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CustomStatusEffectsList.cs
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using System.Collections.Generic;
using System.Linq;
using HarmonyLib;
using TMPro;
using UnityEngine;
using static MyLittleUI.MyLittleUI;
namespace MyLittleUI
{
internal static class CustomStatusEffectsList
{
private const string templateName = "SE_Template_MLU";
private static RectTransform m_statusEffectTemplateOriginal;
private static Vector2 m_statusEffectListRootPositionOriginal = Vector2.zero;
private static RectTransform m_statusEffectTemplate;
private static Vector2 m_shipWindIndicatorRootPositionOriginal = Vector2.zero;
private static Vector2 m_shipWindIconRootPositionOriginal = Vector2.zero;
private static Vector3 GetStatusEffectPosition(int i)
{
float offset = i * (Game.m_noMap ? statusEffectsPositionSpacingNomap.Value + statusEffectsElementSizeNomap.Value : statusEffectsPositionSpacing.Value + statusEffectsElementSize.Value);
return (Game.m_noMap ? statusEffectsFillingDirectionNomap.Value : statusEffectsFillingDirection.Value) switch
{
ListDirection.LeftToRight => new Vector3(offset, 0, 0),
ListDirection.RightToLeft => new Vector3(-offset, 0, 0),
ListDirection.TopToBottom => new Vector3(0, -offset, 0),
ListDirection.BottomToTop => new Vector3(0, offset, 0),
_ => new Vector3(-offset, 0, 0),
};
}
public static void UpdateStatusEffectList()
{
InitializeStatusEffectTemplate();
ChangeSailingIndicator();
}
public static void InitializeStatusEffectTemplate()
{
if (Hud.instance == null)
return;
if (m_statusEffectTemplateOriginal == null)
{
m_statusEffectTemplateOriginal = Hud.instance.m_statusEffectTemplate;
m_statusEffectListRootPositionOriginal = Hud.instance.m_statusEffectListRoot.anchoredPosition;
}
if (m_statusEffectTemplate == null)
m_statusEffectTemplate = UnityEngine.Object.Instantiate(m_statusEffectTemplateOriginal, Hud.instance.m_statusEffectListRoot);
m_statusEffectTemplate.gameObject.SetActive(value: false);
m_statusEffectTemplate.name = templateName;
int size = Game.m_noMap ? statusEffectsElementSizeNomap.Value : statusEffectsElementSize.Value;
RectTransform icon = m_statusEffectTemplate.Find("Icon").GetComponent<RectTransform>();
icon.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, size);
icon.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, size);
icon.anchoredPosition = new Vector2(-size, 0);
RectTransform cooldown = m_statusEffectTemplate.Find("Cooldown").GetComponent<RectTransform>();
cooldown.sizeDelta = icon.sizeDelta;
cooldown.anchoredPosition = icon.anchoredPosition;
RectTransform rectName = m_statusEffectTemplate.Find("Name").GetComponent<RectTransform>();
rectName.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, size + 4);
rectName.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 200);
rectName.anchorMin = Vector2.one;
rectName.anchorMax = Vector2.one;
rectName.localPosition = new Vector2(64, icon.localPosition.y);
TextMeshProUGUI text = rectName.GetComponent<TextMeshProUGUI>();
text.alignment = TextAlignmentOptions.TopLeft;
text.textWrappingMode = TextWrappingModes.NoWrap;
text.fontSizeMax = size / 2;
text.fontSizeMin = size / 2;
RectTransform timeText = m_statusEffectTemplate.Find("TimeText").GetComponent<RectTransform>();
timeText.sizeDelta = rectName.sizeDelta;
timeText.anchorMin = rectName.anchorMin;
timeText.anchorMax = rectName.anchorMax;
timeText.localPosition = rectName.localPosition;
TextMeshProUGUI textTime = timeText.GetComponent<TextMeshProUGUI>();
textTime.alignment = TextAlignmentOptions.BottomLeft;
textTime.textWrappingMode = text.textWrappingMode;
textTime.fontSizeMax = text.fontSizeMax;
textTime.fontSizeMin = text.fontSizeMin;
// Force update on settings change
if (Hud.instance.m_statusEffects.Count > 0)
{
UnityEngine.Object.Destroy(Hud.instance.m_statusEffects.Last().gameObject);
Hud.instance.m_statusEffects.RemoveAt(Hud.instance.m_statusEffects.Count - 1);
}
Hud.instance.m_statusEffectListRoot.anchoredPosition = modEnabled.Value && GetStatusEffectsPositionEnabled() ? GetStatusEffectsPositionAnchor() : m_statusEffectListRootPositionOriginal;
Hud.instance.m_statusEffectTemplate = modEnabled.Value && GetStatusEffectsElementEnabled() ? m_statusEffectTemplate : m_statusEffectTemplateOriginal;
}
public static void ChangeSailingIndicator()
{
if (Hud.instance == null)
return;
if (m_shipWindIndicatorRootPositionOriginal == Vector2.zero)
{
m_shipWindIndicatorRootPositionOriginal = Hud.instance.m_shipWindIndicatorRoot.anchoredPosition;
