mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 06:19:22 +00:00
push
This commit is contained in:
parent
dc577c3a2f
commit
a468487850
24 changed files with 484 additions and 121 deletions
182
ThirdPerson/CameraLogic.cs
Normal file
182
ThirdPerson/CameraLogic.cs
Normal file
|
@ -0,0 +1,182 @@
|
|||
using ABI_RC.Core.Base;
|
||||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Core.Util.Object_Behaviour;
|
||||
using Aura2API;
|
||||
using BeautifyEffect;
|
||||
using System.Collections;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AzureSky;
|
||||
using UnityEngine.Rendering.PostProcessing;
|
||||
|
||||
namespace ThirdPerson;
|
||||
|
||||
internal static class CameraLogic
|
||||
{
|
||||
private static float _dist;
|
||||
private static GameObject _ourCam;
|
||||
private static GameObject _desktopCam;
|
||||
private static CameraFovClone _cameraFovClone;
|
||||
|
||||
internal static CameraLocation CurrentLocation = CameraLocation.Default;
|
||||
|
||||
internal enum CameraLocation
|
||||
{
|
||||
Default,
|
||||
FrontView,
|
||||
RightSide,
|
||||
LeftSide
|
||||
}
|
||||
|
||||
private static bool _state;
|
||||
internal static bool State
|
||||
{
|
||||
get => _state;
|
||||
set
|
||||
{
|
||||
_state = value;
|
||||
_ourCam.SetActive(_state);
|
||||
}
|
||||
}
|
||||
|
||||
private static bool _setupPostProcessing;
|
||||
private static readonly FieldInfo _ppResourcesFieldInfo = typeof(PostProcessLayer).GetField("m_Resources", BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
private static readonly FieldInfo _ppOldResourcesFieldInfo = typeof(PostProcessLayer).GetField("m_OldResources", BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
|
||||
internal static IEnumerator SetupCamera()
|
||||
{
|
||||
yield return new WaitUntil(() => PlayerSetup.Instance);
|
||||
|
||||
_ourCam = new GameObject("ThirdPersonCameraObj") { };
|
||||
_ourCam.AddComponent<Camera>();
|
||||
|
||||
_cameraFovClone = _ourCam.AddComponent<CameraFovClone>();
|
||||
|
||||
_desktopCam = PlayerSetup.Instance.desktopCamera;
|
||||
_cameraFovClone.targetCamera = _desktopCam.GetComponent<Camera>();
|
||||
|
||||
_ourCam.transform.SetParent(_desktopCam.transform);
|
||||
|
||||
RelocateCam(CameraLocation.Default);
|
||||
|
||||
_ourCam.gameObject.SetActive(false);
|
||||
|
||||
ThirdPerson.Logger.Msg("Finished setting up third person camera.");
|
||||
}
|
||||
|
||||
internal static void CopyFromPlayerCam()
|
||||
{
|
||||
Camera ourCamComponent = _ourCam.GetComponent<Camera>();
|
||||
Camera playerCamComponent = _desktopCam.GetComponent<Camera>();
|
||||
if (ourCamComponent == null || playerCamComponent == null) return;
|
||||
ThirdPerson.Logger.Msg("Copying active camera settings & components.");
|
||||
|
||||
//steal basic settings
|
||||
ourCamComponent.farClipPlane = playerCamComponent.farClipPlane;
|
||||
ourCamComponent.nearClipPlane = playerCamComponent.nearClipPlane;
|
||||
ourCamComponent.cullingMask = playerCamComponent.cullingMask;
|
||||
ourCamComponent.depthTextureMode = playerCamComponent.depthTextureMode;
|
||||
|
||||
//steal post processing if added
|
||||
PostProcessLayer ppLayerPlayerCam = playerCamComponent.GetComponent<PostProcessLayer>();
|
||||
PostProcessLayer ppLayerThirdPerson = ourCamComponent.AddComponentIfMissing<PostProcessLayer>();
|
||||
if (ppLayerPlayerCam != null && ppLayerThirdPerson != null)
|
||||
{
|
||||
ppLayerThirdPerson.enabled = ppLayerPlayerCam.enabled;
|
||||
ppLayerThirdPerson.volumeLayer = ppLayerPlayerCam.volumeLayer;
|
||||
//need to copy these via reflection, otherwise post processing will error
|
||||
if (!_setupPostProcessing)
|
||||
{
|
||||
_setupPostProcessing = true;
|
||||
PostProcessResources resources = (PostProcessResources)_ppResourcesFieldInfo.GetValue(ppLayerPlayerCam);
|
||||
