Custom Components & Managed Libs

This commit is contained in:
NotAKidoS 2023-04-19 21:24:58 -05:00
parent d5a2b8d2df
commit abad2dfb8a
12 changed files with 413 additions and 8 deletions

4
.gitignore vendored
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@ -3,6 +3,10 @@
## ##
## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore ## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore
# Nstrip & ManagedLibs stuff
NStrip.exe
_ManagedLibs/*.dll
# User-specific files # User-specific files
*.rsuser *.rsuser
*.suo *.suo

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@ -87,12 +87,12 @@ internal static class BodySystemPatches
SetPelvisWeight(solver.spine, 0f); SetPelvisWeight(solver.spine, 0f);
} }
if (IKFixesMod.EntryUseFakeRootAngle.Value && !BodySystem.isCalibratedAsFullBody) if (IKFixes.EntryUseFakeRootAngle.Value && !BodySystem.isCalibratedAsFullBody)
{ {
// Emulate maxRootAngle because CVR doesn't have the player controller set up ideally for VRIK. // Emulate maxRootAngle because CVR doesn't have the player controller set up ideally for VRIK.
// This is a small small fix, but makes it so the feet dont point in the direction of the head // This is a small small fix, but makes it so the feet dont point in the direction of the head
// when turning. It also means turning with joystick & turning IRL make feet behave the same and follow behind. // when turning. It also means turning with joystick & turning IRL make feet behave the same and follow behind.
float weightedAngleLimit = IKFixesMod.EntryFakeRootAngleLimit.Value * solver.locomotion.weight; float weightedAngleLimit = IKFixes.EntryFakeRootAngleLimit.Value * solver.locomotion.weight;
float pivotAngle = MovementSystem.Instance.rotationPivot.eulerAngles.y; float pivotAngle = MovementSystem.Instance.rotationPivot.eulerAngles.y;
float deltaAngleRoot = Mathf.DeltaAngle(pivotAngle, _ikSimulatedRootAngle); float deltaAngleRoot = Mathf.DeltaAngle(pivotAngle, _ikSimulatedRootAngle);
float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot); float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
@ -111,6 +111,11 @@ internal static class BodySystemPatches
// VR default is 25 degrees, but maybe during emotes needs 180 degrees..? // VR default is 25 degrees, but maybe during emotes needs 180 degrees..?
solver.spine.maxRootAngle = BodySystem.isCalibratedAsFullBody ? 0f : 25f; solver.spine.maxRootAngle = BodySystem.isCalibratedAsFullBody ? 0f : 25f;
} }
// custom IK settings
solver.spine.neckStiffness = IKFixes.EntryNeckStiffness.Value;
solver.spine.bodyRotStiffness = IKFixes.EntryBodyRotStiffness.Value;
solver.spine.rotateChestByHands = IKFixes.EntryRotateChestByHands.Value;
} }
int num = 0; int num = 0;

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@ -2,16 +2,25 @@
namespace NAK.Melons.IKFixes; namespace NAK.Melons.IKFixes;
public class IKFixesMod : MelonMod public class IKFixes : MelonMod
{ {
public const string SettingsCategory = "IKFixes"; public const string SettingsCategory = nameof(IKFixes);
public static readonly MelonPreferences_Category CategoryIKFixes = MelonPreferences.CreateCategory(SettingsCategory); public static readonly MelonPreferences_Category Category = MelonPreferences.CreateCategory(SettingsCategory);
public static readonly MelonPreferences_Entry<bool> EntryUseFakeRootAngle = public static readonly MelonPreferences_Entry<bool> EntryUseFakeRootAngle =
CategoryIKFixes.CreateEntry("Use Fake Root Angle", true, description: "Emulates maxRootAngle. This fixes feet pointing in direction of head when looking around."); Category.CreateEntry("Use Fake Root Angle", true, description: "Emulates maxRootAngle. This fixes feet pointing in direction of head when looking around.");
public static readonly MelonPreferences_Entry<float> EntryFakeRootAngleLimit = public static readonly MelonPreferences_Entry<float> EntryFakeRootAngleLimit =
CategoryIKFixes.CreateEntry("Fake Root Angle Limit", 25f, description: "Specifies the maximum angle the lower body can have relative to the head when rotating."); Category.CreateEntry("Fake Root Angle Limit", 25f, description: "Specifies the maximum angle the lower body can have relative to the head when rotating.");
public static readonly MelonPreferences_Entry<float> EntryNeckStiffness =
Category.CreateEntry("Neck Stiffness", 0.2f, description: "Neck stiffness.");
public static readonly MelonPreferences_Entry<float> EntryBodyRotStiffness =
Category.CreateEntry("Body Rot Stiffness", 0.1f, description: "Body rotation stiffness.");
public static readonly MelonPreferences_Entry<float> EntryRotateChestByHands =
Category.CreateEntry("Rot Chest By Hands", 1f, description: "Rotate chest by hands.");
public override void OnInitializeMelon() public override void OnInitializeMelon()
{ {

