
|
||||||
|
public static readonly Queue<Sprite> _iconQueue = new Queue<Sprite>();
|
||||||
|
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()
|
void Awake()
|
||||||
{
|
{
|
||||||
Instance = this;
|
Instance = this;
|
||||||
@@ -41,18 +85,201 @@ public class MxValheimMod : BaseUnityPlugin
|
|||||||
Config_autoDoorCloseEnabled = Config.Bind("General", "AutoDoorCloseEnabled", true, "Your doors will auto close if enabled. See AutoDoorCloseTimer for the desired time.");
|
Config_autoDoorCloseEnabled = Config.Bind("General", "AutoDoorCloseEnabled", true, "Your doors will auto close if enabled. See AutoDoorCloseTimer for the desired time.");
|
||||||
Config_autoDoorClose = Config.Bind("General", "AutoDoorCloseTimer", 5.0f, "Your doors will auto close after the specified timer duration.");
|
Config_autoDoorClose = Config.Bind("General", "AutoDoorCloseTimer", 5.0f, "Your doors will auto close after the specified timer duration.");
|
||||||
|
|
||||||
|
LoadLocalization();
|
||||||
LoadJsonConfig();
|
LoadJsonConfig();
|
||||||
|
|
||||||
|
_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
|
||||||
|
|
||||||
Harmony harmony = new Harmony(ModGUID);
|
Harmony harmony = new Harmony(ModGUID);
|
||||||
harmony.PatchAll();
|
harmony.PatchAll();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
[HarmonyPatch(typeof(Localization), nameof(Localization.SetupLanguage))]
|
||||||
|
public static class Localization_SetupLanguage_Patch
|
||||||
{
|
{
|
||||||
// Only check while in the game world to save resources
|
public static void Postfix()
|
||||||
if (ObjectDB.instance == null) return;
|
{
|
||||||
|
LoadLocalization();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- TEST COMMAND: Type 'testkill' in F5 console ---
|
||||||
|
[HarmonyPatch(typeof(Terminal), nameof(Terminal.InputText))]
|
||||||
|
public static class ConsoleInputPatch
|
||||||
|
{
|
||||||
|
static void Postfix(Terminal __instance)
|
||||||
|
{
|
||||||
|
string text = __instance.m_input.text;
|
||||||
|
if (text.ToLower() == "listicons")
|
||||||
|
{
|
||||||
|
var spriteAsset = Resources.FindObjectsOfTypeAll<TMP_SpriteAsset>().FirstOrDefault(x => x.name == "icons"); ;
|
||||||
|
|
||||||
|
if (spriteAsset != null)
|
||||||
|
{
|
||||||
|
Debug.Log($"--- Listing all sprites in {spriteAsset.name} ---");
|
||||||
|
for (int i = 0; i < spriteAsset.spriteCharacterTable.Count; i++)
|
||||||
|
{
|
||||||
|
var sprite = spriteAsset.spriteCharacterTable[i];
|
||||||
|
Debug.Log($"Index: {i} | Name: {sprite.name}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[HarmonyPatch(typeof(Game), nameof(Game.Start))]
|
||||||
|
public static class GameStartPatch
|
||||||
|
{
|
||||||
|
static void Postfix()
|
||||||
|
{
|
||||||
|
if (ZRoutedRpc.instance != null && kfp != null)
|
||||||
|
{
|
||||||
|
// We use the explicit 'Method' delegate to avoid the ArgumentException
|
||||||
|
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.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
// 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;
|
||||||
|
|
||||||
|
if (_msgQueue == null || _msgQueue.Count == 0 && _displayTimer <= 0) return;
|
||||||
|
|
||||||
|
// Logic to trigger next message
|
||||||
|
if (_msgQueue.Count > 0 && _displayTimer <= 0)
|
||||||
|
{
|
||||||
|
borderColor = new Color(0.141f, 0.141f, 0.153f);
|
||||||
|
kfp.ShowNextMessage(_msgQueue.Dequeue(), _iconQueue.Dequeue(), _victimIconQueue.Dequeue(), _borderColQueue.Dequeue());
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_displayTimer > 0)
|
||||||
|
{
|
||||||
|
_displayTimer -= Time.deltaTime;
|
||||||
|
|
||||||
|
if (_canvasGroup != null && _hudRoot != null)
|
||||||
|
{
|
||||||
|
RectTransform pRect = _panelImage.GetComponent<RectTransform>();
|
||||||
|
|
||||||
|
// FADE AND SLIDE LOGIC
|
||||||
|
if (_displayTimer > 4.5f)
|
||||||
|
{ // Fading in (first 0.5s)
|
||||||
|
_canvasGroup.alpha = (5f - _displayTimer) * 2;
|
||||||
|
}
|
||||||
|
else if (_displayTimer < 1f)
|
||||||
|
{ // Fading out (last 1s)
|
||||||
|
_canvasGroup.alpha = _displayTimer;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_canvasGroup.alpha = 1f;
