Finalize Mod #8
@@ -1,9 +1,6 @@
|
|||||||
using System;
|
using System.IO;
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Linq;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using HarmonyLib;
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
|
||||||
namespace IngameReveries
|
namespace IngameReveries
|
||||||
@@ -12,24 +9,47 @@ namespace IngameReveries
|
|||||||
// Multiple ModBehaviours in your mod will share the same container.
|
// Multiple ModBehaviours in your mod will share the same container.
|
||||||
public class IngameReveries : ModBehaviour
|
public class IngameReveries : ModBehaviour
|
||||||
{
|
{
|
||||||
|
private GameObject _ingameReveriesUI;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
// Metadata of your mod is stored in this.about
|
// 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.
|
// 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.
|
// It will be created with your mod's id automatically, the first time you access the property.
|
||||||
harmony.PatchAll();
|
harmony.PatchAll();
|
||||||
|
|
||||||
// This is legit where all game data is saved (aka there are the reveries saved)
|
|
||||||
DewProfile mainProfile = DewSave.profileMain;
|
|
||||||
Debug.Log("profile main: " + mainProfile.name + " with " + mainProfile.stardust + " stadust");
|
|
||||||
|
|
||||||
List<DewProfile.DailyReverieData> reveries = mainProfile.reverieSlots;
|
|
||||||
foreach (var revery in reveries)
|
|
||||||
{
|
|
||||||
Debug.Log("revery: "+revery.currentProgress+" with "+revery.grantedStardust);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
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()
|
private void OnDestroy()
|
||||||
|
|||||||
Reference in New Issue
Block a user