Compare commits
7 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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cb93f20b18 | ||
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2291d1c162 | ||
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fb68bb61e2 | ||
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e1a15adad6 | ||
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c724674b5a | ||
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ee50214043 | ||
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11f6384db6 |
@@ -46,19 +46,22 @@ namespace MxValheim.KillFeed
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|||||||
}
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}
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||||||
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// Message Format Variables
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// Message Format Variables
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string type1Separator = " a été tué par ";
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string type1Separator = Localization.instance.Localize("$killfeed_format_type1");
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string type2Separator = " a tué ";
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string type2Separator = Localization.instance.Localize("$killfeed_format_type2");
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string finalMsg = "";
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string finalMsg = "";
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string attackerFormat = "";
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string attackerFormat = "";
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string victimFormat = "";
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string victimFormat = "";
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string distanceFormat = "";
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string distanceFormat = "";
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string starFormat = "";
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string starFormat = "";
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string crossFormat = "";
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// Format Message in Divided Section
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// Format Message in Divided Section
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starFormat = "<color=#fffb00>★</color>";
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starFormat = "<color=#fffb00>★</color>";
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crossFormat = "<color=#a0a3a1>✝</color>";
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attackerFormat = $"<color=#00ff06>{attacker.ToUpper()}</color>";
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attackerFormat = $"<color=#00ff06>{attacker.ToUpper()}</color>";
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if (type == 1)
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if (type == 1)
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{
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{
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victimFormat = $"<color=#00ff06>{victim.ToUpper()}</color>";
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victimFormat = $"{crossFormat} <color=#00ff06>{victim.ToUpper()}</color>";
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} else if(type == 2)
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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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switch (level)
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@@ -75,18 +78,18 @@ namespace MxValheim.KillFeed
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case 4:
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case 4:
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victimFormat = $"{starFormat}{starFormat}{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
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victimFormat = $"{starFormat}{starFormat}{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
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break;
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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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distanceFormat = $" à <color=#9402f5>{distance:F1}m</color> de distance.";
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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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finalMsg =
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finalMsg =
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(type == 1) ? $"{victimFormat}{type1Separator}{attackerFormat}{distanceFormat}":
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(type == 1) ? $"{victimFormat}{type1Separator}{attackerFormat}{distanceFormat}": // Player Death
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(type == 2) ? $"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}" :
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(type == 2) ? $"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}": // Player Killed Something
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$"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}";
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$"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}"; // Failsafe
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/*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." :
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(type == 2) ? $"<color=#00ff06>{attacker.ToUpper()}</color> a tué <color=#00c0ff>{victim.ToUpper()}</color> à <color=#9402f5>{distance:F1}m</color> de distance." :
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$"<color=#00ff06>{attacker.ToUpper()}</color> a tué <color=#00c0ff>{victim.ToUpper()}</color> à <color=#9402f5>{distance:F1}m</color> de distance.";*/
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Sprite weaponIcon = null;
