init a bigInjectbag project
This commit is contained in:
65
test/InjectionBagSlotPatch.cs
Normal file
65
test/InjectionBagSlotPatch.cs
Normal file
@@ -0,0 +1,65 @@
|
||||
using System;
|
||||
using HarmonyLib;
|
||||
using ItemStatsSystem;
|
||||
using ItemStatsSystem.Items;
|
||||
using UnityEngine;
|
||||
using System.Reflection;
|
||||
|
||||
namespace test
|
||||
{
|
||||
/// <summary>
|
||||
/// 注射器收纳包槽位修改补丁
|
||||
/// 将注射器收纳包(ID 882)的槽位数量从6个修改为12个
|
||||
/// </summary>
|
||||
[HarmonyPatch(typeof(Item))]
|
||||
[HarmonyPatch("Initialize")]
|
||||
public class InjectionBagSlotPatch
|
||||
{
|
||||
private const int InjectionBagTypeID = 882;
|
||||
/// <summary>
|
||||
/// Initialize方法的后缀补丁
|
||||
/// 在物品初始化后检查是否是注射器收纳包
|
||||
/// 槽位默认6个,变为12个
|
||||
/// </summary>
|
||||
/// <param name="__instance">Item实例</param>
|
||||
[HarmonyPostfix]
|
||||
static void Postfix(Item __instance)
|
||||
{
|
||||
Debug.Log($"[注射器收纳包修改] 被调用");
|
||||
|
||||
// 检查是否是注射器收纳包
|
||||
if (__instance == null || __instance.TypeID != InjectionBagTypeID || __instance.Slots == null)
|
||||
return;
|
||||
|
||||
// 获取槽位集合
|
||||
SlotCollection slots = __instance.Slots;
|
||||
|
||||
if (slots.Count == 12)
|
||||
return;
|
||||
|
||||
// 获取原始槽位数量
|
||||
int originalSlotCount = slots.Count;
|
||||
|
||||
// 添加6个新的槽位
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
// 创建新的Slot对象
|
||||
Slot newSlot = (Slot)typeof(Slot).GetConstructor(new Type[0])?.Invoke(null);
|
||||
|
||||
// 设置Slot的Key属性
|
||||
typeof(Slot).GetField("Key", BindingFlags.Public | BindingFlags.Instance)?.SetValue(newSlot, $"Slot_{originalSlotCount + i}");
|
||||
|
||||
// 添加到槽位列表
|
||||
slots.list.Add(newSlot);
|
||||
|
||||
// 初始化Slot
|
||||
typeof(Slot).GetMethod("Initialize", BindingFlags.Public | BindingFlags.Instance)?.Invoke(newSlot, new object[] { slots });
|
||||
}
|
||||
|
||||
// 重建字典缓存
|
||||
typeof(SlotCollection).GetMethod("BuildDictionary", BindingFlags.NonPublic | BindingFlags.Instance)?.Invoke(slots, null);
|
||||
|
||||
Debug.Log($"[注射器收纳包修改] 已将物品ID {__instance.TypeID} 的槽位数量从{originalSlotCount}修改为{slots.Count}");
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user