Async load mod, Assassin_WoundDeterioration(unfinished)
This commit is contained in:
@@ -52,6 +52,7 @@ MonoBehaviour:
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- CardData_Basic_Oblivion
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- CardData_Basic_CompoundPosion
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- CardData_Basic_Torture
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- CardData_Basic_WoundDeterioration
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- CardData_Basic_LessRestoration
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- CardData_Basic_BattlefieldExperience
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- CardData_Basic_BodyAsShield
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@@ -43,7 +43,7 @@ MonoBehaviour:
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index: 3
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isKeyDuplicated: 0
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- Key: MagicNumber
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- Key: BuffStack_Corrosion
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@@ -0,0 +1,74 @@
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m_Name: CardData_Basic_WoundDeterioration
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m_EditorClassIdentifier: Assembly-CSharp::Continentis.MainGame.Card.CardData
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modName: Basic
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className: WoundDeterioration
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displayName: Card_Basic_WoundDeterioration_DisplayName
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cardRarity: 20
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cardType: 20
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- TargetSelf
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functionText: Card_Basic_WoundDeterioration_FunctionText
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prefabRefs: []
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derivativeCardDataRefs:
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- CardData_Basic_Strike
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@@ -18,7 +18,7 @@ namespace Continentis.Mods.Basic.Cards
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{
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if (target != user)
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{
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CreateCharacterBuff<Corrosion>(GetAttribute("MagicNumber")).Apply(target, user, this);
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CreateCharacterBuff<Corrosion>(GetAttribute("BuffStack_Corrosion")).Apply(target, user, this);
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}
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}));
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return mainGroup;
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@@ -0,0 +1,22 @@
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using Continentis.MainGame.Card;
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using Continentis.MainGame.Character;
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using Continentis.MainGame.Commands;
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using Continentis.Mods.Basic.Buffs;
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using SLSFramework.General;
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using System.Collections.Generic;
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namespace Continentis.Mods.Basic.Cards
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{
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public class WoundDeterioration : CardLogicBase
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{
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protected override CommandBase PlayEffect(List<CharacterBase> targetList)
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{
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CommandGroup mainGroup = TargetListCommandGroup(targetList,
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new Cmd_ParamFunction<CharacterBase>(0.05f, target =>
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{
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CreateCharacterBuff<Buffs.WoundDeterioration>(GetAttribute("BuffStack_WD")).Apply(target, user, this);
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}));
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return mainGroup;
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}
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}
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}
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guid: 53d11ba7f91e98c46b6ff482a1809f74
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@@ -0,0 +1,34 @@
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using Continentis.MainGame;
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using Continentis.MainGame.Character;
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using UnityEngine;
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namespace Continentis.Mods.Basic.Buffs
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{
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public class WoundDeterioration : CharacterCombatBuffBase
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{
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public WoundDeterioration(int stack)
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{
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Initialize(BuffType.Positive, BuffDispelLevel.Basic);
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this.contentSubmodule = new ContentSubmodule(this)
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.AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString());
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this.iconSubmodule = new IconSubmodule(this);
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this.unitedStackSubmodule = new UnitedStackSubmodule(this, stack);
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//TODO: When character damage exceed 20, apply corrision
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//this.attachedCharacter.eventSubmodule.onFinishAttack.Add;
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}
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public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
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{
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MainGameManager.Instance.basePrefabs.GenerateInfoText(contentSubmodule.displayName, attachedCharacter.characterView);
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if (FindExistingSameBuff(out existingBuff))
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{
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existingBuff.unitedStackSubmodule.PickHigherStack(this.unitedStackSubmodule);
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existingBuff.actionCountSubmodule.PickHigherCount(this.actionCountSubmodule);
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return false;
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}
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return true;
