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7 Commits
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update/1.6
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129
MxValheim/EventSystem/EventHud.cs
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129
MxValheim/EventSystem/EventHud.cs
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@@ -0,0 +1,129 @@
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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 System.Windows.Annotations;
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using System.Windows.Controls;
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using UnityEngine;
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using UnityEngine.UI;
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using Image = UnityEngine.UI.Image;
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namespace MxValheim.EventSystem
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{
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internal class EventHud
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{
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private static GameObject _eventRoot;
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private static Text _eventTitleText;
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private static Text _eventProgressText;
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private static Image _progressBar;
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private static CanvasGroup _canvasGroup;
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public static void CreateEventHud()
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{
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// 1. Setup Root (Stacked under your KillFeed which is at -30)
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_eventRoot = new GameObject("MxEventHUD_Root");
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UnityEngine.Object.DontDestroyOnLoad(_eventRoot);
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UnityEngine.Canvas c = _eventRoot.AddComponent<UnityEngine.Canvas>();
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c.renderMode = RenderMode.ScreenSpaceOverlay;
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c.sortingOrder = 9999; // Just behind killfeed
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CanvasScaler scaler = _eventRoot.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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_canvasGroup = _eventRoot.AddComponent<CanvasGroup>();
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_canvasGroup.alpha = 0f;
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// 2. Main Panel (Positioned at -80 to sit below the KillFeed)
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GameObject panel = new GameObject("Background", typeof(RectTransform), typeof(Image));
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panel.transform.SetParent(_eventRoot.transform, false);
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Image panelImage = panel.GetComponent<Image>();
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panelImage.color = new UnityEngine.Color(0, 0, 0, 0.7f);
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// Find Valheim Sprite
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foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
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{
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if (s.name == "item_background")
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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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RectTransform pRect = panel.GetComponent<RectTransform>();
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pRect.anchorMin = pRect.anchorMax = pRect.pivot = new Vector2(0.5f, 1f);
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pRect.anchoredPosition = new Vector2(0, -80); // Lowered to avoid overlap
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pRect.sizeDelta = new Vector2(450, 60); // Slightly taller for progress bar
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// 3. Vertical Layout for Title + Progress Bar
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VerticalLayoutGroup layout = panel.AddComponent<VerticalLayoutGroup>();
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layout.childAlignment = UnityEngine.TextAnchor.MiddleCenter;
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layout.spacing = 5f;
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layout.padding = new RectOffset(10, 10, 5, 5);
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// 4. Title Text
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_eventTitleText = CreateText(panel.transform, "EVENT ACTIVE", 14, UnityEngine.Color.yellow);
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// 5. Progress Bar Background
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GameObject barBg = new GameObject("BarBG", typeof(RectTransform), typeof(Image));
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barBg.transform.SetParent(panel.transform, false);
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barBg.GetComponent<Image>().color = new UnityEngine.Color(0.2f, 0.2f, 0.2f, 0.8f);
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barBg.GetComponent<RectTransform>().sizeDelta = new Vector2(400, 10);
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// 6. Actual Progress Fill
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GameObject fillObj = new GameObject("Fill", typeof(RectTransform), typeof(Image));
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fillObj.transform.SetParent(barBg.transform, false);
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_progressBar = fillObj.GetComponent<Image>();
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_progressBar.color = UnityEngine.Color.red;
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_progressBar.type = Image.Type.Filled;
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_progressBar.fillMethod = Image.FillMethod.Horizontal;
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RectTransform fRect = _progressBar.GetComponent<RectTransform>();
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fRect.anchorMin = Vector2.zero;
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fRect.anchorMax = Vector2.one;
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fRect.sizeDelta = Vector2.zero;
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// 7. Counter Text (e.g., 12/20)
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_eventProgressText = CreateText(panel.transform, "0 / 0", 10, UnityEngine.Color.white);
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_eventRoot.SetActive(false);
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}
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public static Text CreateText(Transform parent, string content, int size, UnityEngine.Color col)
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{
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GameObject txtObj = new GameObject("Text", typeof(RectTransform), typeof(Text));
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txtObj.transform.SetParent(parent, false);
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Text t = txtObj.GetComponent<Text>();
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t.text = content;
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t.fontSize = size;
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t.color = col;
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t.alignment = UnityEngine.TextAnchor.MiddleCenter;
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t.font = GetValheimFont();
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return t;
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}
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public static UnityEngine.Font GetValheimFont()
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{
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foreach (UnityEngine.Font f in Resources.FindObjectsOfTypeAll<UnityEngine.Font>())
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if (f.name == "AveriaSerifLibre-Bold") return f;
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return Resources.GetBuiltinResource<UnityEngine.Font>("Arial.ttf");
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}
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public static void UpdateDisplay(string title, int current, int total, Color barColor)
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{
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if (_eventRoot == null) return;
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_eventRoot.SetActive(true);
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_canvasGroup.alpha = 1f;
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_eventTitleText.text = title.ToUpper();
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_eventProgressText.text = $"{current} / {total}";
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_progressBar.fillAmount = (float)current / total;
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_progressBar.color = barColor;
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}
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public static void Hide() => _canvasGroup.alpha = 0f;
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}
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}
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48
MxValheim/EventSystem/EventList.cs
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48
MxValheim/EventSystem/EventList.cs
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@@ -0,0 +1,48 @@
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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.EventSystem
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{
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internal class EventList
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{
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public static void SetupCustomRaid(RandEventSystem system)
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{
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// 1. Create the Event Data
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RandomEvent myCustomRaid = new RandomEvent
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{
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m_name = "MxEvent_God1",
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m_enabled = true,
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m_duration = 600f, // 10 minutes
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m_nearBaseOnly = true, // Must be near player structures
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m_pauseIfNoPlayerInArea = true,
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m_forceMusic = "Music_Boss_Moder", // Use specific music
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m_startMessage = "The gods themselves challenge you...",
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m_endMessage = "The gods are satisfied.",
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m_forceEnvironment = "SnowStorm" // Force weather
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};
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// 2. Define what spawns during this event
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SpawnSystem.SpawnData frostWraith = new SpawnSystem.SpawnData
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{
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m_name = "Frost Wraith",
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m_prefab = ZNetScene.instance.GetPrefab("Wraith"), // Get the Wraith prefab
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m_maxSpawned = 5, // Max alive at once
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m_spawnInterval = 10f, // Try to spawn every 10s
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m_spawnDistance = 30f, // Distance from player
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m_spawnRadiusMax = 10f,
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m_spawnRadiusMin = 5f,
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m_groupSizeMin = 1,
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m_groupSizeMax = 2,
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m_enabled = true
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};
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myCustomRaid.m_spawn = new List<SpawnSystem.SpawnData> { frostWraith };
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// 3. Add to the game's master list
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system.m_events.Add(myCustomRaid);
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}
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}
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}
