├── CoreKeeperAutoFish
├── CoreKeeperAutoFish.csproj
├── NuGet.Config
├── AutoFishPlugin.cs
├── Properties
│ └── AssemblyInfo.cs
├── Directory.Build.targets
├── TestPatch.cs
├── Directory.Build.props
├── AutoFish.cs
├── Strings.cs
└── AutoFishPatch.cs
├── README.md
├── CoreKeeperAutoFish.sln
└── .gitignore
/CoreKeeperAutoFish/CoreKeeperAutoFish.csproj:
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1 |
2 |
3 |
4 | false
5 |
6 |
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/CoreKeeperAutoFish/NuGet.Config:
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
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/README.md:
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1 | # CoreKeeperAutoFish
2 | CoreKeeper AutoFish mod
3 |
4 | 地心护核者 自动钓鱼Mod
5 | 在钓鱼时会喊出鱼的名字并自动和鱼进行拉扯。
6 | 支持自动抛竿,抛竿时也会喊出口号。
7 | 开始钓鱼后,缩小游戏也可以继续钓鱼。
8 |
9 | # 引用
10 | [BeplnEx][1]
11 |
12 | # 下载
13 | [releases][2]
14 |
15 | [Thunderstore][5]
16 |
17 | # 安装
18 | 文字教程: [BepInEx install guide][3]
19 |
20 | 视频教程: [bilibili][4]
21 |
22 | [1]: https://github.com/BepInEx/BepInEx
23 | [2]: https://github.com/xiaoye97/CoreKeeperAutoFish/releases
24 | [3]: https://docs.bepinex.dev/master/articles/user_guide/installation/index.html
25 | [4]: https://space.bilibili.com/1306433
26 | [5]: https://core-keeper.thunderstore.io/package/xiaoye97/AutoFish/
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/CoreKeeperAutoFish/AutoFishPlugin.cs:
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1 | using BepInEx;
2 | using BepInEx.Logging;
3 | using BepInEx.Unity.IL2CPP;
4 | using CoreLib;
5 | using CoreLib.Submodules.Localization;
6 |
7 | namespace CoreKeeperAutoFish
8 | {
9 | [BepInPlugin(GUID, NAME, VERSION)]
10 | [CoreLibSubmoduleDependency(nameof(LocalizationModule))]
11 | internal class AutoFishPlugin : BasePlugin
12 | {
13 | public const string GUID = "me.xiaoye97.plugin.CoreKeeperAutoFish";
14 | public const string NAME = "CoreKeeperAutoFish";
15 | public const string AUTHOR = "xiaoye97";
16 | public const string VERSION = "1.8.0";
17 |
18 | public static AutoFishPlugin Inst { get; private set; }
19 | public static ManualLogSource LogSource => Inst.Log;
20 |
21 | public override void Load()
22 | {
23 | Inst = this;
24 | Strings.Init(Log);
25 | AutoFish.Init();
26 | //TestPatch.Init();
27 | }
28 | }
29 | }
30 |
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/CoreKeeperAutoFish/Properties/AssemblyInfo.cs:
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1 | using System.Reflection;
2 | using System.Runtime.CompilerServices;
3 | using System.Runtime.InteropServices;
4 |
5 | // 有关程序集的一般信息由以下
6 | // 控制。更改这些特性值可修改
7 | // 与程序集关联的信息。
8 | [assembly: AssemblyTitle("CoreKeeperAutoFish")]
9 | [assembly: AssemblyDescription("")]
10 | [assembly: AssemblyConfiguration("")]
11 | [assembly: AssemblyCompany("")]
12 | [assembly: AssemblyProduct("CoreKeeperAutoFish")]
13 | [assembly: AssemblyCopyright("Copyright © 2022")]
14 | [assembly: AssemblyTrademark("")]
15 | [assembly: AssemblyCulture("")]
16 |
17 | // 将 ComVisible 设置为 false 会使此程序集中的类型
18 | //对 COM 组件不可见。如果需要从 COM 访问此程序集中的类型
19 | //请将此类型的 ComVisible 特性设置为 true。
20 | [assembly: ComVisible(false)]
21 |
22 | // 如果此项目向 COM 公开,则下列 GUID 用于类型库的 ID