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@ -10,7 +10,7 @@ using System.Reflection;
[assembly: AssemblyProduct(nameof(NAK.Melons.IKFixes))] [assembly: AssemblyProduct(nameof(NAK.Melons.IKFixes))]
[assembly: MelonInfo( [assembly: MelonInfo(
typeof(NAK.Melons.IKFixes.IKFixesMod), typeof(NAK.Melons.IKFixes.IKFixes),
nameof(NAK.Melons.IKFixes), nameof(NAK.Melons.IKFixes),
AssemblyInfoParams.Version, AssemblyInfoParams.Version,
AssemblyInfoParams.Author, AssemblyInfoParams.Author,

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@ -0,0 +1,109 @@
using ABI.CCK.Components;
using UnityEngine;
namespace NAK.CCK.CustomComponents;
public class NAKPointerTracker : MonoBehaviour
{
// Configuration
public Transform referenceTransform;
public string pointerType = "";
public float radius = 0.1f;
public Vector3 offset = Vector3.zero;
// Animator module
public Animator animator;
public string parameterName;
// Internal stuff
float initialAngle;
CVRPointer trackedPointer;
void Start()
{
// Create collider
Collider collider = base.gameObject.GetComponent<Collider>();
if (collider == null)
{
SphereCollider sphereCollider = base.gameObject.AddComponent<SphereCollider>();
sphereCollider.isTrigger = true;
Vector3 lossyScale = base.transform.lossyScale;
sphereCollider.radius = radius / Mathf.Max(Mathf.Max(lossyScale.x, lossyScale.y), lossyScale.z);
sphereCollider.center = offset;
}
// Create rigidbody (required for triggers)
Rigidbody rigidbody = base.gameObject.GetComponent<Rigidbody>();
if (rigidbody == null)
{
rigidbody = base.gameObject.AddComponent<Rigidbody>();
rigidbody.useGravity = false;
rigidbody.isKinematic = true;
}
// Initial setup
if (referenceTransform == null) referenceTransform = transform;
Vector3 direction = (transform.TransformPoint(offset) - referenceTransform.position);
Vector3 projectedDirection = Vector3.ProjectOnPlane(direction, referenceTransform.up);
initialAngle = Vector3.SignedAngle(referenceTransform.forward, projectedDirection, referenceTransform.up);
}
void OnDrawGizmosSelected()
{
if (base.isActiveAndEnabled)
{
Gizmos.color = Color.red;
Gizmos.matrix = Matrix4x4.TRS(base.transform.position, base.transform.rotation, Vector3.one);
Gizmos.DrawWireSphere(offset, radius);
}
}
void OnTriggerEnter(Collider other)
{
if (trackedPointer != null) return;
// generic pointer or specific pointer
CVRPointer pointer = other.gameObject.GetComponent<CVRPointer>();
if (pointer != null && (String.IsNullOrEmpty(pointerType) || pointer.type == pointerType))
{
trackedPointer = pointer;
}
}
void Update()
{
if (trackedPointer == null) return;
// Check if tracked pointer was disabled
if (!trackedPointer.isActiveAndEnabled)
{
ReleasePointer();
return;
}
TrackPointer();
}
void TrackPointer()
{
if (animator != null)
{
float angle = GetAngleFromPosition(trackedPointer.transform.position, initialAngle);
animator.SetFloat(parameterName + "_Angle", angle / 360);
}
}
void ReleasePointer()
{
trackedPointer = null;
}
float GetAngleFromPosition(Vector3 trackedPos, float offset = 0)
{
Vector3 direction = (trackedPos - referenceTransform.position);
Vector3 projectedDirection = Vector3.ProjectOnPlane(direction, referenceTransform.up);
float angle = Vector3.SignedAngle(referenceTransform.forward, projectedDirection, referenceTransform.up) - offset;
if (angle < 0) angle += 360f;
return angle;
}
}

