Release v4.1.9
This commit is contained in:
parent
a68e8c7194
commit
11b26bb693
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@ -482,3 +482,9 @@ $RECYCLE.BIN/
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# Vim temporary swap files
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*.swp
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# VS Code
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.vscode
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# Build artifacts
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Packages/
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@ -0,0 +1,158 @@
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using System;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using System.Windows;
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public class HookahAssetBuilder
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{
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static readonly string ModManagerProfilesPath =
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@"C:\Users\user\AppData\Roaming\com.kesomannen.gale\lethal-company\profiles";
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static readonly string ModPackProfileName = "HookahPlace Test";
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static readonly string ModPackModName = "HookahPlace-DEV";
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static readonly string ModPackProfilePath = $@"{ModManagerProfilesPath}/{ModPackProfileName}";
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static readonly string ModPackHookahPlacePath = @$"{ModPackProfilePath}/BepInEx/plugins/{ModPackModName}";
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static readonly string ModProjectPath = @"D:\Code\LC-Decompiled\Mods\HookahPlace";
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static readonly string DllName = "Ratijas.HookahPlace.dll";
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static readonly string DllSourcePath = $@"{ModProjectPath}/HookahPlace/bin/Debug/netstandard2.1/{DllName}";
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static readonly string[] DllDestinationPaths = new string[]
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{
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// relative to Unity project
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$@"Assets/LethalCompany/Mods/plugins/HookahPlace/Dependencies/{ModPackModName}",
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ModPackHookahPlacePath,
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};
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static readonly string AssetBundlesPath = "Assets/LethalCompany/Mods/plugins/HookahPlace/AssetBundles";
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static readonly string[] AssetBundlesNames = new string[]
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{
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"hookahplaceasset",
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"hookahunlockableassets",
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};
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static readonly string[] AssetBundlesDestinationPaths = new string[]
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{
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@$"{ModPackHookahPlacePath}/Assets",
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@$"{ModProjectPath}/HookahPlace/res",
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};
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[MenuItem("HookahPlace/All")]
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public static void DoAll()
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{
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CompileScripts();
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BuildAssetBundles();
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InstallAssetBundles();
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LaunchGame();
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}
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[MenuItem("HookahPlace/1. Compile Scripts")]
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public static void CompileScripts()
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{
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var psi = new ProcessStartInfo
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{
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FileName = "dotnet",
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Arguments = "build",
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UseShellExecute = false,
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};
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var proc = Process.Start(psi);
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proc.WaitForExit();
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if (proc.ExitCode != 0)
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{
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UnityEngine.Debug.Log($"Process exited with non-zero code: {proc.ExitCode}");
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// proc.StandardOutput
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return;
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}
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foreach (var destinationPath in DllDestinationPaths)
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{
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Directory.CreateDirectory(destinationPath);
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var sourceFileName = DllSourcePath;
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var destFileName = $"{destinationPath}/{DllName}";
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FileCopy(sourceFileName, destFileName);
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}
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}
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[MenuItem("HookahPlace/2. Build Asset Bundles")]
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public static void BuildAssetBundles()
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{
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UnityEngine.Debug.Log("Building asset bundles for HookahPlace...");
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Directory.CreateDirectory(AssetBundlesPath);
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BuildPipeline.BuildAssetBundles(AssetBundlesPath, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows);
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if (Application.isBatchMode)
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{
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EditorApplication.Exit(0);
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}
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}
