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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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move bunch of things to depricated folder
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156 changed files with 193 additions and 93 deletions
323
.DepricatedMods/Blackout/BlackoutController.cs
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323
.DepricatedMods/Blackout/BlackoutController.cs
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using ABI_RC.Core.Player;
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using ABI_RC.Core.Savior;
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using ABI_RC.Core.UI;
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using MelonLoader;
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using System.Text;
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using UnityEngine;
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namespace NAK.Blackout;
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/*
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Functionality heavily inspired by VRSleeper on Booth: https://booth.pm/ja/items/2151940
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There are three states of "blackout":
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0 - Awake (no effect)
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1 - Drowsy (partial effect)
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2 - Sleep (full effect)
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After staying still for DrowsyModeTimer (minutes), you enter DrowsyMode.
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This mode dims the screen to your selected dimming strength.
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After continuing to stay still for SleepModeTimer (seconds), you enter SleepMode.
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This mode overrenders mostly everything with black.
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Slight movement while in SleepMode will place you in DrowsyMode until SleepModeTimer is reached again.
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Hard movement once entering DrowsyMode will fully wake you and return complete vision.
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*/
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public class BlackoutController : MonoBehaviour
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{
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public static BlackoutController Instance;
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// The current state of the player's consciousness.
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public BlackoutState CurrentState = BlackoutState.Awake;
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// Should the states automatically change based on time?
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public bool AutomaticStateChange = true;
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// Should the sleep state be automatically transitioned to? Some may prefer drowsy state only due to dimming.
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public bool AutoSleepState = true;
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// The minimum amount of movement required to partially restore vision.
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public float drowsyThreshold = 2f;
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// The minimum amount of movement required to fully restore vision.
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public float wakeThreshold = 4f;
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// The amount of time the player must remain still to enter drowsy state (in minutes).
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public float DrowsyModeTimer = 3f;
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// The amount of time the player must remain in drowsy state before entering sleep state (in seconds).
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public float SleepModeTimer = 10f;
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// The amount by which DrowsyMode affects the screen.
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public float DrowsyDimStrength = 0.6f;
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// Should DrowsyDimStrength be affected by velocity?
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public bool DrowsyVelocityMultiplier = true;
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// Whether to display HUD messages.
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public bool HudMessages = true;
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// Whether to lower the frame rate while in sleep mode.
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public bool DropFPSOnSleep = false;
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// The available states of consciousness.
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public enum BlackoutState
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{
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Awake = 0,
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Drowsy,
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Sleeping,
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}
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private Camera activeModeCam;
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private Vector3 headVelocity = Vector3.zero;
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private Vector3 lastHeadPos = Vector3.zero;
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private float curTime = 0f;
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private float lastAwakeTime = 0f;
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private Animator blackoutAnimator;
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private int targetFPS;
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public void ChangeBlackoutStateFromInt(int state) => ChangeBlackoutState((BlackoutState)state);
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// Changes the player's state of consciousness.
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public void ChangeBlackoutState(BlackoutState newState)
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{
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if (!blackoutAnimator) return;
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if (newState == CurrentState) return;
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lastAwakeTime = curTime;
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// Update the blackout animator based on the new state.
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switch (newState)
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{
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case BlackoutState.Awake:
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blackoutAnimator.SetBool("BlackoutState.Drowsy", false);
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blackoutAnimator.SetBool("BlackoutState.Sleeping", false);
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drowsyMagnitude = 0f;
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break;
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case BlackoutState.Drowsy:
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blackoutAnimator.SetBool("BlackoutState.Drowsy", true);
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blackoutAnimator.SetBool("BlackoutState.Sleeping", false);
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drowsyMagnitude = 0f;
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break;
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case BlackoutState.Sleeping:
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blackoutAnimator.SetBool("BlackoutState.Drowsy", false);
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blackoutAnimator.SetBool("BlackoutState.Sleeping", true);
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drowsyMagnitude = 1f;
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break;
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default:
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break;
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}
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// Update the current state and send a HUD message if enabled.
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BlackoutState prevState = CurrentState;
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CurrentState = newState;
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SendHUDMessage($"Exiting {prevState} and entering {newState} state.");
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ChangeTargetFPS();
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}
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public void AdjustDrowsyDimStrength(float multiplier = 1f)
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{
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blackoutAnimator.SetFloat("BlackoutSetting.DrowsyStrength", DrowsyDimStrength * multiplier);
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}
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// Initialize the BlackoutInstance object.
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private void Start()
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{
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Instance = this;
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// Get the blackout asset and instantiate it.
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GameObject blackoutAsset = AssetsHandler.GetAsset("Assets/BundledAssets/Blackout/Blackout.prefab");
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GameObject blackoutGO = Instantiate(blackoutAsset, new Vector3(0, 0, 0), Quaternion.identity);
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blackoutGO.name = "BlackoutInstance";
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// Get the blackout animator component.