PostProcessResources oldResources = (PostProcessResources)_ppOldResourcesFieldInfo.GetValue(ppLayerPlayerCam);
|
||||
_ppResourcesFieldInfo.SetValue(ppLayerThirdPerson, resources);
|
||||
_ppResourcesFieldInfo.SetValue(ppLayerThirdPerson, oldResources);
|
||||
}
|
||||
}
|
||||
|
||||
//what even is this aura camera stuff
|
||||
AuraCamera auraPlayerCam = playerCamComponent.GetComponent<AuraCamera>();
|
||||
AuraCamera auraThirdPerson = ourCamComponent.AddComponentIfMissing<AuraCamera>();
|
||||
if (auraPlayerCam != null && auraThirdPerson != null)
|
||||
{
|
||||
auraThirdPerson.enabled = auraPlayerCam.enabled;
|
||||
auraThirdPerson.frustumSettings = auraPlayerCam.frustumSettings;
|
||||
}
|
||||
else
|
||||
{
|
||||
auraThirdPerson.enabled = false;
|
||||
}
|
||||
|
||||
//flare layer thing? the sun :_:_:_:_:_:
|
||||
FlareLayer flarePlayerCam = playerCamComponent.GetComponent<FlareLayer>();
|
||||
FlareLayer flareThirdPerson = ourCamComponent.AddComponentIfMissing<FlareLayer>();
|
||||
if (flarePlayerCam != null && flareThirdPerson != null)
|
||||
{
|
||||
flareThirdPerson.enabled = flarePlayerCam.enabled;
|
||||
}
|
||||
else
|
||||
{
|
||||
flareThirdPerson.enabled = false;
|
||||
}
|
||||
|
||||
//and now what the fuck is fog scattering
|
||||
AzureFogScattering azureFogPlayerCam = playerCamComponent.GetComponent<AzureFogScattering>();
|
||||
AzureFogScattering azureFogThirdPerson = ourCamComponent.AddComponentIfMissing<AzureFogScattering>();
|
||||
if (azureFogPlayerCam != null && azureFogThirdPerson != null)
|
||||
{
|
||||
azureFogThirdPerson.fogScatteringMaterial = azureFogPlayerCam.fogScatteringMaterial;
|
||||
}
|
||||
else
|
||||
{
|
||||
Object.Destroy(ourCamComponent.GetComponent<AzureFogScattering>());
|
||||
}
|
||||
|
||||
//why is there so many thingsssssssss
|
||||
Beautify beautifyPlayerCam = playerCamComponent.GetComponent<Beautify>();
|
||||
Beautify beautifyThirdPerson = ourCamComponent.AddComponentIfMissing<Beautify>();
|
||||
if (beautifyPlayerCam != null && beautifyThirdPerson != null)
|
||||
{
|
||||
beautifyThirdPerson.quality = beautifyPlayerCam.quality;
|
||||
beautifyThirdPerson.profile = beautifyPlayerCam.profile;
|
||||
}
|
||||
else
|
||||
{
|
||||
Object.Destroy(ourCamComponent.gameObject.GetComponent<Beautify>());
|
||||
}
|
||||
}
|
||||
|
||||
internal static void RelocateCam(CameraLocation location, bool resetDist = false)
|
||||
{
|
||||
_ourCam.transform.rotation = _desktopCam.transform.rotation;
|
||||
if (resetDist) ResetDist();
|
||||
switch (location)
|
||||
{
|
||||
case CameraLocation.FrontView:
|
||||
_ourCam.transform.localPosition = new Vector3(0, 0.015f, 0.55f + _dist);
|
||||
_ourCam.transform.localRotation = new Quaternion(0, 180, 0, 0);
|
||||
CurrentLocation = CameraLocation.FrontView;
|
||||
break;
|
||||
case CameraLocation.RightSide:
|
||||
_ourCam.transform.localPosition = new Vector3(0.3f, 0.015f, -0.55f + _dist);
|
||||
_ourCam.transform.localRotation = new Quaternion(0, 0, 0, 0);
|
||||
CurrentLocation = CameraLocation.RightSide;
|
||||
break;
|
||||
case CameraLocation.LeftSide:
|
||||
_ourCam.transform.localPosition = new Vector3(-0.3f, 0.015f, -0.55f + _dist);
|
||||
_ourCam.transform.localRotation = new Quaternion(0, 0, 0, 0);
|
||||
CurrentLocation = CameraLocation.LeftSide;
|
||||
break;
|
||||
case CameraLocation.Default:
|
||||
default:
|
||||
_ourCam.transform.localPosition = new Vector3(0, 0.015f, -0.55f + _dist);
|
||||
_ourCam.transform.localRotation = new Quaternion(0, 0, 0, 0);
|
||||
CurrentLocation = CameraLocation.Default;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private static void ResetDist() => _dist = 0;
|
||||
internal static void IncrementDist() { _dist += 0.25f; RelocateCam(CurrentLocation); }
|
||||
internal static void DecrementDist() { _dist -= 0.25f; RelocateCam(CurrentLocation); }
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue