[PropLoadingHexagon] Initial release

This commit is contained in:
NotAKidoS 2024-06-24 04:14:57 -05:00
parent 4307d85329
commit a5e5b05ab8
11 changed files with 372 additions and 325 deletions

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@ -1,9 +1,11 @@
using UnityEngine;
namespace NAK.PropSpawnTweaks.Components;
namespace NAK.PropLoadingHexagon.Components;
public class PropLoadingHexagon : MonoBehaviour
public class LoadingHexagonController : MonoBehaviour
{
public bool IsLoadingCanceled { get; set; }
[SerializeField] private SkinnedMeshRenderer _hexRenderer;
[SerializeField] private TMPro.TextMeshPro _loadingText;
[SerializeField] private Transform[] _hexTransforms;
@ -25,7 +27,10 @@ public class PropLoadingHexagon : MonoBehaviour
}
public void SetLoadingText(string text)
=> _loadingText.text = text; // SetAllDirty
{
if (_loadingText.text == text) return;
_loadingText.text = text;
}
public void SetLoadingShape(float value)
=> _hexRenderer.SetBlendShapeWeight(0, value);

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@ -1,15 +1,15 @@
using NAK.PropSpawnTweaks.Components;
using NAK.PropLoadingHexagon.Components;
using UnityEngine;
namespace NAK.PropSpawnTweaks.Integrations;
namespace NAK.PropLoadingHexagon.Integrations;
public static class TheClapperIntegration
{
public static void Init()
{
PropSpawnTweaksMod.OnPropPlaceholderCreated += (placeholder) =>
PropLoadingHexagonMod.OnPropPlaceholderCreated += (placeholder) =>
{
if (placeholder.TryGetComponent(out PropLoadingHexagon loadingHexagon))
if (placeholder.TryGetComponent(out LoadingHexagonController loadingHexagon))
ClappableLoadingHex.Create(loadingHexagon);
};
}
@ -17,16 +17,16 @@ public static class TheClapperIntegration
public class ClappableLoadingHex : Kafe.TheClapper.Clappable
{
[SerializeField] private PropLoadingHexagon _loadingHexagon;
private LoadingHexagonController _loadingHexagon;
public override void OnClapped(Vector3 clappablePosition)
{
if (_loadingHexagon == null) return;
_loadingHexagon.IsLoadingCanceled = true;
Kafe.TheClapper.TheClapper.EmitParticles(clappablePosition, new Color(1f, 1f, 0f), 2f);
Kafe.TheClapper.TheClapper.EmitParticles(clappablePosition, new Color(1f, 1f, 0f), 2f); // why this internal
}
public static void Create(PropLoadingHexagon loadingHexagon)
public static void Create(LoadingHexagonController loadingHexagon)
{
GameObject target = loadingHexagon.gameObject;
if (!target.gameObject.TryGetComponent(out ClappableLoadingHex clappableHexagon))

313
PropLoadingHexagon/Main.cs Normal file
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@ -0,0 +1,313 @@
using System.Reflection;
using ABI_RC.Core.InteractionSystem;
using ABI_RC.Core.IO;
using ABI_RC.Core.Player;
using ABI_RC.Core.Util;
using DarkRift;
using HarmonyLib;
using MelonLoader;
using NAK.PropLoadingHexagon.Components;
using UnityEngine;
using Object = UnityEngine.Object;
namespace NAK.PropLoadingHexagon;
public class PropLoadingHexagonMod : MelonMod
{
internal static Action<GameObject> OnPropPlaceholderCreated;
private static readonly List<LoadingPropMarker> Loading_Hex_List = new();
private static GameObject loadingHexContainer;
private static GameObject loadingHexPrefab;
#region Melon Preferences
private static readonly MelonPreferences_Category Category =
MelonPreferences.CreateCategory(nameof(PropLoadingHexagon));
private static readonly MelonPreferences_Entry<bool> EntryKeepIndicatorWhenFiltered =
Category.CreateEntry("keep_indicator_when_filtered", false,
"Keep Loading Hex When Filtered", description: "Keeps the loading hexagon when the prop is filtered.");
#endregion Melon Preferences
#region Melon Events
public override void OnInitializeMelon()
{
HarmonyInstance.Patch( // create prop placeholder container
typeof(PlayerSetup).GetMethod(nameof(PlayerSetup.Start),
BindingFlags.NonPublic | BindingFlags.Instance),
postfix: new HarmonyMethod(typeof(PropLoadingHexagonMod).GetMethod(nameof(OnPlayerSetupStart),
BindingFlags.NonPublic | BindingFlags.Static))
);
HarmonyInstance.Patch( // spawn prop placeholder
typeof(CVRSyncHelper).GetMethod(nameof(CVRSyncHelper.SpawnPropFromNetwork),
BindingFlags.Public | BindingFlags.Static),
postfix: new HarmonyMethod(typeof(PropLoadingHexagonMod).GetMethod(nameof(OnPropSpawnedFromNetwork),
BindingFlags.NonPublic | BindingFlags.Static))
);
HarmonyInstance.Patch( // delete mode on prop placeholder
typeof(ControllerRay).GetMethod(nameof(ControllerRay.DeleteSpawnable),
BindingFlags.NonPublic | BindingFlags.Instance),
prefix: new HarmonyMethod(typeof(PropLoadingHexagonMod).GetMethod(nameof(OnDeleteSpawnableCheck),
BindingFlags.NonPublic | BindingFlags.Static))
);
// this luckily is called for all props, not just our own, otherwise we'd be fucked
HarmonyInstance.Patch( // check for if prop failed to load
typeof(CVRSyncHelper).GetMethod(nameof(CVRSyncHelper.DeleteMyPropByInstanceIdOverNetwork),
BindingFlags.Public | BindingFlags.Static),
postfix: new HarmonyMethod(typeof(PropLoadingHexagonMod).GetMethod(nameof(OnDeleteMyPropByInstanceIdOverNetwork),
BindingFlags.NonPublic | BindingFlags.Static))
);
LoadAssetBundle();
InitializeIntegration("TheClapper", Integrations.TheClapperIntegration.Init);
}
public override void OnUpdate()
{
if (Loading_Hex_List.Count <= 0)
return;
for (int i = Loading_Hex_List.Count - 1; i >= 0; i--)
{
LoadingPropMarker marker = Loading_Hex_List[i];
if (marker.propData == null // i dont think can happen
|| string.IsNullOrEmpty(marker.propData.InstanceId) // prop data likely recycled
|| (marker.propData.Wrapper != null && marker.propData.Spawnable != null)) // prop has spawned
{
marker.Reset();
Loading_Hex_List.RemoveAt(i);
return;
}
if (marker.IsLoadingCanceled)
{
marker.Cancel();
marker.Reset();
Loading_Hex_List.RemoveAt(i);
return;
}
marker.Update();
}
}
#endregion Melon Events
#region Integrations
private void InitializeIntegration(string modName, Action integrationAction)
{
if (RegisteredMelons.All(it => it.Info.Name != modName))
return;
LoggerInstance.Msg($"Initializing {modName} integration.");
integrationAction.Invoke();
}
#endregion Integrations
#region Asset Bundle Loading
private const string LoadingHexagonAssets = "loading_hexagon.assets";
private const string LoadingHexagonPrefab = "Assets/Mods/PropLoadingHexagon/Loading_Hexagon_Root.prefab";
private void LoadAssetBundle()
{
LoggerInstance.Msg($"Loading required asset bundle...");
using Stream resourceStream = MelonAssembly.Assembly.GetManifestResourceStream(LoadingHexagonAssets);
using MemoryStream memoryStream = new();
if (resourceStream == null) {
LoggerInstance.Error($"Failed to load {LoadingHexagonAssets}!");
return;
}
resourceStream.CopyTo(memoryStream);
AssetBundle assetBundle = AssetBundle.LoadFromMemory(memoryStream.ToArray());
if (assetBundle == null) {
LoggerInstance.Error($"Failed to load {LoadingHexagonAssets}! Asset bundle is null!");
return;
}
loadingHexPrefab = assetBundle.LoadAsset<GameObject>(LoadingHexagonPrefab);
if (loadingHexPrefab == null) {
LoggerInstance.Error($"Failed to load {LoadingHexagonPrefab}! Prefab is null!");
return;
}
// modify prefab so nameplate billboard tmp shader is used
MeshRenderer tmp = loadingHexPrefab.GetComponentInChildren<MeshRenderer>();
tmp.sharedMaterial.shader = Shader.Find("Alpha Blend Interactive/TextMeshPro/Mobile/Distance Field-BillboardFacing");
tmp.sharedMaterial.SetFloat(Shader.PropertyToID("_FadeStartDistance"), 0f);
tmp.sharedMaterial.SetFloat(Shader.PropertyToID("_FadeEndDistance"), 0f);
LoggerInstance.Msg("Asset bundle successfully loaded!");
}
#endregion Asset Bundle Loading
#region Harmony Patches
private static void OnPlayerSetupStart()
{
if (loadingHexContainer != null) return;
loadingHexContainer = new GameObject("NAK.LoadingHexContainer");
Object.DontDestroyOnLoad(loadingHexContainer);
}
private static void OnPropSpawnedFromNetwork(Message message)
{
// thank
// https://feedback.abinteractive.net/p/gameeventsystem-spawnable-onload-is-kinda-useless
using DarkRiftReader reader = message.GetReader();
var assetId = reader.ReadString();
var instanceId = reader.ReadString();
CVRSyncHelper.PropData propData = CVRSyncHelper.Props.Find(match => match.InstanceId == instanceId);
if (propData == null)
return; // props blocked by filter or player blocks, or just broken
if (!CVRDownloadManager.Instance._downloadTasks.TryGetValue(assetId, out DownloadTask downloadTask))
return; // no download task, no prop placeholder
// create loadingPropLoadingHexagonPropHex
LoadingPropMarker loadingHex = new() { downloadTask = downloadTask };
loadingHex.Initialize(propData);
OnPropPlaceholderCreated?.Invoke(loadingHex.loadingObject);
// add to list
Loading_Hex_List.Add(loadingHex);
}
private static void OnDeleteSpawnableCheck(ref ControllerRay __instance)
{
if (!__instance._interactDown)
return; // not interacted, no need to check
if (PlayerSetup.Instance.GetCurrentPropSelectionMode()
!= PlayerSetup.PropSelectionMode.Delete)
return; // not in delete mode, no need to check
LoadingHexagonController propLoadingHex = __instance.hitTransform.GetComponentInParent<LoadingHexagonController>();
if (propLoadingHex != null) propLoadingHex.IsLoadingCanceled = true; // cancel loading
}
private static void OnDeleteMyPropByInstanceIdOverNetwork(string instanceId)
{
// find prop data
CVRSyncHelper.PropData propData = CVRSyncHelper.Props.Find(match => match.InstanceId == instanceId);
if (propData == null) return; // shouldn't happen
// check if shits null to nuke loading hex
if (propData.Wrapper != null && propData.Spawnable != null)
return;
LoadingPropMarker marker = Loading_Hex_List.Find(match => match.propData == propData);
if (marker == null) return;
if (EntryKeepIndicatorWhenFiltered.Value)
{
marker.IsLikelyBlocked = true;
return;
}
marker.Cancel();
marker.Reset();
Loading_Hex_List.Remove(marker);
}
#endregion Harmony Patches
#region LoadingPropMarker Class
private class LoadingPropMarker
{
public bool IsLikelyBlocked { get; set; }
internal DownloadTask downloadTask;
internal CVRSyncHelper.PropData propData;
internal GameObject loadingObject;
private LoadingHexagonController loadingHexComponent;
// ReSharper disable once ParameterHidesMember
public void Initialize(CVRSyncHelper.PropData propData)
{
this.propData = propData;
if (loadingObject == null)
{
loadingObject = Object.Instantiate(loadingHexPrefab, Vector3.zero, Quaternion.identity, loadingHexContainer.transform);
