feat: 场景快照和隐藏角色

This commit is contained in:
m0_75251201
2025-11-01 15:18:34 +08:00
commit 997656613e
116 changed files with 2140 additions and 0 deletions

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<Authors>折纸的小箱子</Authors>
<AssemblyVersion>1.0.0</AssemblyVersion>
<DuckovPath>D:\steam\steamapps\common\Escape from Duckov</DuckovPath>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
<ImplicitUsings>disable</ImplicitUsings>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Release' ">
<OutputPath>D:\steam\steamapps\common\Escape from Duckov\Duckov_Data\Mods\HideCharacter</OutputPath>
</PropertyGroup>
<ItemGroup>
<Reference Include="$(DuckovPath)\Duckov_Data\Managed\TeamSoda.*">
<Private>False</Private>
<SpecificVersion>False</SpecificVersion>
</Reference>
<Reference Include="Cinemachine">
<HintPath>$(DuckovPath)\Duckov_Data\Managed\Cinemachine.dll</HintPath>
<Private>False</Private>
<SpecificVersion>False</SpecificVersion>
</Reference>
<Reference Include="FMODUnity">
<HintPath>$(DuckovPath)\Duckov_Data\Managed\FMODUnity.dll</HintPath>
<Private>False</Private>
<SpecificVersion>False</SpecificVersion>
</Reference>
<Reference Include="$(DuckovPath)\Duckov_Data\Managed\Unity*">
<Private>False</Private>
<SpecificVersion>False</SpecificVersion>
</Reference>
</ItemGroup>
<ItemGroup>
<PackageReference Include="Lib.Harmony" Version="2.4.1"/>
<PackageReference Include="Newtonsoft.Json" Version="13.0.4" />
</ItemGroup>
</Project>

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using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using Newtonsoft.Json;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace HideCharacter
{
public class HideCharacterComponent : MonoBehaviour
{
public HideList? hideList = new HideList();
private bool hide = false;
private List<Renderer> rendererList = new List<Renderer>();
private bool needRefresh = true;
private GameObject?
bodyPartObject,
tail,
eye,
eyebrow,
mouth,
hair,
armLeft,
armRight,
thighLeft,
thighRight,
weapon,
healthBar;
private void OnEnable()
{
SceneManager.sceneLoaded += OnSceneLoaded;
var dllDirectory = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
var configFilePath = Path.Combine(dllDirectory, "config.json");
if (File.Exists(configFilePath))
{
try
{
var jsonString = File.ReadAllText(configFilePath);
hideList = JsonConvert.DeserializeObject<HideList>(jsonString);
}
catch (JsonSerializationException ex) // 捕获 Newtonsoft.Json 特有的异常
{
Debug.LogError($"JSON 反序列化错误 (Newtonsoft.Json): {ex.Message}");
}
catch (IOException ex)
{
Debug.LogError($"文件读取错误: {ex.Message}");
}
catch (Exception ex)
{
Debug.LogError($"加载配置文件时发生未知错误: {ex.Message}");
}
}
else
{
Debug.LogWarning($"配置文件 '{configFilePath}' 不存在。将使用默认设置。");
try
{
var jsonString = JsonConvert.SerializeObject(hideList, Formatting.Indented);
File.WriteAllText(configFilePath, jsonString);
}
catch (IOException ex)
{
Debug.LogError($"创建配置文件时发生错误: {ex.Message}");
}
catch (Exception ex)
{
Debug.LogError($"创建配置文件时发生未知错误: {ex.Message}");
}
}
}
private void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
rendererList.Clear();
var obj = GameObject.Find("ModelRoot");
if (!obj) return;
bodyPartObject = GameObject.Find("Pelvis");
healthBar=GameObject.Find("HealthBars");
needRefresh = true;
//防止无法正常恢复身体
foreach (var skinnedMeshRenderer in obj.GetComponentsInChildren<SkinnedMeshRenderer>())
{
rendererList.Add(skinnedMeshRenderer);
}
}
void FindChildObjectsRecursively(Transform parentTransform)
{
foreach (Transform child in parentTransform)
{
switch (child.gameObject.name)
{
case "TailSocket":
tail = child.gameObject;
break;
case "Thigh.L":
thighLeft = child.gameObject;
break;
case "Thigh.R":
thighRight = child.gameObject;
break;
case "HairSocket":
hair = child.gameObject;
break;
case "UpperArm.L":
armLeft = child.gameObject;
break;
case "UpperArm.R":
armRight = child.gameObject;
break;
case "MouthSocket":
mouth = child.gameObject;
break;
case "RightHandSocket":
weapon = child.gameObject;
break;
default:
if (child.gameObject.name.Contains("EyePart"))
{
eye = child.gameObject;
}
else if (child.gameObject.name.Contains("EyebrowPart"))
{
eyebrow = child.gameObject;
}
break;
}
FindChildObjectsRecursively(child);
}
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.F5))
{
hide = !hide;
SetCharacterHide(hide);
}
}
private void SetCharacterHide(bool hide)
{
if (hideList != null)
{
if (needRefresh)
{
if (bodyPartObject != null)
FindChildObjectsRecursively(bodyPartObject.transform);
needRefresh=false;
}
tail?.SetActive(!(hide && hideList.hideTail));
eye?.SetActive(!(hide && hideList.hideEyes));
eyebrow?.SetActive(!(hide && hideList.hideEyebrow));
mouth?.SetActive(!(hide && hideList.hideMouth));
hair?.SetActive(!(hide && hideList.hideHair));
armLeft?.SetActive(!(hide && hideList.hideArmLeft));
armRight?.SetActive(!(hide && hideList.hideArmRight));
thighLeft?.SetActive(!(hide && hideList.hideThighLeft));
thighRight?.SetActive(!(hide && hideList.hideThighRight));
weapon?.SetActive(!(hide && hideList.hideWeapon));
healthBar?.SetActive(!(hide && hideList.hideHealthBar));
}
foreach (var o in rendererList)
{
o.enabled = !hide;
}
}
}
}

