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f53b8fa854
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2820d0860b
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2820d0860b | ||
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d95935d140 | ||
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7a1227d588 |
@@ -1,7 +1,9 @@
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using System.IO;
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using System.IO;
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using System.Linq;
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using System.Linq;
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using TMPro;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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namespace IngameReveries
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namespace IngameReveries
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@@ -18,7 +20,7 @@ namespace IngameReveries
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private void Awake()
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private void Awake()
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{
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{
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// Metadata of your mod is stored in this.about
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// Metadata of your mod is stored in this.about
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Debug.Log("Xin Chao! I'm loaded! " + mod.metadata.id);
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Debug.Log("Hello! I'm loaded! " + mod.metadata.id);
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// If you need to patch with Harmony, you can use this.harmony to access the Harmony instance for your mod.
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// If you need to patch with Harmony, you can use this.harmony to access the Harmony instance for your mod.
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// It will be created with your mod's id automatically, the first time you access the property.
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// It will be created with your mod's id automatically, the first time you access the property.
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@@ -29,7 +31,19 @@ namespace IngameReveries
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{
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{
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InitializeAssets();
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InitializeAssets();
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SceneManager.sceneLoaded += (scene, mode) =>
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SceneManager.sceneLoaded += OnSceneLoaded;
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}
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private void OnDestroy()
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{
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// Make sure you clean up properly to support Live Reload.
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Debug.Log("Good bye! " + mod.metadata.id);
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harmony.UnpatchAll();
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SceneManager.sceneLoaded -= OnSceneLoaded;
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}
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private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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{
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// Check if UI already instantiated
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// Check if UI already instantiated
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if (_ingameReveriesUI != null)
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if (_ingameReveriesUI != null)
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@@ -54,24 +68,25 @@ namespace IngameReveries
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_ingameReveriesUI = Instantiate(_reveriesPrefab, menuViewGO.transform);
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_ingameReveriesUI = Instantiate(_reveriesPrefab, menuViewGO.transform);
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_ingameReveriesUI.SetActive(true);
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_ingameReveriesUI.SetActive(true);
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_ingameReveriesUI.name = "IngameReveriesUI";
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_ingameReveriesUI.name = "IngameReveriesUI";
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_ingameReveriesUI.transform.SetAsFirstSibling();
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_ingameReveriesUI.transform.SetSiblingIndex(1);
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var reveries = _ingameReveriesUI.GetComponent<UI_Reveries>();
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var reveries = _ingameReveriesUI.GetComponent<UI_Reveries>();
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// Show reveries window
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var canvasGroup = _ingameReveriesUI.GetComponent<CanvasGroup>();
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canvasGroup.alpha = 1f;
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canvasGroup.interactable = true;
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canvasGroup.blocksRaycasts = true;
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// Position reveries window top left
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var rect = _ingameReveriesUI.GetComponent<RectTransform>();
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var rect = _ingameReveriesUI.GetComponent<RectTransform>();
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rect.anchorMin = new Vector2(0f, 1f);
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rect.anchorMin = new Vector2(0f, 1f);
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rect.anchorMax = new Vector2(0f, 1f);
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rect.anchorMax = new Vector2(0f, 1f);
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rect.pivot = new Vector2(0f, 1f);
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rect.pivot = new Vector2(0f, 1f);
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rect.anchoredPosition = new Vector2(+70f, -70f);
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rect.anchoredPosition = new Vector2(+70f, -400f);
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}
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};
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}
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private void OnDestroy()
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FixFonts();
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{
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}
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// Make sure you clean up properly to support Live Reload.
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Debug.Log("Good bye! " + mod.metadata.id);
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harmony.UnpatchAll();
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}
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}
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private void InitializeAssets()
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private void InitializeAssets()
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@@ -125,5 +140,35 @@ namespace IngameReveries
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Debug.Log("[IngameReveries] Successfully loaded prefab!");
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Debug.Log("[IngameReveries] Successfully loaded prefab!");
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}
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}
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private void FixFonts()
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{
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// Get all fonts
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TMP_FontAsset[] loadedFonts = Resources.FindObjectsOfTypeAll<TMP_FontAsset>();
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// Get all text from the reveries window
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TMP_Text[] textComponents = _ingameReveriesUI.GetComponentsInChildren<TMP_Text>(true);
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foreach (TMP_Text textComp in textComponents)
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{
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if (textComp.font == null) continue;
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string originalFontName = textComp.font.name;
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// Match the font by name, ensuring we don't pick the dead assetbundle version
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foreach (TMP_FontAsset loadedFont in loadedFonts)
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{
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// Pick a matching font that has an active atlas/material
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if (loadedFont.name == originalFontName && loadedFont.atlasTexture != null)
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{
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textComp.font = loadedFont;
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// Force TMP to update its internal mesh and material reference
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textComp.ForceMeshUpdate();
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textComp.SetAllDirty();
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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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}
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}
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}
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}
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@@ -235,6 +235,10 @@
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<HintPath>$(GameManagedDir)\UnityEngine.UI.dll</HintPath>
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<HintPath>$(GameManagedDir)\UnityEngine.UI.dll</HintPath>
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<Private>False</Private>
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<Private>False</Private>
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</Reference>
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</Reference>
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<Reference Include="UnityEngine.UIModule">
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<HintPath>$(GameManagedDir)\UnityEngine.UIModule.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="UnityEngine.XR.LegacyInputHelpers">
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<Reference Include="UnityEngine.XR.LegacyInputHelpers">
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<HintPath>$(GameManagedDir)\UnityEngine.XR.LegacyInputHelpers.dll</HintPath>
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<HintPath>$(GameManagedDir)\UnityEngine.XR.LegacyInputHelpers.dll</HintPath>
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<Private>False</Private>
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<Private>False</Private>
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Block a user