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TowerPatches.cs
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TowerPatches.cs
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using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
namespace QolChanges
{
/// <summary>
/// Patches the Tower to Load Priorities from the plugin dictionary
/// </summary>
[HarmonyPatch(typeof(Tower))]
public class TowerPatches
{
[HarmonyPatch("Start")]
[HarmonyPostfix]
public static void Start_(Tower __instance)
{
for (int i = 0; i < __instance.priorities.Length; i++)
{
// sets the priorities on update.
__instance.priorities[i] = Plugin.defaultPriorityDict[__instance.towerType][i];
}
UpdateRendering(__instance);
}
/// <summary>
/// When the UI is opened, change the defaults
/// </summary>
/// <param name="__instance"></param>
[HarmonyPatch(nameof(Tower.SpawnUI))]
[HarmonyPostfix]
static void SpawnUI_(Tower __instance)
{
for (int i = 0; i < __instance.priorities.Length; i++)
{
Plugin.defaultPriorityDict[__instance.towerType][i] = __instance.priorities[i];
}
}
/// <summary>
/// When Priorities are changed, change the default
/// </summary>
/// <param name="__instance"></param>
/// <param name="index"></param>
[HarmonyPatch(nameof(Tower.TogglePriority))]
[HarmonyPostfix]
public static void TogglePriority_(Tower __instance, int index)
{
Plugin.defaultPriorityDict[__instance.towerType][index] = __instance.priorities[index];
UpdateRendering(__instance);
}
internal static void UpdateRendering(Tower tower)
{
var renderer = tower.GetComponentInChildren<MeshRenderer>(); // the first renderer should be the tower base
if (renderer != null)
{
// priorities check ignores any repeated entries; each priority type (Progress, NearDeath, etc)
// gets factored in only once, but with an exponential scale based on the index of its first appearance.
// so if all three priorities are different, the selection weight for a given enemy will be
// p[0]^3 * p[1]^2 * p[2]^1
// but if the first and second priorities are the same, the selection weight will be
// p[0]^3 * p[2]^1
Color color = tower.priorities[0].GetColor();
if (tower.priorities[1] != tower.priorities[0])
color = Color.Lerp(color, tower.priorities[1].GetColor(), 0.25f);
if (tower.priorities[2] != tower.priorities[0] && tower.priorities[2] != tower.priorities[1])
color = Color.Lerp(color, tower.priorities[2].GetColor(), 0.1f);
renderer.material.color = color.ScaleForTowerDisplay();
}
}
}
}