mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 14:29:25 +00:00
Move many mods to Deprecated folder, fix spelling
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5e822cec8d
commit
0042590aa6
539 changed files with 7475 additions and 3120 deletions
2
.Deprecated/BadAnimatorFix/BadAnimatorFix.csproj
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2
.Deprecated/BadAnimatorFix/BadAnimatorFix.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project Sdk="Microsoft.NET.Sdk"/>
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55
.Deprecated/BadAnimatorFix/BadAnimatorFixManager.cs
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55
.Deprecated/BadAnimatorFix/BadAnimatorFixManager.cs
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using ABI_RC.Core.IO;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace NAK.BadAnimatorFix;
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public static class BadAnimatorFixManager
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{
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private static List<BadAnimatorFixer> _animatorFixers = new List<BadAnimatorFixer>();
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private static readonly float _checkInterval = 5f;
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private static int _currentIndex = 0;
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public static void Add(BadAnimatorFixer bad)
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{
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if (!_animatorFixers.Contains(bad))
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_animatorFixers.Add(bad);
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}
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public static void Remove(BadAnimatorFixer bad)
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{
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if (_animatorFixers.Contains(bad))
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_animatorFixers.Remove(bad);
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}
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public static void OnPlayerLoaded()
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{
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SchedulerSystem.AddJob(new SchedulerSystem.Job(CheckNextAnimator), 0f, _checkInterval, -1);
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}
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public static void OnSceneInitialized(string sceneName)
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{
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// Get all the animators in the loaded world
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var allAnimators = SceneManager.GetSceneByName(sceneName).GetRootGameObjects()
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.SelectMany(x => x.GetComponentsInChildren<Animator>(true));
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foreach (var animator in allAnimators)
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{
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// Ignore objects that have our "fix", this shouldn't be needed but eh
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if (!animator.TryGetComponent<BadAnimatorFixer>(out _))
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animator.gameObject.AddComponent<BadAnimatorFixer>();
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}
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}
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private static void CheckNextAnimator()
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{
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if (!BadAnimatorFix.EntryEnabled.Value)
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return;
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if (_animatorFixers.Count == 0)
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return;
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_currentIndex = (_currentIndex + 1) % _animatorFixers.Count;
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_animatorFixers[_currentIndex].AttemptRewindAnimator();
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}
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}
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45
.Deprecated/BadAnimatorFix/BadAnimatorFixer.cs
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45
.Deprecated/BadAnimatorFix/BadAnimatorFixer.cs
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using UnityEngine;
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using UnityEngine.Playables;
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namespace NAK.BadAnimatorFix;
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public class BadAnimatorFixer : MonoBehaviour
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{
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private const float StateLimit = 20f;
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private Animator animator;
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private void Start() => animator = GetComponent<Animator>();
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private void OnEnable() => BadAnimatorFixManager.Add(this);
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private void OnDisable() => BadAnimatorFixManager.Remove(this);
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public void AttemptRewindAnimator()
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{
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bool rewound = false;
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if (animator != null && animator.isActiveAndEnabled)
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{
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for (int layerIndex = 0; layerIndex < animator.layerCount; layerIndex++)
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{
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AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(layerIndex);
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AnimatorTransitionInfo transitionInfo = animator.GetAnimatorTransitionInfo(layerIndex);
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// Skip if mid-transition
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if (transitionInfo.fullPathHash != 0) continue;
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// Skip if anim doesn't loop, or hasn't looped enough
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if (!stateInfo.loop || stateInfo.normalizedTime < StateLimit) continue;
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// Rewind state, with 10f as buffer, to account for reasonable use of ExitTime
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float offset = 10f + (stateInfo.normalizedTime % 1f);
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animator.Play(stateInfo.fullPathHash, layerIndex, offset);
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rewound = true;
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}
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if (rewound)
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PlayableExtensions.SetTime<Playable>(animator.playableGraph.GetRootPlayable(0), 0);
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}
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if (BadAnimatorFix.EntryLogging.Value)
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{
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string message = rewound ? $"Rewound animator and playable {animator}." : $"Animator did not meet criteria to rewind {animator}.";
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BadAnimatorFix.Logger.Msg(message);
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}
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}
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}
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45
.Deprecated/BadAnimatorFix/HarmonyPatches.cs
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.Deprecated/BadAnimatorFix/HarmonyPatches.cs
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using ABI.CCK.Components;
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using ABI_RC.Core.InteractionSystem;
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using ABI_RC.Core.Player;
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using HarmonyLib;
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using UnityEngine;
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namespace NAK.BadAnimatorFix.HarmonyPatches;
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internal static class AnimatorPatches
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{
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.Start))]
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private static void Postfix_PlayerSetup_Start()
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{
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BadAnimatorFixManager.OnPlayerLoaded();
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(CVRAvatar), nameof(CVRAvatar.Start))]
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private static void Postfix_CVRAvatar_Start(CVRAvatar __instance)
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{
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if (!BadAnimatorFix.EntryCVRAvatar.Value) return;
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AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(CVRSpawnable), nameof(CVRSpawnable.Start))]
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private static void Postfix_CVRSpawnable_Start(CVRSpawnable __instance)
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{
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if (!BadAnimatorFix.EntryCVRSpawnable.Value) return;
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AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
