Added configs for items and enemies
Critical damage renamed to marked for death and all share the same mechanic now Revelant now slows down to speed over a fixed short amount instead the nonworking jank before Moved item/enemy injection to DunGenPlus
This commit is contained in:
parent
e38be14578
commit
fd731baf2f
33 changed files with 551 additions and 470 deletions
63
SeichiPatch/ScarletMansionSeichiPatch/Patch.cs
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63
SeichiPatch/ScarletMansionSeichiPatch/Patch.cs
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using HarmonyLib;
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using System;
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using System.Collections;
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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 UnityEngine.SceneManagement;
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using UnityEngine.Rendering.HighDefinition;
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using UnityEngine.Rendering;
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namespace ScarletMansionSeichiPatch {
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public class Patch {
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public static void Activate() {
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Plugin.Instance.harmony.PatchAll(typeof(Patch));
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}
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public static Volume GetVolume(){
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GameObject[] rootGameObjects = null;
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for(var i = 0; i < SceneManager.sceneCount; i++){
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var scene = SceneManager.GetSceneAt(i);
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if (scene.name.ToLowerInvariant() == "seichi") {
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rootGameObjects = scene.GetRootGameObjects();
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Plugin.logger.LogInfo("Found Seichi scene");
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break;
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}
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}
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if (rootGameObjects == null) return null;
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foreach(var root in rootGameObjects){
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if (root.name.ToLowerInvariant() == "environment") {
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var item = root.transform.Find("RaphtaliaVolume");
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if (item != null) {
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return item.GetComponentInChildren<Volume>(true);
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}
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}
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}
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return null;
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}
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[HarmonyPatch(typeof(RoundManager), "SetPowerOffAtStart")]
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[HarmonyPostfix]
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public static void ShipLandedPatch(ref RoundManager __instance){
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if (!ScarletMansion.DunGenPatch.Patch.active) return;
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var volume = GetVolume();
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if (volume == null) {
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Plugin.logger.LogWarning($"Couldn't setup SDM/Seichi compatibility feature");
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return;
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}
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volume.enabled = true;
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}
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}
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}
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54
SeichiPatch/ScarletMansionSeichiPatch/Plugin.cs
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54
SeichiPatch/ScarletMansionSeichiPatch/Plugin.cs
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using BepInEx;
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using BepInEx.Bootstrap;
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using BepInEx.Logging;
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using HarmonyLib;
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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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namespace ScarletMansionSeichiPatch {
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[BepInPlugin(modGUID, modName, modVersion)]
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[BepInDependency(targetModGUID, BepInDependency.DependencyFlags.SoftDependency)]
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public class Plugin : BaseUnityPlugin {
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public const string modGUID = "dev.ladyalice.scarletmansion.seichipatch";
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private const string modName = "Scarlet Mansion Seichi Patch";
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private const string modVersion = "1.0.0";
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public const string targetModGUID = "dev.ladyalice.scarletmansion";
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public const string targetModVersion = "1.3.27";
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public readonly Harmony harmony = new Harmony(modGUID);
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public static Plugin Instance {get; private set;}
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public static ManualLogSource logger { get; internal set; }
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void Awake(){
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if (Instance == null) Instance = this;
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logger = BepInEx.Logging.Logger.CreateLogSource(modGUID);
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var modLoaded = Chainloader.PluginInfos.ContainsKey(targetModGUID);
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if (!modLoaded) return;
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bool validVersion;
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var pluginInfo = Chainloader.PluginInfos[targetModGUID];
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var loadedVersion = pluginInfo.Metadata.Version;
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if (string.IsNullOrWhiteSpace(targetModVersion)){
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validVersion = true;
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} else {
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var requiredVersion = new Version(targetModVersion);
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validVersion = loadedVersion >= requiredVersion;
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}
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if (validVersion){
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logger.LogInfo($"Plugin {modName} has been added!");
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Patch.Activate();
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}
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}
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}
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}
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@ -0,0 +1,36 @@
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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// アセンブリに関する一般情報は以下を通して制御されます
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// 制御されます。アセンブリに関連付けられている情報を変更するには、
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// これらの属性値を変更してください。
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[assembly: AssemblyTitle("ScarletMansionSeichiPatch")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("ScarletMansionSeichiPatch")]
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[assembly: AssemblyCopyright("Copyright © 2024")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// ComVisible を false に設定すると、このアセンブリ内の型は COM コンポーネントから
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// 参照できなくなります。COM からこのアセンブリ内の型にアクセスする必要がある場合は、
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// その型の ComVisible 属性を true に設定してください。
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[assembly: ComVisible(false)]
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// このプロジェクトが COM に公開される場合、次の GUID が typelib の ID になります
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[assembly: Guid("3fb44756-2543-4ee4-ace4-da3fdb995192")]
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// アセンブリのバージョン情報は、以下の 4 つの値で構成されています:
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//
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// メジャー バージョン
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// マイナー バージョン
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// ビルド番号
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// リビジョン
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//
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// すべての値を指定するか、次を使用してビルド番号とリビジョン番号を既定に設定できます
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// 既定値にすることができます:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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@ -0,0 +1,93 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{3FB44756-2543-4EE4-ACE4-DA3FDB995192}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>ScarletMansionSeichiPatch</RootNamespace>
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<AssemblyName>ScarletMansionSeichiPatch</AssemblyName>
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<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<Deterministic>true</Deterministic>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="0Harmony">
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<HintPath>..\..\..\Libraries\0Harmony.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp-firstpass">
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<HintPath>..\..\..\Libraries\Assembly-CSharp-firstpass.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp-publicized">
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<HintPath>..\..\..\Libraries\Assembly-CSharp-publicized.dll</HintPath>
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</Reference>
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<Reference Include="BepInEx">
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<HintPath>..\..\..\Libraries\BepInEx.dll</HintPath>
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</Reference>
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<Reference Include="BepInEx.Harmony">
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<HintPath>..\..\..\Libraries\BepInEx.Harmony.dll</HintPath>
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</Reference>
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<Reference Include="ScarletMansion">
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<HintPath>..\..\..\Libraries\ScarletMansion.dll</HintPath>
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</Reference>
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="System.Data.DataSetExtensions" />
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<Reference Include="Microsoft.CSharp" />
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<Reference Include="System.Data" />
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<Reference Include="System.Net.Http" />
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<Reference Include="System.Xml" />
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<Reference Include="Unity.Collections">
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<HintPath>..\..\..\Libraries\Unity.Collections.dll</HintPath>
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</Reference>
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<Reference Include="Unity.Netcode.Components, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\..\Libraries\Unity.Netcode.Components.dll</HintPath>
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</Reference>
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<Reference Include="Unity.Netcode.Runtime, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\..\Libraries\Unity.Netcode.Runtime.dll</HintPath>
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</Reference>
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<Reference Include="Unity.RenderPipelines.Core.Runtime">
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<HintPath>..\..\..\Libraries\Unity.RenderPipelines.Core.Runtime.dll</HintPath>
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</Reference>
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<Reference Include="Unity.RenderPipelines.HighDefinition.Config.Runtime">
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<HintPath>..\..\..\Libraries\Unity.RenderPipelines.HighDefinition.Config.Runtime.dll</HintPath>
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</Reference>
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<Reference Include="Unity.RenderPipelines.HighDefinition.Runtime">
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<HintPath>..\..\..\Libraries\Unity.RenderPipelines.HighDefinition.Runtime.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine">
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<HintPath>..\..\..\Libraries\UnityEngine.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>..\..\..\Libraries\UnityEngine.CoreModule.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Patch.cs" />
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<Compile Include="Plugin.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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</Project>
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