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396
MxValheim/EventSystem/Patch.cs
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396
MxValheim/EventSystem/Patch.cs
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@@ -0,0 +1,396 @@
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using HarmonyLib;
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using System;
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using System.Collections;
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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 System.Windows.Controls;
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using UnityEngine;
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using UnityEngine.UI;
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using static MxValheimMod;
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using Canvas = UnityEngine.Canvas;
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using Image = UnityEngine.UI.Image;
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namespace MxValheim.EventSystem
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{
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internal class EventSystem_Patch
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{
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public static GameObject _eventRoot;
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public static Text _eventTitleText;
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public static Text _eventProgressText;
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public static Image _progressBar;
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public static CanvasGroup _canvasGroup;
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// --- STATE DATA ---
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public enum RaidPhase
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{
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None,
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Scouts,
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EliteGuard,
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BossInbound,
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Completed
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}
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public static RaidPhase CurrentPhase = RaidPhase.None;
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public static int KillsInCurrentPhase = 0;
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// --- 1. HUD CREATION (Your Style) ---
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public static void CreateEventHud()
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{
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if (_eventRoot != null) return;
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_eventRoot = new GameObject("MxEventHUD_Root");
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UnityEngine.Object.DontDestroyOnLoad(_eventRoot);
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Canvas c = _eventRoot.AddComponent<Canvas>();
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c.renderMode = RenderMode.ScreenSpaceOverlay;
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c.sortingOrder = 9999;
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CanvasScaler scaler = _eventRoot.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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_canvasGroup = _eventRoot.AddComponent<CanvasGroup>();
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_canvasGroup.alpha = 0f;
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// Background Panel (Positioned -90 to sit below KillFeed at -30)
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GameObject panel = new GameObject("Background", typeof(RectTransform), typeof(Image));
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panel.transform.SetParent(_eventRoot.transform, false);
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Image panelImage = panel.GetComponent<Image>();
|
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panelImage.color = new Color(0, 0, 0, 0.7f);
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// Styling with Valheim Assets
|
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foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
|
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{
|
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if (s.name == "item_background")
|
||||||
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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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RectTransform pRect = panel.GetComponent<RectTransform>();
|
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pRect.anchorMin = pRect.anchorMax = pRect.pivot = new Vector2(0.5f, 1f);
|
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pRect.anchoredPosition = new Vector2(0, -90); // Stacks below your KillFeed
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pRect.sizeDelta = new Vector2(400, 55);
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VerticalLayoutGroup layout = panel.AddComponent<VerticalLayoutGroup>();
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layout.childAlignment = TextAnchor.MiddleCenter;
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layout.spacing = 2f;
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layout.padding = new RectOffset(10, 10, 5, 5);
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// Title
|
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_eventTitleText = CreateText(panel.transform, "RAID STATUS", 14, Color.yellow);
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// Progress Bar
|
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GameObject barBg = new GameObject("BarBG", typeof(RectTransform), typeof(Image));
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barBg.transform.SetParent(panel.transform, false);
|
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barBg.GetComponent<Image>().color = new Color(0.1f, 0.1f, 0.1f, 0.9f);
|
||||||
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barBg.GetComponent<RectTransform>().sizeDelta = new Vector2(350, 8);
|
||||||
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|
||||||
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GameObject fillObj = new GameObject("Fill", typeof(RectTransform), typeof(Image));
|
||||||