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}
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}
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}
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@@ -0,0 +1,2 @@
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guid: 7e968713121889d49844bbeb0f96246c
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@@ -205,5 +205,6 @@ MonoBehaviour:
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- CardData_Basic_Torture
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- CardData_Basic_Torture
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- CardData_Basic_CompoundPosion
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- CardData_Basic_WoundDeterioration
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hudDataRefs:
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- HUDData_Basic_Default
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@@ -0,0 +1,3 @@
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Key,English,Simplified Chinese,Traditional Chinese,Japanese,Korean,Vietnamese,Thai
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Buff_Basic_WoundDeterioration_DisplayName,Wound Deterioration,恶化伤口,,,,,
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Buff_Basic_WoundDeterioration_FunctionText,TODO,你单次造成至少$ParameterInt("Damage")点的伤害时,额外给予$ParameterInt("BuffStack_Corrosion")层腐蚀,,,,,
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@@ -1,5 +1,7 @@
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Key,English,Simplified Chinese,Traditional Chinese,Japanese,Korean,Vietnamese,Thai
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Card_Basic_Torture_DisplayName,Torture,折磨,,,,,
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Card_Basic_Torture_FunctionText,Test Description,抽$Attribute("DrawCardAmount")张牌,\n给予所有敌人$Attribute("MagicNumber")层腐蚀。,,,,,
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Card_Basic_Torture_FunctionText,Test Description,抽$Attribute("DrawCardAmount")张牌,\n给予所有敌人$Attribute("BuffStack_Corrosion")层腐蚀。,,,,,
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Card_Basic_CompoundPoison_DisplayName,Compound Poison,混合毒药,,,,,
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Card_Basic_CompoundPoison_FunctionText,Test Description,给予$Attribute("BuffStack_Weak")层虚弱。\n目标每有一种负面效果,给予$Attribute("BuffStack_Corrosion")层腐蚀。,,,,,
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Card_Basic_WoundDeterioration_DisplayName,Compound Poison,恶化伤口,,,,,
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Card_Basic_WoundDeterioration_FunctionText,Test Description,单次造成至少$Attribute("DamageCount")点伤害时,额外给予$Attribute("BuffStack_Corrosion")层腐蚀。,,,,,
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@@ -1,5 +1,6 @@
|
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using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using Continentis.MainGame;
|
||||
using Continentis.MainGame.Card;
|
||||
using Continentis.MainGame.Character;
|
||||
@@ -10,12 +11,19 @@ using I2.Loc;
|
||||
using SLSFramework.General;
|
||||
using UMod;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace SLSFramework.UModAssistance
|
||||
{
|
||||
public partial class ModBrowser : MonoBehaviour
|
||||
{
|
||||
#region Inspector
|
||||
public UnityEvent OnModLoadBegin;
|
||||
public UnityEvent OnModLoadEnd;
|
||||
#endregion
|
||||
|
||||
|
||||
// Public
|
||||
public bool persistent = true;
|
||||
public Button loadButton;
|
||||
@@ -23,7 +31,7 @@ namespace SLSFramework.UModAssistance
|
||||
public GameObject modLoadTabPrefab;
|
||||
public List<ModLoadTab> modTabs = new List<ModLoadTab>();
|
||||
public List<IModInfo> selectedMods = new List<IModInfo>();
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
@@ -34,25 +42,26 @@ namespace SLSFramework.UModAssistance
|
||||
loadButton.onClick.AddListener(OnLoadClicked);
|
||||
GenerateUIList();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public partial class ModBrowser
|
||||
{
|
||||
private void OnLoadClicked()
|
||||
private async void OnLoadClicked()
|
||||
{
|
||||
OnModLoadBegin?.Invoke();
|
||||
GetAllSelectedMods();
|
||||
|
||||
foreach (IModInfo mod in selectedMods)
|
||||
{
|
||||
ModHost host = ModManager.LoadMod(mod);
|
||||
ModHost host = await ModManager.LoadAsync(mod);
|
||||
ModManager.RegisterTypesFromMod(host, typeof(RulesCollectionBase));
|
||||
ModManager.RegisterTypesFromMod(host, typeof(CharacterBase));
|
||||
ModManager.RegisterTypesFromMod(host, typeof(CardLogicBase));
|
||||
ModManager.RegisterTypesFromMod(host, typeof(EquipmentBase));
|
||||
ModManager.RegisterTypesFromMod(host,typeof(CardCombatBuffBase));
|
||||
ModManager.RegisterTypesFromMod(host,typeof(CharacterCombatBuffBase));
|
||||
|
||||
|
||||
ModManager.RegisterTypesFromMod(host, typeof(CardCombatBuffBase));
|
||||
ModManager.RegisterTypesFromMod(host, typeof(CharacterCombatBuffBase));
|
||||
|
||||
|
||||
string manifestName = host.CurrentMod.NameInfo.ModName + "_Manifest";
|
||||
ModManifest manifest = host.Assets.Load<ModManifest>(manifestName);
|
||||
manifest.SaveToDatabase(host);
|
||||
@@ -65,10 +74,11 @@ namespace SLSFramework.UModAssistance
|
||||
LocalizationManager.AddSource(sourceData);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
LocalizationManager.LocalizeAll();
|
||||
OnModLoadEnd?.Invoke();
|
||||
}
|
||||
|
||||
|
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private void GenerateUIList()
|
||||
{
|
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// Destroy all cells
|
||||
@@ -80,14 +90,14 @@ namespace SLSFramework.UModAssistance
|
||||
CreateUICell(info, modButtonContainer);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void CreateUICell(IModInfo mod, RectTransform container)
|
||||
{
|
||||
ModLoadTab modTab = Instantiate(modLoadTabPrefab, container).GetComponent<ModLoadTab>();
|
||||
modTab.Initialize(mod);
|
||||
modTabs.Add(modTab);
|
||||
}
|
||||
|
||||
|
||||
private void GetAllSelectedMods()
|
||||
{
|
||||
selectedMods = modTabs.FindAll(t => t.isSelected).ConvertAll(t => t.modInfo);
|
||||
|
||||
@@ -3,10 +3,12 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Text.RegularExpressions;
|
||||
using System.Threading.Tasks;
|
||||
using SLSFramework.General;
|
||||
using UMod;
|
||||
using UMod.Scripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.ResourceManagement.Exceptions;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace SLSFramework.UModAssistance
|
||||
@@ -21,6 +23,23 @@ namespace SLSFramework.UModAssistance
|
||||
Debug.Log($"Mod '{modName}' loaded successfully.");
|
||||
return host;
|
||||
}
|
||||
|
||||
public static async Task<ModHost> LoadAsync(IModInfo modInfo)
|
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{
|
||||
string modName = modInfo.NameInfo.ModName;
|
||||
var host = Mod.LoadAsync(Mod.DefaultDirectory.GetModPath(modName));
|
||||
while (!host.IsDone)
|
||||
{
|
||||
await Task.Yield();
|
||||
}
|
||||
if (!host.IsSuccessful)
|
||||
{
|
||||
throw new OperationException($"Failed to load mod '{modName}'");
|
||||
}
|
||||
LoadedMods.Add(modName, host.Result);
|
||||
Debug.Log($"Mod '{modName}' async loaded successfully.");
|
||||
return host.Result;
|
||||
}
|
||||
}
|
||||
|
||||
public static partial class ModManager
|
||||
|
||||
Reference in New Issue
Block a user