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This commit is contained in:
Jose Luis Montañes Ojados
2026-01-06 05:22:10 +01:00
parent ae0a5853b5
commit 3a2fe72742
11 changed files with 226 additions and 135 deletions

321
Class1.cs
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@@ -1,212 +1,273 @@
using BepInEx; using BepInEx;
using HarmonyLib; // Necesario para Traverse using HarmonyLib;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
using TMPro; using TMPro;
using UnityEngine.UI; // Necesario para Outline
namespace StrategicMapPlus namespace StrategicMapPlus
{ {
[BepInPlugin("com.mod.strategicmapplus", "Strategic Map Plus", "1.0.0")] [BepInPlugin("com.mod.strategicmapplus", "Strategic Map Plus", "28.0.0")]
public class StrategicMapMod : BaseUnityPlugin public class StrategicMapMod : BaseUnityPlugin
{ {
private float timer = 0f; private float timer = 0f;
// Escaneamos cada 0.5 segundos (balance perfecto entre respuesta y rendimiento)
private float interval = 0.5f; private float interval = 0.5f;
private bool texturesLoaded = false;
public static Dictionary<string, Sprite> SpriteCache = new Dictionary<string, Sprite>();
private HashSet<string> reportedMissingKeys = new HashSet<string>();
void Awake() void Awake()
{ {
Logger.LogInfo("Strategic Map Plus: Iniciado correctamente."); Logger.LogInfo("Strategic Map Plus v28: Posición 0,0,0.");
} }
void Update() void Update()
{ {
if (!texturesLoaded && Time.time > 3f) LoadTextures();
timer += Time.deltaTime; timer += Time.deltaTime;
if (timer < interval) return; if (timer < interval) return;
timer = 0f; timer = 0f;
ScanStrategicMap(); if (texturesLoaded) ScanStrategicMap();
}
void LoadTextures()
{
Texture2D[] allTextures = Resources.FindObjectsOfTypeAll<Texture2D>();
Dictionary<string, Texture2D> textureLookup = new Dictionary<string, Texture2D>();
foreach (var tex in allTextures)
{
if (tex != null && !string.IsNullOrEmpty(tex.name))
{
if (!textureLookup.ContainsKey(tex.name)) textureLookup.Add(tex.name, tex);
}
}
int loadedCount = 0;
foreach (var kvp in Textures.TextureMap)
{
string logicKey = kvp.Key;
string texName = kvp.Value;
if (textureLookup.ContainsKey(texName))
{
Texture2D tex = textureLookup[texName];
Sprite s = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
SpriteCache[logicKey] = s;
loadedCount++;
}
}
if (loadedCount > 0) texturesLoaded = true;
} }
void ScanStrategicMap() void ScanStrategicMap()
{ {
// Buscamos el contenedor de regiones
GameObject regionsRoot = GameObject.Find("UI/2DRoot/Layout/Limit/FrontDialogs/StrategicView/Root/Regions"); GameObject regionsRoot = GameObject.Find("UI/2DRoot/Layout/Limit/FrontDialogs/StrategicView/Root/Regions");
if (regionsRoot == null || !regionsRoot.activeInHierarchy) return; if (regionsRoot == null || !regionsRoot.activeInHierarchy) return;
foreach (Transform region in regionsRoot.transform) foreach (Transform region in regionsRoot.transform)
{ {
// Buscamos el Army (contenedor lógico)
Transform army = region.Find("Army"); Transform army = region.Find("Army");
if (army == null) continue; if (army == null) continue;
// Buscamos el componente del juego (DefenseCountRenderer) por nombre
Component defenseRenderer = army.GetComponent("iron.match.renderers.strategicview.DefenseCountRenderer"); Component defenseRenderer = army.GetComponent("iron.match.renderers.strategicview.DefenseCountRenderer");
// Buscamos el contenedor visual "Root" para anclar nuestro texto
Transform visualRoot = army.Find("Root"); Transform visualRoot = army.Find("Root");
Transform targetParent = (visualRoot != null) ? visualRoot : army; Transform targetParent = (visualRoot != null) ? visualRoot : army;
if (defenseRenderer != null) if (defenseRenderer != null)
{
ProcessRegion((MonoBehaviour)defenseRenderer, targetParent); ProcessRegion((MonoBehaviour)defenseRenderer, targetParent);
}
} }
} }
void ProcessRegion(MonoBehaviour renderer, Transform parentTransform) void ProcessRegion(MonoBehaviour renderer, Transform parentTransform)
{ {
// 1. Configurar o Buscar el Visualizador var visualizer = parentTransform.GetComponent<StrategicDisplay>();
var visualizer = parentTransform.GetComponent<StrategicOrderDisplay>();
if (visualizer == null) if (visualizer == null)
{ {