loadingHexComponent = loadingObject.GetComponent<LoadingHexagonController>();
float avatarHeight = PlayerSetup.Instance._avatarHeight;
Transform hexTransform = loadingObject.transform;
hexTransform.localScale = Vector3.one * avatarHeight / 4f; // scale modifier
hexTransform.GetChild(0).position = Vector3.up * avatarHeight / 2f; // position modifier
Update(); // set initial position and rotation
}
}
public bool IsLoadingCanceled
=> loadingHexComponent.IsLoadingCanceled;
public void Update()
{
string text;
if (!IsLikelyBlocked)
{
float progress = downloadTask.Progress;
if (downloadTask == null
|| downloadTask.Status == DownloadTask.ExecutionStatus.Complete
|| downloadTask.Progress >= 100f)
text = "Loading";
else if (downloadTask.Status == DownloadTask.ExecutionStatus.Failed)
text = "Error";
else
text = $"{progress} %";
loadingHexComponent.SetLoadingShape(progress);
}
else
{
text = "Filtered";
}
loadingHexComponent.SetLoadingText(text);
loadingObject.transform.SetPositionAndRotation(
new Vector3(propData.PositionX, propData.PositionY, propData.PositionZ),
Quaternion.Euler(propData.RotationX, propData.RotationY, propData.RotationZ));
}
public void Cancel()
{
CVRDownloadManager.Instance.CancelAttachment(propData.InstanceId);
if (propData.Spawnable == null)
propData.Recycle();
else
propData.Spawnable.Delete();
}
public void Reset()
{
if (loadingObject != null)
{
Object.Destroy(loadingObject);
loadingObject = null;
}
propData = null;
downloadTask = null;
loadingObject = null;
loadingHexComponent = null;
IsLikelyBlocked = false;
}
}
#endregion LoadingPropMarker Class
}

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@ -2,7 +2,13 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net48</TargetFramework>
<RootNamespace>PropSpawnTweaks</RootNamespace>
</PropertyGroup>
<ItemGroup>
<Reference Include="TheClapper">
<HintPath>..\.ManagedLibs\TheClapper.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Resources\loading_hexagon.assets">
<LogicalName>loading_hexagon.assets</LogicalName>

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@ -1,30 +1,31 @@
using NAK.PropSpawnTweaks.Properties;
using NAK.PropLoadingHexagon.Properties;
using MelonLoader;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.PropSpawnTweaks))]
[assembly: AssemblyTitle(nameof(NAK.PropLoadingHexagon))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.PropSpawnTweaks))]
[assembly: AssemblyProduct(nameof(NAK.PropLoadingHexagon))]
[assembly: MelonInfo(
typeof(NAK.PropSpawnTweaks.PropSpawnTweaksMod),
nameof(NAK.PropSpawnTweaks),
typeof(NAK.PropLoadingHexagon.PropLoadingHexagonMod),
nameof(NAK.PropLoadingHexagon),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/PropSpawnTweaks"
downloadLink: "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/PropLoadingHexagon"
)]
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
[assembly: MelonColor(255, 181, 137, 236)]
[assembly: MelonAuthorColor(255, 158, 21, 32)]
[assembly: MelonColor(255, 246, 25, 99)] // red-pink
[assembly: MelonAuthorColor(255, 158, 21, 32)] // red
[assembly: MelonOptionalDependencies("TheClapper")]
[assembly: HarmonyDontPatchAll]
namespace NAK.PropSpawnTweaks.Properties;
namespace NAK.PropLoadingHexagon.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.0";

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@ -1,6 +1,8 @@
# PropSpawnTweaks
# PropLoadingHexagon
Gives the Drop Prop button more utility by allowing you to drop props in the air, as well as providing a prop loading indicator.
