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GameApi.cs
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GameApi.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using ActionGame;
using BepInEx.Bootstrap;
using HarmonyLib;
using Illusion.Component;
using KKAPI.Studio;
using UniRx;
using UniRx.Triggers;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace KKAPI.MainGame
{
/// <summary>
/// Provides API for interfacing with the main game. It is useful mostly in the actual game, but some
/// functions will work outside of it (for example in FreeH).
/// </summary>
public static partial class GameAPI
{
private static readonly Dictionary<GameCustomFunctionController, string> _registeredHandlers = new Dictionary<GameCustomFunctionController, string>();
private static GameObject _functionControllerContainer;
// navigating these scenes in order triggers OnNewGame
private static readonly IList<string> _newGameDetectionScenes =
new List<string>(new[] { "Title", "EntryPlayer", "ClassRoomSelect", "Action" });
private static int _newGameDetectionIndex = -1;
/// <summary>
/// Fired after an H scene is loaded. Can be both in the main game and in free h.
/// Runs immediately after all <see cref="GameCustomFunctionController"/> objects trigger their events.
/// </summary>
public static event EventHandler StartH;
/// <summary>
/// Fired after an H scene is ended, but before it is unloaded. Can be both in the main game and in free h.
/// Runs immediately after all <see cref="GameCustomFunctionController"/> objects trigger their events.
/// </summary>
public static event EventHandler EndH;
/// <summary>
/// Fired right after a game save is succesfully loaded.
/// Runs immediately after all <see cref="GameCustomFunctionController"/> objects trigger their events.
/// </summary>
public static event EventHandler<GameSaveLoadEventArgs> GameLoad;
/// <summary>
/// Fired right before the game state is saved to file.
/// Runs immediately after all <see cref="GameCustomFunctionController"/> objects trigger their events.
/// </summary>
public static event EventHandler<GameSaveLoadEventArgs> GameSave;
/// <summary>
/// True if any sort of H scene is currently loaded.
/// </summary>
public static bool InsideHScene { get; private set; }
/// <summary>
/// Get all registered behaviours for the game.
/// </summary>
public static IEnumerable<GameCustomFunctionController> GetBehaviours()
{
return _registeredHandlers.Keys.AsEnumerable();
}
/// <summary>
/// Get the first controller that was registered with the specified extendedDataId.
/// </summary>
public static GameCustomFunctionController GetRegisteredBehaviour(string extendedDataId)
{
return _registeredHandlers
.Where(registration => string.Equals(registration.Value, extendedDataId, StringComparison.Ordinal))
.Select(registration => registration.Key).FirstOrDefault();
}
/// <summary>
/// Get the first controller of the specified type that was registered. The type has to be an exact match.
/// </summary>
public static GameCustomFunctionController GetRegisteredBehaviour(Type controllerType)
{
return _registeredHandlers.Where(registration => registration.Key.GetType() == controllerType)
.Select(registration => registration.Key).FirstOrDefault();
}
/// <summary>
/// Get the first controller of the specified type that was registered with the specified extendedDataId. The type has to be an exact match.
/// </summary>
public static GameCustomFunctionController GetRegisteredBehaviour(Type controllerType, string extendedDataId)
{
return _registeredHandlers
.Where(registration => string.Equals(registration.Value, extendedDataId, StringComparison.Ordinal) &&
registration.Key.GetType() == controllerType)
.Select(registration => registration.Key).FirstOrDefault();
}
/// <summary>
/// Register new functionality that will be added to main game. Offers easy API for custom main game logic.
/// All you have to do is create a type that inherits from <see cref="GameCustomFunctionController"/>>
/// (don't make instances, the API will make them for you). Warning: The custom controller is immediately
/// created when it's registered, but its OnGameLoad method is not called until a game actually loads.
/// This might mean that if the registration happens too late you will potentially miss some load events.
/// </summary>
/// <typeparam name="T">Type with your custom logic to add to a character</typeparam>
/// <param name="extendedDataId">Extended data ID used by this behaviour. Set to null if not used.</param>
public static void RegisterExtraBehaviour<T>(string extendedDataId) where T : GameCustomFunctionController, new()
{
if (StudioAPI.InsideStudio) return;
var newBehaviour = _functionControllerContainer.AddComponent<T>();
newBehaviour.ExtendedDataId = extendedDataId;
_registeredHandlers.Add(newBehaviour, extendedDataId);
}
/// <summary>
/// Register a new action icon in roaming mode (like the icons for training/studying, club report screen, peeping).
/// Dispose the return value to remove the icon.
/// Icon templates can be found here https://github.com/IllusionMods/IllusionModdingAPI/tree/master/src/KKAPI/MainGame/ActionIcons
/// </summary>
/// <param name="mapNo">Identification number of the map the icon should be spawned on</param>
/// <param name="position">Position of the icon. All default icons are spawned at y=0, but different heights work fine to a degree.
