using System; using System.IO; using RedLoader; using RedLoader.Utils; using Sons.Wearable.Race; using SonsSdk; using TheForest.Utils; using UnityEngine; namespace CharacterSelect; public class CharacterSelect : SonsMod { private const int RaceCount = 8; private static int _index; private static bool _applied; private static string _configPath; public CharacterSelect() { OnUpdateCallback = OnUpdate; } protected override void OnSdkInitialized() { _configPath = Path.Combine(LoaderEnvironment.UserDataDirectory, "CharacterSelect.txt"); Load(); SdkEvents.OnAfterSpawn.Subscribe(OnSpawned); RLog.Msg($"CharacterSelect loaded. Saved race: {_index} ({(PlayerRace.Race)_index}). F9 cycles."); } private void OnSpawned() { _applied = false; } private void OnUpdate() { var system = LocalPlayer.RaceSystem; if (!system) return; if (!_applied) { _applied = true; Apply(system, false); return; } if (Input.GetKeyDown(KeyCode.F9)) { _index = (_index + 1) % RaceCount; Apply(system, true); Save(); } } private void Apply(PlayerRaceSystem system, bool announce) { var race = (PlayerRace.Race)_index; system.ApplyRace(race); if (announce) SonsTools.ShowMessage($"{_index}: {race}"); RLog.Msg($"Applied race {_index} ({race})"); } private static void Load() { try { if (!File.Exists(_configPath)) return; if (int.TryParse(File.ReadAllText(_configPath).Trim(), out var v) && v >= 0 && v < RaceCount) _index = v; } catch (Exception e) { RLog.Error($"CharacterSelect could not read config: {e.Message}"); } } private static void Save() { try { File.WriteAllText(_configPath, _index.ToString()); } catch (Exception e) { RLog.Error($"CharacterSelect could not write config: {e.Message}"); } } }