Added Yukari pit hallway tile
Changed generation to use dungeonflow nodes Made map smaller Updated mimics patch to not be dumb
This commit is contained in:
parent
cdadd75ee9
commit
6613191d7e
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@ -8,6 +8,7 @@ using UnityEngine;
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using DunGen;
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using System.Security;
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using System.Security.Permissions;
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using DunGen.Graph;
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[assembly: SecurityPermission( SecurityAction.RequestMinimum, SkipVerification = true )]
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namespace ScarletMansion.DunGenPatch {
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@ -117,7 +118,6 @@ namespace ScarletMansion.DunGenPatch {
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// as such, the final node of an alternate main path CANNOT be a node that can be pruned
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// luckily, the last node is my Nodes section has tiles that won't be pruned
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// so i'm just using that so the final node cannot be a target for pruning
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var finalNode = gen.DungeonFlow.Nodes.OrderBy(x => x.Position).LastOrDefault();
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for (var b = 0; b < altCount; ++b) {
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RandomizeLineArchetypes(gen, true);
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@ -128,6 +128,9 @@ namespace ScarletMansion.DunGenPatch {
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var newMainPathTiles = new List<TileProxy>();
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newMainPathTiles.Add(mainTile);
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var nodes = gen.DungeonFlow.Nodes.Skip(2);
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var nodesVisited = new List<GraphNode>(nodes.Count());
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// most of this code is a mix of the GenerateMainPath()
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// and GenerateBranch() code
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for(var t = 1; t < targetLength; ++t){
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@ -138,6 +141,8 @@ namespace ScarletMansion.DunGenPatch {
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yield break;
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}
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if (lineAtDepth != gen.previousLineSegment){
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gen.currentArchetype = lineAtDepth.GetRandomArchetype(gen.RandomStream, archetypes);
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gen.previousLineSegment = lineAtDepth;
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@ -146,9 +151,18 @@ namespace ScarletMansion.DunGenPatch {
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// terrible solution but FUCK it
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// and yet it worked
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// this is how my last node cannot be a target of pruning
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GraphNode graphNode = null;
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foreach(var g in nodes) {
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if (lineDepthRatio >= g.Position && !nodesVisited.Contains(g)) {
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graphNode = g;
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nodesVisited.Add(g);
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break;
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}
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}
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List<TileSet> useableTileSets;
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if (lineDepthRatio >= 1f){
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useableTileSets = finalNode.TileSets;
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if (graphNode != null) {
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useableTileSets = graphNode.TileSets;
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} else {
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useableTileSets = gen.currentArchetype.TileSets;
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}
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@ -178,6 +192,7 @@ namespace ScarletMansion.DunGenPatch {
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}
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var tileProxy = gen.AddTile(previousTile, useableTileSets, lineDepthRatio, gen.currentArchetype, TilePlacementResult.None);
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if (tileProxy == null) {
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@ -215,6 +230,7 @@ namespace ScarletMansion.DunGenPatch {
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}
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}
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Patch.callAlternative = false;
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if (!Patch.startAnalysis) Plugin.logger.LogInfo($"Created {altCount} alt. paths, creating branches now");
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@ -0,0 +1,89 @@
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using GameNetcodeStuff;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace ScarletMansion.GamePatch.Components
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{
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public class ScarletYukariTrigger : MonoBehaviour {
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public static int audioClipIndex = -1;
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public bool sinkingLocalPlayer;
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public float movementHinderence = 1.6f;
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public float sinkingSpeedMultiplier = 0.21f;
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private void OnTriggerStay(Collider other) {
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var otherGameObject = other.gameObject;
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if (!otherGameObject.CompareTag("Player")) {
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return;
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}
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var comp = otherGameObject.GetComponent<PlayerControllerB>();
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if (comp != GameNetworkManager.Instance.localPlayerController) return;
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// sanity check
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if (audioClipIndex == -1) comp.statusEffectAudioIndex = 0;
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comp.statusEffectAudioIndex = audioClipIndex;