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[MenuItem("HookahPlace/3. Install Asset Bundles")]
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public static void InstallAssetBundles()
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{
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UnityEngine.Debug.Log("Installing asset bundles for HookahPlace...");
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foreach (var destinationPath in AssetBundlesDestinationPaths)
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{
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Directory.CreateDirectory(destinationPath);
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foreach (var name in AssetBundlesNames)
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{
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var sourceFileName = $"{AssetBundlesPath}/{name}";
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var destFileName = $"{destinationPath}/{name}";
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FileCopy(sourceFileName, destFileName);
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}
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}
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}
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[MenuItem("HookahPlace/4. Launch Game")]
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public static void LaunchGame()
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{
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UnityEngine.Debug.Log($"Launching Gale profile with profile '{ModPackProfileName}'...");
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string BepInExPreloaderDllPath = $@"{ModPackProfilePath}/BepInEx/core/BepInEx.Preloader.dll";
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string[] args = new string[]
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{
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@"C:\Program Files (x86)\Steam\steam.exe",
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"-applaunch",
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"1966720",
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"--doorstop-enabled",
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"true",
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"--doorstop-target-assembly",
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BepInExPreloaderDllPath,
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};
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var psi = new ProcessStartInfo
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{
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FileName = args[0],
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Arguments = string.Join(" ", args.Skip(1).Select(QuoteArgument)),
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UseShellExecute = false,
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};
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Process.Start(psi);
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GUIUtility.systemCopyBuffer = "hookah";
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}
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static void FileCopy(string sourceFileName, string destFileName)
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{
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UnityEngine.Debug.Log($"File.Copy {sourceFileName} => {destFileName}");
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File.Copy(sourceFileName, destFileName, overwrite: true);
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}
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static string QuoteArgument(string arg)
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{
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if (string.IsNullOrEmpty(arg))
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return "\"\"";
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if (arg.IndexOfAny(new char[] { ' ', '\t', '"' }) == -1)
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return arg;
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return "\"" + arg.Replace("\"", "\\\"") + "\"";
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}
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}
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@ -0,0 +1 @@
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This folder contains C# scripts for Unity project with the decompiled game.
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@ -0,0 +1,5 @@
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# Development
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- Keep in sync versions of DawnLib in `thunderstore.toml` and `*.csproj`.
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- Build AssetBundles in Unity, and copy them to the `res` folder.
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- Build in the `Release` configuration to create the zip
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@ -4,13 +4,12 @@
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<PropertyGroup>
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<AssemblyName>Ratijas.HookahPlace</AssemblyName>
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<Product>HookahPlace</Product>
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<!-- Change to whatever version you're currently on. -->
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<Version>1.0.0</Version>
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<Version>4.1.9</Version>
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</PropertyGroup>
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<!-- Project Properties -->
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<PropertyGroup>
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<TargetFramework>netstandard2.1</TargetFramework>
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<RootNamespace>CRLib._ModTemplate</RootNamespace>
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<RootNamespace>HookahPlace</RootNamespace>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<LangVersion>latest</LangVersion>
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</PropertyGroup>
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<!-- Embed Debug Symbols for Easier Debugging -->
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<PropertyGroup>
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<DebugSymbols>true</DebugSymbols>
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<!-- NetcodePatch requires anything but 'full' -->
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<DebugType>embedded</DebugType>
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<!--
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Trim the project path to prevent players from potentially
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viewing Private Information in stack traces.
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-->
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<PathMap>$([System.IO.Path]::GetFullPath('$(MSBuildThisFileDirectory)'))=./</PathMap>
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</PropertyGroup>
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<PropertyGroup Condition="$(Configuration) == 'Release'">
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<PathMap>$(UserProfile)=~,$([System.IO.Path]::GetFullPath('$(MSBuildThisFileDirectory)'))=$(PackageId)/</PathMap>
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</PropertyGroup>
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<PropertyGroup>
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<DawnLibVersion>0.4.*</DawnLibVersion>
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<DawnLibVersion>0.7.3</DawnLibVersion>
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</PropertyGroup>
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<!-- Primary Package References - BepInEx -->
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@ -58,7 +56,7 @@
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<PackageReference Include="LethalCompany.GameLibs.Steam" Version="*-*" PrivateAssets="all"/>
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<PackageReference Include="UnityEngine.Modules" Version="2022.3.62" PrivateAssets="all"/>
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<PackageReference Include="TeamXiaolan.DawnLib" Version="$(DawnLibVersion)" PrivateAssets="all"/>
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<PackageReference Include="TeamXiaolan.DawnLib.DuskMod" Version="$(DawnLibVersion)" />
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</ItemGroup>
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<ItemGroup Condition="'$(TargetFramework.TrimEnd(`0123456789`))' == 'net'">
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<Project>
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<!-- Custom Variables -->
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<PropertyGroup>
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<!--#if (BepInExPluginLocation != "") -->
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<CopyToDirectory>.../Lethal Company/BepInEx/plugins/</CopyToDirectory>
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<!--#endif -->
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<!--#if (MMHOOKLocation != "") -->
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<MMHOOKDirectory>.../Lethal Comapny/BepInEx/plugins/MMHOOK/</MMHOOKDirectory>
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<!--#endif -->
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</PropertyGroup>
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<!--#if (BepInExPluginLocation != "") -->
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<!-- Copy to Plugin Directory for Quicker Testing -->
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<!--#if (UseNetcodePatcher) -->
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<Target Name="CopyFiles" DependsOnTargets="NetcodePatch" AfterTargets="PostBuildEvent">
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<MakeDir
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Directories="$(CopyToDirectory)$(Product)-DEV/Assets"
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@ -26,5 +20,4 @@
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</ItemGroup>
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<Copy SourceFiles="@(AssetBundles)" DestinationFolder="$(CopyToDirectory)$(Product)-DEV/Assets/"/>
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</Target>
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<!--#endif -->
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</Project>
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@ -1,12 +1,21 @@
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# TODO before release:
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- `thunderstore.toml`:
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- **Important**: Set `namespace` (this is your author name) and `description`
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- Set `websiteUrl`
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- Update `DawnLib` version
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- Note that the name of your mod is determined by the name of the project, and the version is determined in your `.csproj`
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- `.csproj`:
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- Update `DawnLib` version
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- `HookahPlaceKeys.cs`:
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- Look in this file
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- Update this README! (it gets used to generate your mods readme)
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- Finally, build in the `Release` configuration to create the zip
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# Hookah Place
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_Relaxing hookah as a ship upgrade_
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Welcome to your very own Lethal Hookah Place!
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Become a ship-mom (or a ship-dad) and smoke shisha while guiding your crew over a walkie-talkie. Let 'em know you're having a good time! 🗣💯💭
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## Store
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The mod adds a ship decor/furniture to the store called "Hookah".
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The store rotates between random 4-6 entries every quota. To make the hookah always available in the store, use another mod like [`StoreRotationConfig` by `pacoito`](https://thunderstore.io/c/lethal-company/p/pacoito/StoreRotationConfig/) with the `stockAll` option toggled ON.
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## Made by Ratijas
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Also check out my other mod, 🎵 [Muzika Gromche — The ultimate Jester party music mod](https://thunderstore.io/c/lethal-company/p/Ratijas/MuzikaGromche/)!
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Hookah model made in Blender: [HookahPlace.blend](https://ratijas.me/share/public/LC/HookahPlace/HookahPlace.blend)
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@ -1,2 +1,3 @@
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# 1.0.0
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Inital release
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# 4.1.9
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Inital release
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Binary file not shown.
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After Width: | Height: | Size: 130 KiB |
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After Width: | Height: | Size: 95 KiB |
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@ -2,13 +2,16 @@
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schemaVersion = "0.0.1"
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[package]
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namespace = ""
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description = ""
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websiteUrl = ""
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namespace = "Ratijas"
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name = "HookahPlace"
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versionNumber = "4.1.9"
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description = "Relaxing hookah as a ship upgrade"
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websiteUrl = "https://git.vilunov.me/ratijas/HookahPlace"
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containsNsfwContent = false
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[package.dependencies]
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BepInEx-BepInExPack = "5.4.2100"
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TeamXiaolan-DawnLib = "0.4.0"
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BepInEx-BepInExPack = "5.4.2304"
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TeamXiaolan-DawnLib = "0.7.3"
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[build]
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icon = "./icon.png"
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@ -29,6 +32,7 @@ target = "/"
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[publish]
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repository = "https://thunderstore.io"
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communities = [ "lethal-company", ]
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communities = [ "lethal-company" ]
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[publish.categories]
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lethal-company = [ "mods", "tools", "libraries", "clientside", "serverside" ]
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# https://thunderstore.io/api/experimental/community/lethal-company/category/
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lethal-company = [ "mods", "furniture", "clientside", "serverside" ]
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@ -1,13 +0,0 @@
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using Dawn;
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using Dusk;
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namespace HookahPlace.Content;
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// REMOVE THIS FILE IF NOT USING DUSK
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public class ExampleContentHandler : ContentHandler<ExampleContentHandler>
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{
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public ExampleContentHandler(DuskMod mod) : base(mod)
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{
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RegisterContent("content bundle name here", out DefaultBundle? bundle);
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}
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}
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@ -0,0 +1,19 @@
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using Dusk;
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namespace HookahPlace.Content;
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public class HookahContentHandler : ContentHandler<HookahContentHandler>
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{
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const int HOOKAH_PRICE = 130;
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public HookahContentHandler(DuskMod mod) : base(mod)
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{
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NukeDawnLibConfig.NukeUnlockable(HookahPlace.Config, "HookahUnlockable", "Hookah", HOOKAH_PRICE);
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if (!RegisterContent("hookahunlockableassets", out DefaultBundle? bundle, forceEnabled: true) || bundle == null)
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{
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HookahPlace.Logger.LogError($"Failed to register content");
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return;
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}
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}
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}
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using BepInEx.Configuration;
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using Dusk;
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namespace HookahPlace.Content;
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internal static class NukeDawnLibConfig
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{
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static internal void NukeUnlockable(ConfigFile config, string heading, string name, int cost)
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{
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heading = $"{heading} Options";
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var costName = $"{name} | Cost";
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var disclaimer = "Sorry, this is not configurable. This is a dirty hack to suppress DawnLib/DuskMod from allowing any configurability here.";
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var ctx = new ConfigContext(config, heading);
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var enabledEntry = ctx.Bind("Enabled", disclaimer, true);
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enabledEntry.Value = true;
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var costEntry = ctx.Bind(costName, disclaimer, cost);
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costEntry.Value = cost;
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}
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}
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.Rendering.HighDefinition;
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namespace HookahPlace;
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class HookahBehaviour : NetworkBehaviour
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{
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public Transform? smokePosition;
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public GameObject? smokePrefab;
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public Color[] Palette = [];
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private Color? ApplyLaterSmokeColor = null;
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private LocalVolumetricFog? ApplyLaterSmokeVolumetricFog;
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// Hookah smoke animation emits an event that invokes this method.
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// The prefab that it spawns self-destructs at the end of its animation.
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//
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// The fog works through LocalVolumetricFog components.
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// Inside the ship and under any roof outdoors there are placed FogExclusionZone objects,
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// with Blending set to Override which essentially removes the fog in those zones.
|
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//
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||||
// The solution is to set your Hookah smoke blending to Additive (to preserve seamless transitions when fading out),
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// but crank up priority to something unreasonably high like 9001, so that it adds to that Override layer.
|
||||
public void SpawnSmoke()
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||||
{
|
||||
if (smokePosition == null || smokePrefab == null)
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||||
{
|
||||
return;
|
||||
}
|
||||
var ship = transform.parent.parent;
|
||||
var smoke = Instantiate(smokePrefab, smokePosition.position, Quaternion.identity, ship);
|
||||
var fog = smoke.GetComponentInChildren<LocalVolumetricFog>();
|
||||
// Randomize smoke color.
|
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// Clients set a client-side random color just in case, but it should be overridden by server rpc shortly.
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var index = Random.RandomRangeInt(0, Palette.Length);
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Color randomColor = Palette[index];
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if (IsServer)
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{
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SetSmokeColorClientRpc(randomColor);
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ApplySmokeColor(fog, randomColor);
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}
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else if (ApplyLaterSmokeColor is { } serverColor)
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{
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ApplySmokeColor(fog, serverColor);
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ApplyLaterSmokeColor = null;
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}
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else
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{
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// color has not arrived from server (yet), for now set local random color
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ApplySmokeColor(fog, randomColor);
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ApplyLaterSmokeVolumetricFog = fog;
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||||
}
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}
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||||
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||||
[Rpc(SendTo.NotServer)]
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||||
public void SetSmokeColorClientRpc(Color color)
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||||
{
|
||||
if (ApplyLaterSmokeVolumetricFog is { } fog)
|
||||
{
|
||||
ApplySmokeColor(fog, color);
|
||||
ApplyLaterSmokeVolumetricFog = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
// smoke has not been spawned (yet), remember the color for later.
|
||||
ApplyLaterSmokeColor = color;
|
||||
}
|
||||
}
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||||
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||||
private static void ApplySmokeColor(LocalVolumetricFog fog, Color color)
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{
|
||||
var parameters = fog.parameters;
|
||||
parameters.albedo = color;
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||||
fog.parameters = parameters;
|
||||
}
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}
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@ -4,6 +4,9 @@ using System.Reflection;
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using UnityEngine;
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||||
using Dawn;
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||||
using Dawn.Utils;
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||||
using HarmonyLib;
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using Dusk;
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||||
using BepInEx.Configuration;
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||||
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||||
namespace HookahPlace;
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||||
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||||
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@ -12,16 +15,18 @@ namespace HookahPlace;
|
|||
public class HookahPlace : BaseUnityPlugin
|
||||
{
|
||||
internal new static ManualLogSource Logger { get; private set; } = null!;
|
||||
internal new static ConfigFile Config { get; private set; } = null!;
|
||||
|
||||
internal static PersistentDataContainer PersistentData { get; private set; } = null!;
|
||||
|
||||
internal static DuskMod Mod { get; private set; } = null!;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Logger = base.Logger;
|
||||
Config = base.Config;
|
||||
|
||||
// Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly(), MyPluginInfo.PLUGIN_GUID) // uncomment if using Harmony to patch
|
||||
|
||||
Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly(), MyPluginInfo.PLUGIN_GUID);
|
||||
|
||||
// Example Persistent Data Container Usage
|
||||
// You can do anything you want with this DataContainer, there are a few additonal ones under the DawnLib class that pertain to actual save files
|
||||
|
|
@ -31,6 +36,10 @@ public class HookahPlace : BaseUnityPlugin
|
|||
// if you want to do config migration you should use DawnLib.GetCurrentInstallSave instead.
|
||||
PersistentData.Set(HookahPlaceKeys.LastVersion, MyPluginInfo.PLUGIN_VERSION);
|
||||
|
||||
AssetBundle mainBundle = AssetBundleUtils.LoadBundle(Assembly.GetExecutingAssembly(), "hookahplaceasset");
|
||||
Mod = DuskMod.RegisterMod(this, mainBundle);
|
||||
Mod.RegisterContentHandlers();
|
||||
|
||||
Logger.LogInfo($"{MyPluginInfo.PLUGIN_GUID} v{MyPluginInfo.PLUGIN_VERSION} has loaded!");
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -12,8 +12,6 @@ namespace HookahPlace;
|
|||
// If you contain lots of keys, you might want to use child classes e.g: HookahPlaceKeys.Items.MyItem
|
||||
// Note: the use of `partial` here is because of the DawnLib SourceGenerator, which you might not be using.
|
||||
public static partial class HookahPlaceKeys {
|
||||
// You may want to update this namespace. It should be "Snake case", e.g: FacilityMeltdown's namespace should be `facility_meltdown`
|
||||
// You can also shorten it if you want, e.g: `meltdown`
|
||||
public const string Namespace = "hookah_place";
|
||||
|
||||
// Data Keys
|
||||
|
|
|
|||
Loading…
Reference in New Issue