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}
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private static void AddBadAnimatorFixComponentIfAnimatorExists(GameObject gameObject)
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{
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Animator[] animators = gameObject.GetComponentsInChildren<Animator>(true);
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foreach (Animator animator in animators)
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{
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if (!animator.TryGetComponent<BadAnimatorFixer>(out _))
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{
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animator.gameObject.AddComponent<BadAnimatorFixer>();
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}
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}
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}
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}
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53
.Deprecated/BadAnimatorFix/Main.cs
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.Deprecated/BadAnimatorFix/Main.cs
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using MelonLoader;
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namespace NAK.BadAnimatorFix;
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public class BadAnimatorFix : MelonMod
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{
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internal static MelonLogger.Instance Logger;
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public static readonly MelonPreferences_Category Category =
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MelonPreferences.CreateCategory(nameof(BadAnimatorFix));
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public static readonly MelonPreferences_Entry<bool> EntryEnabled =
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Category.CreateEntry("Enabled", true, description: "Toggle BadAnimatorFix entirely. Requires avatar/spawnable/world reload.");
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public static readonly MelonPreferences_Entry<bool> EntryCVRAvatar =
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Category.CreateEntry("Add to CVRAvatar", true, description: "Should BadAnimatorFix run for CVRAvatar? Requires avatar reload.");
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public static readonly MelonPreferences_Entry<bool> EntryCVRSpawnable =
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Category.CreateEntry("Add to CVRSpawnable", true, description: "Should BadAnimatorFix run for CVRSpawnable? Requires spawnable reload.");
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public static readonly MelonPreferences_Entry<bool> EntryCVRWorld =
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Category.CreateEntry("Add to CVRWorld", true, description: "Should BadAnimatorFix run for CVRWorld? Requires world reload.");
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public static readonly MelonPreferences_Entry<bool> EntryLogging =
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Category.CreateEntry("Debugging", false, description: "Toggle to log each rewind if successful. Only needed for debugging.");
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public override void OnInitializeMelon()
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{
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Logger = LoggerInstance;
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ApplyPatches(typeof(HarmonyPatches.AnimatorPatches));
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}
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public override void OnSceneWasInitialized(int buildIndex, string sceneName)
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{
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if (!EntryCVRWorld.Value) return;
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if (buildIndex < 0) // -1 is custom world: 0 to 3 is game login, init, hq
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BadAnimatorFixManager.OnSceneInitialized(sceneName);
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}
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private void ApplyPatches(Type type)
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{
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try
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{
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HarmonyInstance.PatchAll(type);
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}
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catch (Exception e)
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{
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Logger.Msg($"Failed while patching {type.Name}!");
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Logger.Error(e);
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}
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}
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}
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32
.Deprecated/BadAnimatorFix/Properties/AssemblyInfo.cs
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.Deprecated/BadAnimatorFix/Properties/AssemblyInfo.cs
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using MelonLoader;
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using NAK.BadAnimatorFix.Properties;
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using System.Reflection;
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[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyTitle(nameof(NAK.BadAnimatorFix))]
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[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
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[assembly: AssemblyProduct(nameof(NAK.BadAnimatorFix))]
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[assembly: MelonInfo(
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typeof(NAK.BadAnimatorFix.BadAnimatorFix),
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nameof(NAK.BadAnimatorFix),
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AssemblyInfoParams.Version,
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AssemblyInfoParams.Author,
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downloadLink: "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/BadAnimatorFix"
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)]
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[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
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[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
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[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
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[assembly: MelonColor(255, 226, 83, 82)]
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[assembly: MelonAuthorColor(255, 158, 21, 32)]
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[assembly: HarmonyDontPatchAll]
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namespace NAK.BadAnimatorFix.Properties;
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internal static class AssemblyInfoParams
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{
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public const string Version = "1.0.3";
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public const string Author = "NotAKidoS";
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}
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23
.Deprecated/BadAnimatorFix/format.json
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.Deprecated/BadAnimatorFix/format.json
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{
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"_id": 152,
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"name": "BadAnimatorFix",
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"modversion": "1.0.3",
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"gameversion": "2023r171",
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"loaderversion": "0.6.1",
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"modtype": "Mod",
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"author": "NotAKidoS",
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"description": "This mod periodically rewinds looping animation states.\nIt resolves issues with locomotion animations freezing after extended AFK periods.\nIf you aren't AFK frequently, this mod might not be essential for you.",
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"searchtags": [
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"bad",
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"fix",
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"animator",
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"loop"
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],
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"requirements": [
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"None"
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],
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"downloadlink": "https://github.com/NotAKidoS/NAK_CVR_Mods/releases/download/r18/BadAnimatorFix.dll",
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"sourcelink": "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/BadAnimatorFix/",
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"changelog": "- No longer rewinds states without loop specifically enabled.\n- Removed performance improvement claim, which has seemingly been fixed in 2021.\n- Fixed not being able to disable mod with the Enabled button.",
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"embedcolor": "#e25352"
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}
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