update: docs to new architecture

This commit is contained in:
Marvin
2026-04-10 16:41:04 +02:00
parent 539254db8c
commit 97977a333c
6 changed files with 218 additions and 66 deletions

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@@ -5,7 +5,7 @@ sidebar_label: FMF.HexLabelMod
<!-- markdownlint-disable MD060 -->
[`gregModHexLabelMod`](https://github.com/mleem97/gregModHexLabelMod) (assembly `FMF.HexLabelMod.dll`)
[`gregModHexLabelMod`](https://github.com/mleem97/gregModHexLabelMod) — pure Lua mod powered by gregCore
## Release
@@ -16,36 +16,64 @@ sidebar_label: FMF.HexLabelMod
## Purpose
Standalone MelonLoader mod for **Data Center** that overlays the hex color code of each `CableSpinner` and `Rack` directly in-world, so you can identify cable and rack colors at a glance without opening any menu.
Overlays the hex color code (`#RRGGBB`) of each `CableSpinner` and `Rack` directly in-world in **Data Center**, so you can identify cable and rack colors at a glance. Includes an IMGUI HUD (top-right) with crosshair-aimed color detection and a full hex viewer (F2).
Rewritten from the former root `HexLabelMod` for the FrikaModdingFramework workflow, now running fully standalone.
## Architecture (v00.02+)
Since v00.02, HexLabel is a **pure Lua mod**. The C# assembly (`FMF.HexLabelMod.dll`) is a thin MelonLoader bootstrap that provides metadata only. All mod logic lives in `lua/hexlabel/main.lua` and uses the `greg.*` API provided by gregCore's Lua runtime.
### gregCore APIs used
| API | Purpose |
|-----|---------|
| `greg.unity.find("CableSpinner")` | Find all spinner objects in scene |
| `greg.unity.find("Rack")` | Find all rack objects in scene |
| `greg.unity.get_string(h, "rgbColor")` | Read spinner color property |
| `greg.unity.material_hex(h, "_BaseColor")` | Read material hex color |
| `greg.unity.instantiate(h, parent)` | Clone source TMPro label for spinner |
| `greg.unity.tmpro_set(...)` | Configure cloned TMPro label text/size/color |
| `greg.unity.create_gameobject(name, parent)` | Create rack label container |
| `greg.unity.add_component(h, "TextMesh")` | Add world-space TextMesh to rack |
| `greg.unity.textmesh_set(...)` | Configure rack label |
| `greg.unity.raycast(...)` / `camera_ray()` | HUD crosshair aim detection |
| `greg.unity.get_parent_component(h, type)` | Resolve aimed object type |
| `greg.hook.after(hookName, fn)` | Hook CableSpinner.Start for instant labeling |
| `greg.config.load(path)` | Load `hexposition.cfg` |
| `greg.input.key_pressed("F2")` | Toggle hex viewer |
| `greg.gui.*` | IMGUI HUD and viewer window |
| `greg.io.read_head(path, n)` | Steam log scanning for startup gating |
### Project structure
```text
gregMod.HexLabelMod/
├── lua/hexlabel/main.lua ← All mod logic (pure Lua, ~300 lines)
├── Main.cs ← Thin C# bootstrap (metadata only)
├── FMF.HexLabelMod.csproj ← Build config
└── README.md
```
## Requirements
| Dependency | Notes |
| --- | --- |
| [MelonLoader](https://melonwiki.xyz/) | With generated IL2CPP assemblies |
This mod runs standalone and does **not** require FMF runtime APIs.
| **gregCore** | Provides Lua runtime and `greg.*` API |
## Installation
1. **Recommended:** Subscribe on the [Steam Workshop](https://steamcommunity.com/sharedfiles/filedetails/?id=3701404621), or download `FMF.HexLabelMod.dll` from the [latest GitHub release](https://github.com/mleem97/gregModHexLabelMod/releases/latest).