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if (comp.isSinking) return;
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if (sinkingLocalPlayer){
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if (!comp.CheckConditionsForSinkingInQuicksand()) {
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StopSinkingLocalPlayer(comp);
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}
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return;
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}
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if (comp.CheckConditionsForSinkingInQuicksand()){
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Debug.Log("Set local player to sinking");
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sinkingLocalPlayer = true;
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comp.sourcesCausingSinking++;
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comp.isMovementHindered++;
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comp.hinderedMultiplier *= movementHinderence;
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comp.sinkingSpeedMultiplier = sinkingSpeedMultiplier;
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}
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}
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private void OnTriggerExit(Collider other){
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OnExit(other);
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}
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public void OnExit(Collider other){
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if (!sinkingLocalPlayer) {
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Debug.Log("Yukari is not sinking local player");
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return;
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}
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Debug.Log("Yukari is sinking something");
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var otherGameObject = other.gameObject;
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if (!otherGameObject.CompareTag("Player")){
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return;
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}
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Debug.Log("Yukari is sinking a player");
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var comp = otherGameObject.GetComponent<PlayerControllerB>();
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if (comp != GameNetworkManager.Instance.localPlayerController) return;
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Debug.Log("Yukari is sinking local player");
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StopSinkingLocalPlayer(comp);
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}
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private void StopSinkingLocalPlayer(PlayerControllerB player) {
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if (!sinkingLocalPlayer) return;
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Plugin.logger.LogInfo("Stopping");
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sinkingLocalPlayer = false;
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player.sourcesCausingSinking = Mathf.Clamp(player.sourcesCausingSinking - 1, 0, 100);
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player.isMovementHindered = Mathf.Clamp(player.isMovementHindered - 1, 0, 100);
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player.hinderedMultiplier = Mathf.Clamp(player.hinderedMultiplier / movementHinderence - 1, 1f, 100f);
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}
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}
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}
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@ -12,6 +12,7 @@ using LethalLib.Modules;
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using Unity.Netcode;
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using LethalLevelLoader;
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using static UnityEngine.GraphicsBuffer;
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using ScarletMansion.GamePatch.Components;
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namespace ScarletMansion.GamePatch {
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@ -42,6 +43,7 @@ namespace ScarletMansion.GamePatch {
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[HarmonyPatch(typeof(StartOfRound), "Awake")]
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[HarmonyPrefix]
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public static void StartOfRound_Start(ref StartOfRound __instance) {
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ScarletYukariTrigger.audioClipIndex = -1;
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__instance.StartCoroutine(WaitForNetworkObject(__instance, CreateNetworkManager));
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@ -59,24 +61,11 @@ namespace ScarletMansion.GamePatch {
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FixMapReferences(__instance);
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FixItemPrefabValues(__instance);
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/*
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foreach(var l in __instance.levels) {
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foreach(var i in l.dungeonFlowTypes){
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if (i.id == 1) i.rarity = 0;
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}
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}
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*/
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/*
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// my heart can't handle it
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foreach(var lev in __instance.levels){
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lev.maxDaytimeEnemyPowerCount = 0;
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lev.maxEnemyPowerCount = 0;
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lev.maxOutsideEnemyPowerCount = 0;
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}
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*/
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// fix audio clips
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var statusEffectClips = __instance.statusEffectClips.ToList();
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ScarletYukariTrigger.audioClipIndex = statusEffectClips.Count;
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statusEffectClips.Add(Assets.networkObjectList.sinkingAudioClip);
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__instance.statusEffectClips = statusEffectClips.ToArray();
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// DunGenAnalyis.Analysis(Assets.dungeon, __instance, RoundManager.Instance);
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}
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@ -29,5 +29,6 @@ namespace ScarletMansion {
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//public GameObject mainMenuPrefab;
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[Header("Main Prefabs")]
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public GameObject scarletNetworkManager;
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public AudioClip sinkingAudioClip;
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}
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}
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@ -1,37 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using BepInEx;
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using HarmonyLib;
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using System.Reflection;
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using System.Reflection.Emit;
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using DunGen;
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using ScarletMansion.GamePatch.FixValues;
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using UnityEngine.Events;
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using GameNetcodeStuff;
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using ScarletMansion.GamePatch.Components;
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using System.IO;
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namespace ScarletMansion.ModPatch {
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public class MimicsPatch : ModPatch {
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public override string version => "2.6.0";
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public MimicsPatch(string guid) : base(guid) { }
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public override void AddPatch() {
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var assemblyPath = Assembly.GetExecutingAssembly().Location;
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var folderPath = Path.GetDirectoryName(assemblyPath);
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var pathAssemblyPath = Path.Combine(folderPath, "ScarletMansionMimicsPatch.dll");
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var assembly = Assembly.LoadFile(pathAssemblyPath);
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var type = assembly.GetType("ScarletMansion.ModPatch.Patch");
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Activator.CreateInstance(type);
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}
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}
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}
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@ -13,16 +13,15 @@ namespace ScarletMansion.ModPatch {
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public const string lethalConfigGuid = "ainavt.lc.lethalconfig";
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public const string facilityMeldownGuid = "me.loaforc.facilitymeltdown";
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public const string reserveFlashlightGuid = "FlipMods.ReservedFlashlightSlot";
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public const string mimicsGuid = "x753.Mimics";
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public static readonly ModPatch[] modPatches = new ModPatch[] {
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new AdvancedCompanyPatch(advancedCompanyGuid),
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new LethalConfigPatch(lethalConfigGuid),
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new FacilityMeltdownPatch(facilityMeldownGuid),
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new ReservedItemSlotPatch(reserveFlashlightGuid),
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new MimicsPatch(mimicsGuid)
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new ReservedItemSlotPatch(reserveFlashlightGuid)
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};
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public static void GetActiveMods(){
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foreach(var m in modPatches)
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m.CheckIfActive();
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@ -24,16 +24,16 @@ namespace ScarletMansion {
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[BepInDependency("imabatby.lethallevelloader", "1.2.0.1")]
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[BepInDependency("evaisa.lethallib", "0.13.2")]
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[BepInDependency(ModCompability.advancedCompanyGuid, BepInDependency.DependencyFlags.SoftDependency)]
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[BepInDependency(ModCompability.lethalConfigGuid, BepInDependency.DependencyFlags.SoftDependency)]
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[BepInDependency(ModCompability.facilityMeldownGuid, BepInDependency.DependencyFlags.SoftDependency)]
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[BepInDependency(ModCompability.reserveFlashlightGuid, BepInDependency.DependencyFlags.SoftDependency)]
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[BepInDependency(ModCompability.mimicsGuid, BepInDependency.DependencyFlags.SoftDependency)]
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[BepInProcess("Lethal Company.exe")]
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public class Plugin : BaseUnityPlugin {
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public const string modGUID = "ImoutoSama.ScarletMansion";
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private const string modName = "Scarlet Mansion";
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private const string modVersion = "1.3.10";
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private const string modVersion = "1.3.12";
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public readonly Harmony harmony = new Harmony(modGUID);
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@ -187,11 +187,11 @@ namespace ScarletMansion {
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private static readonly string _branchPathPostDepthMessage = $"Each branching path will try to generate a number of connecting tiles equal to this number. {_branchPathPostGenericMessage}";
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public static ConfigEntryBundleBranchingPath branchPathSectionOne = new ConfigEntryBundleBranchingPath(
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dungeonGenerationBPathOnePrefix, 1, _branchPathSectionOneMessage, 6, 8, 3, 4
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dungeonGenerationBPathOnePrefix, 1, _branchPathSectionOneMessage, 6, 8, 0, 2
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);
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public static ConfigEntryBundleBranchingPath branchPathSectionTwo = new ConfigEntryBundleBranchingPath(
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dungeonGenerationBPathTwoPrefix, 2, _branchPathSectionTwoMessage, 2, 3, 1, 2
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dungeonGenerationBPathTwoPrefix, 2, _branchPathSectionTwoMessage, 2, 3, 0, 1
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);