23 | [assembly: Guid("b99be6e7-3348-4568-a7dc-964e9fba9117")]
24 |
25 | // 程序集的版本信息由下列四个值组成:
26 | //
27 | // 主版本
28 | // 次版本
29 | // 生成号
30 | // 修订号
31 | //
32 | //可以指定所有这些值,也可以使用“生成号”和“修订号”的默认值
33 | //通过使用 "*",如下所示:
34 | // [assembly: AssemblyVersion("1.0.*")]
35 | [assembly: AssemblyVersion("1.0.0.0")]
36 | [assembly: AssemblyFileVersion("1.0.0.0")]
37 |
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/CoreKeeperAutoFish.sln:
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1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio Version 17
4 | VisualStudioVersion = 17.0.32112.339
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CoreKeeperAutoFish", "CoreKeeperAutoFish\CoreKeeperAutoFish.csproj", "{B99BE6E7-3348-4568-A7DC-964E9FBA9117}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|Any CPU = Debug|Any CPU
11 | Release|Any CPU = Release|Any CPU
12 | EndGlobalSection
13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
14 | {B99BE6E7-3348-4568-A7DC-964E9FBA9117}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
15 | {B99BE6E7-3348-4568-A7DC-964E9FBA9117}.Debug|Any CPU.Build.0 = Debug|Any CPU
16 | {B99BE6E7-3348-4568-A7DC-964E9FBA9117}.Release|Any CPU.ActiveCfg = Release|Any CPU
17 | {B99BE6E7-3348-4568-A7DC-964E9FBA9117}.Release|Any CPU.Build.0 = Release|Any CPU
18 | EndGlobalSection
19 | GlobalSection(SolutionProperties) = preSolution
20 | HideSolutionNode = FALSE
21 | EndGlobalSection
22 | GlobalSection(ExtensibilityGlobals) = postSolution
23 | SolutionGuid = {D3A1B1D6-1184-44DE-B6FE-0329F4CDC33E}
24 | EndGlobalSection
25 | EndGlobal
26 |
--------------------------------------------------------------------------------
/CoreKeeperAutoFish/Directory.Build.targets:
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1 |
2 |
4 |
5 |
6 | $(MSBuildThisFileDirectory)/DevEnv.targets
7 |
8 |
9 |
10 | C:\Program Files (x86)\Steam\steamapps\common\Core Keeper\
11 | $([MSBuild]::EnsureTrailingSlash('$(CKGameDir)'))
12 | $(CKGameDir)BepInEx\unhollowed\
13 | $(MSBuildThisFileDirectory)\
14 |
15 |
16 |
20 |
21 |
24 |
25 |
26 |
27 |
29 |
30 |
31 |
32 |
33 |
34 |
35 |
38 |
39 |
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/CoreKeeperAutoFish/TestPatch.cs:
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1 | using System;
2 | using HarmonyLib;
3 | using Il2CppInterop.Runtime.InteropTypes.Arrays;
4 | using UnityEngine;
5 |
6 | namespace CoreKeeperAutoFish
7 | {
8 | public static class TestPatch
9 | {
10 | public static void Init()
11 | {
12 | Harmony.CreateAndPatchAll(typeof(TestPatch));
13 | }
14 |
15 | [HarmonyPostfix, HarmonyPatch(typeof(PlayerState.PlayerBaseState), "UpdateFishOnTheHook")]
16 | public static void PlayerBaseState_UpdateFishOnTheHook_Patch(PlayerState.PlayerBaseState __instance)
17 | {
18 | //Debug.Log("XY PlayerBaseState.UpdateFishOnTheHook");
19 | }
20 |
21 | [HarmonyPostfix, HarmonyPatch(typeof(PlayerState.Fishing), "OnEnterState")]
22 | public static void Fishing_OnEnterState_Patch()
23 | {
24 | Debug.Log("XY Fishing.OnEnterState");
25 | }
26 |
27 | [HarmonyPostfix, HarmonyPatch(typeof(PlayerState.PlayerBaseState), "OnExitState")]
28 | public static void PlayerBaseState_OnExitState_Patch(PlayerState.PlayerBaseState __instance)
29 | {
30 | Debug.Log("XY PlayerBaseState.OnExitState");