visualizer = parentTransform.gameObject.AddComponent<StrategicOrderDisplay>(); visualizer = parentTransform.gameObject.AddComponent<StrategicDisplay>();
visualizer.Initialize(); visualizer.Initialize();
} }
// 2. Acceder al Modelo de datos usando Reflection (Traverse)
var traverse = Traverse.Create(renderer); var traverse = Traverse.Create(renderer);
var model = traverse.Property("model").GetValue(); var model = traverse.Property("model").GetValue();
if (model == null) { visualizer.Hide(); return; }
if (model == null)
{
visualizer.UpdateOrder("", false);
return;
}
// 3. Obtener la lista de hijos (Children)
// Ya sabemos que es un Campo llamado "Children" (con mayúscula)
var children = Traverse.Create(model).Field("Children").GetValue() as IEnumerable; var children = Traverse.Create(model).Field("Children").GetValue() as IEnumerable;
// Fallback a minúscula por si acaso cambia en otra versión
if (children == null) children = Traverse.Create(model).Field("children").GetValue() as IEnumerable; if (children == null) children = Traverse.Create(model).Field("children").GetValue() as IEnumerable;
string finalText = ""; string orderType = "";
bool foundOrder = false; bool isSpecial = false;
int strength = 0;
bool found = false;
if (children != null) if (children != null)
{ {
foreach (var child in children) foreach (var child in children)
{ {
// 4. Leer Atributos Crudos
var childTrav = Traverse.Create(child); var childTrav = Traverse.Create(child);
var attributesObj = childTrav.Field("attributes").GetValue(); var attributesObj = childTrav.Field("attributes").GetValue();
if (attributesObj != null) if (attributesObj != null)
{ {
// Accedemos al diccionario interno 'data'
var valuesDict = Traverse.Create(attributesObj).Field("data").GetValue() as IDictionary; var valuesDict = Traverse.Create(attributesObj).Field("data").GetValue() as IDictionary;
if (valuesDict != null && valuesDict.Contains(400003))
if (valuesDict != null)
{ {
// ID 400003 = IronType (Tipo de unidad) object typeCont = valuesDict[400003];
if (valuesDict.Contains(400003)) object typeVal = Traverse.Create(typeCont).Property("Value").GetValue();
if (typeVal?.ToString() == "Order")
{ {
// Desempaquetamos el MutableAttribute if (valuesDict.Contains(400038)) // OrderType
object typeContainer = valuesDict[400003];
object typeVal = Traverse.Create(typeContainer).Property("Value").GetValue();
string typeName = typeVal?.ToString();
if (typeName == "Order")
{ {
// ¡Es una orden! object oCont = valuesDict[400038];
object oVal = Traverse.Create(oCont).Property("Value").GetValue();
// ID 400038 = OrderType (Tipo de orden) var list = oVal as IList;
string orderCode = "?"; if (list != null && list.Count > 0) orderType = list[0].ToString();
if (valuesDict.Contains(400038))
{
object orderContainer = valuesDict[400038];
object orderVal = Traverse.Create(orderContainer).Property("Value").GetValue();
var list = orderVal as IList;
if (list != null && list.Count > 0)
{
orderCode = list[0].ToString();
}
}
// ID 400039 = HasStar (Es especial)
bool isStar = false;
if (valuesDict.Contains(400039))
{
object starContainer = valuesDict[400039];
object starVal = Traverse.Create(starContainer).Property("Value").GetValue();
if (starVal != null && starVal.ToString().ToLower() == "true") isStar = true;
}
finalText = GetOrderShortName(orderCode, isStar);
foundOrder = true;
break; // Solo mostramos 1 orden por región
} }
if (valuesDict.Contains(400039)) // HasStar
{
object sCont = valuesDict[400039];
object sVal = Traverse.Create(sCont).Property("Value").GetValue();
if (sVal != null && sVal.ToString().ToLower() == "true") isSpecial = true;
}
if (valuesDict.Contains(400004)) // Strength
{
object strCont = valuesDict[400004];
object strVal = Traverse.Create(strCont).Property("Value").GetValue();
int.TryParse(strVal?.ToString(), out strength);
}
found = true;
break;
} }
} }
} }
} }
} }
// 5. Actualizar UI if (!found)
visualizer.UpdateOrder(finalText, foundOrder);
}
static string GetOrderShortName(string typeName, bool isSpecial)
{
string symbol = "";
string star = isSpecial ? "*" : "";
if (typeName.Contains("March")) symbol = "M";
else if (typeName.Contains("Defense")) symbol = "D";
else if (typeName.Contains("Support")) symbol = "S";
