Started making comment and documents about some of the modules. Also added Libs dlls to make sure they dnt get lost or messwith in version discrepancies

This commit is contained in:
Twirlbug 2023-06-26 23:30:39 -05:00
parent e397f15f8e
commit 6af98f1fdf
9 changed files with 3926 additions and 67 deletions

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@ -0,0 +1,20 @@
The following console Commands work in the pop up console
cheat money [amount]
Add or Remove the given amount from the curret money score
cheat keys [amount]
Add or Remove the given amount of keys from the current amount
cheat allgadgets
Unlocks all of the gagets in the game
cheat spawn [id] ([amount])
tp [DestinationPlayer]
Teleports the player that entered in the commant to the player entered
listplayers
Prints the list of current players to the console
sleep [Hours]
Sleep command followed by the time in in game hours to "sleep"". Fast forwards the game the alotted hours.

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@ -33,36 +33,51 @@ namespace SRMultiplayer.Networking
public void Burst()
{
//if object is in active mark the reach target
if (gameObject.activeInHierarchy)
{
StartCoroutine(ReachedTarget());
}
else
{
//if not just dismiss the gordo completely
Gordo.gameObject.SetActive(false);
Gordo.SetEatenCount(-1);
}
}
//process the gordo burst reaction
private IEnumerator ReachedTarget()
{
//start the burst and begin sounds and animations
Gordo.WillStartBurst();
Gordo.GetComponent<GordoFaceAnimator>().SetTrigger("Strain");
SECTR_AudioSystem.Play(Gordo.strainCue, Gordo.transform.position, false);
//wait for amination/sounds to finish
yield return new WaitForSeconds(2f);
SECTR_AudioSystem.Play(Gordo.burstCue, Gordo.transform.position, false);
//if the gordo has a destroy effect process it
if (Gordo.destroyFX != null)
{
//play the spawn behavior for destroy events for the gordo that is bursting
GameObject gameObject = SRBehaviour.SpawnAndPlayFX(Gordo.destroyFX, Gordo.transform.position + Vector3.up * 2f, Gordo.transform.rotation);
//get the gordo slime type
Identifiable component = Gordo.gameObject.GetComponent<Identifiable>();
//get the color of the current gordo
Color[] colors = SlimeUtil.GetColors(Gordo.gameObject, (component != null) ? component.id : Identifiable.Id.NONE, true);
//get the slime children spawned by the gordo
RecolorSlimeMaterial[] componentsInChildren = gameObject.GetComponentsInChildren<RecolorSlimeMaterial>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
//foreach slime in the count spawned by the gordo, set their coloring
componentsInChildren[i].SetColors(colors[0], colors[1], colors[2]);
}
}
//trigger the burst completed event
Gordo.DidCompleteBurst();
//despawn the bursted gordo from game
Gordo.gameObject.SetActive(false);
Gordo.SetEatenCount(-1);
yield break;

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@ -337,16 +337,26 @@ namespace SRMultiplayer.Networking
#region Exchanges
private static void OnExchangeTryAccept(PacketExchangeTryAccept packet)
{
//get the exchange type
var type = (ExchangeDirector.OfferType)packet.Type;
//check if current scene (view) contains the item in question
if (SRSingleton<SceneContext>.Instance.ExchangeDirector.worldModel.currOffers.ContainsKey(type))
{
//handle the scene changes for the given offer
var offer = SRSingleton<SceneContext>.Instance.ExchangeDirector.worldModel.currOffers[type];
//cycle through requested items
foreach (ExchangeDirector.RequestedItemEntry requestedItemEntry in offer.requests)
{
//check if the item can be accespted
//is on the board and not already completed
if (requestedItemEntry.id == (Identifiable.Id)packet.ID && !requestedItemEntry.IsComplete())
{
//mark submit to log
SRMP.Log($"Exchange TryAccept for {(Identifiable.Id)packet.ID} ({(ExchangeDirector.OfferType)packet.Type}", "SERVER");
//mark progress
requestedItemEntry.progress++;
//if the given item completes the necesary quantity
if (offer.IsComplete())
{
foreach (var rewarder in Resources.FindObjectsOfTypeAll<RancherProgressAwarder>())
@ -355,12 +365,16 @@ namespace SRMultiplayer.Networking
}
SRSingleton<SceneContext>.Instance.ExchangeDirector.ClearOffer(type);
}
//trigger offer status changed
SRSingleton<SceneContext>.Instance.ExchangeDirector.OfferDidChange();
}
}
}
}
private static void OnExchangePrepareDaily(PacketExchangePrepareDaily packet)
{
SRSingleton<SceneContext>.Instance.ExchangeDirector.worldModel.pendingOfferRancherIds = packet.pendingOfferRancherIds;

