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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
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539 changed files with 7475 additions and 3120 deletions
117
.Deprecated/NAK.CustomComponents/Components/NAKPointerTracker.cs
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117
.Deprecated/NAK.CustomComponents/Components/NAKPointerTracker.cs
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using ABI.CCK.Components;
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using ABI_RC.Core.Player;
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using UnityEngine;
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namespace NAK.CCK.CustomComponents;
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public class NAKPointerTracker : MonoBehaviour
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{
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// Configuration
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public Transform referenceTransform;
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public string pointerType = "";
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public float radius = 0.1f;
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public Vector3 offset = Vector3.zero;
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// Animator module
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public Animator animator;
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public string parameterName;
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// Internal stuff
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bool isLocal;
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float initialAngle;
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CVRPointer trackedPointer;
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void Start()
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{
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// Create collider
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Collider collider = base.gameObject.GetComponent<Collider>();
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if (collider == null)
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{
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SphereCollider sphereCollider = base.gameObject.AddComponent<SphereCollider>();
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sphereCollider.isTrigger = true;
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Vector3 lossyScale = base.transform.lossyScale;
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sphereCollider.radius = radius / Mathf.Max(Mathf.Max(lossyScale.x, lossyScale.y), lossyScale.z);
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sphereCollider.center = offset;
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}
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// Create rigidbody (required for triggers)
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Rigidbody rigidbody = base.gameObject.GetComponent<Rigidbody>();
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if (rigidbody == null)
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{
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rigidbody = base.gameObject.AddComponent<Rigidbody>();
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rigidbody.useGravity = false;
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rigidbody.isKinematic = true;
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}
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// Initial setup
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if (referenceTransform == null) referenceTransform = transform;
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Vector3 direction = (transform.TransformPoint(offset) - referenceTransform.position);
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Vector3 projectedDirection = Vector3.ProjectOnPlane(direction, referenceTransform.up);
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initialAngle = Vector3.SignedAngle(referenceTransform.forward, projectedDirection, referenceTransform.up);
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isLocal = gameObject.layer == 8;
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}
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void OnDrawGizmosSelected()
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{
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if (base.isActiveAndEnabled)
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{
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Gizmos.color = Color.red;
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Gizmos.matrix = Matrix4x4.TRS(base.transform.position, base.transform.rotation, Vector3.one);
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Gizmos.DrawWireSphere(offset, radius);
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}
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}
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void OnTriggerEnter(Collider other)
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{
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if (trackedPointer != null) return;
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// generic pointer or specific pointer
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CVRPointer pointer = other.gameObject.GetComponent<CVRPointer>();
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if (pointer != null && (String.IsNullOrEmpty(pointerType) || pointer.type == pointerType))
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{
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trackedPointer = pointer;
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}
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}
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void Update()
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{
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if (trackedPointer == null) return;
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// Check if tracked pointer was disabled
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if (!trackedPointer.isActiveAndEnabled)
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{
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ReleasePointer();
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return;
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}
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TrackPointer();
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}
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void TrackPointer()
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{
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if (animator != null)
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{
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float angle = GetAngleFromPosition(trackedPointer.transform.position, initialAngle) / 360;
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if (!isLocal)
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{
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animator.SetFloat(parameterName + "_Angle", angle);
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return;
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}
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PlayerSetup.Instance.changeAnimatorParam(parameterName + "_Angle", angle);
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}
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}
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void ReleasePointer()
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{
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trackedPointer = null;
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}
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float GetAngleFromPosition(Vector3 trackedPos, float offset = 0)
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{
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Vector3 direction = (trackedPos - referenceTransform.position);
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Vector3 projectedDirection = Vector3.ProjectOnPlane(direction, referenceTransform.up);
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float angle = Vector3.SignedAngle(referenceTransform.forward, projectedDirection, referenceTransform.up) - offset;
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if (angle < 0) angle += 360f;
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return angle;
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}
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}
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2
.Deprecated/NAK.CustomComponents/CustomComponents.csproj
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2
.Deprecated/NAK.CustomComponents/CustomComponents.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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15
.Deprecated/NAK.CustomComponents/Main.cs
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15
.Deprecated/NAK.CustomComponents/Main.cs
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using ABI_RC.Core.Util.AssetFiltering;
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using MelonLoader;
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using NAK.CCK.CustomComponents;
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namespace NAK.CustomComponents;
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public class CustomComponents : MelonMod
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{
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public override void OnInitializeMelon()
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{
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// Add our CCK component to the prop whitelist
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var propWhitelist = SharedFilter._avatarWhitelist;
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propWhitelist.Add(typeof(NAKPointerTracker));
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}
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}
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30
.Deprecated/NAK.CustomComponents/Properties/AssemblyInfo.cs
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30
.Deprecated/NAK.CustomComponents/Properties/AssemblyInfo.cs
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using MelonLoader;
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using NAK.CustomComponents.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.CustomComponents))]
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[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
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[assembly: AssemblyProduct(nameof(NAK.CustomComponents))]
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[assembly: MelonInfo(
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typeof(NAK.CustomComponents.CustomComponents),
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nameof(NAK.CustomComponents),
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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/CustomComponents"
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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: HarmonyDontPatchAll]
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namespace NAK.CustomComponents.Properties;
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internal static class AssemblyInfoParams
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{
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public const string Version = "1.0.0";
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public const string Author = "NotAKidoS";
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}
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23
.Deprecated/NAK.CustomComponents/format.json
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23
.Deprecated/NAK.CustomComponents/format.json
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{
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"_id": 147,
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"name": "PropUndoButton",
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"modversion": "1.0.1",
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"gameversion": "2022r170p1",
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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": "**CTRL+Z** to undo latest spawned prop. **CTRL+SHIFT+Z** to redo deleted prop.\nIncludes optional SFX for prop spawn, undo, redo, warn, and deny, which can be disabled in settings.\n\nYou can replace the sfx in 'ChilloutVR\\ChilloutVR_Data\\StreamingAssets\\Cohtml\\UIResources\\GameUI\\mods\\PropUndo\\audio'.",
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"searchtags": [
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"prop",
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"undo",
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"bind",
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"button"
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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/r3/PropUndoButton.dll",
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"sourcelink": "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/PropUndoButton/",
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"changelog": "- Initial Release\n- Added redo button.\n- Mitigated issue of props getting stuck locally if deleting them before they fully spawn.\n- Lowered SFX volume to match existing UI sounds.",
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"embedcolor": "#00FFFF"
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}
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