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blackoutAnimator = blackoutGO.GetComponent<Animator>();
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if (!blackoutAnimator)
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{
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Blackout.Logger.Error("Blackout: Could not find blackout animator component!");
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return;
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}
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SetupBlackoutInstance();
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//we dont want this to ever disable
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Camera.onPreRender += OnPreRender;
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Camera.onPostRender += OnPostRender;
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}
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//Automatic State Change
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private void Update()
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{
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//get the current position of the player's head
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Vector3 curHeadPos = activeModeCam.transform.position;
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//calculate the player's head velocity by taking the difference in position
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headVelocity = (curHeadPos - lastHeadPos) / Time.deltaTime;
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//store the current head position for use in the next frame
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lastHeadPos = curHeadPos;
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if (AutomaticStateChange)
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{
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curTime = Time.time;
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//handle current state
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switch (CurrentState)
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{
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case BlackoutState.Awake:
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HandleAwakeState();
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break;
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case BlackoutState.Drowsy:
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HandleDrowsyState();
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break;
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case BlackoutState.Sleeping:
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HandleSleepingState();
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break;
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default:
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break;
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}
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}
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else
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{
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CalculateDimmingMultiplier();
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}
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}
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public void OnEnable()
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{
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curTime = Time.time;
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lastAwakeTime = curTime;
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}
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public void OnDisable()
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{
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ChangeBlackoutState(BlackoutState.Awake);
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}
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private void OnPreRender(Camera cam)
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{
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if (cam == activeModeCam) return;
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blackoutAnimator.transform.localScale = Vector3.zero;
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}
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private void OnPostRender(Camera cam)
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{
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blackoutAnimator.transform.localScale = Vector3.one;
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}
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public void SetupBlackoutInstance()
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{
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activeModeCam = PlayerSetup.Instance.GetActiveCamera().GetComponent<Camera>();
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blackoutAnimator.transform.parent = activeModeCam.transform;
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blackoutAnimator.transform.localPosition = Vector3.zero;
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blackoutAnimator.transform.localRotation = Quaternion.identity;
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blackoutAnimator.transform.localScale = Vector3.one;
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}
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private float GetNextStateTimer()
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{
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switch (CurrentState)
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{
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case BlackoutState.Awake:
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return (lastAwakeTime + DrowsyModeTimer * 60 - curTime);
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case BlackoutState.Drowsy:
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return (lastAwakeTime + SleepModeTimer - curTime);
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case BlackoutState.Sleeping:
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return 0f;
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default:
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return 0f;
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}
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}
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//broken, needs to run next frame
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private void SendHUDMessage(string message)
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{
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Blackout.Logger.Msg(message);
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if (!CohtmlHud.Instance || !HudMessages) return;
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StringBuilder secondmessage = new StringBuilder();
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if (AutomaticStateChange)
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{
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if (CurrentState == BlackoutState.Drowsy && !AutoSleepState)
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{
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secondmessage = new StringBuilder("AutoSleepState is disabled. Staying in Drowsy State.");
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}
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else
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{
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secondmessage = new StringBuilder(GetNextStateTimer().ToString() + " seconds till next state change.");
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}
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}
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CohtmlHud.Instance.ViewDropTextImmediate("Blackout", message, secondmessage.ToString());
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}
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private void ChangeTargetFPS()
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{
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if (!DropFPSOnSleep) return;
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//store target FPS to restore, i check each time just in case it changed
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targetFPS = MetaPort.Instance.settings.GetSettingInt("GraphicsFramerateTarget", 0);
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Application.targetFrameRate = (CurrentState == BlackoutState.Sleeping) ? 5 : targetFPS;
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}
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private void HandleAwakeState()
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{
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//small movement should reset sleep timer
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if (headVelocity.magnitude > drowsyThreshold)
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{
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lastAwakeTime = curTime;
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}
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//enter drowsy mode after few minutes
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if (curTime > lastAwakeTime + DrowsyModeTimer * 60)
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{
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ChangeBlackoutState(BlackoutState.Drowsy);
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}
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}
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public float fadeSpeed = 0.8f; // The speed at which the value fades back to 0 or increases
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public float minimumThreshold = 0.5f; // The minimum value that the drowsy magnitude can have
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public float drowsyMagnitude = 0f;
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private void CalculateDimmingMultiplier()
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{
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if (!DrowsyVelocityMultiplier)
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{
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AdjustDrowsyDimStrength();
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return;
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}
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float normalizedMagnitude = headVelocity.magnitude / wakeThreshold;
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float targetMagnitude = 1f - normalizedMagnitude;
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targetMagnitude = Mathf.Max(targetMagnitude, minimumThreshold);
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drowsyMagnitude = Mathf.Lerp(drowsyMagnitude, targetMagnitude, fadeSpeed * Time.deltaTime);
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AdjustDrowsyDimStrength(drowsyMagnitude);
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}
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private void HandleDrowsyState()
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{
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//hard movement should exit drowsy state
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if (headVelocity.magnitude > wakeThreshold)
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{
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ChangeBlackoutState(BlackoutState.Awake);
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return;
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}
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//small movement should reset sleep timer
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if (headVelocity.magnitude > drowsyThreshold)
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{
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lastAwakeTime = curTime;
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}
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//enter full sleep mode
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if (AutoSleepState && curTime > lastAwakeTime + SleepModeTimer)
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{
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ChangeBlackoutState(BlackoutState.Sleeping);
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}
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CalculateDimmingMultiplier();
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}
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private void HandleSleepingState()
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{
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//small movement should enter drowsy state
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if (headVelocity.magnitude > drowsyThreshold)
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{
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ChangeBlackoutState(BlackoutState.Drowsy);
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}
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}
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}
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