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public static ConfigEntryBundleBranchingPath branchPathSectionThree = new ConfigEntryBundleBranchingPath(
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@ -380,8 +380,8 @@ namespace ScarletMansion {
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public static ConfigEntryBundle<int> hallwayLightsWeight = new ConfigEntryBundle<int>(
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dungeonLightingPrefix,
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"Hallway Lights Weight",
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225,
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"The weight for a hallway wall lamp to appear on its respective walls. With the default weight of 225 against the weight of the empty wall of 75, there is a 60% chance that a wall lamp will spawn. Increasing the weight to 675 will give you a 90% chance, 75 = 50%, and so on.",
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75,
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"The weight for a hallway wall lamp to appear on its respective walls. With the default weight of 75 against the weight of the empty wall of 75, there is a 50% chance that a wall lamp will spawn. Increasing the weight to 225 will give you a 75% chance, 675=90% chance, and so on.",
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null,
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new AcceptableValueRange<int>(0, 999)
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);
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@ -389,8 +389,8 @@ namespace ScarletMansion {
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public static ConfigEntryBundle<int> ceilingLightsWeight = new ConfigEntryBundle<int>(
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dungeonLightingPrefix,
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"Chandelier Lights Weight",
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225,
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"The weight for a chandelier to appear on its respective ceilings. With the default weight of 225 against the weight of the empty ceiling of 75, there is a 75% chance that a chandelier will spawn. Increasing the weight to 675 will give you a 90%, 75 = 50%, and so on.",
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75,
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"The weight for a chandelier to appear on its respective ceilings. With the default weight of 75 against the weight of the empty ceiling of 75, there is a 50% chance that a chandelier will spawn. Increasing the weight to 225 will give you a 75% chance, 675=90% chance, and so on.",
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null,
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new AcceptableValueRange<int>(0, 999)
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);
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@ -129,11 +129,12 @@ namespace ScarletMansion {
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//new ChangeInt ( PluginConfig.lightsSpawnThreeWeight )
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);
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public static ChangeList brightLighting = new ChangeList(
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"Bright",
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"Makes light sources much more common.",
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new ChangeInt ( PluginConfig.hallwayLightsWeight, 675 ),
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new ChangeInt ( PluginConfig.ceilingLightsWeight, 675 ),
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new ChangeInt ( PluginConfig.hallwayLightsWeight, 225 ),
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new ChangeInt ( PluginConfig.ceilingLightsWeight, 225 ),
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new ChangeInt ( PluginConfig.lightsSpawnZeroWeight, 1 ),
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new ChangeInt ( PluginConfig.lightsSpawnOneWeight, 6 ),
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new ChangeInt ( PluginConfig.lightsSpawnTwoWeight, 3 )
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@ -143,8 +144,8 @@ namespace ScarletMansion {
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public static ChangeList darkLighting = new ChangeList(
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"Dark",
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"Makes light sources much less common.",
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new ChangeInt ( PluginConfig.hallwayLightsWeight, 75 ),
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new ChangeInt ( PluginConfig.ceilingLightsWeight, 75 ),
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new ChangeInt ( PluginConfig.hallwayLightsWeight, 25 ),
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new ChangeInt ( PluginConfig.ceilingLightsWeight, 25 ),
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new ChangeInt ( PluginConfig.lightsSpawnZeroWeight, 3 ),
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new ChangeInt ( PluginConfig.lightsSpawnOneWeight, 7 ),
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new ChangeInt ( PluginConfig.lightsSpawnTwoWeight, 0 )
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@ -184,6 +184,7 @@
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<Compile Include="GamePatch\Components\ScarletPlayerControllerB.cs" />
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<Compile Include="GamePatch\Components\ScarletProp.cs" />
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<Compile Include="GamePatch\Components\ScarletVent.cs" />
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<Compile Include="GamePatch\Components\ScarletYukariTrigger.cs" />
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<Compile Include="GamePatch\DoorLockPatch.cs" />
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<Compile Include="GamePatch\Enemies\KnightVariant.cs" />
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<Compile Include="GamePatch\EnemyVentPatch.cs" />
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@ -228,7 +229,6 @@
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<Compile Include="ModPatch\AdvancedCompanyPatch.cs" />
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<Compile Include="ModPatch\FacilityMeltdownPatch.cs" />
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<Compile Include="ModPatch\LethalConfigPatch.cs" />
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<Compile Include="ModPatch\MimicsPatch.cs" />
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<Compile Include="ModPatch\ModCompability.cs" />
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<Compile Include="ModPatch\ModPatch.cs" />
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<Compile Include="ModPatch\ReservedItemSlotPatch.cs" />
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@ -179,6 +179,17 @@ namespace ScarletMansion {
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return null;
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}