/// You can figure out the position by walking to it and getting the player position with RUE.</param>
/// <param name="iconOn">Icon shown when player is in range to click it (excited state).</param>
/// <param name="iconOff">Icon shown when player is out of range.</param>
/// <param name="onOpen">Action triggered when player clicks the icon (If you want to open your own menu, use <see cref="GameExtensions.SetIsCursorLock"/>
/// to enable mouse cursor and hide the action icon to prevent it from being clicked again.).</param>
/// <param name="onCreated">Optional action to run after the icon is created.
/// Use to attach extra code to the icon, e.g. by using <see cref="ObservableTriggerExtensions.UpdateAsObservable(Component)"/> and similar methods.</param>
/// <param name="delayed">Should the icon be spawned every time the map is entered</param>
/// <param name="immediate">Should the icon be spawned immediately if the player is on the correct map</param>
public static IDisposable AddActionIcon(int mapNo, Vector3 position, Sprite iconOn, Sprite iconOff, Action onOpen, Action<TriggerEnterExitEvent> onCreated = null, bool delayed = true, bool immediate = false)
{
if (StudioAPI.InsideStudio) return Disposable.Empty;
return CustomActionIcon.AddActionIcon(mapNo, position, iconOn, iconOff, onOpen, onCreated, delayed, immediate);
}
/// <inheritdoc cref="AddActionIcon(int,Vector3,Sprite,Sprite,Action,Action{TriggerEnterExitEvent},bool,bool)"/>
[Obsolete]
public static void AddActionIcon(int mapNo, Vector3 position, Sprite iconOn, Sprite iconOff, Action onOpen, Action<TriggerEnterExitEvent> onCreated)
{
AddActionIcon(mapNo, position, iconOn, iconOff, onOpen, onCreated, true, false);
}
/// <summary>
/// Register a new touch icon in talk scenes in roaming mode (like the touch and look buttons on top right when talking to a character).
/// Dispose the return value to remove the icon.
/// Icon templates can be found here https://github.com/IllusionMods/IllusionModdingAPI/tree/master/src/KKAPI/MainGame/TouchIcons
/// By default this functions as a simple button. If you want to turn this into a toggle you have to manually switch button.image.sprite as needed.
/// </summary>
/// <param name="icon">Icon shown by default</param>
/// <param name="onCreated">Action to run after the icon is created.
/// Use to subscribe to the onClick event and/or attach extra code to the button, e.g. by using <see cref="ObservableTriggerExtensions.UpdateAsObservable(Component)"/> and similar methods.</param>
/// <param name="row">Row of the button, counted from top at 0. Buttons are added from right to left. Row has to be between 0 and 5, but 0 to 2 are recommended.</param>
/// <param name="order">Order of the buttons in a row. Lower value is placed more to the right. By default order of adding the icons is used.</param>
public static IDisposable AddTouchIcon(Sprite icon, Action<Button> onCreated, int row = 1, int order = 0)
{
if (StudioAPI.InsideStudio) return Disposable.Empty;
return CustomTalkSceneTouchIcon.AddTouchIcon(icon, onCreated, row, order);
}
/// <summary>
/// Register a new conversation button in talk scenes in roaming mode.
/// (the white buttons you get when you click on the buttons on the right when talking to someone, for example "Confess", "Excercise together")
/// Dispose the return value to remove the button (It will not be created anymore and have to be re-added. If inside a talk scene the button will be removed immediately).
/// </summary>
/// <param name="text">Text of the new button.</param>
/// <param name="onCreated">Action to run after the icon is created.
/// Use to subscribe to the onClick event and/or attach extra code to the button, e.g. by using <see cref="ObservableTriggerExtensions.UpdateAsObservable(Component)"/> and similar methods.</param>
/// <param name="targetMenu">Which submenu to put your button under (from the 3 buttons on right, only top and bottom buttons can be used here).</param>
public static IDisposable AddTalkButton(string text, Action<Button> onCreated, TalkSceneActionKind targetMenu)
{
if (StudioAPI.InsideStudio) return Disposable.Empty;
return TalkSceneCustomButtons.AddTalkButton(text, onCreated, targetMenu);
}
internal static void Init(bool insideStudio)
{
if (insideStudio) return;
var hi = new Harmony(typeof(GameAPI).FullName);
Hooks.SetupHooks(hi);
hi.PatchAll(typeof(CustomActionIcon));
