[PropSpawnTweaks] Initial builds

This commit is contained in:
NotAKidoS 2024-06-22 01:49:44 -05:00
parent e2e4463663
commit cafd24bd2f
9 changed files with 402 additions and 0 deletions

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@ -63,6 +63,10 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OriginShift", "OriginShift\
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ScrollFlight", "ScrollFlight\ScrollFlight.csproj", "{1B5D7DCB-01A4-4988-8B25-211948AEED76}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Portals", "Portals\Portals.csproj", "{BE9629C2-8461-481C-B267-1B8A1805DCD7}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "PropSpawnTweaks", "PropSpawnTweaks\PropSpawnTweaks.csproj", "{642A2BC7-C027-4F8F-969C-EF0F867936FD}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@ -189,6 +193,14 @@ Global
{1B5D7DCB-01A4-4988-8B25-211948AEED76}.Debug|Any CPU.Build.0 = Debug|Any CPU
{1B5D7DCB-01A4-4988-8B25-211948AEED76}.Release|Any CPU.ActiveCfg = Release|Any CPU
{1B5D7DCB-01A4-4988-8B25-211948AEED76}.Release|Any CPU.Build.0 = Release|Any CPU
{BE9629C2-8461-481C-B267-1B8A1805DCD7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{BE9629C2-8461-481C-B267-1B8A1805DCD7}.Debug|Any CPU.Build.0 = Debug|Any CPU
{BE9629C2-8461-481C-B267-1B8A1805DCD7}.Release|Any CPU.ActiveCfg = Release|Any CPU
{BE9629C2-8461-481C-B267-1B8A1805DCD7}.Release|Any CPU.Build.0 = Release|Any CPU
{642A2BC7-C027-4F8F-969C-EF0F867936FD}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{642A2BC7-C027-4F8F-969C-EF0F867936FD}.Debug|Any CPU.Build.0 = Debug|Any CPU
{642A2BC7-C027-4F8F-969C-EF0F867936FD}.Release|Any CPU.ActiveCfg = Release|Any CPU
{642A2BC7-C027-4F8F-969C-EF0F867936FD}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

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@ -0,0 +1,32 @@
using UnityEngine;
namespace NAK.PropSpawnTweaks.Components;
public class PropLoadingHexagon : MonoBehaviour
{
[SerializeField] private SkinnedMeshRenderer _hexRenderer;
[SerializeField] private TMPro.TextMeshPro _loadingText;
[SerializeField] private Transform[] _hexTransforms;
private float _scale;
private void Update()
{
if (_scale < 1f)
{
_scale += Time.deltaTime * 4f;
transform.GetChild(0).localScale = Vector3.one * _scale;
}
for (int i = 0; i < 3; i++)
{
// give slightly different rotation to each hexagon
_hexTransforms[i].Rotate(Vector3.up, 30f * Time.deltaTime * (i + 1));
}
}
public void SetLoadingText(string text)
=> _loadingText.text = text; // SetAllDirty
public void SetLoadingShape(float value)
=> _hexRenderer.SetBlendShapeWeight(0, value);
}

234
PropSpawnTweaks/Main.cs Normal file
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@ -0,0 +1,234 @@
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 || (loadingHex.propData.Wrapper != null
&& loadingHex.propData.Spawnable != null))
{
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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@ -0,0 +1,45 @@
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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@ -0,0 +1,10 @@
<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net48</TargetFramework>
</PropertyGroup>
<ItemGroup>
<EmbeddedResource Include="Resources\loading_hexagon.assets">
<LogicalName>loading_hexagon.assets</LogicalName>
</EmbeddedResource> </ItemGroup>
</Project>

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@ -0,0 +1,32 @@
using NAK.PropSpawnTweaks.Properties;
using MelonLoader;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.PropSpawnTweaks))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.PropSpawnTweaks))]
[assembly: MelonInfo(
typeof(NAK.PropSpawnTweaks.PropSpawnTweaksMod),
nameof(NAK.PropSpawnTweaks),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/PropSpawnTweaks"
)]
[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: HarmonyDontPatchAll]
namespace NAK.PropSpawnTweaks.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.0";
public const string Author = "NotAKidoS";
}

14
PropSpawnTweaks/README.md Normal file
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@ -0,0 +1,14 @@
# PropSpawnTweaks
Gives the Drop Prop button more utility by allowing you to drop props in the air, as well as providing a prop loading indicator.
---
Here is the block of text where I tell you this mod is not affiliated with or endorsed by ABI.
https://documentation.abinteractive.net/official/legal/tos/#7-modding-our-games
> This mod is an independent creation not affiliated with, supported by, or approved by Alpha Blend Interactive.
> Use of this mod is done so at the user's own risk and the creator cannot be held responsible for any issues arising from its use.
> To the best of my knowledge, I have adhered to the Modding Guidelines established by Alpha Blend Interactive.

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@ -0,0 +1,23 @@
{
"_id": -1,
"name": "PropSpawnTweaks",
"modversion": "1.0.0",
"gameversion": "2024r175",
"loaderversion": "0.6.1",
"modtype": "Mod",
"author": "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.\n",
"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"
}