Adds a hexagon indicator to downloading props. Indicator is styled to look similar to Portals.
Can use Delete Mode & The Clapper on loading hexagons to cancel stuck downloads. Setting is provided to display the hexagon for Blocked/Filtered props.
---

Binary file not shown.

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@ -0,0 +1,23 @@
{
"_id": -1,
"name": "PropLoadingHexagon",
"modversion": "1.0.0",
"gameversion": "2024r175",
"loaderversion": "0.6.1",
"modtype": "Mod",
"author": "Exterrata & NotAKidoS",
"description": "Adds a hexagon indicator to downloading props. Indicator is styled to look similar to Portals.\n\nCan use Delete Mode & The Clapper on loading hexagons to cancel stuck downloads. Setting is provided to display the hexagon for Blocked/Filtered props.",
"searchtags": [
"prop",
"spawn",
"indicator",
"loading"
],
"requirements": [
"None"
],
"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r34/PropLoadingHexagon.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/PropLoadingHexagon/",
"changelog": "- Initial release",
"embedcolor": "#f61963"
}

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@ -1,235 +0,0 @@
using System.Reflection;
using ABI_RC.Core.IO;
using ABI_RC.Core.Player;
using ABI_RC.Core.Util;
using DarkRift;
using HarmonyLib;
using MelonLoader;
using NAK.PropSpawnTweaks.Components;
using UnityEngine;
using Object = UnityEngine.Object;
namespace NAK.PropSpawnTweaks;
public class PropSpawnTweaksMod : MelonMod
{
private static readonly ObjectPool<LoadingPropHex> Loading_Hex_Pool = new(0, () => new LoadingPropHex());
private static readonly List<LoadingPropHex> Loading_Hex_List = new();
private static GameObject loadingHexContainer;
private static GameObject loadingHexPrefab;
#region Melon Events
public override void OnInitializeMelon()
{
HarmonyInstance.Patch( // create prop placeholder container
typeof(PlayerSetup).GetMethod(nameof(PlayerSetup.Start),
BindingFlags.NonPublic | BindingFlags.Instance),
postfix: new HarmonyMethod(typeof(PropSpawnTweaksMod).GetMethod(nameof(OnPlayerSetupStart),
BindingFlags.NonPublic | BindingFlags.Static))
);
HarmonyInstance.Patch( // make drop prop actually usable
typeof(PlayerSetup).GetMethod(nameof(PlayerSetup.DropProp),
BindingFlags.Public | BindingFlags.Instance),
new HarmonyMethod(typeof(PropSpawnTweaksMod).GetMethod(nameof(OnDropProp),
BindingFlags.NonPublic | BindingFlags.Static))
);
HarmonyInstance.Patch( // spawn prop placeholder
typeof(CVRSyncHelper).GetMethod(nameof(CVRSyncHelper.SpawnPropFromNetwork),
BindingFlags.Public | BindingFlags.Static),
postfix: new HarmonyMethod(typeof(PropSpawnTweaksMod).GetMethod(nameof(OnPropSpawnedFromNetwork),
BindingFlags.NonPublic | BindingFlags.Static))
);
LoadAssetBundle();
}
public override void OnUpdate()
{
if (Loading_Hex_List.Count <= 0)
return;
for (int i = Loading_Hex_List.Count - 1; i >= 0; i--)
{
LoadingPropHex loadingHex = Loading_Hex_List[i];
if (loadingHex.propData == null // i dont think can happen
|| string.IsNullOrEmpty(loadingHex.propData.InstanceId) // prop data likely recycled
|| (loadingHex.propData.Wrapper != null && loadingHex.propData.Spawnable != null)) // prop has spawned
{
loadingHex.Reset();
Loading_Hex_Pool.Give(loadingHex);
Loading_Hex_List.RemoveAt(i);
return;
}
loadingHex.Update();
}
}
#endregion Melon Events
#region Asset Bundle Loading