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public static void PrintToParent(Transform t) {
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Plugin.logger.LogInfo(t.name);
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var parent = t.parent;
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var i = 0;
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while (parent != null) {
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var header = new string(' ', ++i);
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Plugin.logger.LogInfo($"{header}{parent.name}");
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parent = parent.parent;
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}
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}
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public static List<SpawnableItemWithRarity> GetDungeonItems(){
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return LoadAssetsIntoLevelPatch.GetItems(RoundManager.Instance.currentLevel.spawnableScrap);
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}
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@ -15,25 +15,28 @@ using DunGen;
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using ScarletMansion.GamePatch.FixValues;
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using UnityEngine.Events;
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using GameNetcodeStuff;
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using ScarletMansion;
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using ScarletMansion.GamePatch.Components;
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using ScarletMansion.DunGenPatch;
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namespace ScarletMansion.ModPatch {
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namespace ScarletMansionMimicsPatch {
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public class Patch {
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public Patch() {
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MimicsAPI.GetAPI().RegisterMimicEventHandler(new SDMMimicEventHandler());
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public static void Activate() {
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MimicsAPI.GetAPI().RegisterMimicEventHandler(new Patch.SDMMimicEventHandler());
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Plugin.Instance.harmony.PatchAll(typeof(Patch));
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}
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public class SDMMimicEventHandler : MimicEventHandler
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{
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public override string ModGUID => Plugin.modGUID;
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public override bool IsMyInteriorLoaded => DunGenPatch.Patch.active;
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public override bool IsMyInteriorLoaded => ScarletMansion.DunGenPatch.Patch.active;
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public override void OnMimicCreated(MimicDoor mimicDoor, Doorway doorway) {
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var c = doorway.transform.parent.GetComponentInChildren<DunGenPatch.Doorways.DoorwayCleanup>();
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var c = doorway.transform.parent.GetComponentInChildren<ScarletMansion.DunGenPatch.Doorways.DoorwayCleanup>();
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if (c != null) {
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c.overrideConnector = true;
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c.overrideNoDoorway = true;
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@ -42,9 +45,9 @@ namespace ScarletMansion.ModPatch {
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var fixfireexit = doorway.GetComponentInChildren<FixFireExit>(true);
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fixfireexit.ForcefullyEnableDoorway();
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var mimicDoorMesh = Utility.FindChildRecurvisely(mimicDoor.transform, "DoorMesh");
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var mimicFrame = Utility.FindChildRecurvisely(mimicDoor.transform, "Frame");
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var mimicLight = Utility.FindChildRecurvisely(mimicDoor.transform, "Light");
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var mimicDoorMesh = ScarletMansion.Utility.FindChildRecurvisely(mimicDoor.transform, "DoorMesh");
|
||||
var mimicFrame = ScarletMansion.Utility.FindChildRecurvisely(mimicDoor.transform, "Frame");
|
||||
var mimicLight = ScarletMansion.Utility.FindChildRecurvisely(mimicDoor.transform, "Light");
|
||||
|
||||
if (fixfireexit.EnableVanillaFireExit){
|
||||
FixDoorwayForVanillaFireExit(fixfireexit, mimicDoorMesh, mimicFrame, mimicLight);
|
||||
|
|
|
@ -0,0 +1,66 @@
|
|||
using BepInEx;
|
||||
using BepInEx.Logging;
|
||||
using HarmonyLib;
|
||||
using ScarletMansion;
|
||||
using ScarletMansion.DunGenPatch;
|
||||
using ScarletMansion.GamePatch.Managers;
|
||||
using ScarletMansion.GamePatch;
|
||||
using ScarletMansion.ModPatch;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using Mimics.API;
|
||||
using BepInEx.Bootstrap;
|
||||
|
||||
namespace ScarletMansionMimicsPatch {
|
||||
|
||||
[BepInPlugin(modGUID, modName, modVersion)]
|
||||
|
||||
[BepInDependency("ImoutoSama.ScarletMansion", "1.3.12")]
|
||||
[BepInDependency(targetModGUID, BepInDependency.DependencyFlags.SoftDependency)]
|
||||
|
||||
public class Plugin : BaseUnityPlugin {
|
||||
|
||||
public const string modGUID = "ImoutoSama.ScarletMansionMimicsPatch";
|
||||
private const string modName = "Scarlet Mansion Mimics Patch";
|
||||
private const string modVersion = "1.0.0";
|
||||
|
||||
public const string targetModGUID = "x753.Mimics";
|
||||
public const string targetModVersion = "2.6.0";
|
||||
|
||||
public readonly Harmony harmony = new Harmony(modGUID);
|
||||
public static Plugin Instance {get; private set;}
|
||||
public static ManualLogSource logger { get; internal set; }
|
||||
|
||||
void Awake(){
|
||||
if (Instance == null) Instance = this;
|
||||
|
||||
logger = BepInEx.Logging.Logger.CreateLogSource(modGUID);
|
||||
logger.LogInfo($"Plugin {modName} has been added!");
|
||||
|
||||
var modLoaded = Chainloader.PluginInfos.ContainsKey(targetModGUID);
|
||||
if (!modLoaded) return;
|
||||
|
||||
bool validVersion;
|
||||
var pluginInfo = Chainloader.PluginInfos[targetModGUID];
|
||||
var loadedVersion = pluginInfo.Metadata.Version;
|
||||
if (string.IsNullOrWhiteSpace(targetModVersion)){
|
||||
validVersion = true;
|
||||
} else {
|
||||
var requiredVersion = new Version(targetModVersion);
|
||||
validVersion = loadedVersion >= requiredVersion;
|
||||
}
|
||||
|
||||
if (validVersion){
|
||||
logger.LogInfo($"Plugin {modName} has been added!");
|
||||
Patch.Activate();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -63,6 +63,7 @@
|
|||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Patch.cs" />
|
||||
<Compile Include="Plugin.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
|
|
Loading…
Reference in New Issue