mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 06:19:22 +00:00
small polish tweaks, update to melon 5.5
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parent
329b3bcbdf
commit
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5 changed files with 60 additions and 58 deletions
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@ -2,6 +2,7 @@
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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 Blackout;
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@ -78,17 +79,17 @@ public class BlackoutController : MonoBehaviour
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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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blackoutAnimator.SetFloat("BlackoutSetting.DrowsyPartial", DrowsyDimStrength);
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blackoutAnimator.SetFloat("BlackoutSetting.DrowsyStrength", DrowsyDimStrength);
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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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blackoutAnimator.SetFloat("BlackoutSetting.DrowsyPartial", DrowsyDimStrength);
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blackoutAnimator.SetFloat("BlackoutSetting.DrowsyStrength", DrowsyDimStrength);
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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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blackoutAnimator.SetFloat("BlackoutSetting.DrowsyPartial", DrowsyDimStrength);
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blackoutAnimator.SetFloat("BlackoutSetting.DrowsyStrength", DrowsyDimStrength);
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break;
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default:
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break;
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@ -99,6 +100,22 @@ public class BlackoutController : MonoBehaviour
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ChangeTargetFPS();
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}
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//initialize BlackoutInstance object
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void Start()
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{
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Instance = this;
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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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if (blackoutGO == null) return;
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blackoutGO.name = "BlackoutInstance";
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blackoutAnimator = blackoutGO.GetComponent<Animator>();
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SetupBlackoutInstance();
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}
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//Automatic State Change
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void Update()
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{
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//only run once a second, angularMovement is "smoothed out" at high FPS otherwise
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@ -127,28 +144,6 @@ public class BlackoutController : MonoBehaviour
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default:
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break;
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}
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//debug
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//MelonLogger.Msg("curTime " + curTime);
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//MelonLogger.Msg("lastAwakeTime " + lastAwakeTime);
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//MelonLogger.Msg("timeleft " + GetNextStateTimer());
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//MelonLogger.Msg("current state " + CurrentState);
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}
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//initialize BlackoutInstance object
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void Start()
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{
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Instance = this;
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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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if (blackoutGO != null)
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{
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blackoutGO.name = "BlackoutInstance";
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blackoutAnimator = blackoutGO.GetComponent<Animator>();
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SetupBlackoutInstance();
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}
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}
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void OnEnable()
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@ -190,7 +185,12 @@ public class BlackoutController : MonoBehaviour
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{
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MelonLogger.Msg(message);
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if (!CohtmlHud.Instance || !HudMessages) return;
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CohtmlHud.Instance.ViewDropTextImmediate("Blackout", message, GetNextStateTimer().ToString() + " seconds till next state change.");
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StringBuilder secondmessage = new StringBuilder();
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if (enabled)
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secondmessage = new StringBuilder(GetNextStateTimer().ToString() + " seconds till next state change.");
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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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