private const string LoadingHexagonAssets = "loading_hexagon.assets";
private const string LoadingHexagonPrefab = "Assets/Mods/PropSpawnTweaks/Loading_Hexagon_Root.prefab";
private void LoadAssetBundle()
{
LoggerInstance.Msg($"Loading required asset bundle...");
using Stream resourceStream = MelonAssembly.Assembly.GetManifestResourceStream(LoadingHexagonAssets);
using MemoryStream memoryStream = new();
if (resourceStream == null) {
LoggerInstance.Error($"Failed to load {LoadingHexagonAssets}!");
return;
}
resourceStream.CopyTo(memoryStream);
AssetBundle assetBundle = AssetBundle.LoadFromMemory(memoryStream.ToArray());
if (assetBundle == null) {
LoggerInstance.Error($"Failed to load {LoadingHexagonAssets}! Asset bundle is null!");
return;
}
loadingHexPrefab = assetBundle.LoadAsset<GameObject>(LoadingHexagonPrefab);
if (loadingHexPrefab == null) {
LoggerInstance.Error($"Failed to load {LoadingHexagonPrefab}! Prefab is null!");
return;
}
// modify prefab so nameplate billboard tmp shader is used
MeshRenderer tmp = loadingHexPrefab.GetComponentInChildren<MeshRenderer>();
tmp.sharedMaterial.shader = Shader.Find("Alpha Blend Interactive/TextMeshPro/Mobile/Distance Field-BillboardFacing");
LoggerInstance.Msg("Asset bundle successfully loaded!");
}
#endregion Asset Bundle Loading
#region Harmony Patches
private static void OnPlayerSetupStart()
{
if (loadingHexContainer != null) return;
loadingHexContainer = new GameObject("NAK.LoadingHexContainer");
Object.DontDestroyOnLoad(loadingHexContainer);
}
private static bool OnDropProp(string propGuid, ref PlayerSetup __instance)
{
Vector3 position = __instance.activeCam.transform.position + __instance.GetPlayerForward() * 1.5f; // 1f -> 1.5f
if (Physics.Raycast(position,
__instance.CharacterController.GetGravityDirection(), // align with gravity, not player up
out RaycastHit raycastHit, 4f, __instance.dropPlacementMask))
{
// native method passes false, so DropProp doesn't align with gravity :)
CVRSyncHelper.SpawnProp(propGuid, raycastHit.point.x, raycastHit.point.y, raycastHit.point.z, true);
return false;
}
// unlike original, we will still spawn prop even if raycast fails, giving the method actual utility :3
// hack- we want to align with *our* rotation, not affecting gravity
Vector3 ogGravity = __instance.CharacterController.GetGravityDirection();
__instance.CharacterController.gravity = -__instance.transform.up; // align with our rotation
// spawn prop with useTargetLocationGravity false, so it pulls our gravity dir we've modified
CVRSyncHelper.SpawnProp(propGuid, position.x, position.y, position.z, false);
__instance.CharacterController.gravity = ogGravity; // restore gravity
return false;
}
private static void OnPropSpawnedFromNetwork(Message message)
{
// thank
// https://feedback.abinteractive.net/p/gameeventsystem-spawnable-onload-is-kinda-useless
using DarkRiftReader reader = message.GetReader();
var assetId = reader.ReadString();
var instanceId = reader.ReadString();
CVRSyncHelper.PropData propData = CVRSyncHelper.Props.Find(match => match.InstanceId == instanceId);
if (propData == null)
return; // props blocked by filter or player blocks, or just broken
if (!CVRDownloadManager.Instance._downloadTasks.TryGetValue(assetId, out DownloadTask downloadTask))
return; // no download task, no prop placeholder
// create loading hex
LoadingPropHex loadingHex = Loading_Hex_Pool.Take();
