Merge remote-tracking branch 'PropUndoButton/main'

Merge PropUndoButton
This commit is contained in:
NotAKidoS 2023-04-16 06:58:35 -05:00
commit 59af644722
11 changed files with 513 additions and 0 deletions

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PropUndoButton/Main.cs Normal file
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using ABI.CCK.Components;
using ABI_RC.Core.AudioEffects;
using ABI_RC.Core.Networking;
using ABI_RC.Core.Savior;
using ABI_RC.Core.Util;
using DarkRift;
using MelonLoader;
using System.Reflection;
using UnityEngine;
namespace NAK.Melons.PropUndoButton;
// https://pixabay.com/sound-effects/selection-sounds-73225/
public class PropUndoButton : MelonMod
{
public static List<DeletedProp> deletedProps = new List<DeletedProp>();
private static readonly MelonPreferences_Category Category =
MelonPreferences.CreateCategory(nameof(PropUndoButton));
public static readonly MelonPreferences_Entry<bool> EntryEnabled =
Category.CreateEntry("Enabled", true, description: "Toggle Undo Prop Button.");
public static readonly MelonPreferences_Entry<bool> EntryUseSFX =
Category.CreateEntry("Use SFX", true, description: "Toggle audio queues for prop spawn, undo, redo, and warning.");
// audio clip names, InterfaceAudio adds "PropUndo_" prefix
public const string sfx_spawn = "PropUndo_sfx_spawn";
public const string sfx_undo = "PropUndo_sfx_undo";
public const string sfx_redo = "PropUndo_sfx_redo";
public const string sfx_warn = "PropUndo_sfx_warn";
public const string sfx_deny = "PropUndo_sfx_deny";
public const int redoHistoryLimit = 20; // amount that can be in history at once
public const int redoTimeoutLimit = 120; // seconds
public override void OnInitializeMelon()
{
HarmonyInstance.Patch( // delete my props in reverse order for redo
typeof(CVRSyncHelper).GetMethod(nameof(CVRSyncHelper.DeleteMyProps)),
prefix: new HarmonyLib.HarmonyMethod(typeof(PropUndoButton).GetMethod(nameof(OnDeleteMyProps), BindingFlags.NonPublic | BindingFlags.Static))
);
HarmonyInstance.Patch( // delete all props in reverse order for redo
typeof(CVRSyncHelper).GetMethod(nameof(CVRSyncHelper.DeleteAllProps)),
prefix: new HarmonyLib.HarmonyMethod(typeof(PropUndoButton).GetMethod(nameof(OnDeleteAllProps), BindingFlags.NonPublic | BindingFlags.Static))
);
HarmonyInstance.Patch( // prop spawn sfx
typeof(CVRSyncHelper).GetMethod(nameof(CVRSyncHelper.SpawnProp)),
postfix: new HarmonyLib.HarmonyMethod(typeof(PropUndoButton).GetMethod(nameof(OnSpawnProp), BindingFlags.NonPublic | BindingFlags.Static))
);
HarmonyInstance.Patch( // prop delete sfx, log for possible redo
typeof(CVRSyncHelper).GetMethod(nameof(CVRSyncHelper.DeletePropByInstanceId)),
postfix: new HarmonyLib.HarmonyMethod(typeof(PropUndoButton).GetMethod(nameof(OnDeletePropByInstanceId), BindingFlags.NonPublic | BindingFlags.Static))
);
HarmonyInstance.Patch( // desktop input patch so we don't run in menus/gui
typeof(InputModuleMouseKeyboard).GetMethod(nameof(InputModuleMouseKeyboard.UpdateInput)),
postfix: new HarmonyLib.HarmonyMethod(typeof(PropUndoButton).GetMethod(nameof(OnUpdateInput), BindingFlags.NonPublic | BindingFlags.Static))
);
HarmonyInstance.Patch( // clear redo list on world change
typeof(CVRWorld).GetMethod(nameof(CVRWorld.ConfigureWorld)),
postfix: new HarmonyLib.HarmonyMethod(typeof(PropUndoButton).GetMethod(nameof(OnWorldLoad), BindingFlags.NonPublic | BindingFlags.Static))
);
SetupDefaultAudioClips();
}
private void SetupDefaultAudioClips()
{
// PropUndo and audio folders do not exist, create them if dont exist yet
string path = Application.streamingAssetsPath + "/Cohtml/UIResources/GameUI/mods/PropUndo/audio/";
if (!Directory.Exists(path))
{
Directory.CreateDirectory(path);
LoggerInstance.Msg("Created PropUndo/audio directory!");
}