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fillObj.transform.SetParent(barBg.transform, false);
|
||||||
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_progressBar = fillObj.GetComponent<Image>();
|
||||||
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_progressBar.color = Color.red;
|
||||||
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_progressBar.type = Image.Type.Filled;
|
||||||
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_progressBar.fillMethod = Image.FillMethod.Horizontal;
|
||||||
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_progressBar.GetComponent<RectTransform>().anchorMin = Vector2.zero;
|
||||||
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_progressBar.GetComponent<RectTransform>().anchorMax = Vector2.one;
|
||||||
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_progressBar.GetComponent<RectTransform>().sizeDelta = Vector2.zero;
|
||||||
|
|
||||||
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// Progress Text
|
||||||
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_eventProgressText = CreateText(panel.transform, "0 / 0", 11, Color.white);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static Text CreateText(Transform parent, string content, int size, Color col)
|
||||||
|
{
|
||||||
|
GameObject txtObj = new GameObject("Text", typeof(Text));
|
||||||
|
txtObj.transform.SetParent(parent, false);
|
||||||
|
Text t = txtObj.GetComponent<Text>();
|
||||||
|
t.text = content;
|
||||||
|
t.fontSize = size;
|
||||||
|
t.color = col;
|
||||||
|
t.alignment = TextAnchor.MiddleCenter;
|
||||||
|
|
||||||
|
Font valFont = null;
|
||||||
|
foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
|
||||||
|
if (f.name == "AveriaSerifLibre-Bold") valFont = f;
|
||||||
|
t.font = valFont ?? Resources.GetBuiltinResource<Font>("Arial.ttf");
|
||||||
|
|
||||||
|
return t;
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- 2. WAVE LOGIC ---
|
||||||
|
public static void UpdateWave(bool reset = false)
|
||||||
|
{
|
||||||
|
Debug.Log($"MxEvent:UpdateWave Seen a wave start.");
|
||||||
|
if (reset)
|
||||||
|
{
|
||||||
|
CurrentPhase = RaidPhase.Scouts;
|
||||||
|
KillsInCurrentPhase = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
int target = GetTargetForPhase(CurrentPhase);
|
||||||
|
|
||||||
|
Color barColor = (CurrentPhase == RaidPhase.Scouts) ? Color.magenta : Color.red;
|
||||||
|
|
||||||
|
UpdateDisplay($"PHASE: {CurrentPhase}", KillsInCurrentPhase, target, barColor);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static int GetTargetForPhase(RaidPhase phase)
|
||||||
|
{
|
||||||
|
switch (phase)
|
||||||
|
{
|
||||||
|
case RaidPhase.Scouts: return 5; // 5 kills to clear scouts
|
||||||
|
case RaidPhase.EliteGuard: return 10; // 10 kills for elite guard
|
||||||
|
case RaidPhase.BossInbound: return 1; // Just the boss
|
||||||
|
default: return 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void AdvancePhase()
|
||||||
|
{
|
||||||
|
KillsInCurrentPhase = 0; // Reset counter for the new phase
|
||||||
|
|
||||||
|
if (CurrentPhase == RaidPhase.Scouts) CurrentPhase = RaidPhase.EliteGuard;
|
||||||
|
else if (CurrentPhase == RaidPhase.EliteGuard) CurrentPhase = RaidPhase.BossInbound;
|
||||||
|
else CurrentPhase = RaidPhase.Completed;
|
||||||
|
|
||||||
|
if (CurrentPhase == RaidPhase.Scouts)
|
||||||
|
{
|
||||||
|
// Spawn Eikthyr at the player's location
|
||||||
|
GameObject boarPrefab = ZNetScene.instance.GetPrefab("Boar");
|
||||||
|
if (boarPrefab != null)
|
||||||
|
{
|
||||||
|
UnityEngine.Object.Instantiate(boarPrefab, Player.m_localPlayer.transform.position + Vector3.forward * 20f, Quaternion.identity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (CurrentPhase == RaidPhase.BossInbound)
|
||||||
|
{
|
||||||
|
// Spawn Eikthyr at the player's location
|
||||||
|
GameObject bossPrefab = ZNetScene.instance.GetPrefab("Eikthyr");
|
||||||
|
if (bossPrefab != null)
|
||||||
|
{
|
||||||
|
UnityEngine.Object.Instantiate(bossPrefab, Player.m_localPlayer.transform.position + Vector3.forward * 10f, Quaternion.identity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log($"MxEvent: Advancing to {CurrentPhase}");
|
||||||
|
|
||||||
|
// Play a sound to notify the player (The 'Quest Update' sound)
|
||||||
|
Player.m_localPlayer?.Message(MessageHud.MessageType.Center, $"$inventory_newphase: {CurrentPhase}");
|
||||||
|
|
||||||
|
if (CurrentPhase == RaidPhase.Completed)
|
||||||
|
{
|
||||||
|
Debug.Log("MxEvent: All phases complete. Ending vanilla raid.");
|
||||||
|
EndRaidManually();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void UpdateDisplay(string title, int curr, int total, Color col)
|
||||||
|
{
|
||||||
|
Debug.Log($"MxEvent:UpdateDisplay Something reached my display update logic.");
|
||||||
|
if (_eventRoot == null) CreateEventHud();
|
||||||
|
_eventRoot.SetActive(true);
|
||||||
|
_canvasGroup.alpha = 1f;
|
||||||
|
|
||||||
|
_eventTitleText.text = title;
|
||||||
|
_eventProgressText.text = $"{curr} / {total}";
|
||||||
|
_progressBar.fillAmount = (float)curr / total;
|
||||||
|
_progressBar.color = col;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void EndRaidManually()
|
||||||
|
{
|
||||||
|
if (RandEventSystem.instance != null)
|
||||||
|
{
|
||||||
|
// This tells Valheim the time is up
|
||||||
|
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
|
||||||
|
if (activeEvent != null)
|
||||||
|
{
|
||||||
|
activeEvent.m_time = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
FadeOutHud(); // Start your fade out
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- 3. HARMONY PATCHES ---
|
||||||
|
|
||||||
|
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.FixedUpdate))]
|
||||||
|
public static class DebugRaidFrequency
|
||||||
|
{
|
||||||
|
static void Prefix(RandEventSystem __instance)
|
||||||
|
{
|
||||||
|
// Use a small timer check so we don't spam the logic every single frame
|
||||||
|
// though for debugging, forcing these values is fine.
|
||||||
|
__instance.m_eventIntervalMin = 10f;
|
||||||
|
__instance.m_eventChance = 100f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.FixedUpdate))]
|
||||||
|
public static class TimerFreezePatch
|
||||||
|
{
|
||||||
|
static void Prefix(RandEventSystem __instance)
|
||||||
|
{
|
||||||
|
RandomEvent activeEvent = __instance.GetActiveEvent();
|
||||||
|
|
||||||
|
// If we are in our custom phases and haven't reached "Completed" yet
|
||||||
|
if (activeEvent != null && CurrentPhase != RaidPhase.Completed)
|
||||||
|
{
|
||||||
|
// Valheim subtracts time in FixedUpdate.
