62 lines
2.2 KiB
C#
62 lines
2.2 KiB
C#
using System.IO;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace IngameReveries
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{
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// ModBehaviour will be instantiated and attached as a component in a container game object named <Your Mod ID>
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// Multiple ModBehaviours in your mod will share the same container.
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public class IngameReveries : ModBehaviour
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{
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private GameObject _ingameReveriesUI;
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private void Awake()
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{
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// Metadata of your mod is stored in this.about
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Debug.Log("Hola! 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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// It will be created with your mod's id automatically, the first time you access the property.
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harmony.PatchAll();
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}
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private void Start()
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{
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SceneManager.sceneLoaded += (scene, mode) =>
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{
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// Check if UI already instantiated
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if (_ingameReveriesUI != null)
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{
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return;
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}
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string gameSceneDir = "Assets/Dew/Zones/";
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string relativeToScene = Path.GetRelativePath(gameSceneDir, scene.path);
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if (!relativeToScene.StartsWith(".."))
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{
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Debug.Log($"[IngameReveries] Switched to scene inside {gameSceneDir}");
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GameObject menuViewGO = GameObject.Find("GameLogicPackage/UI/InGame/UI_Common_MenuView");
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if (menuViewGO == null)
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{
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Debug.Log("Couldn't find menu view");
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return;
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}
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_ingameReveriesUI = new GameObject("IngameReveriesUI");
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_ingameReveriesUI.transform.parent = menuViewGO.transform;
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Instantiate(DewGUI.widgetWindow, _ingameReveriesUI.transform);
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}
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};
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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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}
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}
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} |