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Patching a method
- Learn how to find and cancel a base game method
- Learn the different patching possibilities
- dnSpy (Guide to install) or any assembly editor
First of all you want to know what code you're willing to change. For that, you want to look into the game code thanks to any assembly editor like dnSpy.
- In my case, I found interesting to patch the
OnTriggerEnter
method from theSignalPing
class.
My final goal will be to send an event to the server when this method happens.
- To do so, I'll create a new class in the NitroxPatcher project, under
Patches/Dynamic
, which I'll callSignalPing_OnTriggerEnter_Patch
NB 1: The naming convention is
<Class>_<Method>_Patch
NB 2: Dynamic patches are applied once the player has loaded into the world. Persistent patches are applied on game launch. For most of the cases, you will want to make a dynamic patch.
- You need to make your class implement
NitroxPatch
andIDynamicPatch
and add the override for thePatch
method
using HarmonyLib;
namespace NitroxPatcher.Patches.Dynamic;
public class SignalPing_OnTriggerEnter_Patch : NitroxPatch, IDynamicPatch
{
public override void Patch(Harmony harmony)
{
}
}
- Now, you need to tell the class to actually patch the method. To do so, first create a reference to the method itself from the base game.
private static readonly MethodInfo TARGET_METHOD = Reflect.Method((SignalPing t) => t.OnTriggerEnter(default));
NB 1: It should always be private (or internal), static and be named
TARGET_METHOD
(by convention)
NB 2: Import fromSystem.Reflection
andNitroxModel.Helper
- Then in the Patch method, depending on your goal, you want to choose the type of patch you want to apply. In my case, I just want to patch the prefix of this method.
You can find a list of them in the Harmony documentation For basic understanding this is what happens when you call a function
foo()
... foo()
{
foo_Prefix();
foo_actual();
foo_Postfix();
}
Where
foo_Prefix()
is the prefix you (or someone else) may have set for this method andfoo_Postfix()
is the postfix that may have been set for this method.foo_actual()
is evidently the method itself.
- (bis) Thus, I'll add the following line inside the
Patch()
method
PatchPrefix(harmony, TARGET_METHOD);
By default, NitroxPatcher (the class charged of loading and executing every patch) will look for a static method named
Prefix
in the current class, therefore, we need to create it.
- We create the
Prefix()
method just like this
public static bool Prefix(SignalPing __instance, Collider collider)
{
return true;
}
Please look at the list of injections you can take from the actual method in the Harmony documentation.
In my case, I'll be using the__instance
one which refers to the instance of theSignalPing
class in which this method was called. I'll also use the base method's parameterCollider other
(which is optional) because I need it
- As I want to be able to cancel the method's execution (it depends on the situation), I need to make
Prefix()
return a bool. If I return true, it means the actual method will happen, but if I return false, the actual method won't happen.
This is what the actual method looks like btw
public void OnTriggerEnter(Collider other)
{
if (this.disableOnEnter && other.gameObject.Equals(Player.main.gameObject))
{
this.pingInstance.SetVisible(false);
}
}
My goal is to add some code inside the if condition to make it look like this
public void OnTriggerEnter(Collider other)
{
if (this.disableOnEnter && other.gameObject.Equals(Player.main.gameObject))
{
// In the case the ping instance was still visible, we want to acknowledge it's "removal"
if (__instance.pingInstance.visible)
{
// DO SOMETHING
}
this.pingInstance.SetVisible(false);
}
}
Usually, we would use a transpiler for that, which lets you insert code at a precise place in the method but it also is usually a pain to make so I'll go with the prefix to keep readability and because this method is kinda small :)
- In this particular case, because I need the exact same conditions as in the original method, I'll just return false at the end of the executed code (inside the if statement) so that it doesn't execute twice. But for now, I'll just let the method like this because it will be useful in another guide.
This is what the final class looks like
using System.Reflection;
using HarmonyLib;
using NitroxModel.Helper;
using UnityEngine;
namespace NitroxPatcher.Patches.Dynamic;
public class SignalPing_OnTriggerEnter_Patch : NitroxPatch, IDynamicPatch
{
private static readonly MethodInfo TARGET_METHOD = Reflect.Method((SignalPing t) => t.OnTriggerEnter(default));
public static bool Prefix(SignalPing __instance, Collider other)
{
if (__instance.disableOnEnter && other.gameObject.Equals(Player.main.gameObject))
{
// In the case the ping instance was still visible, we want to acknowledge it's "removal"
if (__instance.pingInstance.visible)
{
Log.Debug("A Signal Ping was removed, now do something");
}
__instance.pingInstance.SetVisible(false);
return false;
}
return false;
}
public override void Patch(Harmony harmony)
{
PatchPrefix(harmony, TARGET_METHOD);
}
}