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17 Commits
Author SHA1 Message Date
david ef7def0790 Merge remote-tracking branch 'origin/dev' into dev 2026-08-24 17:14:28 +02:00
david e5c35b9941 chore: typo 2026-08-24 17:14:17 +02:00
david 50fb0c1410 feat: icon image #7 2026-08-24 16:39:24 +02:00
david 4bd6862b46 feat: preview image #7 2026-08-24 16:29:30 +02:00
david 3e6d700200 feat: add description #7 2026-08-24 16:29:02 +02:00
david 900b97583b chore: update README.me 2026-08-24 15:30:20 +02:00
david 9389a13d2e fix: asset loader breaks when reloading mod 2026-08-23 23:06:01 +02:00
david 2820d0860b fix: first reverie not clickable
moved reveries window down because i don't want to search for a gameobject that blocks the reveries window at that specific point.
2026-08-23 23:03:25 +02:00
david d95935d140 fix: fixed invisible text and add #5 2026-08-23 23:01:53 +02:00
david 7a1227d588 refactor: pull out method
pull out event to be able to unsubscribe from it when mod is unloaded
2026-08-23 22:59:26 +02:00
david f53b8fa854 refactor: cleaned object instantiation 2026-08-23 14:25:45 +02:00
david 3c623afb79 feat: reveries window #4 2026-08-23 14:11:46 +02:00
david e4205b59bd feat: prefab asset 2026-08-23 14:10:24 +02:00
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
David Utz c8361d7ebf feat: initialize project #1 2026-08-21 14:35:21 +02:00
10 changed files with 722 additions and 0 deletions
+217
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# User-specific files
*.suo
*.user
*.sln.docstates
# Build results
[Dd]ebug/
[Rr]elease/
x64/
[Bb]in/
[Oo]bj/
# build folder is nowadays used for build scripts and should not be ignored
#build/
# NuGet Packages
*.nupkg
# The packages folder can be ignored because of Package Restore
**/packages/*
# except build/, which is used as an MSBuild target.
!**/packages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/packages/repositories.config
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
*_i.c
*_p.c
*.ilk
*.meta
*.obj
*.pch
*.pdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.scc
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opensdf
*.sdf
*.cachefile
# Visual Studio profiler
*.psess
*.vsp
*.vspx
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# NCrunch
*.ncrunch*
.*crunch*.local.xml
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.Publish.xml
# Windows Azure Build Output
csx
*.build.csdef
# Windows Store app package directory
AppPackages/
# Others
*.Cache
ClientBin/
[Ss]tyle[Cc]op.*
~$*
*~
*.dbmdl
*.[Pp]ublish.xml
*.pfx
*.publishsettings
modulesbin/
tempbin/
# EPiServer Site file (VPP)
AppData/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file to a newer
# Visual Studio version. Backup files are not needed, because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
# vim
*.txt~
*.swp
*.swo
# Temp files when opening LibreOffice on ubuntu
.~lock.*
# svn
.svn
# CVS - Source Control
**/CVS/
# Remainings from resolving conflicts in Source Control
*.orig
# SQL Server files
**/App_Data/*.mdf
**/App_Data/*.ldf
**/App_Data/*.sdf
#LightSwitch generated files
GeneratedArtifacts/
_Pvt_Extensions/
ModelManifest.xml
# =========================
# Windows detritus
# =========================
# Windows image file caches
Thumbs.db
ehthumbs.db
# Folder config file
Desktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
# OS generated files #
Icon?
# Mac desktop service store files
.DS_Store
# SASS Compiler cache
.sass-cache
# Visual Studio 2014 CTP
**/*.sln.ide
# Visual Studio temp something
.vs/
# dotnet stuff
project.lock.json
# VS 2015+
*.vc.vc.opendb
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# Visual Studio Code
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# Output folder used by Webpack or other FE stuff
**/node_modules/*
**/wwwroot/*
# SpecFlow specific
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*.feature.xlsx.*
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# UWP Projects
AppPackages/
#####
# End of core ignore list, below put you custom 'per project' settings (patterns or path)
#####
+174
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using System.IO;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace IngameReveries
{
// ModBehaviour will be instantiated and attached as a component in a container game object named <Your Mod ID>
// 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);
// 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 += OnSceneLoaded;
}
private void OnDestroy()
{
// Make sure you clean up properly to support Live Reload.
Debug.Log("Good bye! " + mod.metadata.id);
harmony.UnpatchAll();
SceneManager.sceneLoaded -= OnSceneLoaded;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode 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 = Instantiate(_reveriesPrefab, menuViewGO.transform);
_ingameReveriesUI.SetActive(true);
_ingameReveriesUI.name = "IngameReveriesUI";
_ingameReveriesUI.transform.SetSiblingIndex(1);
var reveries = _ingameReveriesUI.GetComponent<UI_Reveries>();
// Show reveries window
var canvasGroup = _ingameReveriesUI.GetComponent<CanvasGroup>();
canvasGroup.alpha = 1f;
canvasGroup.interactable = true;
canvasGroup.blocksRaycasts = true;
// Position reveries window top left
var rect = _ingameReveriesUI.GetComponent<RectTransform>();
rect.anchorMin = new Vector2(0f, 1f);
rect.anchorMax = new Vector2(0f, 1f);
rect.pivot = new Vector2(0f, 1f);
rect.anchoredPosition = new Vector2(+70f, -400f);
FixFonts();
}
}
private void InitializeAssets()
{
string bundlePath = Path.Combine(mod.path, "assets", "bundle");
if (!File.Exists(bundlePath))
{
Debug.LogError($"[IngameReveries] Bundle not found at: {bundlePath}");
return;
}
_reveriesBundle = AssetBundle.GetAllLoadedAssetBundles()
.FirstOrDefault(b => b.name == "bundle" || b.mainAsset != null);
if (_reveriesBundle == null)
{
// If it isn't loaded yet, load it from disk
Debug.Log("[IngameReveries] Loading Bundle");
_reveriesBundle = AssetBundle.LoadFromFile(bundlePath);
}
else
{
Debug.Log("[IngameReveries] Bundle already loaded");
}
if (_reveriesBundle == null)
{
Debug.LogError("[IngameReveries] Failed to load AssetBundle!");
return;
}
// Load the prefab from the bundle
string assetName = _reveriesBundle.GetAllAssetNames().First();
_reveriesPrefab = _reveriesBundle.LoadAsset<GameObject>(assetName);
if (_reveriesPrefab == null)
{
Debug.LogError("[IngameReveries] Failed to load prefab!");
// List what's in the bundle for debugging
string[] assetNames = _reveriesBundle.GetAllAssetNames();
Debug.Log("[IngameReveries] Assets in bundle:");
foreach (string name in assetNames)
{
Debug.Log($" - {name}");
}
return;
}
Debug.Log("[IngameReveries] Successfully loaded prefab!");
}
private void FixFonts()
{
// Get all fonts
TMP_FontAsset[] loadedFonts = Resources.FindObjectsOfTypeAll<TMP_FontAsset>();
// Get all text from the reveries window
TMP_Text[] textComponents = _ingameReveriesUI.GetComponentsInChildren<TMP_Text>(true);
foreach (TMP_Text textComp in textComponents)
{
if (textComp.font == null) continue;
string originalFontName = textComp.font.name;
// Match the font by name, ensuring we don't pick the dead assetbundle version
foreach (TMP_FontAsset loadedFont in loadedFonts)
{
// Pick a matching font that has an active atlas/material
if (loadedFont.name == originalFontName && loadedFont.atlasTexture != null)
{
textComp.font = loadedFont;
// Force TMP to update its internal mesh and material reference
textComp.ForceMeshUpdate();
textComp.SetAllDirty();
break;
}
}
}
}
}
}
+295
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<Project Sdk="Microsoft.NET.Sdk">
<Import Project="Directory.Build.props.user" Condition="Exists('Directory.Build.props.user')" />
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<LangVersion>9.0</LangVersion>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<NoStdLib>true</NoStdLib>
<DisableImplicitFrameworkReferences>true</DisableImplicitFrameworkReferences>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<AssemblyTitle>IngameReveries</AssemblyTitle>
<AssemblyProduct>IngameReveries</AssemblyProduct>
<AssemblyCompany>ModAuthor</AssemblyCompany>
<AssemblyVersion>1.0.0.0</AssemblyVersion>
<AssemblyFileVersion>1.0.0.0</AssemblyFileVersion>
<AssemblyConfiguration>Debug</AssemblyConfiguration>
<GameDir Condition="'$(GameDir)' == ''">..\..\</GameDir>
<GameManagedDir>$(GameDir)Shape of Dreams_Data\Managed</GameManagedDir>
<GameModsDir>$(GameDir)Mods\$(AssemblyTitle)</GameModsDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='Debug'">
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='Release'">
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
</PropertyGroup>
<ItemGroup>
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<HintPath>$(GameManagedDir)\UnityEngine.UI.dll</HintPath>
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<HintPath>$(GameManagedDir)\UnityEngine.UIModule.dll</HintPath>
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<Private>False</Private>
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<HintPath>$(GameManagedDir)\Mirror.dll</HintPath>
<Private>False</Private>
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<HintPath>$(GameManagedDir)\Mirror.Authenticators.dll</HintPath>
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<Private>False</Private>
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<Private>False</Private>
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<Private>False</Private>
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<Private>False</Private>
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<ItemGroup>
<Folder Include="src\" />
</ItemGroup>
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
<Exec Command="echo &quot;Copy build to game folder&quot;&#xA;mkdir -p &quot;$(GameModsDir)&quot;&#xA;cp -r &quot;$(ProjectDir)about&quot; &quot;$(GameModsDir)&quot;&#xA;cp -r &quot;$(ProjectDir)bin&quot; &quot;$(GameModsDir)&quot;&#xA;cp -r &quot;$(ProjectDir)assets&quot; &quot;$(GameModsDir)&quot;" />
</Target>
</Project>
+16
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Microsoft Visual Studio Solution File, Format Version 12.00
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "IngameReveries", "IngameReveries.csproj", "{5FB17C69-0D7A-4FDF-B93E-ACD93A0546A3}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{5FB17C69-0D7A-4FDF-B93E-ACD93A0546A3}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{5FB17C69-0D7A-4FDF-B93E-ACD93A0546A3}.Debug|Any CPU.Build.0 = Debug|Any CPU
{5FB17C69-0D7A-4FDF-B93E-ACD93A0546A3}.Release|Any CPU.ActiveCfg = Release|Any CPU
{5FB17C69-0D7A-4FDF-B93E-ACD93A0546A3}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
EndGlobal
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[h1]Ingame Reveries[/h1]
Displays the daily reveries from the title screen in the ingame pause menu.
[h2]Note[/h2]
Current progress won't be displayed until you go back to the title screen and save the game.
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{
"id": "com.stuhl.ingamereveries",
"name": "IngameReveries",
"author": "Stuhl",
"modVer": "1.0",
"supportedGameVer": [
"*"
],
"assemblies": [
"bin/Debug/netstandard2.1/IngameReveries.dll"
]
}
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joa coole mod die in einem run ermöglicht, daily quests (Reveries) anzuschauen.
## Current Behaiviour
Progress lässt sich erst nach dem Rausgehen eines Spiels aktuallisieren. Reroll und claim gehen denoch.
## Links
- [Shape of Dreams Docs](https://github.com/LizardSmoothie/ShapeOfDreamsModDocs)