|
||||||
|
pRect.anchoredPosition = new Vector2(0, -40);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_displayTimer <= 0 && _hudRoot != null) _hudRoot.SetActive(false);
|
||||||
|
}
|
||||||
|
// KillFeed Logic
|
||||||
|
/////////////////
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void LoadLocalization()
|
||||||
|
{
|
||||||
|
if (Localization.instance == null) return;
|
||||||
|
|
||||||
|
string modPath = Path.Combine(Paths.PluginPath, "MxValheim");
|
||||||
|
string translationsPath = Path.Combine(modPath, "Translations");
|
||||||
|
string lang = Localization.instance.GetSelectedLanguage();
|
||||||
|
string filePath = Path.Combine(translationsPath, $"{lang}.json");
|
||||||
|
|
||||||
|
if (!File.Exists(filePath))
|
||||||
|
{
|
||||||
|
filePath = Path.Combine(translationsPath, "English.json");
|
||||||
|
}
|
||||||
|
|
||||||
|
if (File.Exists(filePath))
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
string json = File.ReadAllText(filePath);
|
||||||
|
var dict = JsonConvert.DeserializeObject<Dictionary<string, string>>(json);
|
||||||
|
|
||||||
|
// Get the method via Reflection to bypass "Inaccessible" errors
|
||||||
|
MethodInfo addWordMethod = typeof(Localization).GetMethod("AddWord",
|
||||||
|
BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
|
||||||
|
|
||||||
|
if (addWordMethod != null)
|
||||||
|
{
|
||||||
|
foreach (var entry in dict)
|
||||||
|
{
|
||||||
|
// Parameters: (instance to run on, array of arguments)
|
||||||
|
addWordMethod.Invoke(Localization.instance, new object[] { entry.Key, entry.Value });
|
||||||
|
}
|
||||||
|
Debug.Log($"[MxValheim] Successfully injected {dict.Count} strings for {lang}.");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogError("[MxValheim] Critical Error: Could not find AddWord method in game code.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
|
Debug.LogError($"[MxValheim] Error loading JSON: {e.Message}");
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool LoadJsonConfig()
|
private bool LoadJsonConfig()
|
||||||
@@ -77,4 +304,9 @@ public class MxValheimMod : BaseUnityPlugin
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
internal static void ShowKillMessage(string v)
|
||||||
|
{
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -35,11 +35,11 @@
|
|||||||
<Reference Include="0Harmony">
|
<Reference Include="0Harmony">
|
||||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\0Harmony.dll</HintPath>
|
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\0Harmony.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Assembly-CSharp-publicized">
|
<Reference Include="assembly_guiutils_publicized">
|
||||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\Assembly-CSharp-publicized.dll</HintPath>
|
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_guiutils_publicized.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="assembly_valheim-publicized">
|
<Reference Include="assembly_valheim_publicized">
|
||||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_valheim-publicized.dll</HintPath>
|
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_valheim_publicized.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="BepInEx">
|
<Reference Include="BepInEx">
|
||||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\BepInEx.dll</HintPath>
|
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\BepInEx.dll</HintPath>
|
||||||
@@ -48,8 +48,11 @@
|
|||||||
<Reference Include="Newtonsoft.Json">
|
<Reference Include="Newtonsoft.Json">
|
||||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\Newtonsoft.Json.dll</HintPath>
|
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\Newtonsoft.Json.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
|
<Reference Include="PresentationFramework" />
|
||||||
|
<Reference Include="Splatform, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
|
||||||
<Reference Include="System" />
|
<Reference Include="System" />
|
||||||
<Reference Include="System.Core" />
|
<Reference Include="System.Core" />
|
||||||
|
<Reference Include="System.Drawing" />
|
||||||
