icon on center
This commit is contained in:
289
Class1.cs
289
Class1.cs
@@ -1,212 +1,273 @@
|
||||
using BepInEx;
|
||||
using HarmonyLib; // Necesario para Traverse
|
||||
using HarmonyLib;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
using UnityEngine.UI; // Necesario para Outline
|
||||
|
||||
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
|
||||
{
|
||||
private float timer = 0f;
|
||||
// Escaneamos cada 0.5 segundos (balance perfecto entre respuesta y rendimiento)
|
||||
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()
|
||||
{
|
||||
Logger.LogInfo("Strategic Map Plus: Iniciado correctamente.");
|
||||
Logger.LogInfo("Strategic Map Plus v28: Posición 0,0,0.");
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!texturesLoaded && Time.time > 3f) LoadTextures();
|
||||
|
||||
timer += Time.deltaTime;
|
||||
if (timer < interval) return;
|
||||
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()
|
||||
{
|
||||
// Buscamos el contenedor de regiones
|
||||
GameObject regionsRoot = GameObject.Find("UI/2DRoot/Layout/Limit/FrontDialogs/StrategicView/Root/Regions");
|
||||
|
||||
if (regionsRoot == null || !regionsRoot.activeInHierarchy) return;
|
||||
|
||||
foreach (Transform region in regionsRoot.transform)
|
||||
{
|
||||
// Buscamos el Army (contenedor lógico)
|
||||
Transform army = region.Find("Army");
|
||||
if (army == null) continue;
|
||||
|
||||
// Buscamos el componente del juego (DefenseCountRenderer) por nombre
|
||||
Component defenseRenderer = army.GetComponent("iron.match.renderers.strategicview.DefenseCountRenderer");
|
||||
|
||||
// Buscamos el contenedor visual "Root" para anclar nuestro texto
|
||||
Transform visualRoot = army.Find("Root");
|
||||
Transform targetParent = (visualRoot != null) ? visualRoot : army;
|
||||
|
||||
if (defenseRenderer != null)
|
||||
{
|
||||
ProcessRegion((MonoBehaviour)defenseRenderer, targetParent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ProcessRegion(MonoBehaviour renderer, Transform parentTransform)
|
||||
{
|
||||
// 1. Configurar o Buscar el Visualizador
|
||||
var visualizer = parentTransform.GetComponent<StrategicOrderDisplay>();
|
||||
var visualizer = parentTransform.GetComponent<StrategicDisplay>();
|
||||
if (visualizer == null)
|
||||
{
|
||||
visualizer = parentTransform.gameObject.AddComponent<StrategicOrderDisplay>();
|
||||
visualizer = parentTransform.gameObject.AddComponent<StrategicDisplay>();
|
||||
visualizer.Initialize();
|
||||
}
|
||||
|
||||
// 2. Acceder al Modelo de datos usando Reflection (Traverse)
|
||||
var traverse = Traverse.Create(renderer);
|
||||
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;
|
||||
// Fallback a minúscula por si acaso cambia en otra versión
|
||||
if (children == null) children = Traverse.Create(model).Field("children").GetValue() as IEnumerable;
|
||||
|
||||
string finalText = "";
|
||||
bool foundOrder = false;
|
||||
string orderType = "";
|
||||
bool isSpecial = false;
|
||||
int strength = 0;
|
||||
bool found = false;
|
||||
|
||||
if (children != null)
|
||||
{
|
||||
foreach (var child in children)
|
||||
{
|
||||
// 4. Leer Atributos Crudos
|
||||
var childTrav = Traverse.Create(child);
|
||||
var attributesObj = childTrav.Field("attributes").GetValue();
|
||||
|
||||
if (attributesObj != null)
|
||||
{
|
||||
// Accedemos al diccionario interno 'data'
|
||||
var valuesDict = Traverse.Create(attributesObj).Field("data").GetValue() as IDictionary;
|
||||
|
||||
if (valuesDict != null)
|
||||
if (valuesDict != null && valuesDict.Contains(400003))
|
||||
{
|
||||
// ID 400003 = IronType (Tipo de unidad)
|
||||
if (valuesDict.Contains(400003))
|
||||
object typeCont = valuesDict[400003];
|
||||
object typeVal = Traverse.Create(typeCont).Property("Value").GetValue();
|
||||
|
||||
if (typeVal?.ToString() == "Order")
|
||||
{
|
||||
// Desempaquetamos el MutableAttribute
|
||||
object typeContainer = valuesDict[400003];
|
||||
object typeVal = Traverse.Create(typeContainer).Property("Value").GetValue();
|
||||
string typeName = typeVal?.ToString();
|
||||
|
||||
if (typeName == "Order")
|
||||
if (valuesDict.Contains(400038)) // OrderType
|
||||
{
|
||||
// ¡Es una orden!