18
HideCharacter/HideList.cs Normal file
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namespace HideCharacter
{
public class HideList
{
public bool hideTail = true;
public bool hideEyes = true;
public bool hideEyebrow = true;
public bool hideHair = true;
public bool hideMouth = true;
public bool hideArmLeft = true;
public bool hideArmRight = false;
public bool hideThighLeft = true;
public bool hideThighRight = true;
public bool hideWeapon = false;
public bool hideHealthBar = true;
}
}

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using UnityEngine;
using Object = UnityEngine.Object; // 确保引入 UnityEngine 命名空间
namespace HideCharacter
{
public class ModBehaviour : Duckov.Modding.ModBehaviour
{
private GameObject? _hideCharacterManagerGameObject=null;
private const string CHILD_GAMEOBJECT_NAME = "HideCharacterManager";
protected override void OnAfterSetup()
{
AddHideComponent();
}
protected override void OnBeforeDeactivate()
{
RemoveHideComponent();
}
private void AddHideComponent()
{
var childTransform = this.transform.Find(CHILD_GAMEOBJECT_NAME);
if (childTransform) return;
_hideCharacterManagerGameObject = new GameObject(CHILD_GAMEOBJECT_NAME);
_hideCharacterManagerGameObject.transform.SetParent(this.transform);
_hideCharacterManagerGameObject.AddComponent<HideCharacterComponent>();
}
private void RemoveHideComponent()
{
if (_hideCharacterManagerGameObject)
Destroy(_hideCharacterManagerGameObject);
}
}
}

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// <autogenerated />
using System;
using System.Reflection;
[assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETCoreApp,Version=v9.0", FrameworkDisplayName = ".NET 9.0")]

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// <autogenerated />
using System;
using System.Reflection;
[assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Reflection;
[assembly: System.Reflection.AssemblyCompanyAttribute("折纸的小箱子")]
[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")]
[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0")]
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0")]
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[assembly: System.Reflection.AssemblyTitleAttribute("HideCharacter")]
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// 由 MSBuild WriteCodeFragment 类生成。

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// <auto-generated/>
global using global::System;
global using global::System.Collections.Generic;
global using global::System.IO;
global using global::System.Linq;
global using global::System.Net.Http;
global using global::System.Threading;
global using global::System.Threading.Tasks;

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// <autogenerated />
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using System.Reflection;
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// <autogenerated />
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using System.Reflection;
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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Reflection;
[assembly: System.Reflection.AssemblyCompanyAttribute("折纸的小箱子")]
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// <auto-generated/>
global using global::System;
global using global::System.Collections.Generic;
global using global::System.IO;
global using global::System.Linq;
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global using global::System.Threading.Tasks;

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// <autogenerated />
using System;
using System.Reflection;
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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Reflection;
[assembly: System.Reflection.AssemblyCompanyAttribute("折纸的小箱子")]
[assembly: System.Reflection.AssemblyConfigurationAttribute("Release")]
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// <auto-generated/>
global using global::System;
global using global::System.Collections.Generic;
global using global::System.IO;
global using global::System.Linq;
global using global::System.Net.Http;
global using global::System.Threading;
global using global::System.Threading.Tasks;

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