else if (typeName.Contains("Raid")) symbol = "R";
else if (typeName.Contains("Consolidate")) symbol = "$"; // Usamos $ porque parece una moneda/corona
else symbol = typeName.Substring(0, 1);
return symbol + star;
}
}
// --- COMPONENTE VISUAL ---
public class StrategicOrderDisplay : MonoBehaviour
{
private TextMeshProUGUI orderText;
private GameObject displayObj;
public void Initialize()
{
if (displayObj != null) return;
displayObj = new GameObject("OrderDisplay_Mod");
displayObj.transform.SetParent(this.transform, false);
// Ajustamos posición: X=60 (derecha del escudo), Z=-100 (encima de todo)
displayObj.transform.localPosition = new Vector3(60f, 0f, -100f);
orderText = displayObj.AddComponent<TextMeshProUGUI>();
orderText.fontSize = 24;
orderText.alignment = TextAlignmentOptions.Left;
// Amarillo Dorado (#FFD700) - Clásico de Game of Thrones
orderText.color = new Color(1f, 0.84f, 0f);
orderText.fontStyle = FontStyles.Bold;
orderText.enableWordWrapping = false;
// Añadimos borde negro para que se lea bien sobre cualquier fondo
var outline = displayObj.AddComponent<Outline>();
outline.effectColor = Color.black;
outline.effectDistance = new Vector2(1, -1);
}
public void UpdateOrder(string text, bool visible)
{
if (displayObj == null) Initialize();
// Gestión eficiente de SetActive para no parpadear
if (displayObj.activeSelf != visible) displayObj.SetActive(visible);
if (visible && orderText != null && orderText.text != text)
{ {
orderText.text = text; visualizer.Hide();
return;
}
// Generar clave lógica
string generatedKey = $"{orderType}_{strength}";
if (isSpecial) generatedKey += "_Star";
if (SpriteCache.ContainsKey(generatedKey))
{
visualizer.ShowIcon(SpriteCache[generatedKey]);
}
else
{
if (!reportedMissingKeys.Contains(generatedKey))
{
Logger.LogWarning($"[FALTA MAPEO] El juego pide: '{generatedKey}'");
reportedMissingKeys.Add(generatedKey);
}
visualizer.ShowText(generatedKey);
} }
} }
} }
// --- VISUALIZADOR ---
public class StrategicDisplay : MonoBehaviour
{
private GameObject displayObj;
private Image iconImage;
private TextMeshProUGUI debugText;
private bool isInitialized = false;
public void Initialize()
{
if (isInitialized && displayObj != null) return;
if (displayObj != null) Destroy(displayObj);
try
{
displayObj = new GameObject("OrderIcon_Mod");
displayObj.transform.SetParent(this.transform, false);
// POSICIÓN EXACTA 0,0,0
displayObj.transform.localPosition = Vector3.zero;
// Aseguramos capa correcta
displayObj.layer = this.gameObject.layer;
RectTransform rt = displayObj.AddComponent<RectTransform>();
rt.sizeDelta = new Vector2(45, 45); // Tamaño del icono
iconImage = displayObj.AddComponent<Image>();
iconImage.raycastTarget = false;
iconImage.color = Color.white;
// Backup Text
GameObject textObj = new GameObject("BackupText");
textObj.transform.SetParent(displayObj.transform, false);
textObj.layer = this.gameObject.layer;
RectTransform textRt = textObj.AddComponent<RectTransform>();
textRt.anchoredPosition = Vector2.zero;
debugText = textObj.AddComponent<TextMeshProUGUI>();
debugText.alignment = TextAlignmentOptions.Center;
debugText.fontSize = 14;
debugText.fontStyle = FontStyles.Bold;
debugText.color = Color.magenta;
// CRUCIAL: Ponemos el icono al final de la lista de hijos para que se pinte ENCIMA
displayObj.transform.SetAsLastSibling();
isInitialized = true;
}
catch (System.Exception e)
{
Debug.LogWarning("Error UI: " + e.Message);
if (displayObj != null) Destroy(displayObj);
isInitialized = false;
}
}
public void Hide()
{
if (displayObj != null && displayObj.activeSelf) displayObj.SetActive(false);
}
public void ShowIcon(Sprite s)
{
if (!isInitialized) Initialize();
if (!isInitialized) return;
// Aseguramos orden de dibujado (Encima de todo)
displayObj.transform.SetAsLastSibling();
if (!displayObj.activeSelf) displayObj.SetActive(true);
if (s != null)
{
iconImage.sprite = s;
iconImage.enabled = true;
if (debugText != null) debugText.text = "";
}
}
public void ShowText(string t)
{
if (!isInitialized) Initialize();
if (!isInitialized) return;
displayObj.transform.SetAsLastSibling();
if (!displayObj.activeSelf) displayObj.SetActive(true);
if (iconImage != null) iconImage.enabled = false;
if (debugText != null) debugText.text = t;
}
}
} }

