Wie Mods für Unity-Spiele entwickelt werden. Teil 2: Schreibe deinen Mod

In diesem Teil werden wir anhand eines Beispiels eines Mods für Beat Sabre die allgemeinen Prinzipien der Entwicklung von Mods für Unity-Spiele untersuchen, herausfinden, welche Schwierigkeiten es gibt, und Harmony kennenlernen, eine Bibliothek zum Ändern von Spielcode, die in RimWorld, Battletech, Cities: Skylines und vielen anderen verwendet wird andere Spiele.


Obwohl dieser Artikel wie ein Tutorial zum Schreiben eines eigenen Mods für Beat Sabre aussieht, soll er zeigen, nach welchen Prinzipien benutzerdefinierte Mods erstellt werden und welche Probleme Sie während der Entwicklung lösen müssen. Alles, was hier beschrieben wird, gilt mit einigen Vorbehalten für alle Unity-Spiele, zumindest unter Windows.



Bildquellen: 1 , 2


In der vorherigen Serie


Vergangener Teil


Informationen aus dem ersten Teil werden nicht benötigt, um zu verstehen, was hier passieren wird, aber ich rate Ihnen trotzdem, sie zu lesen.


Hier ist sein kurzer (sehr) Inhalt:


( ) — dll-, - , . , dll- . , BepInEx IPA. Beat Saber BSIPA — IPA. Beat Saber, IPA Unity-.


Beat Saber ,


Beat Saber VR-. , , , , Beat Saber. , , , Youtube:



, . ( ), , , , , .. , .


, . 5 , . , . Unity: , , .



, . Beat Saber ModAssistant, ( ), BSIPA, SongCore BS_Utils . , , .


, , .



, , Beat Saber 1.9.1 BSIPA 4.0.5. , - , , .


0:


, , , .


Beat Saber Modding Group ( BSMG). , . Visual Studio — , .


. C# ( Rider), C#-, Class Library .NET, Unity ( 4.7.2). . .


manifest.json


Json-, - BSIPA. EmbeddedResource, dll-.


{
  "$schema": "https://github.com/beat-saber-modding-group/BSIPA-MetadataFileSchema/blob/master/Schema.json",
  "author": "fck_r_sns",
  "description": "A mod to track active time spent in the game",
  "gameVersion": "1.8.0",
  "id": "BeatSaberTimeTracker",
  "name": "BeatSaberTimeTracker",
  "version": "0.0.1-alpha",
  "dependsOn": {}
}

$schema . GitHub BSIPA. , . dependsOn , . BSIPA , dll-. gameVersion version .


Plugin.cs


, . BSIPA 3 , IBeatSaberPlugin. BSIPA 3 dll- , , IBeatSaberPlugin, — . BSIPA 4 IBeatSaberPlugin. BSIPA , [Plugin], [Init], [OnStart] [OnExit].


using IPA;
using Logger = IPA.Logging.Logger;

namespace BeatSaberTimeTracker
{
    [Plugin(RuntimeOptions.SingleStartInit)]
    internal class Plugin
    {
        public static Logger logger { get; private set; }

        [Init]
        public Plugin(Logger logger)
        {
            Plugin.logger = logger;
            logger.Debug("Init");
        }

        [OnStart]
        public void OnStart()
        {
            logger.Debug("OnStart");
        }

        [OnExit]
        public void OnExit()
        {
            logger.Debug("OnExit");
        }
    }
}

, Plugin. , (namespace) , — BeatSaberTimeTracker. , - .


, , [Plugin], [Init], [OnStart] [OnExit]. IPA.Loader.dll. , , , Beat Saber - Steam. , Unity, IPA Beat Saber/Beat Saber_Data/Managed. Steam GitHub, . BSMG .


, dll- Beat Saber/Plugins . VR-, fpfc. . , . , Beat Saber/Logs .


[DEBUG @ 20:50:03 | BeatSaberTimeTracker] Init
[DEBUG @ 20:50:03 | BeatSaberTimeTracker] OnStart
[DEBUG @ 20:50:21 | BeatSaberTimeTracker] OnExit

, .


0


. - main . , : - , - , - .



1:


, - , — - , . TimeTracker. Plugin , .


TimeTracker canvas , .