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@ -74,20 +74,20 @@
</PropertyGroup>
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Slime Rancher\SlimeRancher_Data\Managed\0Harmony.dll</HintPath>
<HintPath>C:\Program Files\Epic Games\SlimeRancher\SlimeRancher_Data\Managed\0Harmony.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp_publicized">
<HintPath>..\Libs\Assembly-CSharp_publicized.dll</HintPath>
</Reference>
<Reference Include="DOTween">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Slime Rancher\SlimeRancher_Data\Managed\DOTween.dll</HintPath>
<HintPath>C:\Program Files\Epic Games\SlimeRancher\SlimeRancher_Data\Managed\DOTween.dll</HintPath>
</Reference>
<Reference Include="InControl">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Slime Rancher\SlimeRancher_Data\Managed\InControl.dll</HintPath>
<HintPath>C:\Program Files\Epic Games\SlimeRancher\SlimeRancher_Data\Managed\InControl.dll</HintPath>
</Reference>
<Reference Include="Newtonsoft.Json, Version=6.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Slime Rancher\SlimeRancher_Data\Managed\Newtonsoft.Json.dll</HintPath>
<HintPath>C:\Program Files\Epic Games\SlimeRancher\SlimeRancher_Data\Managed\Newtonsoft.Json.dll</HintPath>
</Reference>
<Reference Include="SRML, Version=0.1.8.2, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
@ -103,46 +103,46 @@
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
<Reference Include="Unity.TextMeshPro">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Slime Rancher\SlimeRancher_Data\Managed\Unity.TextMeshPro.dll</HintPath>
<HintPath>C:\Program Files\Epic Games\SlimeRancher\SlimeRancher_Data\Managed\Unity.TextMeshPro.dll</HintPath>
</Reference>
<Reference Include="UnityCoreMod, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Slime Rancher\SlimeRancher_Data\Managed\UnityCoreMod.dll</HintPath>
<HintPath>C:\Program Files\Epic Games\SlimeRancher\SlimeRancher_Data\Managed\UnityCoreMod.dll</HintPath>
</Reference>
<Reference Include="UnityEngine">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Slime Rancher\SlimeRancher_Data\Managed\UnityEngine.dll</HintPath>
<HintPath>C:\Program Files\Epic Games\SlimeRancher\SlimeRancher_Data\Managed\UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.AnimationModule">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Slime Rancher\SlimeRancher_Data\Managed\UnityEngine.AnimationModule.dll</HintPath>
<HintPath>C:\Program Files\Epic Games\SlimeRancher\SlimeRancher_Data\Managed\UnityEngine.AnimationModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.AssetBundleModule">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Slime Rancher\SlimeRancher_Data\Managed\UnityEngine.AssetBundleModule.dll</HintPath>
<HintPath>C:\Program Files\Epic Games\SlimeRancher\SlimeRancher_Data\Managed\UnityEngine.AssetBundleModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Slime Rancher\SlimeRancher_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
<HintPath>C:\Program Files\Epic Games\SlimeRancher\SlimeRancher_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.IMGUIModule">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Slime Rancher\SlimeRancher_Data\Managed\UnityEngine.IMGUIModule.dll</HintPath>
<HintPath>C:\Program Files\Epic Games\SlimeRancher\SlimeRancher_Data\Managed\UnityEngine.IMGUIModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.InputLegacyModule">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Slime Rancher\SlimeRancher_Data\Managed\UnityEngine.InputLegacyModule.dll</HintPath>
<HintPath>C:\Program Files\Epic Games\SlimeRancher\SlimeRancher_Data\Managed\UnityEngine.InputLegacyModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.PhysicsModule">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Slime Rancher\SlimeRancher_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
<HintPath>C:\Program Files\Epic Games\SlimeRancher\SlimeRancher_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.TextCoreModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Slime Rancher\SlimeRancher_Data\Managed\UnityEngine.TextCoreModule.dll</HintPath>
<HintPath>C:\Program Files\Epic Games\SlimeRancher\SlimeRancher_Data\Managed\UnityEngine.TextCoreModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.TextRenderingModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Slime Rancher\SlimeRancher_Data\Managed\UnityEngine.TextRenderingModule.dll</HintPath>
<HintPath>C:\Program Files\Epic Games\SlimeRancher\SlimeRancher_Data\Managed\UnityEngine.TextRenderingModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Slime Rancher\SlimeRancher_Data\Managed\UnityEngine.UI.dll</HintPath>
<HintPath>C:\Program Files\Epic Games\SlimeRancher\SlimeRancher_Data\Managed\UnityEngine.UI.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UIModule">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Slime Rancher\SlimeRancher_Data\Managed\UnityEngine.UIModule.dll</HintPath>
<HintPath>C:\Program Files\Epic Games\SlimeRancher\SlimeRancher_Data\Managed\UnityEngine.UIModule.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>