void HandleResetKey() { if (Input.GetKey(ResetKeyCode)) { TimeSpentHoldingKey += Time.deltaTime; if (TimeSpentHoldingKey > ResetKeyThreshold && !ResetAlready) { /* * I would remember that the game has been reset and not allow * it to reset again until the key is released, except for some * reason, when resetting the game it thinks the key has been * released, so GetKeyUp gets called anyways. Oh well, I guess * we can just hold down the key and continuously reset. */ PauseScreenController PauseScreen = null; if (PauseScreenController.instancesList.Count > 0) { PauseScreen = PauseScreenController.instancesList[0]; } TimeSpentHoldingKey = 0f; ResetAlready = true; BoothUtil.ResetGame(PauseScreen, ConfigConfirmationDialog.Value, this, true); } } if (Input.GetKeyUp(ResetKeyCode)) { TimeSpentHoldingKey = 0f; ResetAlready = false; } }
public void Awake() { SetupConfig(); AssetBundle bundle; // Make our assets available to load using (var stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("QuickRestart.booth_assets")) { bundle = AssetBundle.LoadFromStream(stream); } // Set up textures for the UI button Texture2D buttonTexture = bundle.LoadAsset <Texture2D>("Assets/Texture2D/Booth_texUICleanButton.png"); Texture2D buttonHighlightTexture = bundle.LoadAsset <Texture2D>("Assets/Texture2D/Booth_texUIHighlightHeader.png"); Texture2D buttonBorderTexture = bundle.LoadAsset <Texture2D>("Assets/Texture2D/Booth_texUIOutlineOnly.png"); Texture2D buttonOutlineTexture = bundle.LoadAsset <Texture2D>("Assets/Texture2D/Booth_texUIHighlightBoxOutlineThick.png"); // Needed to convert the textures to sprites Rect buttonTextureDimensions = new Rect(0, 0, buttonTexture.width, buttonTexture.height); Rect buttonHighlightTextureDimensions = new Rect(0, 0, buttonHighlightTexture.width, buttonHighlightTexture.height); Rect buttonBorderTextureeDimensions = new Rect(0, 0, buttonBorderTexture.width, buttonBorderTexture.height); Rect buttonOutlineTextureeDimensions = new Rect(0, 0, buttonOutlineTexture.width, buttonOutlineTexture.height); // Used to draw the button on UI Sprite buttonSprite = Sprite.Create(buttonTexture, buttonTextureDimensions, new Vector2(0, 0)); Sprite buttonHighlightSprite = Sprite.Create(buttonHighlightTexture, buttonHighlightTextureDimensions, new Vector2(0, 0)); Sprite buttonBorderSprite = Sprite.Create(buttonBorderTexture, buttonBorderTextureeDimensions, new Vector2(0, 0)); Sprite buttonOutlineSprite = Sprite.Create(buttonOutlineTexture, buttonOutlineTextureeDimensions, new Vector2(0, 0)); On.RoR2.UI.ChatBox.FocusInputField += (orig, self) => { orig(self); IsInChatBox = true; }; On.RoR2.UI.ChatBox.UnfocusInputField += (orig, self) => { orig(self); IsInChatBox = false; }; //Add restart button to the pause screen On.RoR2.UI.PauseScreenController.Awake += (orig, self) => { orig(self); if (Run.instance is null || PreGameController.instance) { // Don't show in lobby return; } Vector2 buttonSize = new Vector2(320, 48); GameObject button = BoothUtil.CreateButton(self.mainPanel.GetChild(0).gameObject, buttonSize, buttonSprite); // Add in the stylized highlight/border List <Image> images = new List <Image>(); BoothUtil.SpawnImage(images, button, new Color(1, 1, 1, 1), new Vector2(0.5f, 0.5f), new Vector2(-6, -6), new Vector2(6, 6), buttonHighlightSprite); images[images.Count - 1].gameObject.SetActive(false); // Add in the sharp white border line BoothUtil.SpawnImage(new List <Image>(), button, new Color(1, 1, 1, 0.286f), new Vector2(0.5f, 0.5f), new Vector2(0, 0), new Vector2(0, 0), buttonBorderSprite); // Add in the thicker surrounding outline for when you hover on the button Image highlightImage = BoothUtil.SpawnImage(new List <Image>(), button, new Color(1, 1, 1, 1), new Vector2(0.5f, 0.5f), new Vector2(-4, -12), new Vector2(14, 