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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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Fix PreRender
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parent
f789182d4f
commit
2b4f306040
4 changed files with 13 additions and 13 deletions
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@ -59,7 +59,7 @@ public class BlackoutController : MonoBehaviour
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Sleeping,
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Sleeping,
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}
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}
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private GameObject activeModeCam;
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private Camera activeModeCam;
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private Quaternion oldHeadRotation = Quaternion.identity;
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private Quaternion oldHeadRotation = Quaternion.identity;
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private float angularMovement = 0f;
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private float angularMovement = 0f;
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private float curTime = 0f;
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private float curTime = 0f;
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@ -114,6 +114,10 @@ public class BlackoutController : MonoBehaviour
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blackoutGO.name = "BlackoutInstance";
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blackoutGO.name = "BlackoutInstance";
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blackoutAnimator = blackoutGO.GetComponent<Animator>();
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blackoutAnimator = blackoutGO.GetComponent<Animator>();
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SetupBlackoutInstance();
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SetupBlackoutInstance();
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//we dont want this to ever disable (unless in awake state maybe?
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Camera.onPreRender += OnPreRender;
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Camera.onPostRender += OnPostRender;
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}
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}
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//Automatic State Change
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//Automatic State Change
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@ -151,20 +155,16 @@ public class BlackoutController : MonoBehaviour
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{
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{
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curTime = Time.time;
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curTime = Time.time;
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lastAwakeTime = curTime;
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lastAwakeTime = curTime;
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Camera.onPreRender += OnPreRender;
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Camera.onPostRender += OnPostRender;
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}
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}
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void OnDisable()
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void OnDisable()
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{
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{
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ChangeBlackoutState(BlackoutState.Awake);
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ChangeBlackoutState(BlackoutState.Awake);
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Camera.onPreRender -= OnPreRender;
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Camera.onPostRender -= OnPostRender;
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}
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}
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void OnPreRender(Camera cam)
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void OnPreRender(Camera cam)
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{
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{
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if (cam != activeModeCam.GetComponent<Camera>()) return;
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if (cam == activeModeCam) return;
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blackoutAnimator.transform.localScale = Vector3.zero;
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blackoutAnimator.transform.localScale = Vector3.zero;
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}
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}
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@ -175,7 +175,7 @@ public class BlackoutController : MonoBehaviour
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public void SetupBlackoutInstance()
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public void SetupBlackoutInstance()
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{
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{
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activeModeCam = PlayerSetup.Instance.GetActiveCamera();
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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.parent = activeModeCam.transform;
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blackoutAnimator.transform.localPosition = Vector3.zero;
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blackoutAnimator.transform.localPosition = Vector3.zero;
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blackoutAnimator.transform.localRotation = Quaternion.identity;
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blackoutAnimator.transform.localRotation = Quaternion.identity;
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@ -23,8 +23,8 @@ public class Blackout : MelonMod
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m_entryDropFPSOnSleep = m_categoryBlackout.CreateEntry<bool>("Lower FPS While Sleep", false, description: "Lowers FPS to 5 while in Sleep State.");
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m_entryDropFPSOnSleep = m_categoryBlackout.CreateEntry<bool>("Lower FPS While Sleep", false, description: "Lowers FPS to 5 while in Sleep State.");
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m_entryDrowsyThreshold = m_categoryBlackout.CreateEntry<float>("Drowsy Threshold", 1f, description: "Degrees of movement to return partial vision.");
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m_entryDrowsyThreshold = m_categoryBlackout.CreateEntry<float>("Drowsy Threshold", 1f, description: "Degrees of movement to return partial vision.");
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m_entryAwakeThreshold = m_categoryBlackout.CreateEntry<float>("Awake Threshold", 12f, description: "Degrees of movement to return full vision.");
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m_entryAwakeThreshold = m_categoryBlackout.CreateEntry<float>("Awake Threshold", 12f, description: "Degrees of movement to return full vision.");
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m_entryDrowsyModeTimer = m_categoryBlackout.CreateEntry<float>("Enter Drowsy Time", 3f, description: "How many minutes without movement until enter drowsy mode.");
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m_entryDrowsyModeTimer = m_categoryBlackout.CreateEntry<float>("Enter Drowsy Time (Minutes)", 3f, description: "How many minutes without movement until enter drowsy mode.");
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m_entrySleepModeTimer = m_categoryBlackout.CreateEntry<float>("Enter Sleep Time", 10f, description: "How many seconds without movement until enter sleep mode.");
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m_entrySleepModeTimer = m_categoryBlackout.CreateEntry<float>("Enter Sleep Time (Seconds)", 10f, description: "How many seconds without movement until enter sleep mode.");
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m_entryDrowsyDimStrength = m_categoryBlackout.CreateEntry<float>("Drowsy Dim Strength", 0.5f, description: "How strong of a dimming effect should drowsy mode have.");
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m_entryDrowsyDimStrength = m_categoryBlackout.CreateEntry<float>("Drowsy Dim Strength", 0.5f, description: "How strong of a dimming effect should drowsy mode have.");
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m_categoryBlackout.SaveToFile(false);
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m_categoryBlackout.SaveToFile(false);
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@ -25,6 +25,6 @@ using System.Reflection;
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namespace Blackout.Properties;
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namespace Blackout.Properties;
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internal static class AssemblyInfoParams
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internal static class AssemblyInfoParams
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{
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{
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public const string Version = "1.0.2";
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public const string Version = "1.0.3";
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public const string Author = "NotAKidoS";
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public const string Author = "NotAKidoS";
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}
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}
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@ -1,7 +1,7 @@
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{
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{
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"_id": 106,
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"_id": 106,
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"name": "Blackout",
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"name": "Blackout",
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"modversion": "1.0.2",
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"modversion": "1.0.3",
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"gameversion": "2022r169p1",
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"gameversion": "2022r169p1",
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"loaderversion": "0.5.5",
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"loaderversion": "0.5.5",
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"modtype": "Mod",
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"modtype": "Mod",
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@ -16,8 +16,8 @@
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"requirements": [
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"requirements": [
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"None"
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"None"
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],
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],
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"downloadlink": "https://github.com/NotAKidOnSteam/Blackout/releases/download/r3/Blackout.dll",
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"downloadlink": "https://github.com/NotAKidOnSteam/Blackout/releases/download/r4/Blackout.dll",
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"sourcelink": "https://github.com/NotAKidOnSteam/Blackout/",
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"sourcelink": "https://github.com/NotAKidOnSteam/Blackout/",
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"changelog": "Fix render queue of sleep mode. Made effect 2x bigger to accommodate extreme FOV & avatar scale. Attempt to render only in active camera.",
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"changelog": "Fixed rendering in every camera other than player camera. Should now behave in both automatic and manual modes.",
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"embedcolor": "#161b22"
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"embedcolor": "#161b22"
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}
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}
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