|
||||||
|
// We add it back using the engine's global fixedDeltaTime.
|
||||||
|
activeEvent.m_time += Time.fixedDeltaTime;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Ensure HUD is ready when the game UI loads
|
||||||
|
[HarmonyPatch(typeof(Hud), nameof(Hud.Awake))]
|
||||||
|
[HarmonyPostfix]
|
||||||
|
static void InitHud() => CreateEventHud();
|
||||||
|
|
||||||
|
[HarmonyPatch(typeof(Hud), nameof(Hud.Update))]
|
||||||
|
[HarmonyPostfix]
|
||||||
|
static void CheckForExistingRaid()
|
||||||
|
{
|
||||||
|
// If the HUD isn't visible but a raid IS active, force it to show
|
||||||
|
if (CurrentPhase == RaidPhase.None && RandEventSystem.instance.GetActiveEvent() != null)
|
||||||
|
{
|
||||||
|
Debug.Log("MxEvent: Detected existing raid on HUD update. Synchronizing...");
|
||||||
|
UpdateWave(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[HarmonyPatch(typeof(Hud), nameof(Hud.Update))]
|
||||||
|
public static class Hud_MonitorPatch
|
||||||
|
{
|
||||||
|
private static RandomEvent _lastKnownEvent = null;
|
||||||
|
|
||||||
|
static void Postfix()
|
||||||
|
{
|
||||||
|
// 1. Safety check: Ensure the system exists
|
||||||
|
if (RandEventSystem.instance == null) return;
|
||||||
|
|
||||||
|
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
|
||||||
|
|
||||||
|
// 2. Logic: Detection
|
||||||
|
if (activeEvent != null && _lastKnownEvent == null)
|
||||||
|
{
|
||||||
|
Debug.Log($"MxEvent: HUD Heartbeat detected Raid Start: {activeEvent.m_name}");
|
||||||
|
_lastKnownEvent = activeEvent;
|
||||||
|
|
||||||
|
// Force HUD Creation and Display
|
||||||
|
UpdateWave(true);
|
||||||
|
}
|
||||||
|
else if (activeEvent == null && _lastKnownEvent != null)
|
||||||
|
{
|
||||||
|
Debug.Log("MxEvent: HUD Heartbeat detected Raid End.");
|
||||||
|
_lastKnownEvent = null;
|
||||||
|
FadeOutHud();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[HarmonyPatch(typeof(Character), nameof(Character.ApplyDamage))]
|
||||||
|
public static class DeathNotifier
|
||||||
|
{
|
||||||
|
static void Postfix(Character __instance)
|
||||||
|
{
|
||||||
|
// 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;
|
||||||
|
|
||||||
|
// 2. Check if a raid is active
|
||||||
|
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
|
||||||
|
if (activeEvent == null) return;
|
||||||
|
Debug.Log("MxEvent: Confirmed Active Event!");
|
||||||
|
|
||||||
|
Vector3 playerPos = Player.m_localPlayer.transform.position;
|
||||||
|
float distance = Vector3.Distance(playerPos, activeEvent.m_pos);
|
||||||
|
Debug.Log($"MxEvent: Distance: {distance}");
|
||||||
|
|
||||||
|
if (distance <= 96f)
|
||||||
|
{
|
||||||
|
KillsInCurrentPhase++;
|
||||||
|
int target = GetTargetForPhase(CurrentPhase);
|
||||||
|
|
||||||
|
if (KillsInCurrentPhase >= target && CurrentPhase != RaidPhase.Completed)
|
||||||
|
{
|
||||||
|
AdvancePhase();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Send the update
|
||||||
|
ZRoutedRpc.instance.InvokeRoutedRPC(
|
||||||
|
ZRoutedRpc.Everybody,
|
||||||
|
"RPC_UpdateRaidHUD",
|
||||||
|
$"PHASE: {CurrentPhase}",
|
||||||
|
KillsInCurrentPhase,
|
||||||
|
GetTargetForPhase(CurrentPhase)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool IsEventCreature(Character character)
|
||||||
|
{
|
||||||
|
ZNetView nview = character.GetComponent<ZNetView>();
|
||||||
|
if (nview == null || nview.GetZDO() == null) return false;
|
||||||
|
|
||||||
|
// Layer 1: Check the networked boolean (The standard way)
|
||||||
|
if (nview.GetZDO().GetBool("eventcreature")) return true;
|
||||||
|
|
||||||
|
// Layer 2: Check the BaseAI component (The local way)
|
||||||
|
BaseAI ai = character.GetComponent<BaseAI>();
|
||||||
|
if (ai != null)
|
||||||
|
{
|
||||||
|
bool isRaidMob = (bool)AccessTools.Field(typeof(BaseAI), "m_eventCreature").GetValue(ai);
|
||||||
|
if (isRaidMob) return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Hide HUD when raid ends