<Reference Include="System.Xml.Linq" />
|
<Reference Include="System.Xml.Linq" />
|
||||||
<Reference Include="System.Data.DataSetExtensions" />
|
<Reference Include="System.Data.DataSetExtensions" />
|
||||||
<Reference Include="Microsoft.CSharp" />
|
<Reference Include="Microsoft.CSharp" />
|
||||||
@@ -60,6 +63,10 @@
|
|||||||
<Reference Include="UnityEngine">
|
<Reference Include="UnityEngine">
|
||||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.dll</HintPath>
|
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
|
<Reference Include="UnityEngine.AssetBundleModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||||
|
<SpecificVersion>False</SpecificVersion>
|
||||||
|
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.AssetBundleModule.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
<Reference Include="UnityEngine.CoreModule">
|
<Reference Include="UnityEngine.CoreModule">
|
||||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
|
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
@@ -67,12 +74,25 @@
|
|||||||
<SpecificVersion>False</SpecificVersion>
|
<SpecificVersion>False</SpecificVersion>
|
||||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
|
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
|
<Reference Include="UnityEngine.TextRenderingModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
|
||||||
|
<Reference Include="UnityEngine.UI, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||||
|
<SpecificVersion>False</SpecificVersion>
|
||||||
|
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UI.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="UnityEngine.UIModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||||
|
<SpecificVersion>False</SpecificVersion>
|
||||||
|
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UIModule.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<Compile Include="KillFeed\NPCIcon.cs" />
|
||||||
|
<Compile Include="KillFeed\Patch.cs" />
|
||||||
<Compile Include="MxValheim.cs" />
|
<Compile Include="MxValheim.cs" />
|
||||||
<Compile Include="Patch\Bow.cs" />
|
<Compile Include="Patch\Bow.cs" />
|
||||||
<Compile Include="Patch\CraftingStation.cs" />
|
<Compile Include="Patch\CraftingStation.cs" />
|
||||||
<Compile Include="Patch\Doors.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\Items.cs" />
|
||||||
<Compile Include="Patch\Ores.cs" />
|
<Compile Include="Patch\Ores.cs" />
|
||||||
<Compile Include="Patch\WearNTear.cs" />
|
<Compile Include="Patch\WearNTear.cs" />
|
||||||
@@ -82,4 +102,14 @@
|
|||||||
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_guiutils.dll" />
|
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_guiutils.dll" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||||
|
<PropertyGroup>
|
||||||
|
<PostBuildEvent>
|
||||||
|
copy /Y "$(TargetDir)$(TargetName).dll" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim\"
|
||||||
|
copy /Y "$(TargetDir)$(TargetName).pdb" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim\"
|
||||||
|
|
||||||
|
copy /Y "$(TargetDir)$(TargetName).dll" "R:\Server\valdev\BepInEx\plugins\MxValheim\"
|
||||||
|
copy /Y "$(TargetDir)$(TargetName).pdb" "R:\Server\valdev\BepInEx\plugins\MxValheim\"
|
||||||
|
if exist "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim.zip" del "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim.zip"
|
||||||
|
"C:\Program Files\7-Zip\7z.exe" a -tzip "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim.zip" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim\*"</PostBuildEvent>
|
||||||
|
</PropertyGroup>
|
||||||
</Project>
|
</Project>
|
||||||
@@ -1,43 +1,67 @@
|
|||||||
using BepInEx;
|
using BepInEx;
|
||||||
using HarmonyLib;
|
using HarmonyLib;
|
||||||
using UnityEngine;
|
using Newtonsoft.Json;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.IO;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Diagnostics;
|
||||||
|
using static MxValheimMod;
|
||||||
|
|
||||||
namespace MxValheim.Patch
|
namespace MxValheim.Patch
|
||||||
{
|
{
|
||||||
internal class Doors
|
public class Doors_Patch
|
||||||
{
|
{
|
||||||
|
public class DoorRoot
|
||||||
|
{
