Fixed a bug that timers with Config [Display Timer] set to false would still be visualized if multiple of the object had spawned
v1.2.0
Inverted the changelog
Added 6 more visible timers:
The Coffee tin's speed boost
The worm's Sinkhole ability
The health of Wormling Eggs
The ice wormling's Ice Spikes
The Bomber wormling's explosion time
The time that Disoriented Worms stay dizzy for
Reworked the Config options:
Added Config option [Visible To] for every visible timer
This allows you to customize who's able to see the visible timer of each object
You can choose between Everyone, Pardners Only, and Worms Only, meaning that timers can now be visible to worms too
Configs are now generated upon the first time a visible timer spawns in-game, instead of when opening the game
This means that visible timers from other mods can now also be customized using this mod's config file
And this costs a bit of performance but hopefully saves memory by not needing to reserve tens of variables for each config anymore
All these configs are now saved to a ScriptableObject too, saving memory over having each timer holding a copy of all its variables
Fixed a bug of dynamites that were set off by other dynamites not showing their correct amount of time left
Changed it so timers with a value of true for [Arrow below Timer] and a negative value in [Height of Timer] now correctly point up towards the object they're visualizing the timer of
Tried fixing a bug that made it so visible timers didn't correctly rotate towards the camera of late-joining spectators
Decompiled the entire game's code to be available in my Unity project
This should hopefully save some performance, and fixes some bugs like the dynamite timer displaying the wrong values
Included a LICENSE in the package
v1.1.0
Added Config option [Timer Minute Notation]
If this is set to true and Config option [Timer Type] is set to Text, the time left will be displayed in a "Minutes:Seconds.Decimals" notation, rather than "Seconds.Decimals"
By default set to true
Tried to optimize some code related to finding the right timers to activate
Fixed an issue that the sun's timer was still visible even if Time Until Sundown was set to Never in the Match Settings
Implemented a BasicTimer class
This is an empty class that inherits from the abstract VisibleTimersBase class and can thus pass information to the related visible timer, but does not contain any code itself
Primarily useful for mods that depend on this mod as a BepInDependency.SoftDependency, and thus are not guaranteed to have their own built-in classes that depend on the LTOWVisibleTimersMod.dll assembly
Also renamed some of the assembly's classes to make working with it in other mods a tiny little bit nicer