mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-01 13:59:22 +00:00
Merge remote-tracking branch 'PropUndoButton/main'
Merge PropUndoButton
This commit is contained in:
commit
59af644722
11 changed files with 513 additions and 0 deletions
364
PropUndoButton/Main.cs
Normal file
364
PropUndoButton/Main.cs
Normal file
|
@ -0,0 +1,364 @@
|
|||
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;
|
||||
}
|
||||
}
|
||||
}
|
57
PropUndoButton/PropUndoButton.csproj
Normal file
57
PropUndoButton/PropUndoButton.csproj
Normal file
|
@ -0,0 +1,57 @@
|
|||
<?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>
|
25
PropUndoButton/PropUndoButton.sln
Normal file
25
PropUndoButton/PropUndoButton.sln
Normal file
|
@ -0,0 +1,25 @@
|
|||
|
||||
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
|
30
PropUndoButton/Properties/AssemblyInfo.cs
Normal file
30
PropUndoButton/Properties/AssemblyInfo.cs
Normal file
|
@ -0,0 +1,30 @@
|
|||
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";
|
||||
}
|
BIN
PropUndoButton/SFX/sfx_deny.wav
Normal file
BIN
PropUndoButton/SFX/sfx_deny.wav
Normal file
Binary file not shown.
BIN
PropUndoButton/SFX/sfx_redo.wav
Normal file
BIN
PropUndoButton/SFX/sfx_redo.wav
Normal file
Binary file not shown.
BIN
PropUndoButton/SFX/sfx_spawn.wav
Normal file
BIN
PropUndoButton/SFX/sfx_spawn.wav
Normal file
Binary file not shown.
BIN
PropUndoButton/SFX/sfx_undo.wav
Normal file
BIN
PropUndoButton/SFX/sfx_undo.wav
Normal file
Binary file not shown.
BIN
PropUndoButton/SFX/sfx_warn.wav
Normal file
BIN
PropUndoButton/SFX/sfx_warn.wav
Normal file
Binary file not shown.
23
PropUndoButton/format.json
Normal file
23
PropUndoButton/format.json
Normal file
|
@ -0,0 +1,23 @@
|
|||
{
|
||||
"_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"
|
||||
}
|
14
README.md
14
README.md
|
@ -242,6 +242,20 @@ https://user-images.githubusercontent.com/37721153/188521473-9d180795-785a-4ba0-
|
|||

|
||||
|
||||
---
|
||||
# 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
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue