Files
sod-ingame-reveries/IngameReveries/IngameReveries.cs
T
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

174 lines
6.1 KiB
C#

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 == "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!");
}
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;
}
}
}
}
}
}