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Sprite weaponIcon = null;
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@@ -417,72 +420,5 @@ namespace MxValheim.KillFeed
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_hudRoot.SetActive(false);
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_hudRoot.SetActive(false);
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}
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}
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||||||
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/*
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public void CreateCustomHud()
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{
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_hudRoot = new GameObject("MxKillFeed_Root");
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UnityEngine.Object.DontDestroyOnLoad(_hudRoot);
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Canvas c = _hudRoot.AddComponent<Canvas>();
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c.renderMode = RenderMode.ScreenSpaceOverlay;
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c.sortingOrder = 10000;
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// Add a Scaler to ensure it looks right on all resolutions
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CanvasScaler scaler = _hudRoot.AddComponent<CanvasScaler>();
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scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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scaler.referenceResolution = new Vector2(1920, 1080);
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||||||
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_canvasGroup = _hudRoot.AddComponent<CanvasGroup>();
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||||||
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GameObject panel = new GameObject("Background", typeof(RectTransform), typeof(Image));
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panel.transform.SetParent(_hudRoot.transform, false);
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_panelImage = panel.GetComponent<Image>();
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// Fallback: Set a solid color first in case the sprite search fails
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_panelImage.color = new Color(0, 0, 0, 0.8f);
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foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
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{
|
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if (s.name == "shout_field")
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{
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_panelImage.sprite = s;
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_panelImage.type = Image.Type.Sliced;
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break;
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}
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}
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||||||
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RectTransform pRect = panel.GetComponent<RectTransform>();
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pRect.anchorMin = pRect.anchorMax = pRect.pivot = new Vector2(0.5f, 0.95f);
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pRect.anchoredPosition = Vector2.zero; // Center top
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pRect.sizeDelta = new Vector2(550, 40);
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pRect.localScale = Vector3.one; // FORCE SCALE TO 1
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// Icon
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GameObject iconObj = new GameObject("Icon", typeof(RectTransform), typeof(Image));
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iconObj.transform.SetParent(panel.transform, false);
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_weaponIconSlot = iconObj.GetComponent<Image>();
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_weaponIconSlot.preserveAspect = true;
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RectTransform iRect = iconObj.GetComponent<RectTransform>();
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||||||
iRect.anchorMin = iRect.anchorMax = iRect.pivot = new Vector2(0, 0.5f);
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||||||
iRect.anchoredPosition = new Vector2(10, 0);
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iRect.sizeDelta = new Vector2(30, 30);
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||||||
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// Text
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|
||||||
GameObject textObj = new GameObject("Text", typeof(RectTransform), typeof(Text));
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||||||
textObj.transform.SetParent(panel.transform, false);
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_killText = textObj.GetComponent<Text>();
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||||||
_killText.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
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||||||
_killText.fontSize = 18;
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_killText.alignment = TextAnchor.MiddleLeft;
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||||||
_killText.supportRichText = true;
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||||||
textObj.AddComponent<Outline>().effectColor = Color.black;
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RectTransform tRect = textObj.GetComponent<RectTransform>();
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tRect.anchorMin = Vector2.zero; tRect.anchorMax = Vector2.one;
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tRect.offsetMin = new Vector2(50, 0); tRect.offsetMax = new Vector2(-10, 0);
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||||||
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||||||
_hudRoot.SetActive(false);
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|