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@ -0,0 +1,53 @@
<?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>
<Compile Remove="SFX\**" />
<EmbeddedResource Remove="SFX\**" />
<None Remove="SFX\**" />
</ItemGroup>
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>..\_ManagedLibs\0Harmony.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>..\_ManagedLibs\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp-firstpass">
<HintPath>..\_ManagedLibs\Assembly-CSharp-firstpass.dll</HintPath>
</Reference>
<Reference Include="DarkRift">
<HintPath>..\_ManagedLibs\DarkRift.dll</HintPath>
</Reference>
<Reference Include="MelonLoader">
<HintPath>..\_ManagedLibs\MelonLoader.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.AnimationModule">
<HintPath>..\_ManagedLibs\UnityEngine.AnimationModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>..\_ManagedLibs\UnityEngine.CoreModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.InputLegacyModule">
<HintPath>..\_ManagedLibs\UnityEngine.InputLegacyModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.PhysicsModule">
<HintPath>..\_ManagedLibs\UnityEngine.PhysicsModule.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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@ -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}") = "CustomComponents", "CustomComponents.csproj", "{D83D5845-288A-4783-993D-09364AA48593}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{D83D5845-288A-4783-993D-09364AA48593}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{D83D5845-288A-4783-993D-09364AA48593}.Debug|Any CPU.Build.0 = Debug|Any CPU
{D83D5845-288A-4783-993D-09364AA48593}.Release|Any CPU.ActiveCfg = Release|Any CPU
{D83D5845-288A-4783-993D-09364AA48593}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {A05CB0F0-E92F-4634-AA89-357AA256AD29}
EndGlobalSection
EndGlobal

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@ -0,0 +1,15 @@
using ABI_RC.Core.Util.AssetFiltering;
using MelonLoader;
using NAK.CCK.CustomComponents;
namespace NAK.Melons.CustomComponents;
public class CustomComponents : MelonMod
{
public override void OnInitializeMelon()
{
// Add our CCK component to the prop whitelist
var propWhitelist = SharedFilter._spawnableWhitelist;
propWhitelist.Add(typeof(NAKPointerTracker));
}
}

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@ -0,0 +1,30 @@
using MelonLoader;
using NAK.Melons.CustomComponents.Properties;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.Melons.CustomComponents))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.Melons.CustomComponents))]
[assembly: MelonInfo(
typeof(NAK.Melons.CustomComponents.CustomComponents),
nameof(NAK.Melons.CustomComponents),
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.CustomComponents.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.0";
public const string Author = "NotAKidoS";
}

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@ -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"
}