Awake:


private void Awake()
{
    Plugin.logger.Debug("TimeTracker.Awake()");

    GameObject canvasGo = new GameObject("Canvas");
    canvasGo.transform.parent = transform;
    _canvas = canvasGo.AddComponent<Canvas>();
    _canvas.renderMode = RenderMode.WorldSpace;

    var canvasTransform = _canvas.transform;
    canvasTransform.position = new Vector3(-1f, 3.05f, 2.5f);
    canvasTransform.localScale = Vector3.one;

    _currentTimeText = CreateText(_canvas, new Vector2(0f, 0f), "");
    _totalTimeText = CreateText(_canvas, new Vector2(0f, -0.15f), "");
}

, Canvas, , . CreateText:


private static TextMeshProUGUI CreateText(Canvas canvas, Vector2 position, string text)
{
    GameObject gameObject = new GameObject("CustomUIText");
    gameObject.SetActive(false);
    TextMeshProUGUI textMeshProUgui = gameObject.AddComponent<TextMeshProUGUI>();

    textMeshProUgui.rectTransform.SetParent(canvas.transform, false);
    textMeshProUgui.rectTransform.anchorMin = new Vector2(0.5f, 0.5f);
    textMeshProUgui.rectTransform.anchorMax = new Vector2(0.5f, 0.5f);
    textMeshProUgui.rectTransform.sizeDelta = new Vector2(1f, 1f);
    textMeshProUgui.rectTransform.transform.localPosition = Vector3.zero;
    textMeshProUgui.rectTransform.anchoredPosition = position;

    textMeshProUgui.text = text;
    textMeshProUgui.fontSize = 0.15f;
    textMeshProUgui.color = Color.white;
    textMeshProUgui.alignment = TextAlignmentOptions.Left;
    gameObject.SetActive(true);

    return textMeshProUgui;
}

, , , TextMeshProUGUI RectTransform, Unity.


Unity- — Unity. , , — . - : - , , . , , . , , .


, , 400 : 20 20. . - .



Update :


private void Update()
{
    if (Time.time >= _nextTextUpdate)
    {
        _currentTimeText.text = DateTime.Now.ToString("HH:mm");
        _totalTimeText.text = $"Total: {Mathf.FloorToInt(Time.time / 60f):00}:{Mathf.FloorToInt(Time.time % 60f):00}";
        _nextTextUpdate += TEXT_UPDATE_PERIOD;
    }
}

Plugin, TimeTracker:


[OnStart]
public void OnStart()
{
    logger.Debug("OnStart");

    GameObject timeTrackerGo = new GameObject("TimeTracker");
    timeTrackerGo.AddComponent<TimeTracker>();
    Object.DontDestroyOnLoad(timeTrackerGo);
}

, - , DontDestroyOnLoad(…). .


, Unity : UnityEngine.CoreModule.dll GameObject MonoBehaviour, UnityEngine.UI.dll Unity.TextMeshPro.dll TextMeshPro UnityEngine.UIModule.dll Canvas. , .


dll-, , .



:


[DEBUG @ 21:37:18 | BeatSaberTimeTracker] Init
[DEBUG @ 21:37:18 | BeatSaberTimeTracker] OnStart
[DEBUG @ 21:37:18 | BeatSaberTimeTracker] TimeTracker.Awake()
[DEBUG @ 21:37:24 | BeatSaberTimeTracker] OnExit
[DEBUG @ 21:37:25 | BeatSaberTimeTracker] TimeTracker.OnDestroy()

, . — , . - : , . , . .



1


, , Unity , . , , , UI .





2:


. , , UI , . , .


Update. _trackActiveTime, . _activeTimeText. , , .


private void Update()
{
    if (_trackActiveTime)
    {
        _activeTime += Time.deltaTime;
    }

    if (Time.time >= _nextTextUpdate)
    {
        _currentTimeText.text = DateTime.Now.ToString("HH:mm");
        _totalTimeText.text = $"Total: {Mathf.FloorToInt(Time.time / 60f):00}:{Mathf.FloorToInt(Time.time % 60f):00}";
        _activeTimeText.text = $"Active: {Mathf.FloorToInt(_activeTime / 60f):00}:{Mathf.FloorToInt(_activeTime % 60f):00}";
        _nextTextUpdate += TEXT_UPDATE_PERIOD;
    }
}

:


private void SetTrackingMode(bool isTracking)
{
    _trackActiveTime = isTracking;
    _canvas.gameObject.SetActive(!isTracking);
}

_trackActiveTime . , .