31 | }
32 |
33 | [HarmonyPostfix, HarmonyPatch(typeof(PlayerState.PlayerBaseState), "PullUp")]
34 | public static void PlayerBaseState_PullUp_Patch(PlayerState.PlayerBaseState __instance, bool failedThrow)
35 | {
36 | Debug.Log($"XY PlayerBaseState.PullUp {failedThrow}");
37 | }
38 |
39 | [HarmonyPostfix, HarmonyPatch(typeof(PlayerState.PlayerBaseState), "StartFishing")]
40 | public static void PlayerBaseState_StartFishing_Patch(PlayerState.PlayerBaseState __instance)
41 | {
42 | Debug.Log("XY PlayerBaseState.StartFishing");
43 | }
44 |
45 | [HarmonyPostfix, HarmonyPatch(typeof(PlayerState.PlayerBaseState), "ExitFishing")]
46 | public static void PlayerBaseState_ExitFishing_Patch(PlayerState.PlayerBaseState __instance, bool wasExitingState)
47 | {
48 | Debug.Log($"XY PlayerBaseState.ExitFishing {wasExitingState}");
49 | }
50 | }
51 | }
52 |
--------------------------------------------------------------------------------
/CoreKeeperAutoFish/Directory.Build.props:
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1 |
2 |
3 |
4 |
5 | $(MSBuildThisFileDirectory)/DevEnv.targets
6 |
7 |
8 |
9 |
10 |
11 |
12 | C:\Program Files (x86)\Steam\steamapps\common\Core Keeper\
13 | $([MSBuild]::EnsureTrailingSlash('$(CKGameDir)'))
14 | $(CKGameDir)BepInEx\interop\
15 | $(MSBuildThisFileDirectory)\
16 |
17 | $([MSBuild]::EnsureTrailingSlash('$(SteamDir)'))
18 | $(CKGameDir)BepInEx\core\
19 | $(CKGameDir)BepInEx\plugins\
20 | $(BepPlugins)AutoFish\
21 |
22 |
23 |
24 | false
25 | false
26 |
27 | $(PluginOutputDirectory)
28 | $(OutputPath)
29 | net6.0
30 | latest
31 | true
32 | true
33 | $(DefaultItemExcludes);*.binlog
34 | true
35 |
36 | portable
37 | true
38 |
39 | $(AssemblyVersion)
40 |
41 | me.xiaoye97.plugin.CoreKeeperAutoFish
42 | CoreKeeperAutoFish
43 | 1.6.0
44 |
45 |
46 |
47 |
48 |
49 |
50 |
51 |
52 |
53 |
54 |
55 |
56 |
57 |
58 |
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/CoreKeeperAutoFish/AutoFish.cs:
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1 | using HarmonyLib;
2 | using UnityEngine;
3 | using BepInEx.Logging;
4 | using BepInEx.Configuration;
5 | using System.Collections.Generic;
6 | using Il2CppSystem;
7 |
8 | namespace CoreKeeperAutoFish
9 | {
10 | public static class AutoFish
11 | {
12 | public static ManualLogSource Log => AutoFishPlugin.LogSource;
13 | public static ConfigEntry SpawnCoolTextOnFishing;
14 | public static ConfigEntry EnableAutoFish;
15 | public static ConfigEntry EnableAutoThrow;
16 | public static ConfigEntry EnableFishItem;
17 |
18 | private static Manager mgr;
19 | public static Manager Mgr
20 | {
21 | get
22 | {
23 | if (mgr == null)
24 | {
25 | mgr = GameObject.FindObjectOfType();
26 | }
27 | return mgr;
28 | }
29 | }
30 |
31 | public static void Init()
32 | {
33 | Log.LogInfo("初始化自动钓鱼");
34 | InitConfig();
35 | Harmony.CreateAndPatchAll(typeof(AutoFishPatch));
36 | }
37 |
38 | public static void InitConfig()
39 | {
40 | SpawnCoolTextOnFishing = AutoFishPlugin.Inst.Config.Bind("config", "SpawnCoolTextOnFishing", true, "是否喊出鱼的种类\nSpeak while fishing?");
41 | EnableAutoFish = AutoFishPlugin.Inst.Config.Bind("config", "EnableAutoFish", true, "是否启用自动钓鱼\nEnable AutoFish?");