2. If you use a manual DLL, drop `FMF.HexLabelMod.dll` into your `Mods/` folder.
3. Launch the game — the config file is created automatically on first run at:
```text
UserData/hexposition.cfg
```
1. Ensure **gregCore** is installed and up to date.
2. Copy `lua/hexlabel/` to `Mods/ScriptMods/lua/hexlabel/`.
3. Optionally place `FMF.HexLabelMod.dll` in `Mods/` (for MelonLoader metadata).
4. Launch the game — the config file is created automatically on first run.
## Configuration
Edit `UserData/hexposition.cfg` to adjust label positioning and font sizes. The file is auto-generated with defaults on first launch and regenerated if any keys are missing.
Edit `UserData/hexposition.cfg` to adjust label positioning and font sizes. The file is auto-generated with defaults on first launch.
```ini
# Hex Label Position Config
# File: UserData/hexposition.cfg
# Edit values, then restart game.
# Spinner (UI text near cable spool)
spinner_offset_x=0
@@ -79,32 +107,24 @@ rack_scale=1
| `rack_character_size` | float | `0.05` | Character size for the world-space `TextMesh` label |
| `rack_scale` | float | `1` | Uniform world-space scale of the rack label object |
## Live Reload *(restricted)*
Pressing **Ctrl+F1** toggles live config reload (6-second interval), allowing you to tune label positions without restarting the game. This feature is restricted to a specific Steam account and will silently do nothing for all other users.
## Build
```powershell
dotnet build .\gregModHexLabelMod\FMF.HexLabelMod.csproj
```
Output lands in the standard MelonLoader `Mods/` folder as configured in the `.csproj`.
## How It Works
1. **Startup** — The mod defers full initialization until MelonLoader's `Latest.log` confirms the Steam runtime is ready (SteamID or Steam marker detected).
2. **Spinner labels**Every `CableSpinner` gets a cloned `TextMeshProUGUI` label injected into its UI hierarchy, displaying the resolved hex code in white. Color is read from `rgbColor`, then from the `_BaseColor`/`_Color` material property as fallback.
3. **Rack labels**Every `Rack` gets a world-space `TextMesh` label positioned at its back-right-bottom corner, facing away from the rack front.
4. **Scan loop** — Active spinners and racks are re-checked every 1.5 seconds to catch newly spawned objects.
5. **Harmony patch**`CableSpinner.Start` is patched to inject the label immediately on spawn, before the first scan cycle runs.
1. **Startup** — The Lua script defers initialization until MelonLoader's `Latest.log` confirms the Steam runtime is ready (scans via `greg.io.read_head`).
2. **Spinner labels**For each `CableSpinner`, the script clones the source `TextMeshProUGUI` label via `greg.unity.instantiate()` and configures it with the resolved hex code using `greg.unity.tmpro_set()`.
3. **Rack labels**For each `Rack`, a new `TextMesh` component is created via `greg.unity.create_gameobject()` + `greg.unity.add_component()` and positioned at the rack.
4. **Scan loop** — Active spinners and racks are re-checked every 1.5 seconds; deep refresh every 10 seconds.
5. **Harmony hook**`greg.hook.after()` subscribes to `CableSpinner.Start` to label new spinners immediately on spawn.
6. **HUD** — IMGUI overlay drawn via `greg.gui.*` in `on_gui()`, showing crosshair-aimed hex color detected via `greg.unity.raycast()`.
7. **Hex viewer** — F2 toggles a full-screen color list collected from scene CableSpinners.
## Notes
## Migration from v00.01
- Original gameplay behavior is unaffected.
- Source lives in the split repo [`gregModHexLabelMod`](https://github.com/mleem97/gregModHexLabelMod), not under a legacy `mods/` tree.
- The config file is fully rewritten if any expected keys are missing (for example, after an update adds new keys).
- FMF assembly presence is no longer required as a startup gate.
If upgrading from the standalone C# version:
1. Remove the old `FMF.HexLabelMod.dll` (or keep it — the new version is just a bootstrap stub).
2. Install gregCore.
3. Deploy `lua/hexlabel/main.lua` to `Mods/ScriptMods/lua/hexlabel/`.
4. Your `hexposition.cfg` is fully compatible.
## Sources