|
||||||
|
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.ResetRandomEvent))]
|
||||||
|
[HarmonyPostfix]
|
||||||
|
static void OnRaidEnd()
|
||||||
|
{
|
||||||
|
FadeOutHud();
|
||||||
|
CurrentPhase = RaidPhase.None;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static IEnumerator FadeOutHud()
|
||||||
|
{
|
||||||
|
Debug.Log("MxEvent: Starting Fade Out...");
|
||||||
|
|
||||||
|
// Safety check for the component
|
||||||
|
if (_canvasGroup == null)
|
||||||
|
{
|
||||||
|
_eventRoot.SetActive(false);
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
|
float startAlpha = _canvasGroup.alpha;
|
||||||
|
float rate = 1.0f / 1.5f; // Fade over 1.5 seconds
|
||||||
|
float progress = 0.0f;
|
||||||
|
|
||||||
|
while (progress < 1.0f)
|
||||||
|
{
|
||||||
|
progress += Time.deltaTime * rate;
|
||||||
|
_canvasGroup.alpha = Mathf.Lerp(startAlpha, 0, progress);
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
_canvasGroup.alpha = 0;
|
||||||
|
_eventRoot.SetActive(false); // Fully disable to ensure it's gone
|
||||||
|
Debug.Log("MxEvent: HUD Hidden and Deactivated.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
66
MxValheim/EventSystem/WaveManager.cs
Normal file
66
MxValheim/EventSystem/WaveManager.cs
Normal file
@@ -0,0 +1,66 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Text;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace MxValheim.EventSystem
|
||||||
|
{
|
||||||
|
public enum RaidPhase { None, Scouts, Siege, Boss, Victory }
|
||||||
|
|
||||||
|
public static class WaveManager
|
||||||
|
{
|
||||||
|
public static RaidPhase CurrentPhase = RaidPhase.None;
|
||||||
|
public static int KillsInCurrentPhase = 0;
|
||||||
|
public static int TotalInPhase = 20;
|
||||||
|
|
||||||
|
public static void AdvanceWave()
|
||||||
|
{
|
||||||
|
KillsInCurrentPhase = 0;
|
||||||
|
CurrentPhase++;
|
||||||
|
|
||||||
|
switch (CurrentPhase)
|
||||||
|
{
|
||||||
|
case RaidPhase.Scouts:
|
||||||
|
//
|
||||||
|
break;
|
||||||
|
case RaidPhase.Siege:
|
||||||
|
//
|
||||||
|
break;
|
||||||
|
case RaidPhase.Boss:
|
||||||
|
//
|
||||||
|
//SpawnBoss();
|
||||||
|
break;
|
||||||
|
case RaidPhase.Victory:
|
||||||
|
//
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void UpdateWave(bool reset = false)
|
||||||
|
{
|
||||||
|
if (reset)
|
||||||
|
{
|
||||||
|
CurrentPhase = RaidPhase.Scouts;
|
||||||
|
KillsInCurrentPhase = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
int target = GetTargetForWave(CurrentPhase);
|
||||||
|
Color barColor = (CurrentPhase == RaidPhase.Boss) ? Color.magenta : Color.red;
|
||||||
|
|
||||||
|
EventHud.UpdateDisplay($"PHASE: {CurrentPhase}", KillsInCurrentPhase, target, barColor);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static int GetTargetForWave(RaidPhase phase)
|
||||||
|
{
|
||||||
|
switch (phase)
|
||||||
|
{
|
||||||
|
case RaidPhase.Scouts: return 5;
|
||||||
|
case RaidPhase.Siege: return 15;
|
||||||
|
case RaidPhase.Boss: return 1;
|
||||||
|
default: return 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,7 +1,10 @@
|
|||||||
using BepInEx;
|
using BepInEx;
|
||||||
using BepInEx.Configuration;
|
using BepInEx.Configuration;
|
||||||
using HarmonyLib;
|
using HarmonyLib;
|
||||||
|
using MxValheim.EventSystem;
|
||||||
using MxValheim.KillFeed;
|
using MxValheim.KillFeed;
|
||||||
|
using MxValheim.Patch;
|
||||||
|
using MxValheim.Patch.HUD;
|
||||||
using Newtonsoft.Json;
|
using Newtonsoft.Json;
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
@@ -13,16 +16,18 @@ using System.Xml;
|
|||||||
using TMPro;
|
using TMPro;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
using static MxValheim.Patch.Doors_Patch;
|
||||||
|
|
||||||
[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 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 = "1.5.5";
|
private const string ModVersion = "1.6.0";
|
||||||
|
|
||||||
public static ConfigEntry<bool> Config_Locked;