// copy embedded resources to this folder if they do not exist
string[] clipNames = { "sfx_spawn.wav", "sfx_undo.wav", "sfx_redo.wav", "sfx_warn.wav", "sfx_deny.wav" };
foreach (string clipName in clipNames)
{
string clipPath = Path.Combine(path, clipName);
if (!File.Exists(clipPath))
{
// read the clip data from embedded resources
byte[] clipData = null;
string resourceName = "PropUndoButton.SFX." + clipName;
using (Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream(resourceName))
{
clipData = new byte[stream.Length];
stream.Read(clipData, 0, clipData.Length);
}
// write the clip data to the file
using (FileStream fileStream = new FileStream(clipPath, FileMode.CreateNew))
{
fileStream.Write(clipData, 0, clipData.Length);
}
LoggerInstance.Msg("Placed missing sfx in audio folder: " + clipName);
}
}
}
private static void OnWorldLoad() => deletedProps.Clear();
private static void OnUpdateInput()
{
if (!EntryEnabled.Value) return;
if (Input.GetKey(KeyCode.LeftControl))
{
if (Input.GetKey(KeyCode.LeftShift) && Input.GetKeyDown(KeyCode.Z))
{
RedoProp();
}
else if (Input.GetKeyDown(KeyCode.Z))
{
UndoProp();
}
}
}
private static void OnSpawnProp()
{
if (!EntryEnabled.Value) return;
if (!IsPropSpawnAllowed() || IsAtPropLimit())
{
PlayAudioModule(sfx_deny);
return;
}
PlayAudioModule(sfx_spawn);
}
private static void OnDeletePropByInstanceId(string instanceId)
{
if (!EntryEnabled.Value || string.IsNullOrEmpty(instanceId)) return;
var propData = GetPropByInstanceIdAndOwnerId(instanceId);
if (propData == null) return;
AddDeletedProp(propData);
PlayAudioModule(sfx_undo);
}
private static void AddDeletedProp(CVRSyncHelper.PropData propData)
{
if (deletedProps.Count >= redoHistoryLimit)
deletedProps.RemoveAt(0);
DeletedProp deletedProp = new DeletedProp(propData);
deletedProps.Add(deletedProp);
}
// delete in reverse order for undo to work as expected
private static bool OnDeleteMyProps()
{
if (!EntryEnabled.Value) return true;
List<CVRSyncHelper.PropData> propsList = GetAllPropsByOwnerId();
if (propsList.Count == 0)
{
PlayAudioModule(sfx_warn);
return false;
}
for (int i = propsList.Count - 1; i >= 0; i--)
{
CVRSyncHelper.PropData propData = propsList[i];
SafeDeleteProp(propData);
}
return false;
}
// delete in reverse order for undo to work as expected
private static bool OnDeleteAllProps()
{
if (!EntryEnabled.Value) return true;
CVRSyncHelper.PropData[] propsList = CVRSyncHelper.Props.ToArray();
if (propsList.Length == 0)
{
PlayAudioModule(sfx_warn);
return false;
}
for (int i = propsList.Length - 1; i >= 0; i--)
{
CVRSyncHelper.PropData propData = propsList[i];
DeleteProp(propData);
}
return false;
}
private static void UndoProp()
{
var propData = GetLatestPropByOwnerId();
if (propData == null)
{
PlayAudioModule(sfx_warn);
return;
}
SafeDeleteProp(propData);
}
public static void RedoProp()
{
int index = deletedProps.Count - 1;
if (index < 0)
{
PlayAudioModule(sfx_warn);
return;
}
if (!IsPropSpawnAllowed() || IsAtPropLimit())
{
PlayAudioModule(sfx_deny);
return;
}
// only allow redo of prop spawned in last minute
DeletedProp deletedProp = deletedProps[index];
if (Time.time - deletedProp.timeDeleted <= redoTimeoutLimit)
{
SendRedoProp(deletedProp.propGuid, deletedProp.position, deletedProp.rotation);
deletedProps.RemoveAt(index);
PlayAudioModule(sfx_redo);
}
else
{
// if latest prop is too old, same with rest
deletedProps.Clear();
PlayAudioModule(sfx_warn);
}
}
// original spawn prop method does not let you specify rotation
public static void SendRedoProp(string propGuid, Vector3 position, Vector3 rotation)
{
using (DarkRiftWriter darkRiftWriter = DarkRiftWriter.Create())
{
darkRiftWriter.Write(propGuid);
darkRiftWriter.Write(position.x);
darkRiftWriter.Write(position.y);
darkRiftWriter.Write(position.z);
