Compare commits
2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
48445db561 | ||
|
|
ba2091d6f9 |
@@ -1,47 +0,0 @@
|
||||
using HarmonyLib;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MxValheim.KillFeed
|
||||
{
|
||||
internal class Chat_Patch
|
||||
{
|
||||
[HarmonyPatch(typeof(Chat), nameof(Chat.Awake))]
|
||||
class ChatLimitPatch
|
||||
{
|
||||
static void Postfix(Chat __instance)
|
||||
{
|
||||
// 1. Update the UI component (The most important part for typing)
|
||||
if (__instance.m_input != null)
|
||||
{
|
||||
__instance.m_input.characterLimit = 1000;
|
||||
}
|
||||
|
||||
// 2. Try to find the internal length field (it might be m_maxLength or m_maxMessageLength)
|
||||
try
|
||||
{
|
||||
var field = AccessTools.Field(typeof(Chat), "m_maxMessageLength")
|
||||
?? AccessTools.Field(typeof(Chat), "m_maxLength");
|
||||
|
||||
if (field != null)
|
||||
{
|
||||
field.SetValue(__instance, 1000);
|
||||
UnityEngine.Debug.Log($"KillFeed: Set {field.Name} to 1000.");
|
||||
}
|
||||
else
|
||||
{
|
||||
UnityEngine.Debug.LogWarning("KillFeed: Could not find a length field in Chat. Logic might use InputField limit only.");
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
UnityEngine.Debug.LogWarning($"KillFeed: Non-critical error setting chat limit: {e.Message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
65
MxValheim/KillFeed/NPCIcon.cs
Normal file
65
MxValheim/KillFeed/NPCIcon.cs
Normal file
@@ -0,0 +1,65 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace MxValheim.KillFeed
|
||||
{
|
||||
internal class NPCIcon
|
||||
{
|
||||
Dictionary<string, string> valheimTrophies = new Dictionary<string, string>
|
||||
{
|
||||
// Meadows
|
||||
{ "Boar", "TrophyBoar" },
|
||||
{ "Deer", "TrophyDeer" },
|
||||
{ "Neck", "TrophyNeck" },
|
||||
{ "Eikthyr", "TrophyEikthyr" },
|
||||
|
||||
// Black Forest
|
||||
{ "Greydwarf", "TrophyGreydwarf" },
|
||||
{ "Greydwarf_Shaman", "TrophyGreydwarfShaman" },
|
||||
{ "Greydwarf_Elite", "TrophyGreydwarfBrute" },
|
||||
{ "Skeleton", "TrophySkeleton" },
|
||||
{ "Skeleton_Poison", "TrophySkeletonPoison" },
|
||||
{ "Ghost", "TrophyGhost" },
|
||||
{ "Troll", "TrophyTroll" },
|
||||
{ "gd_king", "TrophyTheElder" },
|
||||
|
||||
// Swamp
|
||||
{ "Blob", "TrophyBlob" },
|
||||
{ "Draugr", "TrophyDraugr" },
|
||||
{ "Draugr_Elite", "TrophyDraugrElite" },
|
||||
{ "Leech", "TrophyLeech" },
|
||||
{ "Surtling", "TrophySurtling" },
|
||||
{ "Wraith", "TrophyWraith" },
|
||||
{ "Abomination", "TrophyAbomination" },
|
||||
{ "Bonemass", "TrophyBonemass" },
|
||||
|
||||
// Mountains
|
||||
{ "Wolf", "TrophyWolf" },
|
||||
{ "Fenring", "TrophyFenring" },
|
||||
{ "StoneGolem", "TrophyStoneGolem" },
|
||||
{ "Drake", "TrophyDrake" },
|
||||
{ "Ulv", "TrophyUlv" },
|
||||
{ "Cultist", "TrophyCultist" },
|
||||
{ "Dragon", "TrophyModer" },
|
||||
|
||||
// Plains
|
||||
{ "Lox", "TrophyLox" },
|
||||
{ "Deathsquito", "TrophyDeathsquito" },
|
||||
{ "Goblin", "TrophyGoblin" },
|
||||
{ "GoblinBrute", "TrophyGoblinBrute" },
|
||||
{ "GoblinShaman", "TrophyGoblinShaman" },
|
||||
{ "Growth", "TrophyGrowth" },
|
||||
{ "GoblinKing", "TrophyGoblinKing" },
|
||||
|
||||
// Mistlands
|
||||
{ "Seeker", "TrophySeeker" },
|
||||
{ "SeekerBrute", "TrophySeekerBrute" },
|
||||
{ "Gjall", "TrophyGjall" },
|
||||
{ "Tick", "TrophyTick" },
|
||||
{ "SeekerQueen", "TrophySeekerQueen" }
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -2,8 +2,10 @@
|
||||
using HarmonyLib;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection.Emit;
|
||||
using System.Threading;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Diagnostics;
