fixed centered collision, updated skinwidth to match latest patch

This commit is contained in:
NotAKidoS 2022-10-01 18:17:25 -05:00
parent 27c442a41b
commit 32c3ebc6ef
4 changed files with 31 additions and 22 deletions

View file

@ -17,6 +17,8 @@ public class MenuScalePatch : MelonMod
private static MelonPreferences_Entry<bool> m_entryScaleCollision;
private static MelonPreferences_Entry<bool> m_entrySkinWidthLimit;
private static float defaultSkinWidth = 0f;
public override void OnApplicationStart()
{
m_categoryMenuScalePatch = MelonPreferences.CreateCategory(nameof(MenuScalePatch));
@ -41,12 +43,11 @@ public class MenuScalePatch : MelonMod
if (!m_entryScaleCollision.Value)
{
controller.skinWidth = 0.08f;
controller.skinWidth = defaultSkinWidth;
MovementSystem.Instance.UpdateAvatarHeightFactor(1f);
}
else
{
controller.skinWidth = (m_entrySkinWidthLimit.Value ? 0.001f : 0.08f);
float _avatarHeight = Traverse.Create(PlayerSetup.Instance).Field("_avatarHeight").GetValue<float>();
MovementSystem.Instance.UpdateAvatarHeightFactor(_avatarHeight);
}
@ -65,21 +66,29 @@ public class MenuScalePatch : MelonMod
if (!_controllerScaleCollision) return;
//avatar height = viewpoint height
//heightfactor = viewpoint height * scale difference
//___controller.stepOffset = 0.0001f; (this is 0.3 or 0 based on groundedraw..)
//unity docs say to not put skinwidth too low, or you chance getting stuck often
//because i cant overwrite stepOffset, ill limit height to min of 0.3 to prevent console spam
//but removing skinWidth allows your character to completely touch the floor
//grab the original skinWidth if it wasn't already logged
if (defaultSkinWidth == 0f) defaultSkinWidth = ___controller.skinWidth;
float skinWidth = (m_entrySkinWidthLimit.Value ? 0.001f : defaultSkinWidth);
//to prevent falling anims when smol- take skinWidth into maths
___controller.skinWidth = skinWidth;
___groundDistance = ___controller.radius + skinWidth;
___groundCheck.localPosition = ____colliderCenter + Vector3.up * skinWidth;
//scale charactercontroller collision (take allow small player collider setting into account)
___controller.height = Mathf.Max(____avatarHeightFactor, ____minimumColliderRadius);
___controller.radius = Mathf.Max(____avatarHeightFactor / 6f, ____minimumColliderRadius); ;
___controller.center = Vector3.up * (___controller.height * 0.5f);
___groundDistance = ___controller.radius;
___controller.radius = Mathf.Max(____avatarHeightFactor / 6f, ____minimumColliderRadius);
___controller.center = ____colliderCenter + Vector3.up * (___controller.height * 0.5f);
//match the proxy and force colliders to the scaled charactercontroller
___proxyCollider.height = ___controller.height;
___proxyCollider.radius = ___controller.radius;
___proxyCollider.center = ___controller.center;
___forceObject.transform.localScale = new Vector3(___controller.radius + 0.1f, ___controller.height, ___controller.radius + 0.1f);
___groundCheck.localPosition = ____colliderCenter;
}
[HarmonyPostfix]
@ -105,7 +114,7 @@ public class MenuScalePatch : MelonMod
[HarmonyPrefix]
[HarmonyPatch(typeof(ViewManager), "SetScale")]
private static void CheckLegit(float avatarHeight, ref ViewManager __instance, ref float ___cachedScreenAspectRatio, ref float ___cachedAvatarHeight, out bool __state)
private static void CheckLegit(float avatarHeight, ref float ___cachedAvatarHeight, out bool __state)
{
if (___cachedAvatarHeight == avatarHeight)
{