- , SetTrackingMode(true), - , SetTrackingMode(false), . . , , , .


BS_Utils. BS_Utils.dll Beat Saber/Plugins ( ModAssistant). BS_Utils . , .


"dependsOn": {
    "BS Utils": "^1.4.0"
  },

BS_Utils , , .


BSEvents.gameSceneActive += EnableTrackingMode;
BSEvents.menuSceneActive += DisableTrackingMode;
BSEvents.songPaused += DisableTrackingMode;
BSEvents.songUnpaused += EnableTrackingMode;

EnableTrackingMode DisableTrackingMode , .


private void EnableTrackingMode()
{
    SetTrackingMode(true);
}

private void DisableTrackingMode()
{
    SetTrackingMode(false);
}

, dll Plugins, , .





Beat Saber, . , , , , . BS_Utils, . BS_Utils BSMG, , - . , . , .


2


, , , , . , Beat Saber BS_Utils , BSML — , xml-.




3: BS_Utils,


BS_Utils . , BSEvents . .



, . Unity SceneManager, sceneLoaded, sceneUnloaded activeSceneChanged. . UnityEngine.CoreModule.dll , SceneManager .


private void Awake()
{
    ...
    SceneManager.sceneLoaded += OnSceneLoaded;
    SceneManager.sceneUnloaded += OnSceneUnloaded;
    SceneManager.activeSceneChanged += OnActiveSceneChanged;
    ...
}

private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
    Plugin.logger.Debug("OnSceneLoaded: " + scene.name + " (" + mode + ")");
}

private void OnSceneUnloaded(Scene scene)
{
    Plugin.logger.Debug("OnSceneUnloaded: " + scene.name);
}

private void OnActiveSceneChanged(Scene previous, Scene current)
{
    Plugin.logger.Debug("OnActiveSceneChanged: " + previous.name + " -> " + current.name);
}

, , , , , .


[DEBUG @ 14:28:14 | BeatSaberTimeTracker] Plugin.Init
[DEBUG @ 14:28:14 | BeatSaberTimeTracker] Plugin.OnStart
[DEBUG @ 14:28:14 | BeatSaberTimeTracker] TimeTracker.Awake()
[DEBUG @ 14:28:15 | BeatSaberTimeTracker] OnSceneLoaded: EmptyTransition (Additive)
[DEBUG @ 14:28:15 | BeatSaberTimeTracker] OnActiveSceneChanged: PCInit -> EmptyTransition
[DEBUG @ 14:28:15 | BeatSaberTimeTracker] OnSceneLoaded: MainMenu (Additive)
[DEBUG @ 14:28:15 | BeatSaberTimeTracker] OnSceneLoaded: MenuCore (Additive)
[DEBUG @ 14:28:15 | BeatSaberTimeTracker] OnSceneLoaded: MenuEnvironment (Additive)
[DEBUG @ 14:28:15 | BeatSaberTimeTracker] OnSceneLoaded: MenuViewControllers (Additive)
[DEBUG @ 14:28:15 | BeatSaberTimeTracker] OnActiveSceneChanged: EmptyTransition -> MenuViewControllers
[DEBUG @ 14:28:15 | BeatSaberTimeTracker] OnSceneUnloaded: EmptyTransition
[DEBUG @ 14:28:22 | BeatSaberTimeTracker] OnSceneLoaded: BigMirrorEnvironment (Additive)
[DEBUG @ 14:28:22 | BeatSaberTimeTracker] OnSceneLoaded: StandardGameplay (Additive)
[DEBUG @ 14:28:23 | BeatSaberTimeTracker] OnSceneLoaded: GameplayCore (Additive)
[DEBUG @ 14:28:23 | BeatSaberTimeTracker] OnSceneLoaded: GameCore (Additive)
[DEBUG @ 14:28:23 | BeatSaberTimeTracker] OnActiveSceneChanged: MenuViewControllers -> GameCore
[DEBUG @ 14:28:29 | BeatSaberTimeTracker] OnActiveSceneChanged: GameCore -> MenuViewControllers
[DEBUG @ 14:28:29 | BeatSaberTimeTracker] OnActiveSceneChanged: MenuViewControllers -> MainMenu
[DEBUG @ 14:28:29 | BeatSaberTimeTracker] OnActiveSceneChanged: MainMenu -> MenuCore
[DEBUG @ 14:28:29 | BeatSaberTimeTracker] OnActiveSceneChanged: MenuCore -> MenuEnvironment
[DEBUG @ 14:28:29 | BeatSaberTimeTracker] OnActiveSceneChanged: MenuEnvironment -> MenuViewControllers
[DEBUG @ 14:28:29 | BeatSaberTimeTracker] OnSceneUnloaded: BigMirrorEnvironment
[DEBUG @ 14:28:29 | BeatSaberTimeTracker] OnSceneUnloaded: StandardGameplay
[DEBUG @ 14:28:29 | BeatSaberTimeTracker] OnSceneUnloaded: GameplayCore
[DEBUG @ 14:28:29 | BeatSaberTimeTracker] OnSceneUnloaded: GameCore
[DEBUG @ 14:28:34 | BeatSaberTimeTracker] Plugin.OnExit
[DEBUG @ 14:28:34 | BeatSaberTimeTracker] TimeTracker.OnDestroy()