||||||
}*/
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|
||||||
}
|
}
|
||||||
}
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}
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||||||
@@ -2,11 +2,14 @@
|
|||||||
using BepInEx.Configuration;
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using BepInEx.Configuration;
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using HarmonyLib;
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using HarmonyLib;
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using MxValheim.KillFeed;
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using MxValheim.KillFeed;
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using MxValheim.Patch;
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using MxValheim.Patch.HUD;
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using Newtonsoft.Json;
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using Newtonsoft.Json;
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||||||
using System;
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using System;
|
||||||
using System.Collections.Generic;
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using System.Collections.Generic;
|
||||||
using System.IO;
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using System.IO;
|
||||||
using System.Linq;
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using System.Linq;
|
||||||
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using System.Reflection;
|
||||||
using System.Threading;
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using System.Threading;
|
||||||
using System.Xml;
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using System.Xml;
|
||||||
using TMPro;
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using TMPro;
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||||||
@@ -18,10 +21,11 @@ public class MxValheimMod : BaseUnityPlugin
|
|||||||
{
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{
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||||||
public static MxValheimMod Instance; // Singleton reference
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public static MxValheimMod Instance; // Singleton reference
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||||||
public static KillFeed_Patch kfp = new KillFeed_Patch();
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public static KillFeed_Patch kfp = new KillFeed_Patch();
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||||||
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public static Doors_Patch dpatch = new Doors_Patch();
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||||||
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||||||
private const string ModGUID = "ovh.mxdev.mxvalheim";
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private const string ModGUID = "ovh.mxdev.mxvalheim";
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||||||
private const string ModName = "MxValheim";
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private const string ModName = "MxValheim";
|
||||||
private const string ModVersion = "1.5.3";
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public const string ModVersion = "1.5.7";
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||||||
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||||||
public static ConfigEntry<bool> Config_Locked;
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public static ConfigEntry<bool> Config_Locked;
|
||||||
public static ConfigEntry<int> Config_OreMultiplier;
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public static ConfigEntry<int> Config_OreMultiplier;
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||||||
@@ -32,7 +36,10 @@ public class MxValheimMod : BaseUnityPlugin
|
|||||||
public static ConfigEntry<bool> Config_autoDoorCloseEnabled;
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public static ConfigEntry<bool> Config_autoDoorCloseEnabled;
|
||||||
public static ConfigEntry<float> Config_autoDoorClose;
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public static ConfigEntry<float> Config_autoDoorClose;
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||||||
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||||||
private static string WeightConfigPath => Path.Combine(Paths.ConfigPath, "mxvalheim.custom_weights.json");
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public static string modPath = Path.Combine(Paths.PluginPath, "MxValheim");
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||||||
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public static string internalConfigsPath = Path.Combine(modPath, "Configs");
|
||||||
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public static string WeightConfigPath => Path.Combine(internalConfigsPath, "items_weight.json");
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||||||
|
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>();
|
||||||
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|
||||||
// Data structures
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// Data structures
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||||||
@@ -61,6 +68,11 @@ public class MxValheimMod : BaseUnityPlugin
|
|||||||
public static readonly Queue<Sprite> _victimIconQueue = new Queue<Sprite>();
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public static readonly Queue<Sprite> _victimIconQueue = new Queue<Sprite>();
|
||||||
public static readonly Dictionary<Character, KillData> _activeTrackers = new Dictionary<Character, KillData>();
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public static readonly Dictionary<Character, KillData> _activeTrackers = new Dictionary<Character, KillData>();
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||||||
|
|
||||||
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public static readonly Queue<ZNetView> _doorQueueNview = new Queue<ZNetView>();
|
||||||
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public static readonly Queue<Door> _doorQueueDoor = new Queue<Door>();
|
||||||
|