42 | EnableAutoThrow = AutoFishPlugin.Inst.Config.Bind("config", "EnableAutoThrow", true, "是否启用自动抛竿\nEnable Auto-Cast?");
43 | EnableFishItem = AutoFishPlugin.Inst.Config.Bind("config", "EnableFishItem", true, "是否启用钓物品\nEnable catching items?");
44 | }
45 |
46 | ///
47 | /// 获取随机的钓鱼喊话文本
48 | ///
49 | /// 鱼的品质
50 | /// 鱼的名字
51 | ///
52 | public static string GetRandomFishSay(Rarity rarity, string fishName)
53 | {
54 | string format = Strings.GetRandomPhrase($"Rarity{rarity}");
55 | return String.IsNullOrEmpty(format)
56 | ? fishName
57 | : string.Format(format, fishName);
58 | }
59 |
60 | ///
61 | /// 获取随机的抛竿文本
62 | ///
63 | ///
64 | public static string GetRandomAutoThrowSay()
65 | {
66 | string phrase = Strings.GetRandomPhrase("AutoThrow");
67 | return phrase;
68 | }
69 |
70 | ///
71 | /// 说话
72 | ///
73 | public static void Say(string text, Color color)
74 | {
75 | Vector3 textPos = Mgr.player.RenderPosition + new Vector3(0, 2f, 0);
76 | Mgr._textManager.SpawnCoolText(text, textPos, color, TextManager.FontFace.button, 0.3f, 1, 3, 0.8f, 0.8f);
77 | }
78 |
79 | ///
80 | /// 说话,但是根据稀有度适应颜色
81 | ///
82 | public static void Say(string text, Rarity colorRarity)
83 | {
84 | Color color = Mgr._textManager.GetRarityColor(colorRarity);
85 | Say(text, color);
86 | }
87 | }
88 | }
--------------------------------------------------------------------------------
/CoreKeeperAutoFish/Strings.cs:
--------------------------------------------------------------------------------
1 | using CoreLib.Submodules.Localization;
2 | using Il2CppSystem;
3 | using BepInEx.Logging;
4 |
5 | namespace CoreKeeperAutoFish
6 | {
7 | public static class Strings
8 | {
9 | private static readonly Random Random = new();
10 | private static ManualLogSource _log;
11 |
12 | public static void Init(ManualLogSource log)
13 | {
14 | _log = log;
15 | LocalizationModule.AddTerm("AutoFish/Say/RarityPoor[0]", "Ugh, {0}", "额,{0}你在逗我吗");
16 | LocalizationModule.AddTerm("AutoFish/Say/RarityPoor[1]", "I hate {0}", "额,{0}你在逗我吗");
17 | LocalizationModule.AddTerm("AutoFish/Say/RarityPoor[2]", "How boring - a {0}", "额,{0}你在逗我吗");
18 |
19 | LocalizationModule.AddTerm("AutoFish/Say/RarityCommon[0]", "A {0}", "一条{0}");
20 | LocalizationModule.AddTerm("AutoFish/Say/RarityCommon[1]", "Ordinary {0}", "{0},普普通通");
21 | LocalizationModule.AddTerm("AutoFish/Say/RarityCommon[2]", "It was a {0}", "原来是{0}");
22 | LocalizationModule.AddTerm("AutoFish/Say/RarityCommon[3]", "How plain - a {0}", "额,{0}");
23 | LocalizationModule.AddTerm("AutoFish/Say/RarityCommon[4]", "A {0}", "随处可见的{0}");
24 | LocalizationModule.AddTerm("AutoFish/Say/RarityCommon[5]", "A {0}", "希望下次不是你,{0}");
25 |
26 | LocalizationModule.AddTerm("AutoFish/Say/RarityUncommon[0]", "Oh, a {0}", "咦,{0}");
27 | LocalizationModule.AddTerm("AutoFish/Say/RarityUncommon[1]", "One {0}", "吼吼,是{0}");
28 | LocalizationModule.AddTerm("AutoFish/Say/RarityUncommon[2]", "Hey, a {0}", "还行,一条{0}");
29 | LocalizationModule.AddTerm("AutoFish/Say/RarityUncommon[3]", "{0} makes a nice meal.", "运气不错,是一条{0}");
30 |
31 | LocalizationModule.AddTerm("AutoFish/Say/RarityRare[0]", "Yay, it's {0}!", "好耶!是{0}|居然是{0}!");
32 | LocalizationModule.AddTerm("AutoFish/Say/RarityRare[1]", "It's {0}!", "居然是{0}!|走大运了,是{0}!");
33 | LocalizationModule.AddTerm("AutoFish/Say/RarityRare[2]", "Lucky me, it's a {0}!", "我爱死你了,{0}");
34 |
35 | LocalizationModule.AddTerm("AutoFish/Say/RarityEpic[0]", "It's {0}!", "卧槽!!!是{0}!!!");
36 | LocalizationModule.AddTerm("AutoFish/Say/RarityEpic[1]", "Epic! {0}!", "史诗!{0}!");
37 | LocalizationModule.AddTerm("AutoFish/Say/RarityEpic[2]", "That's a huge {0}!", "太帅了,居然是{0}!");
38 |
39 | LocalizationModule.AddTerm("AutoFish/Say/RarityLegendary[0]", "A Legendary {0}!", "传说级{0}!!!");
40 | LocalizationModule.AddTerm("AutoFish/Say/RarityLegendary[1]", "Wow - a {0}!!!", "是真正的鱼之王者!{0}!");
41 |
42 | LocalizationModule.AddTerm("AutoFish/Say/AutoThrow[0]", "Come on...", "就决定是你了");
43 | LocalizationModule.AddTerm("AutoFish/Say/AutoThrow[1]", "Hey", "Hey");
44 | LocalizationModule.AddTerm("AutoFish/Say/AutoThrow[2]", "Fishing is so relaxing", "看我这招如何");
45 | LocalizationModule.AddTerm("AutoFish/Say/AutoThrow[3]", "Hoping for a big catch", "吃我一竿");
46 | LocalizationModule.AddTerm("AutoFish/Say/AutoThrow[4]", "Casting my line", "大的要来了");
47 | LocalizationModule.AddTerm("AutoFish/Say/AutoThrow[5]", "This is fun", "这钓鱼多是一件美事");
48 | LocalizationModule.AddTerm("AutoFish/Say/AutoThrow[6]", "One more...", "冲呀");
49 | }
50 |
51 | public static string GetRandomPhrase(string prefix)
52 | {
53 | string phrase;
54 | int max = 8;
55 | do
56 | {
57 | int i = Random.Next(max);
58 | max = i - 1;
59 | string key = $"AutoFish/Say/{prefix}[{i}]";
60 | phrase = PugText.ProcessText(key, null, true, false);
61 | } while (phrase == "" && max >= 0);
62 |
63 | if (phrase == "")
64 | {
65 | phrase = String.Empty;
66 | _log.LogWarning($"Did not find any phrases for {prefix}");
67 | }
68 |
69 | return phrase;
70 | }
71 | }
72 | }
--------------------------------------------------------------------------------
/CoreKeeperAutoFish/AutoFishPatch.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using HarmonyLib;
3 | using Il2CppInterop.Runtime.InteropTypes.Arrays;
4 | using UnityEngine;
5 |
6 | namespace CoreKeeperAutoFish
7 | {
8 | internal class AutoFishPatch
9 | {
10 | private static bool autoFishControlInput, autoFishNeedPress, autoThrowPullUp, waitPressedThrow, isInFishing, canPullUp;
11 |
12 | [HarmonyPostfix, HarmonyPatch(typeof(AudioSource), "Play", new Type[] { })]
13 | public static void AudioSource_Patch(AudioSource __instance)
14 | {
15 | if (isInFishing)
16 | {
17 | if (AutoFish.EnableAutoFish.Value)
18 | {
19 | // 如果播放了冒泡音效,并且位置在玩家位置,说明可以拉杆了
20 | if (__instance.clip.name == "bubble")
21 | {
22 | float distance = Vector3.Distance(__instance.transform.position, AutoFish.Mgr.player.transform.position);
23 | //string log = $"检测到冒泡音效,音效位置:{__instance.transform.position} 玩家位置:{AutoFish.Mgr.player.transform.position} 距离:{distance}";
24 | //AutoFish.Log.LogInfo(log);
25 | if (distance < 5f)
26 | {
27 | canPullUp = true;
28 | }
29 | }
30 | }
31 | }
32 | }
33 |
34 | [HarmonyPrefix, HarmonyPatch(typeof(PlayerState.PlayerBaseState), "UpdateFishOnTheHook")]
35 | public static bool PlayerBaseState_UpdateFishOnTheHook_Patch(PlayerState.PlayerBaseState __instance)
36 | {
37 | // 如果有鱼在钩子上,则开始判断
38 | if (__instance.fishOnTheHook)
39 | {
40 | // 自动钓起
41 | // 如果不在小游戏,则开始拉钩
42 | if (!__instance.isInFishingMiniGame)
43 | {
44 | if (AutoFish.SpawnCoolTextOnFishing.Value)
45 | {