loadingHex.downloadTask = downloadTask;
loadingHex.Initialize(propData);
// add to list
Loading_Hex_List.Add(loadingHex);
}
#endregion Harmony Patches
#region LoadingPropHex Class
private class LoadingPropHex
{
public DownloadTask downloadTask;
public CVRSyncHelper.PropData propData;
private GameObject loadingObject;
private PropLoadingHexagon loadingHexComponent;
// ReSharper disable once ParameterHidesMember
public void Initialize(CVRSyncHelper.PropData propData)
{
this.propData = propData;
if (loadingObject == null)
{
loadingObject = Object.Instantiate(loadingHexPrefab, Vector3.zero, Quaternion.identity, loadingHexContainer.transform);
loadingHexComponent = loadingObject.GetComponent<PropLoadingHexagon>();
Update(); // set initial position
float avatarHeight = PlayerSetup.Instance._avatarHeight;
Transform hexTransform = loadingObject.transform;
hexTransform.localScale = Vector3.one * avatarHeight / 4f; // scale modifier
hexTransform.GetChild(0).localPosition = Vector3.up * avatarHeight * 2f; // position modifier
}
}
public void Update()
{
string text;
float progress = downloadTask.Progress;
if (downloadTask == null
|| downloadTask.Status == DownloadTask.ExecutionStatus.Complete
|| downloadTask.Progress >= 100f)
text = "LOADING";
else if (downloadTask.Status == DownloadTask.ExecutionStatus.Failed)
text = "ERROR";
else
text = $"{progress} %";
loadingHexComponent.SetLoadingText(text);
loadingHexComponent.SetLoadingShape(progress);
loadingObject.transform.SetPositionAndRotation(
new Vector3(propData.PositionX, propData.PositionY, propData.PositionZ),
Quaternion.Euler(propData.RotationX, propData.RotationY, propData.RotationZ));
}
public void Reset()
{
if (loadingObject != null)
{
Object.Destroy(loadingObject);
loadingObject = null;
}
propData = null;
downloadTask = null;
loadingObject = null;
loadingHexComponent = null;
}
}
#endregion LoadingPropHex Class
}

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@ -1,45 +0,0 @@
namespace NAK.PropSpawnTweaks;
public class ObjectPool<T>
{
public int Count { get; private set; }
private readonly Queue<T> _available;
private readonly Func<T> _createObjectFunc;
public ObjectPool(int numPreallocated = 0, Func<T> createObjectFunc = null)
{
_available = new Queue<T>();
_createObjectFunc = createObjectFunc;
if (numPreallocated > 0) Give(MakeObject());
}
public T Take()
{
T t;
if (_available.Count > 0)
{
t = _available.Dequeue();
Count--;
}
else
{
t = MakeObject();
}
return t;
}
public void Give(T t)
{
_available.Enqueue(t);
Count++;
}
private T MakeObject()
{
if (_createObjectFunc != null) return _createObjectFunc();
throw new InvalidOperationException("Cannot automatically create new objects without a factory method");
}
}

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@ -1,23 +0,0 @@
{
"_id": -1,
"name": "PropSpawnTweaks",
"modversion": "1.0.0",
"gameversion": "2024r175",
"loaderversion": "0.6.1",
"modtype": "Mod",
"author": "Exterrata & NotAKidoS",
"description": "Gives the Drop Prop button more utility by allowing you to drop props in the air, as well as providing a prop loading indicator.",
"searchtags": [
"prop",
"spawn",
"indicator",
"loading"
],
"requirements": [
"None"
],
"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r26/PropSpawnTweaks.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/PropSpawnTweaks/",
"changelog": "- Initial Release",
"embedcolor": "#b589ec"
}