, Beat Saber Additive. , — . : , , GameCore. , — MenuCore. MenuCore — , , . MenuViewControllers. : , . .


OnActiveSceneChanged: :


private void OnActiveSceneChanged(Scene previous, Scene current)
{
    Plugin.logger.Debug("OnActiveSceneChanged: " + previous.name + " -> " + current.name);
    switch (current.name)
    {
        case "MenuViewControllers":
            DisableTrackingMode();
            break;

        case "GameCore":
            EnableTrackingMode();
            break;
    }
}

songPaused songUnpaused


, -. , Beat Saber. «Beat Saber/Beat Saber_Data/Managed» 2 : Main.dll MainAssembly.dll. MainAssembly.dll, - 2 . , - Main.dll, MainAssembly.dll . MainAssembly.dll, Main.dll. , - .


, , , , Main.dll. , . BSMG dnSpy. Rider , , dnSpy , . , , — , , Unity-.


: Main.dll , , . , - . Discord- BSMG . , , , , - Main.dll - ( ).


GamePause, . : Pause Resume. GamePause : didPauseEvent didResumeEvent. , - , GamePause , .


, - GamePause. Unity :


Resources.FindObjectsOfTypeAll<GamePause>();

, , . , . - , . , - . , . OnSceneLoaded OnActiveSceneChanged, GameCore GamePause. , , , : , , GamePause ( ), Resources.FindObjectsOfTypeAll , . , :


IEnumerator InitGamePauseCallbacks()
{
    while (true)
    {
        GamePause[] comps = Resources.FindObjectsOfTypeAll<GamePause>();
        if (comps.Length > 0)
        {
            Plugin.logger.Debug("GamePause has been found");
            GamePause gamePause = comps[0];
            gamePause.didPauseEvent += DisableTrackingMode;
            gamePause.didResumeEvent += EnableTrackingMode;
            break;
        }

        Plugin.logger.Debug("GamePause not found, skip a frame");
        yield return null;
    }
}

OnActiveSceneChanged GameCore:


private void OnActiveSceneChanged(Scene previous, Scene current)
{
    Plugin.logger.Debug("OnActiveSceneChanged: " + previous.name + " -> " + current.name);
    switch (current.name)
    {
        case "MenuViewControllers":
            DisableTrackingMode();
            break;

        case "GameCore":
            EnableTrackingMode();
            StartCoroutine(InitGamePauseCallbacks());
            break;
    }
}

, , . . , GamePause GameCore, , . .


3


, . , , . .




4: Harmony


, Harmony — C#-, . — Andreas Pardeike (, GitHub), iOS- / (Swedish Police Authority). Mono.Cecil , dll- .NET-, Harmony (runtime). , , , . , .


Harmony (patches). :



— Prefix Postfix. Transpiler , C#, IL-, , - Prefix/Postfix. Finalizer , , Harmony 2.0, .


, , Harmony , BS_Utils. , GamePause , , , Harmony. , GamePause didPauseEvent didResumeEvent, - .