hi.PatchAll(typeof(CustomTalkSceneTouchIcon));
hi.PatchAll(typeof(TalkSceneCustomButtons));
_functionControllerContainer = new GameObject("GameCustomFunctionController Zoo");
_functionControllerContainer.transform.SetParent(Chainloader.ManagerObject.transform, false);
SceneManager.sceneLoaded += (arg0, mode) =>
{
if (arg0.name == "MyRoom" && Manager.Scene.Instance.LoadSceneName != "H")
{
foreach (var registeredHandler in _registeredHandlers)
{
try
{
registeredHandler.Key.OnEnterNightMenu();
}
catch (Exception e)
{
KoikatuAPI.Logger.LogError(e);
}
}
}
};
SceneManager.activeSceneChanged += (scene1, scene2) =>
{
var index = _newGameDetectionScenes.IndexOf(scene2.name);
// detect forward and backward navigation
if (index != -1 && scene1.name.IsNullOrWhiteSpace() && (
index == _newGameDetectionIndex + 1 || index == _newGameDetectionIndex - 1))
{
_newGameDetectionIndex = index;
if (_newGameDetectionIndex + 1 == _newGameDetectionScenes.Count)
{
_newGameDetectionIndex = -1;
OnNewGame();
return;
}
}
else
{
_newGameDetectionIndex = -1;
}
};
if (KoikatuAPI.EnableDebugLogging)
RegisterExtraBehaviour<TestGameFunctionController>(null);
#if DEBUG
AddTalkButton("talk button1", button => button.onClick.AddListener(() => KoikatuAPI.Logger.LogMessage("Hello world talk")), TalkSceneActionKind.Talk);
AddTalkButton("event button1", button => button.onClick.AddListener(() => KoikatuAPI.Logger.LogMessage("Hello world event1")), TalkSceneActionKind.Event);
AddTalkButton("event button2", button => button.onClick.AddListener(() => KoikatuAPI.Logger.LogMessage("Hello world event2")), TalkSceneActionKind.Event);
AddTalkButton("event button3", button => button.onClick.AddListener(() => KoikatuAPI.Logger.LogMessage("Hello world event3")), TalkSceneActionKind.Event);
IDisposable disp = null;
disp = AddTalkButton("commit sudoku", button => button.onClick.AddListener(disp.Dispose), TalkSceneActionKind.Talk);
#endif
}
private static void OnGameBeingLoaded(string path, string fileName)
{
var args = new GameSaveLoadEventArgs(path, fileName);
foreach (var behaviour in _registeredHandlers)
{
try
{
behaviour.Key.OnGameLoad(args);
}
catch (Exception e)
{
KoikatuAPI.Logger.LogError(e);
}
}
try
{
GameLoad?.Invoke(KoikatuAPI.Instance, args);
}
catch (Exception e)
{
KoikatuAPI.Logger.LogError(e);
}
}
private static void OnGameBeingSaved(string path, string fileName)
{
var args = new GameSaveLoadEventArgs(path, fileName);
foreach (var behaviour in _registeredHandlers)
{
try
{
behaviour.Key.OnGameSave(args);
}
catch (Exception e)
{
KoikatuAPI.Logger.LogError(e);
}
}
try
{
GameSave?.Invoke(KoikatuAPI.Instance, args);
}
catch (Exception e)
{
KoikatuAPI.Logger.LogError(e);
}
}
private static void OnHEnd(BaseLoader baseLoader)
{
var proc = baseLoader as HSceneProc;
var flags = proc?.flags ?? GameObject.FindObjectOfType<HFlag>();
foreach (var behaviour in _registeredHandlers)
{
try
{
if (proc != null) behaviour.Key.OnEndH(proc, flags.isFreeH);
behaviour.Key.OnEndH(baseLoader, flags, ReferenceEquals(proc, null));
}
catch (Exception e)
{
KoikatuAPI.Logger.LogError(e);
}
}
try
{
EndH?.Invoke(KoikatuAPI.Instance, EventArgs.Empty);
}
catch (Exception e)
{
KoikatuAPI.Logger.LogError(e);
}
InsideHScene = false;
}
private static IEnumerator OnHStart(BaseLoader baseLoader)
{
InsideHScene = true;
yield return null;
var proc = baseLoader as HSceneProc;
var flags = proc?.flags ?? GameObject.FindObjectOfType<HFlag>();
foreach (var behaviour in _registeredHandlers)
{
try
{
if (proc != null) behaviour.Key.OnStartH(proc, flags.isFreeH);
behaviour.Key.OnStartH(baseLoader, flags, ReferenceEquals(proc, null));
}
catch (Exception e)
{
KoikatuAPI.Logger.LogError(e);
}
}
try
{
StartH?.Invoke(KoikatuAPI.Instance, EventArgs.Empty);
}
catch (Exception e)
{
KoikatuAPI.Logger.LogError(e);
}
}
private static void OnDayChange(Cycle.Week day)
{
foreach (var behaviour in _registeredHandlers)
{
try
{
behaviour.Key.OnDayChange(day);
}
catch (Exception e)
{
KoikatuAPI.Logger.LogError(e);
}
}
}
private static void OnPeriodChange(Cycle.Type period)
{
foreach (var behaviour in _registeredHandlers)
{
try
{
behaviour.Key.OnPeriodChange(period);
}
catch (Exception e)
{
KoikatuAPI.Logger.LogError(e);
}
}
}
private static void OnNewGame()
{
foreach (var behaviour in _registeredHandlers)
{
try
{
behaviour.Key.OnNewGame();
}
catch (Exception e)
{
KoikatuAPI.Logger.LogError(e);
}
}
}
}
}