|
||||||
|
public List<string> ignoreList { get; set; }
|
||||||
|
}
|
||||||
|
|
||||||
[HarmonyPatch(typeof(Door), nameof(Door.Interact))]
|
[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)
|
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
|
||||||
|
int prefabHash = nview.GetZDO().GetPrefab();
|
||||||
|
string prefabName = ZNetScene.instance.GetPrefab(prefabHash).name;
|
||||||
|
|
||||||
|
DoorRoot iL = JsonConvert.DeserializeObject<DoorRoot>(File.ReadAllText(MxValheimMod.AutoDoorConfigPath));
|
||||||
|
if (iL.ignoreList.Contains(prefabName)) return;
|
||||||
|
|
||||||
if (hold || alt || ___m_nview == null || !___m_nview.IsValid()) return;
|
if (hold || alt || ___m_nview == null || !___m_nview.IsValid()) return;
|
||||||
|
|
||||||
// Get state: 0 is closed
|
// Get state: 0 is closed
|
||||||
int state = ___m_nview.GetZDO().GetInt("state");
|
int state = ___m_nview.GetZDO().GetInt("state");
|
||||||
|
|
||||||
if (state != 0)
|
if (state == 0) return;
|
||||||
|
|
||||||
|
lock (_doorQueueNview)
|
||||||
{
|
{
|
||||||
// Start coroutine on the door object itself
|
Debug.Log($"AutoDoor:Door.Interact Adding \"{prefabName}\" to queue.");
|
||||||
__instance.StartCoroutine(CloseDoorAfterDelay(__instance, ___m_nview));
|
_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)
|
||||||
{
|
{
|
||||||
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 (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).
|
Debug.Log($"AutoDoor:CloseNextDoor Closing door \"{doorName}\".");
|
||||||
// This avoids the 'Null' player error in Door.Interact
|
|
||||||
ZDO zd0 = nview.GetZDO();
|
ZDO zd0 = nview.GetZDO();
|
||||||
zd0.Set("state", 0);
|
zd0.Set("state", 0);
|
||||||
}
|
} else
|
||||||
|
{
|
||||||
|
Debug.Log($"AutoDoor:CloseNextDoor Door \"{doorName}\" was already closed.");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
96
MxValheim/Patch/HUD/Clock.cs
Normal file
96
MxValheim/Patch/HUD/Clock.cs
Normal file
@@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
75
MxValheim/Patch/HUD/Splash.cs
Normal file
75
MxValheim/Patch/HUD/Splash.cs
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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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|
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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
|
||||||
|
GameObject textObj = new GameObject("ModdedText");
|
||||||
|
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
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
10
README.md
10
README.md
@@ -1,9 +1,13 @@
|
|||||||

|

|
||||||
|
|
||||||
## MxValheim
|
## MxValheim
|
||||||
Official Mx Valheim Mod.
|
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
|
## 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".
|
- Tweak individual item(s) weight in "BepInEx\config\mxvalheim.custom_weights.json".
|
||||||
- Ore drop multiplier. (Value available in the generated config.)
|
- Ore drop multiplier. (Value available in the generated config.)
|
||||||
- Workbench crafting range multiplier. (Value available in the generated config.)
|
- Workbench crafting range multiplier. (Value available in the generated config.)
|
||||||
@@ -12,8 +16,8 @@ Official Mx Valheim Mod.
|
|||||||
- Auto close doors after a specified amount of time. (Enable/Disable and configure desired time in the generated config.)
|
- Auto close doors after a specified amount of time. (Enable/Disable and configure desired time in the generated config.)
|
||||||
|
|
||||||
## How-To Install
|
## How-To Install
|
||||||
1. Download the latest dll.
|
1. Download the latest zip.
|
||||||
2. Copy it to your (Client/Server) "BepInEx\plugins".
|
2. Copy the zip content to your (Client/Server) "BepInEx\plugins\MxValheim\".
|
||||||
3. Run your (Client/Server) at least one time.
|
3. Run your (Client/Server) at least one time.
|
||||||
4. Tweaks the config in "BepInEx\config\ovh.mxdev.mxvalheim.cfg" to your liking.
|
4. Tweaks the config in "BepInEx\config\ovh.mxdev.mxvalheim.cfg" to your liking.
|
||||||
5. Enjoy!
|
5. Enjoy!
|
||||||
Reference in New Issue
Block a user