darkRiftWriter.Write(rotation.x);
darkRiftWriter.Write(rotation.y);
darkRiftWriter.Write(rotation.z);
darkRiftWriter.Write(1f);
darkRiftWriter.Write(1f);
darkRiftWriter.Write(1f);
darkRiftWriter.Write(0f);
using (Message message = Message.Create(10050, darkRiftWriter))
{
NetworkManager.Instance.GameNetwork.SendMessage(message, SendMode.Reliable);
}
}
}
public static void PlayAudioModule(string module)
{
if (EntryUseSFX.Value)
{
InterfaceAudio.PlayModule(module);
}
}
private static void DeleteProp(CVRSyncHelper.PropData propData)
{
if (propData.Spawnable != null)
{
propData.Spawnable.Delete();
}
else
{
if (propData.Wrapper != null)
UnityEngine.Object.DestroyImmediate(propData.Wrapper);
propData.Recycle();
}
}
private static void SafeDeleteProp(CVRSyncHelper.PropData propData)
{
//fixes getting props stuck in limbo state if spawn & delete fast
if (propData.Spawnable == null && propData.Wrapper != null)
{
UnityEngine.Object.DestroyImmediate(propData.Wrapper);
propData.Recycle();
}
else if (propData.Spawnable != null)
{
propData.Spawnable.Delete();
}
else
{
PlayAudioModule(sfx_deny);
}
//if an undo attempt is made right after spawning a prop, the
//spawnable & wrapper will both be null, so the delete request
//will be ignored- same with Delete All button in Menu now
//so the bug causing props to get stuck is due to the propData
//being wiped before the prop spawnable & wrapper were created
//i am unsure if i should attempt an undo of second in line prop,
//just in case some issue happens and causes the mod to lock up here.
//It should be fine though, as reloading world should clear propData...?
}
private static bool IsPropSpawnAllowed()
{
return MetaPort.Instance.worldAllowProps
&& MetaPort.Instance.settings.GetSettingsBool("ContentFilterPropsEnabled", false)
&& NetworkManager.Instance.GameNetwork.ConnectionState == ConnectionState.Connected;
}
public static bool IsAtPropLimit(int limit = 20)
{
return GetAllPropsByOwnerId().Count >= limit;
}
private static CVRSyncHelper.PropData GetPropByInstanceIdAndOwnerId(string instanceId)
{
return CVRSyncHelper.Props.Find(propData => propData.InstanceId == instanceId && propData.SpawnedBy == MetaPort.Instance.ownerId);
}
private static CVRSyncHelper.PropData GetLatestPropByOwnerId()
{
return CVRSyncHelper.Props.LastOrDefault(propData => propData.SpawnedBy == MetaPort.Instance.ownerId);
}
private static List<CVRSyncHelper.PropData> GetAllPropsByOwnerId()
{
return CVRSyncHelper.Props.FindAll(propData => propData.SpawnedBy == MetaPort.Instance.ownerId);
}
public class DeletedProp
{
public string propGuid;
public Vector3 position;
public Vector3 rotation;
public float timeDeleted;
public DeletedProp(CVRSyncHelper.PropData propData)
{
// Offset spawn height so game can account for it later
Transform spawnable = propData.Spawnable.transform;
Vector3 position = spawnable.position;
position.y -= propData.Spawnable.spawnHeight;
this.propGuid = propData.ObjectId;
this.position = position;
this.rotation = spawnable.rotation.eulerAngles;
this.timeDeleted = Time.time;
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net472</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<LangVersion>latest</LangVersion>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<None Remove="SFX\sfx_deny.wav" />
<None Remove="SFX\sfx_redo.wav" />
<None Remove="SFX\sfx_spawn.wav" />
<None Remove="SFX\sfx_undo.wav" />
<None Remove="SFX\sfx_warn.wav" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="SFX\sfx_deny.wav" />
<EmbeddedResource Include="SFX\sfx_redo.wav" />
<EmbeddedResource Include="SFX\sfx_spawn.wav" />
<EmbeddedResource Include="SFX\sfx_undo.wav" />
<EmbeddedResource Include="SFX\sfx_warn.wav" />
</ItemGroup>
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\0Harmony.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp-firstpass">
