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Plugin.cs
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Plugin.cs
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using BepInEx;
using BepInEx.Logging;
using HarmonyLib;
using System.IO;
using System.Linq;
using System.Reflection;
using UnityEngine;
namespace simplycods.vineboom
{
[BepInPlugin(PLUGIN_GUID, PLUGIN_NAME, PLUGIN_VERSION)]
[BepInProcess("ULTRAKILL.exe")]
public class Plugin : BaseUnityPlugin
{
public const string PLUGIN_GUID = "simplycods.vineboom";
public const string PLUGIN_NAME = "simplycods.vineboom";
public const string PLUGIN_VERSION = "1.0.0";
private AssetBundle bundle;
public static AudioClip theboom;
private void Awake()
{
using (Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("simplycods.vineboom.Resources.vineboom"))
{
bundle = AssetBundle.LoadFromStream(stream);
}
theboom = bundle.LoadAsset<AudioClip>("vine boom sound effect");
new Harmony(PLUGIN_GUID).PatchAll();
Logger.LogInfo($"Plugin {PLUGIN_GUID} is loaded!");
}
[HarmonyPatch(typeof(ItemIdentifier), "PickUp")]
public static class SkullPunch
{
private static ItemType[] _skulls = new[] { ItemType.SkullBlue, ItemType.SkullRed, ItemType.SkullGreen };
public static void Postfix(ItemIdentifier __instance)
{
if (_skulls.Contains(__instance.itemType))
{
var skull = __instance.GetComponent<Skull>();
var audioSource = Traverse.Create(skull).Field("aud").GetValue<AudioSource>();
audioSource.clip = theboom;
audioSource.Play();
}
}
}
}
}