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Plugin.cs
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Plugin.cs
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using BepInEx;
using BepInEx.Configuration;
using HarmonyLib;
using System.Collections.Generic;
using System.Linq;
namespace MeteoMultiplier
{
[BepInPlugin("com.github.fredolx.meteomultiplier", PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
public class Plugin : BaseUnityPlugin
{
public static Dictionary<LevelWeatherType, ConfigEntry<float>> Multipliers = new Dictionary<LevelWeatherType, ConfigEntry<float>>();
public static Dictionary<LevelWeatherType, ConfigEntry<float>> SpawnMultipliers = new Dictionary<LevelWeatherType, ConfigEntry<float>>();
public static ConfigEntry<bool> MultipliersEnabled;
public static ConfigEntry<bool> SpawnMultipliersEnabled;
public static ConfigEntry<bool> MultiplyApparatusEnabled;
public const LevelWeatherType DEFAULT_WEATHER = LevelWeatherType.None;
private void Awake()
{
Logger.LogInfo($"Plugin {PluginInfo.PLUGIN_GUID} is loaded!");
Harmony harmony = new Harmony(PluginInfo.PLUGIN_GUID);
SetConfig();
Logger.LogInfo($"MultipliersEnabled: {MultipliersEnabled.Value}");
Logger.LogInfo($"MultiplyApparatusEnabled: {MultiplyApparatusEnabled.Value}");
Logger.LogInfo($"Multipliers:\n{string.Join("\n", Multipliers.Select(x => $"{x.Key}:{x.Value.Value}"))}");
Logger.LogInfo($"SpawnMultipliersEnabled: {SpawnMultipliersEnabled.Value}");
Logger.LogInfo($"SpawnMultipliers:\n{string.Join("\n", SpawnMultipliers.Select(x => $"{x.Key}:{x.Value.Value}"))}");
harmony.PatchAll();
}
private void SetConfig()
{
MultipliersEnabled = Config.Bind("Multipliers", "Enabled", true, "Enables multipliers (scrap value according to meteo)");
MultiplyApparatusEnabled = Config.Bind("Multipliers", "MultiplyApparatusEnabled", true, "Also multiply the value of the apparatus (power module) according to meteo");
SetMultipliers();
SpawnMultipliersEnabled = Config.Bind("Spawn Multipliers", "Enabled", false, "Enables spawn multipliers (amount of scrap in the map)");
SetSpawnMultipliers();
}
private void SetMultipliers()
{
Multipliers.Add(LevelWeatherType.None, Config.Bind(
"Multipliers",
"None",
0.4f,
"No weather event")
);
Multipliers.Add(LevelWeatherType.DustClouds, Config.Bind(
"Multipliers",
"DustClouds",
0.44f,
"Dust Clouds")
);
Multipliers.Add(LevelWeatherType.Foggy, Config.Bind(
"Multipliers",
"Foggy",
0.44f,
"Foggy")
);
Multipliers.Add(LevelWeatherType.Rainy, Config.Bind(
"Multipliers",
"Rainy",
0.44f,
"Rainy")
);
Multipliers.Add(LevelWeatherType.Stormy, Config.Bind(
"Multipliers",
"Stormy",
0.52f,
"Stormy")
);
Multipliers.Add(LevelWeatherType.Flooded, Config.Bind(
"Multipliers",
"Flooded",
0.56f,
"Flooded")
);
Multipliers.Add(LevelWeatherType.Eclipsed, Config.Bind(
"Multipliers",
"Eclipsed",
0.6f,
"Eclipsed")
);
}
private void SetSpawnMultipliers()
{
SpawnMultipliers.Add(LevelWeatherType.None, Config.Bind(
"Spawn Multipliers",
"None",
1f,
"No weather event")
);
SpawnMultipliers.Add(LevelWeatherType.DustClouds, Config.Bind(
"Spawn Multipliers",
"DustClouds",
1.25f,
"Dust Clouds")
);
SpawnMultipliers.Add(LevelWeatherType.Foggy, Config.Bind(
"Spawn Multipliers",
"Foggy",
1.25f,
"Foggy")
);
SpawnMultipliers.Add(LevelWeatherType.Rainy, Config.Bind(
"Spawn Multipliers",
"Rainy",
1.25f,
"Rainy")
);
SpawnMultipliers.Add(LevelWeatherType.Stormy, Config.Bind(
"Spawn Multipliers",
"Stormy",
1.5f,
"Stormy")
);
SpawnMultipliers.Add(LevelWeatherType.Flooded, Config.Bind(
"Spawn Multipliers",
"Flooded",
1.5f,
"Flooded")
);
SpawnMultipliers.Add(LevelWeatherType.Eclipsed, Config.Bind(
"Spawn Multipliers",
"Eclipsed",
1.5f,
"Eclipsed")
);
}
}
}