m_shipWindIconRootPositionOriginal = Hud.instance.m_shipHudRoot.transform.Find("PowerIcon").GetComponent<RectTransform>().anchoredPosition;
}
Hud.instance.m_shipWindIndicatorRoot.anchoredPosition = modEnabled.Value && GetSailingIndicatorEnabled() ? GetSailingIndicatorWindIndicatorPosition() : m_shipWindIndicatorRootPositionOriginal;
Hud.instance.m_shipWindIndicatorRoot.localScale = Vector3.one * (modEnabled.Value && GetSailingIndicatorEnabled() ? GetSailingIndicatorWindIndicatorScale() : 1f);
Hud.instance.m_shipHudRoot.transform.Find("PowerIcon").GetComponent<RectTransform>().anchoredPosition = modEnabled.Value && GetSailingIndicatorEnabled() ? GetSailingIndicatorPowerIconPosition() : m_shipWindIconRootPositionOriginal;
Hud.instance.m_shipHudRoot.transform.Find("PowerIcon").GetComponent<RectTransform>().localScale = Vector3.one * (modEnabled.Value && GetSailingIndicatorEnabled() ? GetSailingIndicatorPowerIconScale() : 1f);
}
[HarmonyPatch(typeof(Hud), nameof(Hud.Awake))]
public static class Hud_Awake_CustomTemplate
{
[HarmonyBefore("Azumatt.MinimalUI", "org.bepinex.plugins.passivepowers")]
public static void Postfix()
{
UpdateStatusEffectList();
}
}
[HarmonyPatch(typeof(Hud), nameof(Hud.OnDestroy))]
public static class Hud_OnDestroy_CustomTemplate
{
public static void Prefix()
{
m_statusEffectTemplate = null;
m_statusEffectTemplateOriginal = null;
}
}
[HarmonyPatch(typeof(Hud), nameof(Hud.UpdateStatusEffects))]
public static class Hud_UpdateStatusEffects_Patch
{
[HarmonyAfter("Azumatt.MinimalUI", "org.bepinex.plugins.passivepowers")]
public static void Postfix(Hud __instance, List<StatusEffect> statusEffects, List<RectTransform> ___m_statusEffects)
{
if (!modEnabled.Value)
return;
if (!GetStatusEffectsPositionEnabled())
return;
for (int i = 0; i < ___m_statusEffects.Count; i++)
{
___m_statusEffects[i].anchoredPosition = GetStatusEffectPosition(i);
if (GetStatusEffectsElementEnabled())
{
TMP_Text time = ___m_statusEffects[i].Find("TimeText").GetComponent<TMP_Text>();
bool timeHidden = !time.gameObject.activeSelf;
TMP_Text name = ___m_statusEffects[i].Find("Name").GetComponent<TMP_Text>();
if (string.IsNullOrWhiteSpace(name.text) && i < statusEffects.Count)
name.SetText(Localization.instance.Localize(statusEffects[i].m_name));
name.verticalAlignment = timeHidden ? VerticalAlignmentOptions.Middle : VerticalAlignmentOptions.Top;
time.verticalAlignment = !timeHidden && string.IsNullOrWhiteSpace(name.text) ? VerticalAlignmentOptions.Middle : VerticalAlignmentOptions.Bottom;
}
}
Transform MUI_Weight = __instance.m_statusEffectListRoot.Find("WeightSE");
if (MUI_Weight != null)
{
MUI_Weight.GetComponent<RectTransform>().anchoredPosition = GetStatusEffectPosition(___m_statusEffects.Count);
MUI_Weight.Find("TimeText").GetComponent<TMP_Text>().verticalAlignment = VerticalAlignmentOptions.Middle;
}
}
}
[HarmonyPatch(typeof(Game), nameof(Game.UpdateNoMap))]
public static class Game_UpdateNoMap_UpdateForecastPosition
{
public static void Postfix()
{
if (!modEnabled.Value)
return;
UpdateStatusEffectList();
}
}
private static Vector2 GetStatusEffectsPositionAnchor()
{
if (fixStatusEffectAndForecastPosition.Value && instance.Info.Metadata.Version >= new System.Version("1.0.11") && statusEffectsPositionAnchor.Value == new Vector2(-170f, -240f))
statusEffectsPositionAnchor.Value = (Vector2)statusEffectsPositionAnchor.DefaultValue;
return Game.m_noMap ? statusEffectsPositionAnchorNomap.Value : statusEffectsPositionAnchor.Value;
}
private static bool GetSailingIndicatorEnabled()
{
return Game.m_noMap ? sailingIndicatorEnabledNomap.Value : sailingIndicatorEnabled.Value;
}
private static Vector2 GetSailingIndicatorWindIndicatorPosition()
{
return Game.m_noMap ? sailingIndicatorWindIndicatorPositionNomap.Value : sailingIndicatorWindIndicatorPosition.Value;
}
private static float GetSailingIndicatorWindIndicatorScale()
{
return Game.m_noMap ? sailingIndicatorWindIndicatorScaleNomap.Value : sailingIndicatorWindIndicatorScale.Value;
}
private static Vector2 GetSailingIndicatorPowerIconPosition()
{
return Game.m_noMap ? sailingIndicatorPowerIconPositionNomap.Value : sailingIndicatorPowerIconPosition.Value;
}
private static float GetSailingIndicatorPowerIconScale()
{
return Game.m_noMap ? sailingIndicatorPowerIconScaleNomap.Value : sailingIndicatorPowerIconScale.Value;
}
private static bool GetStatusEffectsPositionEnabled()
{
return Game.m_noMap ? statusEffectsPositionEnabledNomap.Value : statusEffectsPositionEnabled.Value;
}
private static bool GetStatusEffectsElementEnabled()
{
return Game.m_noMap ? statusEffectsElementEnabledNomap.Value : statusEffectsElementEnabled.Value;
}
}
}