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3 Commits
Author SHA1 Message Date
david 8398bf5f12 feat: prefab loader 2026-08-23 13:16:26 +02:00
david 3ceaff0d4e feat: ingame interface #3 2026-08-23 13:12:20 +02:00
david 9117362f03 feat: save daily quests #2 2026-08-21 22:19:13 +02:00
2 changed files with 102 additions and 6 deletions
+93 -5
View File
@@ -1,8 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
using HarmonyLib;
using UnityEngine.SceneManagement;
namespace IngameReveries
@@ -11,21 +10,110 @@ namespace IngameReveries
// Multiple ModBehaviours in your mod will share the same container.
public class IngameReveries : ModBehaviour
{
private GameObject _ingameReveriesUI;
private AssetBundle _reveriesBundle;
private GameObject _reveriesPrefab;
private void Awake()
{
// Metadata of your mod is stored in this.about
Debug.Log("Hello! I'm loaded! " + mod.metadata.id);
Debug.Log("Hola! I'm loaded! " + mod.metadata.id);
// If you need to patch with Harmony, you can use this.harmony to access the Harmony instance for your mod.
// It will be created with your mod's id automatically, the first time you access the property.
harmony.PatchAll();
}
private void Start()
{
InitializeAssets();
SceneManager.sceneLoaded += (scene, mode) =>
{
// Check if UI already instantiated
if (_ingameReveriesUI != null)
{
return;
}
string gameSceneDir = "Assets/Dew/Zones/";
string relativeToScene = Path.GetRelativePath(gameSceneDir, scene.path);
if (!relativeToScene.StartsWith(".."))
{
Debug.Log($"[IngameReveries] Switched to scene inside {gameSceneDir}");
GameObject menuViewGO = GameObject.Find("GameLogicPackage/UI/InGame/UI_Common_MenuView");
if (menuViewGO == null)
{
Debug.Log("Couldn't find menu view");
return;
}
_ingameReveriesUI = new GameObject("IngameReveriesUI");
_ingameReveriesUI.transform.parent = menuViewGO.transform;
Instantiate(DewGUI.widgetWindow, _ingameReveriesUI.transform);
}
};
}
private void OnDestroy()
{
// Make sure you clean up properly to support Live Reload.
Debug.Log("Good bye! " + mod.metadata.id);
harmony.UnpatchAll();
}
private void InitializeAssets()
{
string bundlePath = Path.Combine(mod.path, "assets", "bundle");
if (!File.Exists(bundlePath))
{
Debug.LogError($"[IngameReveries] Bundle not found at: {bundlePath}");
return;
}
_reveriesBundle = AssetBundle.GetAllLoadedAssetBundles()
.FirstOrDefault(b => b.name == "logosteal" || b.mainAsset != null);
if (_reveriesBundle == null)
{
// If it isn't loaded yet, load it from disk
Debug.Log("[IngameReveries] Loading Bundle");
_reveriesBundle = AssetBundle.LoadFromFile(bundlePath);
}
else
{
Debug.Log("[IngameReveries] Bundle already loaded");
}
if (_reveriesBundle == null)
{
Debug.LogError("[IngameReveries] Failed to load AssetBundle!");
return;
}
// Load the prefab from the bundle
string assetName = _reveriesBundle.GetAllAssetNames().First();
_reveriesPrefab = _reveriesBundle.LoadAsset<GameObject>(assetName);
if (_reveriesPrefab == null)
{
Debug.LogError("[IngameReveries] Failed to load prefab!");
// List what's in the bundle for debugging
string[] assetNames = _reveriesBundle.GetAllAssetNames();
Debug.Log("[IngameReveries] Assets in bundle:");
foreach (string name in assetNames)
{
Debug.Log($" - {name}");
}
return;
}
Debug.Log("[IngameReveries] Successfully loaded prefab!");
}
}
}
+9 -1
View File
@@ -219,6 +219,10 @@
<HintPath>$(GameManagedDir)\Unity.VisualEffectGraph.Runtime.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.AssetBundleModule">
<HintPath>$(GameManagedDir)\UnityEngine.AssetBundleModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>$(GameManagedDir)\UnityEngine.CoreModule.dll</HintPath>
<Private>False</Private>
@@ -277,7 +281,11 @@
</Reference>
</ItemGroup>
<ItemGroup>
<Folder Include="src\" />
</ItemGroup>
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
<Exec Command="echo &quot;Copy build to game folder&quot;&#xA;mkdir -p &quot;$(GameModsDir)&quot;&#xA;cp -r &quot;$(ProjectDir)about&quot; &quot;$(GameModsDir)&quot;&#xA;cp -r &quot;$(ProjectDir)bin&quot; &quot;$(GameModsDir)&quot;" />
<Exec Command="echo &quot;Copy build to game folder&quot;&#xA;mkdir -p &quot;$(GameModsDir)&quot;&#xA;cp -r &quot;$(ProjectDir)about&quot; &quot;$(GameModsDir)&quot;&#xA;cp -r &quot;$(ProjectDir)bin&quot; &quot;$(GameModsDir)&quot;&#xA;cp -r &quot;$(ProjectDir)assets&quot; &quot;$(GameModsDir)&quot;" />
</Target>
</Project>