46 | var info = PugDatabase.GetObjectInfo(__instance.fishStruggleInfo.fishID);
47 | // 获取翻译名字
48 | string fishName = PugText.ProcessText($"Items/{info.objectID}", new Il2CppStringArray(new string[] { }), true, false);
49 | string coolText = AutoFish.GetRandomFishSay(info.rarity, fishName);
50 | // 喊出鱼的名字
51 | AutoFish.Say(coolText, info.rarity);
52 | }
53 | if (AutoFish.EnableAutoFish.Value)
54 | {
55 | // 发现鱼,拉杆
56 | __instance.BeginPullUp();
57 | autoFishControlInput = true;
58 | autoFishNeedPress = false;
59 | }
60 | }
61 | // 如果在小游戏,则根据鱼的状态进行拉钩
62 | else
63 | {
64 | // 根据鱼是否挣扎决定是否按住按键
65 | autoFishNeedPress = !__instance.fishIsStruggling;
66 | }
67 | }
68 | else
69 | {
70 | if (AutoFish.EnableFishItem.Value)
71 | {
72 | if (canPullUp)
73 | {
74 | __instance.BeginPullUp();
75 | }
76 | }
77 | }
78 | return true;
79 | }
80 |
81 | [HarmonyPostfix, HarmonyPatch(typeof(PlayerState.PlayerBaseState), "StartFishing")]
82 | public static void PlayerBaseState_StartFishing_Patch()
83 | {
84 | isInFishing = true;
85 | canPullUp = false;
86 | autoThrowPullUp = false;
87 | }
88 |
89 | [HarmonyPostfix, HarmonyPatch(typeof(PlayerState.PlayerBaseState), "OnExitFishing")]
90 | public static void PlayerBaseState_ExitFishing_Patch(PlayerState.PlayerBaseState __instance, bool wasExitingState)
91 | {
92 | if (!wasExitingState) return;
93 | isInFishing = false;
94 | canPullUp = false;
95 | autoFishControlInput = false;
96 | // 如果退出钓鱼状态时此值为true,说明需要进行自动抛竿
97 | if (autoThrowPullUp)
98 | {
99 | // 喊出抛竿语
100 | AutoFish.Say(AutoFish.GetRandomAutoThrowSay(), Color.white);
101 | waitPressedThrow = true;
102 | }
103 | }
104 |
105 | [HarmonyPostfix, HarmonyPatch(typeof(PlayerState.PlayerBaseState), "PullUp")]
106 | public static void AutoFish_Fishing_PullUp_Patch(PlayerState.PlayerBaseState __instance,bool failedThrow)
107 | {
108 | if (AutoFish.EnableAutoThrow.Value)
109 | {
110 | if (!failedThrow)
111 | {
112 | // 如果触发了这里,说明钓鱼成功,才可以继续抛竿,如果没触发这里就触发了OnExitState,说明中断
113 | autoThrowPullUp = true;
114 | }
115 | }
116 | }
117 |
118 | [HarmonyPostfix, HarmonyPatch(typeof(PlayerInput), "IsButtonCurrentlyDown")]
119 | public static void AutoFish_PlayerInput_IsButtonCurrentlyDown_Patch(PlayerInput __instance, PlayerInput.InputType inputType, ref bool __result)
120 | {
121 | if (AutoFish.EnableAutoFish.Value)
122 | {
123 | // 如果检测的是SECOND_INTERACT按键,并且现在是钓鱼管控阶段,则根据钓鱼管控返回结果
124 | if (inputType == PlayerInput.InputType.SECOND_INTERACT)
125 | {
126 | if (autoFishControlInput)
127 | {
128 | __result = autoFishNeedPress;
129 | }
130 | }
131 | }
132 | }
133 |
134 | [HarmonyPostfix, HarmonyPatch(typeof(PlayerInput), "WasButtonPressedDownThisFrame")]
135 | public static void AutoFish_PlayerInput_WasButtonPressedDownThisFrame_Patch(PlayerInput __instance, PlayerInput.InputType inputType, ref bool __result)
136 | {
137 | if (AutoFish.EnableAutoThrow.Value)
138 | {
139 | if (waitPressedThrow)
140 | {
141 | if (inputType == PlayerInput.InputType.SECOND_INTERACT)
142 | {
143 | __result = true;
144 | waitPressedThrow = false;
145 | }
146 | }
147 | }
148 | }
149 | }
150 | }
151 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | ## Ignore Visual Studio temporary files, build results, and
2 | ## files generated by popular Visual Studio add-ons.
3 | ##
4 | ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
5 |
6 | # User-specific files
7 | *.rsuser
8 | *.suo
9 | *.user
10 | *.userosscache
11 | *.sln.docstates
12 |
13 | # User-specific files (MonoDevelop/Xamarin Studio)
14 | *.userprefs
15 |
16 | # Mono auto generated files
17 | mono_crash.*
18 |
19 | # Build results
20 | [Dd]ebug/
21 | [Dd]ebugPublic/
22 | [Rr]elease/
23 | [Rr]eleases/
24 | x64/
25 | x86/
26 | [Aa][Rr][Mm]/
27 | [Aa][Rr][Mm]64/
28 | bld/
29 | [Bb]in/
30 | [Oo]bj/
31 | [Ll]og/
32 | [Ll]ogs/
33 |
34 | # Visual Studio 2015/2017 cache/options directory
35 | .vs/
36 | # Uncomment if you have tasks that create the project's static files in wwwroot
37 | #wwwroot/
38 |
39 | # Visual Studio 2017 auto generated files
40 | Generated\ Files/
41 |
42 | # MSTest test Results
43 | [Tt]est[Rr]esult*/
44 | [Bb]uild[Ll]og.*
45 |
46 | # NUnit
47 | *.VisualState.xml
48 | TestResult.xml
49 | nunit-*.xml
50 |
51 | # Build Results of an ATL Project
52 | [Dd]ebugPS/
53 | [Rr]eleasePS/
54 | dlldata.c
55 |
56 | # Benchmark Results
57 | BenchmarkDotNet.Artifacts/
58 |
59 | # .NET Core
60 | project.lock.json
61 | project.fragment.lock.json
62 | artifacts/
63 |
64 | # StyleCop
65 | StyleCopReport.xml
66 |
67 | # Files built by Visual Studio
68 | *_i.c
69 | *_p.c
70 | *_h.h
71 | *.ilk
72 | *.meta
73 | *.obj
74 | *.iobj
75 | *.pch
76 | *.pdb
77 | *.ipdb
78 | *.pgc
79 | *.pgd
80 | *.rsp
81 | *.sbr
82 | *.tlb
83 | *.tli
84 | *.tlh
85 | *.tmp
86 | *.tmp_proj
87 | *_wpftmp.csproj
88 | *.log
89 | *.vspscc
90 | *.vssscc
91 | .builds
92 | *.pidb
93 | *.svclog
94 | *.scc
95 |
96 | # Chutzpah Test files
97 | _Chutzpah*
98 |
99 | # Visual C++ cache files
100 | ipch/
101 | *.aps
102 | *.ncb
103 | *.opendb
104 | *.opensdf
105 | *.sdf
106 | *.cachefile
107 | *.VC.db
108 | *.VC.VC.opendb
109 |
110 | # Visual Studio profiler
111 | *.psess
112 | *.vsp
113 | *.vspx
114 | *.sap
115 |
116 | # Visual Studio Trace Files
117 | *.e2e
118 |
119 | # TFS 2012 Local Workspace
120 | $tf/
121 |
122 | # Guidance Automation Toolkit
123 | *.gpState
124 |
125 | # ReSharper is a .NET coding add-in
126 | _ReSharper*/
127 | *.[Rr]e[Ss]harper
128 | *.DotSettings.user
129 |
130 | # TeamCity is a build add-in
131 | _TeamCity*
132 |
133 | # DotCover is a Code Coverage Tool
134 | *.dotCover
135 |
136 | # AxoCover is a Code Coverage Tool
137 | .axoCover/*
138 | !.axoCover/settings.json
139 |
140 | # Visual Studio code coverage results
141 | *.coverage
142 | *.coveragexml
143 |
144 | # NCrunch
145 | _NCrunch_*
146 | .*crunch*.local.xml
147 | nCrunchTemp_*
148 |
149 | # MightyMoose
150 | *.mm.*
151 | AutoTest.Net/
152 |
153 | # Web workbench (sass)
154 | .sass-cache/
155 |
156 | # Installshield output folder
157 | [Ee]xpress/
158 |
159 | # DocProject is a documentation generator add-in
160 | DocProject/buildhelp/
161 | DocProject/Help/*.HxT
162 | DocProject/Help/*.HxC
163 | DocProject/Help/*.hhc
164 | DocProject/Help/*.hhk
165 | DocProject/Help/*.hhp
166 | DocProject/Help/Html2
167 | DocProject/Help/html
168 |
169 | # Click-Once directory
170 | publish/
171 |
172 | # Publish Web Output
173 | *.[Pp]ublish.xml
174 | *.azurePubxml
175 | # Note: Comment the next line if you want to checkin your web deploy settings,
176 | # but database connection strings (with potential passwords) will be unencrypted
177 | *.pubxml
178 | *.publishproj
179 |
180 | # Microsoft Azure Web App publish settings. Comment the next line if you want to
181 | # checkin your Azure Web App publish settings, but sensitive information contained
182 | # in these scripts will be unencrypted
183 | PublishScripts/
184 |
185 | # NuGet Packages
186 | *.nupkg
187 | # NuGet Symbol Packages
188 | *.snupkg
189 | # The packages folder can be ignored because of Package Restore
190 | **/[Pp]ackages/*
191 | # except build/, which is used as an MSBuild target.