|
||||
using UnityEngine.UI;
|
||||
using static MxValheimMod;
|
||||
|
||||
@@ -11,26 +13,43 @@ namespace MxValheim.KillFeed
|
||||
{
|
||||
public class KillFeed_Patch
|
||||
{
|
||||
public static void SendKillToAll(string attacker, string victim, string weaponPrefab, int type)
|
||||
public static void SendKillToAll(string attacker, string victim, string victimInternalName, string weaponPrefab, int encodedType)
|
||||
{
|
||||
if (ZRoutedRpc.instance != null)
|
||||
{
|
||||
ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg", attacker, victim, weaponPrefab, type);
|
||||
ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg", attacker, victim, victimInternalName, weaponPrefab, encodedType);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnReceiveKillMsg(long sender, string attacker, string victim, string weaponPrefab, int type)
|
||||
public void OnReceiveKillMsg(long sender, string attacker, string victim, string victimInternalName, string weaponPrefab, int encodedType)
|
||||
{
|
||||
ZNet zn = new ZNet();
|
||||
if (zn.IsDedicated()) return;
|
||||
|
||||
string finalMsg = (type == 1) ? $"<color=#FF3333>☠</color> {victim} a été tué par {attacker}" :
|
||||
(type == 2) ? $"{attacker} a tué {victim}" :
|
||||
$"{attacker} a tué {victim}";
|
||||
float distance = (encodedType / 1000) / 10.0f;
|
||||
int remainder = encodedType % 1000;
|
||||
bool isBoss = (remainder >= 100);
|
||||
int level = (remainder % 100) / 10;
|
||||
int type = remainder % 10;
|
||||
|
||||
Sprite victimIcon = GetCreatureIcon(victimInternalName);
|
||||
|
||||
GameObject prefab = ZNetScene.instance.GetPrefab(victimInternalName);
|
||||
string localizedVictim = victimInternalName;
|
||||
if (prefab != null)
|
||||
{
|
||||
Character c = prefab.GetComponent<Character>();
|
||||
if (c != null) localizedVictim = c.m_name;
|
||||
}
|
||||
|
||||
if (attacker == "The World") return;
|
||||
|
||||
string finalMsg = (type == 1) ? $"<color=#FF3333>☠</color> <color=#00ff06>{victim.ToUpper()}</color> a été tué par <color=#ff0000>{attacker.ToUpper()}</color> à <color=#9402f5>{distance:F1}m</color> de distance." :
|
||||
(type == 2) ? $"<color=#00ff06>{attacker.ToUpper()}</color> a tué <color=#00c0ff>{victim.ToUpper()}</color> à <color=#9402f5>{distance:F1}m</color> de distance." :
|
||||
$"<color=#00ff06>{attacker.ToUpper()}</color> a tué <color=#00c0ff>{victim.ToUpper()}</color> à <color=#9402f5>{distance:F1}m</color> de distance.";
|
||||
|
||||
Sprite weaponIcon = null;
|
||||
|
||||
// Only check ObjectDB if we are actually in a world
|
||||
if (ObjectDB.instance != null && !string.IsNullOrEmpty(weaponPrefab))
|
||||
{
|
||||
GameObject itemObj = ObjectDB.instance.GetItemPrefab(weaponPrefab);
|
||||
@@ -41,88 +60,38 @@ namespace MxValheim.KillFeed
|
||||
{
|
||||
weaponIcon = itemDrop.m_itemData.m_shared.m_icons[0];
|
||||
}
|
||||
} else
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
if (type == 1)
|
||||
{ // Player
|
||||
borderColor = new Color(0.545f, 0f, 0f);
|
||||
}
|
||||
else if (isBoss)
|
||||
{ // Boss
|
||||
borderColor = new Color(0.545f, 0.361f, 0f);
|
||||
}
|
||||
else if (level >= 2)
|
||||
{ // 1-Star +
|
||||
borderColor = new Color(0.525f, 0.545f, 0f);
|
||||
}
|
||||
else if (level < 2)
|
||||
{
|
||||
borderColor = new Color(0.141f, 0.141f, 0.153f);
|
||||
}
|
||||
|
||||
lock (_msgQueue)
|
||||
{
|
||||
_msgQueue.Enqueue(finalMsg);
|
||||
_borderColQueue.Enqueue(borderColor);
|
||||
_iconQueue.Enqueue(weaponIcon);
|
||||
_victimIconQueue.Enqueue(victimIcon);
|
||||
}
|
||||
}
|
||||
|
||||
[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 weaponName = "Unknown";
|
||||
|
||||
// If the attacker is a player, get their current weapon
|
||||
if (attacker.IsPlayer())
|
||||
{
|
||||
Player player = attacker as Player;
|
||||
if (player != null && player.GetCurrentWeapon() != null)
|
||||
{
|
||||
weaponName = player.GetCurrentWeapon().m_dropPrefab?.name ?? "Hands";
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// If it's a monster, we just use their hover name (e.g., "Troll")
|
||||
weaponName = attacker.GetHoverName();
|
||||
}
|
||||
|
||||
// Store the data for the Postfix to use
|
||||
_activeTrackers[__instance] = new KillData
|
||||
{
|
||||
attackerName = attacker.GetHoverName(),
|
||||
weaponPrefabName = weaponName
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[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>();
|
||||
|
||||
// This check should now pass because ApplyDamage happens before the object is invalidated
|
||||
if (nview == null || !nview.IsValid() || !nview.IsOwner()) return;
|
||||
|
||||
_activeTrackers.TryGetValue(__instance, out KillData data);
|
||||
|
||||
string attackerName = data?.attackerName ?? hit.GetAttacker()?.GetHoverName() ?? "The World";
|
||||
string weaponName = data?.weaponPrefabName ?? "";
|
||||
string victimName = __instance.GetHoverName();
|
||||
|
||||
int type = 0;
|
||||
if (__instance.IsPlayer()) type = 1;
|
||||
else if (attackerName == Player.m_localPlayer?.GetHoverName()) type = 2;
|
||||
|
||||
if (ZRoutedRpc.instance != null)
|
||||
{
|
||||
ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg",
|
||||
attackerName, victimName, weaponName, type);
|
||||
}
|
||||
|
||||
_activeTrackers.Remove(__instance);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ShowNextMessage(string msg, Sprite icon)
|
||||
public void ShowNextMessage(string msg, Sprite weaponIcon, Sprite victimIcon, Color borderColor)
|
||||
{
|
||||
if (_hudRoot == null) CreateCustomHud();
|
||||
|
||||
@@ -140,13 +109,145 @@ namespace MxValheim.KillFeed
|
||||
}
|
||||
|
||||
_killText.text = msg;
|
||||
_weaponIconSlot.sprite = icon;
|
||||
_weaponIconSlot.gameObject.SetActive(icon != null);
|
||||
_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 trophyName = "Trophy" + cleanName;
|
||||
|
||||
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");
|
||||
@@ -172,6 +273,21 @@ namespace MxValheim.KillFeed
|
||||
_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>())
|
||||
{
|
||||
@@ -194,6 +310,9 @@ namespace MxValheim.KillFeed
|
||||
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);
|
||||
@@ -204,6 +323,8 @@ namespace MxValheim.KillFeed
|
||||
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;
|
||||
@@ -223,16 +344,34 @@ namespace MxValheim.KillFeed
|
||||
}
|
||||
|
||||
_killText.font = valheimFont;
|
||||
_killText.fontSize = 18;
|
||||
_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(-10, 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);
|
||||
}
|
||||
|
||||
@@ -19,7 +19,7 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
|
||||
private const string ModGUID = "ovh.mxdev.mxvalheim";
|
||||
private const string ModName = "MxValheim";
|
||||
private const string ModVersion = "1.5.0";
|
||||
private const string ModVersion = "1.5.2";
|
||||
|
||||
public static ConfigEntry<bool> Config_Locked;
|
||||
public static ConfigEntry<int> Config_OreMultiplier;
|
||||
@@ -38,17 +38,25 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
{
|
||||
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>();
|
||||
|
||||
void Awake()
|
||||
@@ -77,8 +85,8 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
if (ZRoutedRpc.instance != null && kfp != null)
|
||||
{
|
||||
// We use the explicit 'Method' delegate to avoid the ArgumentException
|
||||
ZRoutedRpc.instance.Register<string, string, string, int>("RPC_MxKillMsg",
|
||||
new RoutedMethod<string, string, string, int>.Method(kfp.OnReceiveKillMsg));
|
||||
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.");
|
||||
}
|
||||
@@ -90,12 +98,14 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
// Use the game's native check for dedicated servers
|
||||
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)
|
||||
{
|
||||
kfp.ShowNextMessage(_msgQueue.Dequeue(), _iconQueue.Dequeue());
|
||||
borderColor = new Color(0.141f, 0.141f, 0.153f);
|
||||
kfp.ShowNextMessage(_msgQueue.Dequeue(), _iconQueue.Dequeue(), _victimIconQueue.Dequeue(), _borderColQueue.Dequeue());
|
||||
}
|
||||
|
||||
if (_displayTimer > 0)
|
||||
@@ -110,7 +120,6 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
if (_displayTimer > 4.5f)
|
||||
{ // Fading in (first 0.5s)
|
||||
_canvasGroup.alpha = (5f - _displayTimer) * 2;
|
||||
pRect.anchoredPosition = new Vector2(0, -20 - ((5f - _displayTimer) * 20)); // Slide down
|
||||
}
|
||||
else if (_displayTimer < 1f)
|
||||
{ // Fading out (last 1s)
|
||||
@@ -125,25 +134,7 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
|
||||
if (_displayTimer <= 0 && _hudRoot != null) _hudRoot.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
[HarmonyPatch(typeof(Terminal), nameof(Terminal.InputText))]
|
||||
public static class ConsoleInputPatch
|
||||
{
|
||||
static void Postfix(Terminal __instance)
|
||||
{
|
||||
// 2. Get the text safely. Valheim often uses m_input.text
|
||||
string text = __instance.m_input?.text;
|
||||
Debug.Log($"MxKillFeed: {text}");
|
||||
if (string.IsNullOrEmpty(text)) return;
|
||||
|
||||
if (text.ToLower().Trim() == "testkill")
|
||||
{
|
||||
// Trigger the message directly on the local client
|
||||
KillFeed_Patch kfp = new KillFeed_Patch();
|
||||
kfp.OnReceiveKillMsg(0, "Developer", "Testing Dummy", "AxeFlint", 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool LoadJsonConfig()
|
||||
|
||||
@@ -51,6 +51,7 @@
|
||||
<Reference Include="Splatform, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Drawing" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="System.Data.DataSetExtensions" />
|
||||
<Reference Include="Microsoft.CSharp" />
|
||||
@@ -79,7 +80,7 @@
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="KillFeed\Chat.cs" />
|
||||
<Compile Include="KillFeed\NPCIcon.cs" />
|
||||
<Compile Include="KillFeed\Patch.cs" />
|
||||
<Compile Include="MxValheim.cs" />
|
||||
<Compile Include="Patch\Bow.cs" />
|
||||
|
||||
@@ -13,11 +13,17 @@ namespace MxValheim.Patch
|
||||
{
|
||||
static void Postfix(Door __instance, Humanoid character, bool hold, bool alt, ZNetView ___m_nview)
|
||||
{
|
||||
string prefabName = ___m_nview.GetPrefabName();
|
||||
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;
|
||||
|
||||
if (prefabName == "piece_crypt_door") return;
|
||||
|
||||
if (hold || alt || ___m_nview == null || !___m_nview.IsValid()) return;
|
||||
// Prevent closing of swamp iron gate
|
||||
if (prefabName == "piece_crypt_door") return;
|
||||
|
||||
// Get state: 0 is closed
|
||||
int state = ___m_nview.GetZDO().GetInt("state");
|
||||
@@ -28,6 +34,7 @@ namespace MxValheim.Patch
|
||||
__instance.StartCoroutine(CloseDoorAfterDelay(__instance, ___m_nview));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static IEnumerator CloseDoorAfterDelay(Door door, ZNetView nview)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user