, HarmonyPatcher. : public static void ApplyPatches() {}, :


Harmony harmony = new Harmony("com.fck_r_sns.BeatSaberTimeTracker");
harmony.PatchAll(Assembly.GetExecutingAssembly());

, , ( ). «com.fck_r_sns.BeatSaberTimeTracker» — . , . Plugin, , HarmonyPatcher.ApplyPatches() TimeTracker.


. , , . — . , , (, Prefix — Prefix-), (, [HarmonyPrefix]). , , . GamePause.Pause(). Postfix-, , Pause() Postfix-.


[HarmonyPatch(typeof(GamePause), nameof(GamePause.Pause), MethodType.Normal)]
class GamePausePausePatch
{
    [HarmonyPostfix]
    static void TestPostfixPatch()
    {
        Plugin.logger.Debug("GamePause.Pause.TestPostfixPatch");
    }
}

[HarmonyPatch] , . TestPostfixPatch [HarmonyPostfix], Postfix-. GamePause.Resume() ( ), , , , , , , .


, :


[DEBUG @ 16:21:55 | BeatSaberTimeTracker] Plugin.Init
[DEBUG @ 16:21:55 | BeatSaberTimeTracker] Plugin.OnStart
[DEBUG @ 16:21:55 | BeatSaberTimeTracker] HarmonyPatcher: Applied
[DEBUG @ 16:21:55 | BeatSaberTimeTracker] TimeTracker.Awake()

, Postfix- :


[DEBUG @ 16:22:24 | BeatSaberTimeTracker] GamePause.Pause.TestPostfixPatch
[DEBUG @ 16:22:31 | BeatSaberTimeTracker] GamePause.Resume.TestPostfixPatch

, Harmony , . , didPauseEvent didResumeEvent , , Postfix- - , TimeTracker . Harmony — . TimeTracker — , - . .


— TimeTracker . , Resources.FindObjectsOfTypeAll(). BS_Utils, , .


— BS_Utils.Utilities.BSEvents, . , .


EventsHelper:


namespace BeatSaberTimeTracker
{
    public static class EventsHelper
    {
        public static event Action onGamePaused;
        public static event Action onGameResumed;
    }
}

, :


[HarmonyPatch(typeof(GamePause), nameof(GamePause.Pause), MethodType.Normal)]
class GamePausePatchPause
{
    [HarmonyPostfix]
    static void FireOnGamePausedEvent()
    {
        EventsHelper.FireOnGamePausedEvent();
    }
}

GamePauseResumePatch . FireOnGamePausedEvent FireOnGameResumedEvent, - . TimeTracker EventsHelper. — - , Resources.FindObjectsOfTypeAll().


, . , . GamePause.Pause() .


if (this._pause)
  return;
this._pause = true;

Postfix- : , . , EventsHelper , . Prefix-, . Harmony , . Harmony :


  • : , .
  • __instance: , . this.
  • __state: . , .
  • __result: . , .
  • : (3) (_) , Harmony .

, :


struct PauseState
{
    public bool wasPaused;
}

, , , , . PauseState __state — , bool __state.


Prefix-:


[HarmonyPrefix]
static void CheckIfAlreadyPaused(out PauseState __state, bool ____pause)
{
    __state = new PauseState { wasPaused = ____pause };
}

out, , ____pause (_pause ). ____pause __state — .


Postfx-:


[HarmonyPostfix]
static void FireOnGamePausedEvent(PauseState __state, bool ____pause)
{
    if (!__state.wasPaused && ____pause)
    {
        EventsHelper.FireOnGamePausedEvent();
    }
}

__state , Prefix-. wasPaused ____pause, , .



, .


4


Harmony — , RimWorld, Battletech, Cities: Skylines, Kerbal Space Program, Oxygen Not Included, Stardew Valley, Subnautica .





Das Erstellen von Mods ist ein ziemlich langwieriger Prozess. Wenn Sie Mods entwickeln, müssen Sie sich ständig mit dem dekompilierten Code befassen, nach Klassen suchen, die das tun, was Sie brauchen, sie ändern, die Mods ständig neu erstellen, um die Änderungen im Spiel zu überprüfen, unter dem Fehlen eines normalen Debugging-Modus und eines vollwertigen Unity-Editors leiden.


Und dann veröffentlichen die Entwickler eine neue Version des Spiels, in der sie die im Mod verwendete Logik geändert haben, und Sie müssen alles noch einmal machen.


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