public static readonly Queue<string> _doorQueueName = new Queue<string>();
|
||||||
|
public static float _doorTimer;
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
Instance = this;
|
Instance = this;
|
||||||
@@ -73,12 +85,24 @@ public class MxValheimMod : BaseUnityPlugin
|
|||||||
Config_autoDoorCloseEnabled = Config.Bind("General", "AutoDoorCloseEnabled", true, "Your doors will auto close if enabled. See AutoDoorCloseTimer for the desired time.");
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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.");
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Config_autoDoorClose = Config.Bind("General", "AutoDoorCloseTimer", 5.0f, "Your doors will auto close after the specified timer duration.");
|
||||||
|
|
||||||
|
LoadLocalization();
|
||||||
LoadJsonConfig();
|
LoadJsonConfig();
|
||||||
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|
||||||
|
_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
|
||||||
|
|
||||||
Harmony harmony = new Harmony(ModGUID);
|
Harmony harmony = new Harmony(ModGUID);
|
||||||
harmony.PatchAll();
|
harmony.PatchAll();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[HarmonyPatch(typeof(Localization), nameof(Localization.SetupLanguage))]
|
||||||
|
public static class Localization_SetupLanguage_Patch
|
||||||
|
{
|
||||||
|
public static void Postfix()
|
||||||
|
{
|
||||||
|
LoadLocalization();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// --- TEST COMMAND: Type 'testkill' in F5 console ---
|
// --- TEST COMMAND: Type 'testkill' in F5 console ---
|
||||||
[HarmonyPatch(typeof(Terminal), nameof(Terminal.InputText))]
|
[HarmonyPatch(typeof(Terminal), nameof(Terminal.InputText))]
|
||||||
public static class ConsoleInputPatch
|
public static class ConsoleInputPatch
|
||||||
@@ -86,21 +110,6 @@ public class MxValheimMod : BaseUnityPlugin
|
|||||||
static void Postfix(Terminal __instance)
|
static void Postfix(Terminal __instance)
|
||||||
{
|
{
|
||||||
string text = __instance.m_input.text;
|
string text = __instance.m_input.text;
|
||||||
if (text.ToLower() == "listiconsstore")
|
|
||||||
{
|
|
||||||
var spriteAsset = Resources.FindObjectsOfTypeAll<TMP_SpriteAsset>().FirstOrDefault(x => x.name == "store_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}");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (text.ToLower() == "listicons")
|
if (text.ToLower() == "listicons")
|
||||||
{
|
{
|
||||||
var spriteAsset = Resources.FindObjectsOfTypeAll<TMP_SpriteAsset>().FirstOrDefault(x => x.name == "icons"); ;
|
var spriteAsset = Resources.FindObjectsOfTypeAll<TMP_SpriteAsset>().FirstOrDefault(x => x.name == "icons"); ;
|
||||||
@@ -136,7 +145,54 @@ public class MxValheimMod : BaseUnityPlugin
|
|||||||
|
|
||||||
void Update()
|
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();
|
ZNet zn = new ZNet();
|
||||||
if (zn.IsDedicated() || Player.m_localPlayer == null) return;
|
if (zn.IsDedicated() || Player.m_localPlayer == null) return;
|
||||||
|
|
||||||
@@ -175,9 +231,57 @@ public class MxValheimMod : BaseUnityPlugin
|
|||||||
|
|
||||||
if (_displayTimer <= 0 && _hudRoot != null) _hudRoot.SetActive(false);
|
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()
|
||||||
{
|
{
|
||||||
try
|
try
|
||||||
|
|||||||
@@ -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>
|
||||||
@@ -48,6 +48,7 @@
|
|||||||
<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="Splatform, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
|
||||||
<Reference Include="System" />
|
<Reference Include="System" />
|
||||||
<Reference Include="System.Core" />
|
<Reference Include="System.Core" />
|
||||||
@@ -62,6 +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>
|
||||||
@@ -86,6 +91,8 @@
|
|||||||
<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" />
|
||||||
@@ -97,10 +104,12 @@
|
|||||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||||
<PropertyGroup>
|
<PropertyGroup>
|
||||||
<PostBuildEvent>
|
<PostBuildEvent>
|
||||||
copy /Y "$(TargetDir)$(TargetName).dll" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\"
|
copy /Y "$(TargetDir)$(TargetName).dll" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim\"
|
||||||
copy /Y "$(TargetDir)$(TargetName).pdb" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\"
|
copy /Y "$(TargetDir)$(TargetName).pdb" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim\"
|
||||||
|
|
||||||
copy /Y "$(TargetDir)$(TargetName).dll" "R:\Server\valdev\BepInEx\plugins\"
|
copy /Y "$(TargetDir)$(TargetName).dll" "R:\Server\valdev\BepInEx\plugins\MxValheim\"
|
||||||
copy /Y "$(TargetDir)$(TargetName).pdb" "R:\Server\valdev\BepInEx\plugins\"</PostBuildEvent>
|
copy /Y "$(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>
|
</PropertyGroup>
|
||||||
</Project>
|
</Project>
|
||||||
@@ -1,55 +1,67 @@
|
|||||||
using BepInEx;
|
using BepInEx;
|
||||||
using HarmonyLib;
|
using HarmonyLib;
|
||||||
|
using Newtonsoft.Json;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.IO;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Diagnostics;
|
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>();
|
ZNetView nview = __instance.GetComponent<ZNetView>();
|
||||||
|
|
||||||
if (nview != null && nview.IsValid())
|
if (nview != null && nview.IsValid())
|
||||||
{
|
{
|
||||||
// Get the prefab hash and look up the name in the master list
|
// Get the prefab hash and look up the name in the master list
|
||||||
int prefabHash = nview.GetZDO().GetPrefab();
|
int prefabHash = nview.GetZDO().GetPrefab();
|
||||||
string prefabName = ZNetScene.instance.GetPrefab(prefabHash).name;
|
string prefabName = ZNetScene.instance.GetPrefab(prefabHash).name;
|
||||||
|
|
||||||
if (prefabName == "piece_crypt_door") return;
|
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
Normal file
@@ -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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,9 +1,12 @@
|
|||||||

|

|
||||||
|
|
||||||
## 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.
|
- 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.)
|
||||||
@@ -13,8 +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