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\Assembly-CSharp-firstpass.dll</HintPath>
</Reference>
<Reference Include="DarkRift">
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\DarkRift.dll</HintPath>
</Reference>
<Reference Include="MelonLoader">
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\MelonLoader.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\UnityEngine.CoreModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.InputLegacyModule">
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\UnityEngine.InputLegacyModule.dll</HintPath>
</Reference>
</ItemGroup>
<Target Name="Deploy" AfterTargets="Build">
<Copy SourceFiles="$(TargetPath)" DestinationFolder="C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" />
<Message Text="Copied $(TargetPath) to C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" Importance="high" />
</Target>
</Project>

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.2.32630.192
MinimumVisualStudioVersion = 10.0.40219.1
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "PropUndoButton", "PropUndoButton.csproj", "{240E33F2-E4DD-458D-8E79-96073872CE65}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{240E33F2-E4DD-458D-8E79-96073872CE65}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{240E33F2-E4DD-458D-8E79-96073872CE65}.Debug|Any CPU.Build.0 = Debug|Any CPU
{240E33F2-E4DD-458D-8E79-96073872CE65}.Release|Any CPU.ActiveCfg = Release|Any CPU
{240E33F2-E4DD-458D-8E79-96073872CE65}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {C8F281CB-C5D8-4C4B-A7F6-9F1702C436EB}
EndGlobalSection
EndGlobal

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using NAK.Melons.PropUndoButton.Properties;
using MelonLoader;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.Melons.PropUndoButton))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.Melons.PropUndoButton))]
[assembly: MelonInfo(
typeof(NAK.Melons.PropUndoButton.PropUndoButton),
nameof(NAK.Melons.PropUndoButton),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidOnSteam/UndoPropButton"
)]
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
[assembly: HarmonyDontPatchAll]
namespace NAK.Melons.PropUndoButton.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.1";
public const string Author = "NotAKidoS";
}

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{
"_id": 147,
"name": "PropUndoButton",
"modversion": "1.0.1",
"gameversion": "2022r170",
"loaderversion": "0.5.7",
"modtype": "Mod",
"author": "NotAKidoS",
"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'.",
"searchtags": [
"prop",
"undo",
"bind",
"button"
],
"requirements": [
"None"
],
"downloadlink": "https://github.com/NotAKidOnSteam/PropUndoButton/releases/download/v1.0.1/PropUndoButton.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/PropUndoButton/",
"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.",
"embedcolor": "#00FFFF"
}

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![image](https://user-images.githubusercontent.com/37721153/213652852-63ef50da-f6b2-4d69-a28d-0414e3d51792.png)
---
# PropUndoButton
**CTRL+Z** to undo latest spawned prop. **CTRL+SHIFT+Z** to redo deleted prop.
Includes optional SFX for prop spawn, undo, redo, warn, and deny, which can be disabled in settings.
You can replace the sfx in `"ChilloutVR\ChilloutVR_Data\StreamingAssets\Cohtml\UIResources\GameUI\mods\PropUndo\audio"`.
https://user-images.githubusercontent.com/37721153/231351589-07f794f3-f542-4cb4-b034-5c1902f86758.mp4
## Relevant Feedback Posts:
https://feedback.abinteractive.net/p/z-for-undo-in-game
---
Here is the block of text where I tell you this mod is not affiliated or endorsed by ABI.
https://documentation.abinteractive.net/official/legal/tos/#7-modding-our-games