|
public static ConfigEntry<bool> Config_Locked;
|
||||||
public static ConfigEntry<int> Config_OreMultiplier;
|
public static ConfigEntry<int> Config_OreMultiplier;
|
||||||
@@ -35,7 +40,9 @@ public class MxValheimMod : BaseUnityPlugin
|
|||||||
|
|
||||||
public static string modPath = Path.Combine(Paths.PluginPath, "MxValheim");
|
public static string modPath = Path.Combine(Paths.PluginPath, "MxValheim");
|
||||||
public static string internalConfigsPath = Path.Combine(modPath, "Configs");
|
public static string internalConfigsPath = Path.Combine(modPath, "Configs");
|
||||||
private static string WeightConfigPath => Path.Combine(internalConfigsPath, "items_weight.json");
|
public static string WeightConfigPath => Path.Combine(internalConfigsPath, "items_weight.json");
|
||||||
|
public static string AutoDoorConfigPath => Path.Combine(internalConfigsPath, "auto_doors.json");
|
||||||
|
public static DoorRoot CachedConfig;
|
||||||
public static Dictionary<string, float> WeightSettings = new Dictionary<string, float>();
|
public static Dictionary<string, float> WeightSettings = new Dictionary<string, float>();
|
||||||
|
|
||||||
// Data structures
|
// Data structures
|
||||||
@@ -64,6 +71,11 @@ public class MxValheimMod : BaseUnityPlugin
|
|||||||
public static readonly Queue<Sprite> _victimIconQueue = 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 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;
|
||||||
@@ -78,11 +90,28 @@ public class MxValheimMod : BaseUnityPlugin
|
|||||||
|
|
||||||
LoadLocalization();
|
LoadLocalization();
|
||||||
LoadJsonConfig();
|
LoadJsonConfig();
|
||||||
|
LoadDoorConfig();
|
||||||
|
|
||||||
|
_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
|
||||||
|
|
||||||
Harmony harmony = new Harmony(ModGUID);
|
Harmony harmony = new Harmony(ModGUID);
|
||||||
harmony.PatchAll();
|
harmony.PatchAll();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static void RPC_UpdateRaidHUD(long sender, string phaseName, int current, int total)
|
||||||
|
{
|
||||||
|
Color phaseColor;
|
||||||
|
switch (phaseName)
|
||||||
|
{
|
||||||
|
case "SCOUTS": phaseColor = Color.green; break;
|
||||||
|
case "ELITEGUARD": phaseColor = Color.yellow; break;
|
||||||
|
case "BOSSINBOUND": phaseColor = Color.red; break;
|
||||||
|
default: phaseColor = Color.white; break;
|
||||||
|
}
|
||||||
|
|
||||||
|
EventSystem_Patch.UpdateDisplay(phaseName, current, total, phaseColor);
|
||||||
|
}
|
||||||
|
|
||||||
[HarmonyPatch(typeof(Localization), nameof(Localization.SetupLanguage))]
|
[HarmonyPatch(typeof(Localization), nameof(Localization.SetupLanguage))]
|
||||||
public static class Localization_SetupLanguage_Patch
|
public static class Localization_SetupLanguage_Patch
|
||||||
{
|
{
|
||||||
@@ -101,17 +130,7 @@ public class MxValheimMod : BaseUnityPlugin
|
|||||||
string text = __instance.m_input.text;
|
string text = __instance.m_input.text;
|
||||||
if (text.ToLower() == "listicons")
|
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}");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -129,12 +148,67 @@ public class MxValheimMod : BaseUnityPlugin
|
|||||||
|
|
||||||
Debug.Log("MxValheimMod: RPC Registered successfully with explicit delegate.");
|
Debug.Log("MxValheimMod: RPC Registered successfully with explicit delegate.");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (ZRoutedRpc.instance != null)
|
||||||
|
{
|
||||||
|
ZRoutedRpc.instance.Register<string, int, int>("RPC_UpdateRaidHUD", RPC_UpdateRaidHUD);
|
||||||
|
Debug.Log("MxRaid: RPC Registered successfully.");
|
||||||
|
}
|
||||||
|
|
||||||
|
EventSystem_Patch.CreateEventHud();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
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;
|
||||||
|
|
||||||
@@ -173,6 +247,14 @@ public class MxValheimMod : BaseUnityPlugin
|
|||||||
|
|
||||||
if (_displayTimer <= 0 && _hudRoot != null) _hudRoot.SetActive(false);