|
||||
|
||||
// ID 400038 = OrderType (Tipo de orden)
|
||||
string orderCode = "?";
|
||||
if (valuesDict.Contains(400038))
|
||||
object oCont = valuesDict[400038];
|
||||
object oVal = Traverse.Create(oCont).Property("Value").GetValue();
|
||||
var list = oVal as IList;
|
||||
if (list != null && list.Count > 0) orderType = list[0].ToString();
|
||||
}
|
||||
if (valuesDict.Contains(400039)) // HasStar
|
||||
{
|
||||
object orderContainer = valuesDict[400038];
|
||||
object orderVal = Traverse.Create(orderContainer).Property("Value").GetValue();
|
||||
|
||||
var list = orderVal as IList;
|
||||
if (list != null && list.Count > 0)
|
||||
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
|
||||
{
|
||||
orderCode = list[0].ToString();
|
||||
object strCont = valuesDict[400004];
|
||||
object strVal = Traverse.Create(strCont).Property("Value").GetValue();
|
||||
int.TryParse(strVal?.ToString(), out strength);
|
||||
}
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ID 400039 = HasStar (Es especial)
|
||||
bool isStar = false;
|
||||
if (valuesDict.Contains(400039))
|
||||
if (!found)
|
||||
{
|
||||
object starContainer = valuesDict[400039];
|
||||
object starVal = Traverse.Create(starContainer).Property("Value").GetValue();
|
||||
|
||||
if (starVal != null && starVal.ToString().ToLower() == "true") isStar = true;
|
||||
visualizer.Hide();
|
||||
return;
|
||||
}
|
||||
|
||||
finalText = GetOrderShortName(orderCode, isStar);
|
||||
foundOrder = true;
|
||||
break; // Solo mostramos 1 orden por región
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Generar clave lógica
|
||||
string generatedKey = $"{orderType}_{strength}";
|
||||
if (isSpecial) generatedKey += "_Star";
|
||||
|
||||
// 5. Actualizar UI
|
||||
visualizer.UpdateOrder(finalText, foundOrder);
|
||||
}
|
||||
|
||||
static string GetOrderShortName(string typeName, bool isSpecial)
|
||||
if (SpriteCache.ContainsKey(generatedKey))
|
||||
{
|
||||
string symbol = "";
|
||||
string star = isSpecial ? "*" : "";
|
||||
|
||||
if (typeName.Contains("March")) symbol = "M";
|
||||
else if (typeName.Contains("Defense")) symbol = "D";
|
||||
else if (typeName.Contains("Support")) symbol = "S";
|
||||
else if (typeName.Contains("Raid")) symbol = "R";
|
||||
else if (typeName.Contains("Consolidate")) symbol = "$"; // Usamos $ porque parece una moneda/corona
|
||||
else symbol = typeName.Substring(0, 1);
|
||||
|
||||
return symbol + star;
|
||||
visualizer.ShowIcon(SpriteCache[generatedKey]);
|
||||
}
|
||||
}
|
||||
|
||||
// --- COMPONENTE VISUAL ---
|
||||
public class StrategicOrderDisplay : MonoBehaviour
|
||||
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 TextMeshProUGUI orderText;
|
||||
private GameObject displayObj;
|
||||
private Image iconImage;
|
||||
private TextMeshProUGUI debugText;
|
||||
private bool isInitialized = false;
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
if (displayObj != null) return;
|
||||
if (isInitialized && displayObj != null) return;
|
||||
if (displayObj != null) Destroy(displayObj);
|
||||
|
||||
displayObj = new GameObject("OrderDisplay_Mod");
|
||||
try
|
||||
{
|
||||
displayObj = new GameObject("OrderIcon_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);
|
||||
// POSICIÓN EXACTA 0,0,0
|
||||
displayObj.transform.localPosition = Vector3.zero;
|
||||
|
||||
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;
|
||||
// Aseguramos capa correcta
|
||||
displayObj.layer = this.gameObject.layer;
|
||||
|
||||
// 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);
|
||||
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 UpdateOrder(string text, bool visible)
|
||||
public void Hide()
|
||||
{
|
||||
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;
|
||||
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
30
Textures.cs
Normal file
@@ -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" },
|
||||
};
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
}
|
||||
}
|
||||
@@ -14,7 +14,7 @@ using System.Reflection;
|
||||
[assembly: System.Reflection.AssemblyCompanyAttribute("StrategicView-Plus")]
|
||||
[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")]
|
||||
[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.AssemblyTitleAttribute("StrategicView-Plus")]
|
||||
[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]
|
||||
|
||||
@@ -1 +1 @@
|
||||
273bd5731decc3a9326eaf60c8347c8c52258602c6bbbe66e14477d5903fa4e0
|
||||
2b75dcbe8616bb42f12edaec3fc9bc49fdb1555dee5fe1f058109fdefbb47f6b
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@@ -1 +1 @@
|
||||
2e4006519f508b84cea17598f3b73951cfa7c16c48b84e867d92bace76a313a9
|
||||
3cb9f30b2f7cdc911644f787aa9d0bd1dec3a38c35c65d0087457f82898e73da
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@@ -7,7 +7,7 @@
|
||||
<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>
|
||||
<NuGetProjectStyle Condition=" '$(NuGetProjectStyle)' == '' ">PackageReference</NuGetProjectStyle>
|
||||
<NuGetToolVersion Condition=" '$(NuGetToolVersion)' == '' ">6.10.0</NuGetToolVersion>
|
||||
<NuGetToolVersion Condition=" '$(NuGetToolVersion)' == '' ">6.9.2</NuGetToolVersion>
|
||||
</PropertyGroup>
|
||||
<ItemGroup Condition=" '$(ExcludeRestorePackageImports)' != 'true' ">
|
||||
<SourceRoot Include="C:\Users\PC\.nuget\packages\" />
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"version": 2,
|
||||
"dgSpecHash": "zU5GcbnMVE8=",
|
||||
"dgSpecHash": "c2opvh31BiDg+DMTuh4qcKqCOMknou+psI/EB2sWw/WB0CwhntsEkJ0/nXAhoQMHMCuZl3iFWKs3U82rIyl/tQ==",
|
||||
"success": true,
|
||||
"projectFilePath": "D:\\Downloads\\Unity Modding\\StrategicMap-Plus\\StrategicView-Plus\\StrategicView-Plus.csproj",
|
||||
"expectedPackageFiles": [],
|
||||
|
||||
Reference in New Issue
Block a user