192 | !**/[Pp]ackages/build/
193 | # Uncomment if necessary however generally it will be regenerated when needed
194 | #!**/[Pp]ackages/repositories.config
195 | # NuGet v3's project.json files produces more ignorable files
196 | *.nuget.props
197 | *.nuget.targets
198 |
199 | # Microsoft Azure Build Output
200 | csx/
201 | *.build.csdef
202 |
203 | # Microsoft Azure Emulator
204 | ecf/
205 | rcf/
206 |
207 | # Windows Store app package directories and files
208 | AppPackages/
209 | BundleArtifacts/
210 | Package.StoreAssociation.xml
211 | _pkginfo.txt
212 | *.appx
213 | *.appxbundle
214 | *.appxupload
215 |
216 | # Visual Studio cache files
217 | # files ending in .cache can be ignored
218 | *.[Cc]ache
219 | # but keep track of directories ending in .cache
220 | !?*.[Cc]ache/
221 |
222 | # Others
223 | ClientBin/
224 | ~$*
225 | *~
226 | *.dbmdl
227 | *.dbproj.schemaview
228 | *.jfm
229 | *.pfx
230 | *.publishsettings
231 | orleans.codegen.cs
232 |
233 | # Including strong name files can present a security risk
234 | # (https://github.com/github/gitignore/pull/2483#issue-259490424)
235 | #*.snk
236 |
237 | # Since there are multiple workflows, uncomment next line to ignore bower_components
238 | # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
239 | #bower_components/
240 |
241 | # RIA/Silverlight projects
242 | Generated_Code/
243 |
244 | # Backup & report files from converting an old project file
245 | # to a newer Visual Studio version. Backup files are not needed,
246 | # because we have git ;-)
247 | _UpgradeReport_Files/
248 | Backup*/
249 | UpgradeLog*.XML
250 | UpgradeLog*.htm
251 | ServiceFabricBackup/
252 | *.rptproj.bak
253 |
254 | # SQL Server files
255 | *.mdf
256 | *.ldf
257 | *.ndf
258 |
259 | # Business Intelligence projects
260 | *.rdl.data
261 | *.bim.layout
262 | *.bim_*.settings
263 | *.rptproj.rsuser
264 | *- [Bb]ackup.rdl
265 | *- [Bb]ackup ([0-9]).rdl
266 | *- [Bb]ackup ([0-9][0-9]).rdl
267 |
268 | # Microsoft Fakes
269 | FakesAssemblies/
270 |
271 | # GhostDoc plugin setting file
272 | *.GhostDoc.xml
273 |
274 | # Node.js Tools for Visual Studio
275 | .ntvs_analysis.dat
276 | node_modules/
277 |
278 | # Visual Studio 6 build log
279 | *.plg
280 |
281 | # Visual Studio 6 workspace options file
282 | *.opt
283 |
284 | # Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
285 | *.vbw
286 |
287 | # Visual Studio LightSwitch build output
288 | **/*.HTMLClient/GeneratedArtifacts
289 | **/*.DesktopClient/GeneratedArtifacts
290 | **/*.DesktopClient/ModelManifest.xml
291 | **/*.Server/GeneratedArtifacts
292 | **/*.Server/ModelManifest.xml
293 | _Pvt_Extensions
294 |
295 | # Paket dependency manager
296 | .paket/paket.exe
297 | paket-files/
298 |
299 | # FAKE - F# Make
300 | .fake/
301 |
302 | # CodeRush personal settings
303 | .cr/personal
304 |
305 | # Python Tools for Visual Studio (PTVS)
306 | __pycache__/
307 | *.pyc
308 |
309 | # Cake - Uncomment if you are using it
310 | # tools/**
311 | # !tools/packages.config
312 |
313 | # Tabs Studio
314 | *.tss
315 |
316 | # Telerik's JustMock configuration file
317 | *.jmconfig
318 |
319 | # BizTalk build output
320 | *.btp.cs
321 | *.btm.cs
322 | *.odx.cs
323 | *.xsd.cs
324 |
325 | # OpenCover UI analysis results
326 | OpenCover/
327 |
328 | # Azure Stream Analytics local run output
329 | ASALocalRun/
330 |
331 | # MSBuild Binary and Structured Log
332 | *.binlog
333 |
334 | # NVidia Nsight GPU debugger configuration file
335 | *.nvuser
336 |
337 | # MFractors (Xamarin productivity tool) working folder
338 | .mfractor/
339 |
340 | # Local History for Visual Studio
341 | .localhistory/
342 |
343 | # BeatPulse healthcheck temp database
344 | healthchecksdb
345 |
346 | # Backup folder for Package Reference Convert tool in Visual Studio 2017
347 | MigrationBackup/
348 |
349 | # Ionide (cross platform F# VS Code tools) working folder
350 | .ionide/
351 |
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