4), buttonOutlineSprite); button.GetComponent <RoR2.UI.HGButton>().imageOnHover = highlightImage; // Add in the restart text List <TMPro.TextMeshProUGUI> buttonText = new List <TMPro.TextMeshProUGUI>(); BoothUtil.CreateText(buttonText, button, new Color(1, 1, 1, 1), 24, 0, new Vector2(12, 4), new Vector2(-12, -4), "Restart"); if ("top".Equals(ConfigRestartButtonPosition.Value, StringComparison.InvariantCultureIgnoreCase)) { button.transform.SetAsFirstSibling(); } else if ("bottom".Equals(ConfigRestartButtonPosition.Value, StringComparison.InvariantCultureIgnoreCase)) { button.transform.SetAsLastSibling(); } else { try { int position = Convert.ToInt32(ConfigRestartButtonPosition.Value); if (position < 0) { position = 0; } else if (position >= button.transform.parent.childCount) { position = button.transform.parent.childCount - 1; } button.transform.SetSiblingIndex(position); } catch (FormatException e) { //default to bottom button.transform.SetAsLastSibling(); } } if (PlayerCharacterMasterController.instances.Count > 1 && !BoothUtil.IsMultiplayerHost()) { // Disable on multiplayer, unless they are the host button.SetActive(false); } // Set up what to do when the button is clicked button.GetComponent <RoR2.UI.HGButton>().onClick.AddListener(() => { BoothUtil.ResetGame(self, ConfigConfirmationDialog.Value, this, true); }); }; //Add Back to Character Select to the pause screen On.RoR2.UI.PauseScreenController.Awake += (orig, self) => { orig(self); if (Run.instance is null || PreGameController.instance) { // Don't show in lobby return; } Vector2 buttonSize = new Vector2(320, 48); GameObject button = BoothUtil.CreateButton(self.mainPanel.GetChild(0).gameObject, buttonSize, buttonSprite); // Add in the stylized highlight/border List <Image> images = new List <Image>(); BoothUtil.SpawnImage(images, button, new Color(1, 1, 1, 1), new Vector2(0.5f, 0.5f), new Vector2(-6, -6), new Vector2(6, 6), buttonHighlightSprite); images[images.Count - 1].gameObject.SetActive(false); // Add in the sharp white border line BoothUtil.SpawnImage(new List <Image>(), button, new Color(1, 1, 1, 0.286f), new Vector2(0.5f, 0.5f), new Vector2(0, 0), new Vector2(0, 0), buttonBorderSprite); // Add in the thicker surrounding outline for when you hover on the button Image highlightImage = BoothUtil.SpawnImage(new List <Image>(), button, new Color(1, 1, 1, 1), new Vector2(0.5f, 0.5f), new Vector2(-4, -12), new Vector2(14, 4), buttonOutlineSprite); button.GetComponent <RoR2.UI.HGButton>().imageOnHover = highlightImage; // Add in the character select text List <TMPro.TextMeshProUGUI> buttonText = new List <TMPro.TextMeshProUGUI>(); BoothUtil.CreateText(buttonText, button, new Color(1, 1, 1, 1), 24, 0, new Vector2(12, 4), new Vector2(-12, -4), "Character Select"); if ("top".Equals(ConfigCharacterButtonPosition.Value, StringComparison.InvariantCultureIgnoreCase)) { button.transform.SetAsFirstSibling(); } else if ("bottom".Equals(ConfigCharacterButtonPosition.Value, StringComparison.InvariantCultureIgnoreCase)) { button.transform.SetAsLastSibling(); } else { try { int position = Convert.ToInt32(ConfigCharacterButtonPosition.Value); if (position < 0) { position = 0; } else if (position >= button.transform.parent.childCount) { position = button.transform.parent.childCount - 1; } button.transform.SetSiblingIndex(position); } catch (FormatException e) { //default to bottom button.transform.SetAsLastSibling(); } } if (PlayerCharacterMasterController.instances.Count > 1 && !BoothUtil.IsMultiplayerHost()) { // Disable on multiplayer, unless they are the host button.SetActive(false); } // Set up what to do when the button is clicked button.GetComponent <RoR2.UI.HGButton>().onClick.AddListener(() => { BoothUtil.ResetGame(self, ConfigConfirmationDialog.Value, this, false); }); }; }