0
_ManagedLibs/.keep Normal file
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132
nstrip_copy_stuff.ps1 Normal file
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@ -0,0 +1,132 @@
# CVR and Melon Loader Dependencies
$0HarmonydllPath = "\MelonLoader\0Harmony.dll"
$melonLoaderdllPath = "\MelonLoader\MelonLoader.dll"
$cvrManagedDataPath = "\ChilloutVR_Data\Managed"
$cvrPath = $env:CVRPATH
$cvrExecutable = "ChilloutVR.exe"
$cvrDefaultPath = "C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR"
if ($cvrPath -and (Test-Path "$cvrPath\$cvrExecutable")) {
# Found ChilloutVR.exe in the existing CVRPATH
Write-Host ""
Write-Host "Found the ChilloutVR folder on: $cvrPath"
}
else {
# Check if ChilloutVR.exe exists in default Steam location
if (Test-Path "$cvrDefaultPath\$cvrExecutable") {
# Set CVRPATH environment variable to default Steam location
Write-Host "Found the ChilloutVR on the default steam location, setting the CVRPATH Env Var at User Level!"
[Environment]::SetEnvironmentVariable("CVRPATH", $cvrDefaultPath, "User")
$env:CVRPATH = $cvrDefaultPath
$cvrPath = $env:CVRPATH
}
else {
Write-Host "[ERROR] ChilloutVR.exe not found in CVRPATH or the default Steam location."
Write-Host " Please define the Environment Variable CVRPATH pointing to the ChilloutVR folder!"
return
}
}
$scriptDir = Split-Path -Parent -Path $MyInvocation.MyCommand.Definition
$managedLibsFolder = $scriptDir + "\_ManagedLibs"
Write-Host ""
Write-Host "Copying the DLLs from the CVR, MelonLoader, and Mods folder to the ManagedLibs"
Copy-Item $cvrPath$0HarmonydllPath -Destination $managedLibsFolder
Copy-Item $cvrPath$melonLoaderdllPath -Destination $managedLibsFolder
Copy-Item $cvrPath$cvrManagedDataPath"\*" -Destination $managedLibsFolder
# Third Party Dependencies
$melonModsPath="\Mods\"
$modNames = @("BTKUILib")
$missingMods = New-Object System.Collections.Generic.List[string]
foreach ($modName in $modNames) {
$modDll = $modName + ".dll"
$modPath = $cvrPath + $melonModsPath + $modDll
$managedLibsModPath = "$managedLibsFolder\$modDll"
# Attempt to grab from the mods folder
if (Test-Path $modPath -PathType Leaf) {
Write-Host " Copying $modDll from $melonModsPath to \_ManagedLibs!"
Copy-Item $modPath -Destination $managedLibsFolder
}
# Check if they already exist in the ManagedLibs
elseif (Test-Path $managedLibsModPath -PathType Leaf) {
Write-Host " Ignoring $modDll since already exists in \_ManagedLibs!"
}
# If we fail, lets add to the missing mods list
else {
$missingMods.Add($modName)
}
}
if ($missingMods.Count -gt 0) {
# If we have missing mods, let's fetch them from the latest CVR Modding Group API
Write-Host ""
Write-Host "Failed to find $($missingMods.Count) mods. We're going to search in CVR MG verified mods" -ForegroundColor Red
Write-Host "You can download them and move to $managedLibsFolder"
$cvrModdingApiUrl = "https://api.cvrmg.com/v1/mods"
$cvrModdingDownloadUrl = "https://api.cvrmg.com/v1/mods/download/"
$latestModsResponse = Invoke-RestMethod $cvrModdingApiUrl -UseBasicParsing
foreach ($modName in $missingMods) {
$mod = $latestModsResponse | Where-Object { $_.name -eq $modName }
if ($mod) {
$modDownloadUrl = $cvrModdingDownloadUrl + $($mod._id)
# It seems power shell doesn't like to download .dll from https://api.cvrmg.com (messes with some anti-virus)
# Invoke-WebRequest -Uri $modDownloadUrl -OutFile $managedLibsFolder -UseBasicParsing
# Write-Host " $modName was downloaded successfully to $managedLibsFolder!"
Write-Host " $modName Download Url: $modDownloadUrl"
} else {
Write-Host " $modName was not found in the CVR Modding Group verified mods!"
}
}
}
Write-Host ""
Write-Host "Copied all libraries!"
Write-Host ""
Write-Host "Press any key to strip the Dlls using NStrip"
$HOST.UI.RawUI.ReadKey("NoEcho,IncludeKeyDown") | OUT-NULL
$HOST.UI.RawUI.Flushinputbuffer()
Write-Host "NStrip Convert all private/protected stuff to public. Requires <AllowUnsafeBlocks>true></AllowUnsafeBlocks>"
# Create an array to hold the file names to strip
$dllsToStrip = @('Assembly-CSharp.dll','Assembly-CSharp-firstpass.dll','AVProVideo.Runtime.dll')
# Check if NStrip.exe exists in the current directory
if(Test-Path -Path ".\NStrip.exe") {
$nStripPath = ".\NStrip.exe"
}
else {
# Try to locate NStrip.exe in the PATH
$nStripPath = Get-Command -Name NStrip.exe -ErrorAction SilentlyContinue | Select-Object -ExpandProperty Source
if($nStripPath -eq $null) {
# Display an error message if NStrip.exe could not be found
Write-Host "Could not find NStrip.exe in the current directory nor in the PATH." -ForegroundColor Red
Write-Host "Visit https://github.com/bbepis/NStrip/releases/latest to grab a copy." -ForegroundColor Red
return
}
}
# Loop through each DLL file to strip and call NStrip.exe
foreach($dllFile in $dllsToStrip) {
$dllPath = Join-Path -Path $managedLibsFolder -ChildPath $dllFile
& $nStripPath -p -n $dllPath $dllPath
}
Write-Host ""
Write-Host "Copied all libraries and stripped the DLLs!"
Write-Host ""
Write-Host "Press any key to exit"
$HOST.UI.RawUI.ReadKey("NoEcho,IncludeKeyDown") | OUT-NULL
$HOST.UI.RawUI.Flushinputbuffer()