30
Textures.cs Normal file
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@@ -0,0 +1,30 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StrategicMapPlus
{
public class Textures
{
// -----------------------------------------------------------------------
// --- ZONA DE CONFIGURACIÓN ---
// -----------------------------------------------------------------------
public static Dictionary<string, string> TextureMap = new Dictionary<string, string>()
{
// --- CONSOLIDAR PODER (Fuerza suele ser 0) ---
{ "ConsolidatePower_0", "T_tkn_Order_ConsolidatePower" },
{ "ConsolidatePower_0_Star", "T_tkn_Order_ConsolidatePowerStar" },
// March
{"March_130", "T_tkn_Order_MarchPlus0" },
{"March_129_Star", "T_tkn_Order_MarchPlus1" },
// Defense
{"Defense_124_Star", "T_tkn_Order_DefendPlus2" },
};
// -----------------------------------------------------------------------
}
}

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@@ -14,7 +14,7 @@ using System.Reflection;
[assembly: System.Reflection.AssemblyCompanyAttribute("StrategicView-Plus")] [assembly: System.Reflection.AssemblyCompanyAttribute("StrategicView-Plus")]
[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")] [assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")]
[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")] [assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")]
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0")] [assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0+ae0a5853b586351c17dcfa88c3344792a4628614")]
[assembly: System.Reflection.AssemblyProductAttribute("StrategicView-Plus")] [assembly: System.Reflection.AssemblyProductAttribute("StrategicView-Plus")]
[assembly: System.Reflection.AssemblyTitleAttribute("StrategicView-Plus")] [assembly: System.Reflection.AssemblyTitleAttribute("StrategicView-Plus")]
[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")] [assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]

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@@ -1 +1 @@
273bd5731decc3a9326eaf60c8347c8c52258602c6bbbe66e14477d5903fa4e0 2b75dcbe8616bb42f12edaec3fc9bc49fdb1555dee5fe1f058109fdefbb47f6b

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@@ -1 +1 @@
2e4006519f508b84cea17598f3b73951cfa7c16c48b84e867d92bace76a313a9 3cb9f30b2f7cdc911644f787aa9d0bd1dec3a38c35c65d0087457f82898e73da

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@@ -7,7 +7,7 @@
<NuGetPackageRoot Condition=" '$(NuGetPackageRoot)' == '' ">$(UserProfile)\.nuget\packages\</NuGetPackageRoot> <NuGetPackageRoot Condition=" '$(NuGetPackageRoot)' == '' ">$(UserProfile)\.nuget\packages\</NuGetPackageRoot>
<NuGetPackageFolders Condition=" '$(NuGetPackageFolders)' == '' ">C:\Users\PC\.nuget\packages\;D:\Program Files (x86)\Microsoft Visual Studio\Shared\NuGetPackages</NuGetPackageFolders> <NuGetPackageFolders Condition=" '$(NuGetPackageFolders)' == '' ">C:\Users\PC\.nuget\packages\;D:\Program Files (x86)\Microsoft Visual Studio\Shared\NuGetPackages</NuGetPackageFolders>
<NuGetProjectStyle Condition=" '$(NuGetProjectStyle)' == '' ">PackageReference</NuGetProjectStyle> <NuGetProjectStyle Condition=" '$(NuGetProjectStyle)' == '' ">PackageReference</NuGetProjectStyle>
<NuGetToolVersion Condition=" '$(NuGetToolVersion)' == '' ">6.10.0</NuGetToolVersion> <NuGetToolVersion Condition=" '$(NuGetToolVersion)' == '' ">6.9.2</NuGetToolVersion>
</PropertyGroup> </PropertyGroup>
<ItemGroup Condition=" '$(ExcludeRestorePackageImports)' != 'true' "> <ItemGroup Condition=" '$(ExcludeRestorePackageImports)' != 'true' ">
<SourceRoot Include="C:\Users\PC\.nuget\packages\" /> <SourceRoot Include="C:\Users\PC\.nuget\packages\" />

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@@ -1,6 +1,6 @@
{ {
"version": 2, "version": 2,
"dgSpecHash": "zU5GcbnMVE8=", "dgSpecHash": "c2opvh31BiDg+DMTuh4qcKqCOMknou+psI/EB2sWw/WB0CwhntsEkJ0/nXAhoQMHMCuZl3iFWKs3U82rIyl/tQ==",
"success": true, "success": true,
"projectFilePath": "D:\\Downloads\\Unity Modding\\StrategicMap-Plus\\StrategicView-Plus\\StrategicView-Plus.csproj", "projectFilePath": "D:\\Downloads\\Unity Modding\\StrategicMap-Plus\\StrategicView-Plus\\StrategicView-Plus.csproj",
"expectedPackageFiles": [], "expectedPackageFiles": [],