|
if (_displayTimer <= 0 && _hudRoot != null) _hudRoot.SetActive(false);
|
||||||
}
|
}
|
||||||
|
// KillFeed Logic
|
||||||
|
/////////////////
|
||||||
|
|
||||||
|
if (RandEventSystem.instance.GetActiveEvent() == null)
|
||||||
|
{
|
||||||
|
EventSystem_Patch._canvasGroup.alpha = 0;
|
||||||
|
EventSystem_Patch._eventRoot.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -245,6 +327,15 @@ public class MxValheimMod : BaseUnityPlugin
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void LoadDoorConfig()
|
||||||
|
{
|
||||||
|
if (System.IO.File.Exists(AutoDoorConfigPath))
|
||||||
|
{
|
||||||
|
string json = System.IO.File.ReadAllText(AutoDoorConfigPath);
|
||||||
|
CachedConfig = JsonConvert.DeserializeObject<DoorRoot>(json);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
internal static void ShowKillMessage(string v)
|
internal static void ShowKillMessage(string v)
|
||||||
{
|
{
|
||||||
throw new NotImplementedException();
|
throw new NotImplementedException();
|
||||||
|
|||||||
@@ -44,7 +44,9 @@
|
|||||||
<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>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="gui_framework, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
|
<Reference Include="gui_framework">
|
||||||
|
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\gui_framework.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
<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>
|
||||||
@@ -59,7 +61,9 @@
|
|||||||
<Reference Include="System.Data" />
|
<Reference Include="System.Data" />
|
||||||
<Reference Include="System.Net.Http" />
|
<Reference Include="System.Net.Http" />
|
||||||
<Reference Include="System.Xml" />
|
<Reference Include="System.Xml" />
|
||||||
<Reference Include="Unity.TextMeshPro, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
|
<Reference Include="Unity.TextMeshPro">
|
||||||
|
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\Unity.TextMeshPro.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
<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>
|
||||||
@@ -74,7 +78,9 @@
|
|||||||
<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.TextRenderingModule">
|
||||||
|
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.TextRenderingModule.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
<Reference Include="UnityEngine.UI, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
<Reference Include="UnityEngine.UI, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||||
<SpecificVersion>False</SpecificVersion>
|
<SpecificVersion>False</SpecificVersion>
|
||||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UI.dll</HintPath>
|
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UI.dll</HintPath>
|
||||||
@@ -85,12 +91,18 @@
|
|||||||
</Reference>
|
</Reference>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<Compile Include="EventSystem\EventHud.cs" />
|
||||||
|
<Compile Include="EventSystem\EventList.cs" />
|
||||||
|
<Compile Include="EventSystem\Patch.cs" />
|
||||||
|
<Compile Include="EventSystem\WaveManager.cs" />
|
||||||
<Compile Include="KillFeed\NPCIcon.cs" />
|
<Compile Include="KillFeed\NPCIcon.cs" />
|
||||||
<Compile Include="KillFeed\Patch.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" />
|
||||||
|
|||||||
@@ -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;
|
if (MxValheimMod.CachedConfig?.ignoreList != null)
|
||||||
|
if (MxValheimMod.CachedConfig.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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -5,6 +5,7 @@ Official **MxValheim Server** Mod.
|
|||||||
**This mod is created to be used Client/Server side. A lot of features are not working in solo mode.**
|
**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.
|
- 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".
|
||||||
@@ -15,8 +16,8 @@ Official **MxValheim Server** 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