Files
MxValheim/MxValheim/Patch/HUD/Splash.cs
2026-02-11 22:44:05 -05:00

76 lines
2.7 KiB
C#

using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
namespace MxValheim.Patch.HUD
{
internal class Splash
{
public static GameObject m_canvasObject;
public static Text m_textComponent;
public void CreateOverlay()
{
// 1. Create a dedicated Canvas for our mod
m_canvasObject = new GameObject("ModdedCanvas");
Canvas canvas = m_canvasObject.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay; // Always stays on top
canvas.sortingOrder = 100; // Higher than standard HUD
m_canvasObject.AddComponent<CanvasScaler>();
m_canvasObject.AddComponent<GraphicRaycaster>();
// 2. Create the Text Object
GameObject textObj = new GameObject("ModdedText");
textObj.transform.SetParent(m_canvasObject.transform, false);
m_textComponent = textObj.AddComponent<Text>();
// Attempt to find Valheim's specific font, fallback to Arial if not found
Font valheimFont = null;
foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
{
if (f.name == "AveriaSerifLibre-Bold")
{
valheimFont = f;
break;
}
}
// Corrected fallback for older Unity versions used in Valheim
if (valheimFont == null)
{
valheimFont = Resources.GetBuiltinResource<Font>("Arial.ttf");
}
m_textComponent.font = valheimFont;
m_textComponent.fontSize = 24;
m_textComponent.color = Color.yellow; // Bright yellow to stand out
m_textComponent.alignment = TextAnchor.UpperRight;
m_textComponent.supportRichText = true;
// This prevents the text from vanishing if the box is too small
m_textComponent.horizontalOverflow = HorizontalWrapMode.Overflow;
m_textComponent.verticalOverflow = VerticalWrapMode.Overflow;
// Add Shadow so it's visible in snow
var shadow = textObj.AddComponent<Shadow>();
shadow.effectColor = Color.black;
shadow.effectDistance = new Vector2(2, 2);
// 3. Position it
RectTransform rect = textObj.GetComponent<RectTransform>();
rect.anchorMin = new Vector2(1, 1);
rect.anchorMax = new Vector2(1, 1);
rect.pivot = new Vector2(1, 1);
rect.anchoredPosition = new Vector2(-10, -5); // Top Right
rect.sizeDelta = new Vector2(300, 100);
}
}
}