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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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Testing Phase
Basics are implemented. Needs playtesting before potential rewrite and implementation of avatar parameters & manual control.
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c049d93d55
commit
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8 changed files with 541 additions and 82 deletions
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@ -1,59 +1,89 @@
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using ABI.CCK.Components;
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using ABI_RC.Core.Player;
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using ABI_RC.Systems.IK;
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using ABI_RC.Systems.IK.SubSystems;
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using ABI_RC.Core.Player;
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using HarmonyLib;
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using MelonLoader;
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using RootMotion.FinalIK;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Blackout;
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public class Blackout : MelonMod
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{
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BlackoutController m_blackoutController = null;
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private static bool inVR;
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private static MelonPreferences_Category m_categoryBlackout;
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private static MelonPreferences_Entry<bool> m_entryEnabled;
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private static MelonPreferences_Entry<float> m_entryDrowsyThreshold;
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private static MelonPreferences_Entry<float> m_entryAwakeThreshold;
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private static MelonPreferences_Entry<float> m_entryEnterSleepTime;
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private static MelonPreferences_Entry<float> m_entryReturnSleepTime;
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private static MelonPreferences_Entry<bool> m_entryEnabled, m_entryHudMessages;
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//private static MelonPreferences_Entry<bool> m_entryVROnly;
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private static MelonPreferences_Entry<float>
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m_entryDrowsyThreshold, m_entryAwakeThreshold,
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m_entryDrowsyModeTimer, m_entrySleepModeTimer,
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m_entryDrowsyDimStrength;
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public override void OnApplicationStart()
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{
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m_categoryBlackout = MelonPreferences.CreateCategory(nameof(Blackout));
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m_entryEnabled = m_categoryBlackout.CreateEntry<bool>("Enabled", true, description: "Dim screen when sleeping.");
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m_entryHudMessages = m_categoryBlackout.CreateEntry<bool>("Hud Messages", false, description: "Notify on state change.");
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m_entryDrowsyThreshold = m_categoryBlackout.CreateEntry<float>("Drowsy Threshold", 1f, description: "Degrees of movement to return partial vision.");
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m_entryAwakeThreshold = m_categoryBlackout.CreateEntry<float>("Awake Threshold", 12f, description: "Degrees of movement to return full vision.");
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m_entryEnterSleepTime = m_categoryBlackout.CreateEntry<float>("Enter Sleep Time", 3f, description: "How many minutes without movement until enter sleep mode.");
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m_entryReturnSleepTime = m_categoryBlackout.CreateEntry<float>("Return Sleep Time", 10f, description: "How many seconds should the wake state last before return.");
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m_entryDrowsyModeTimer = m_categoryBlackout.CreateEntry<float>("Enter Drowsy Time", 3f, description: "How many minutes without movement until enter drowsy mode.");
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m_entrySleepModeTimer = m_categoryBlackout.CreateEntry<float>("Enter Sleep Time", 10f, description: "How many seconds without movement until enter sleep mode.");
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m_entryDrowsyDimStrength = m_categoryBlackout.CreateEntry<float>("Drowsy Dim Strength", 0.5f, description: "How strong of a dimming effect should drowsy mode have.");
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//m_entryVROnly = m_categoryBlackout.CreateEntry<bool>("VR Only", false, description: "Only enable mod in VR.");
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m_categoryBlackout.SaveToFile(false);
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m_entryEnabled.OnValueChangedUntyped += OnEnabled;
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m_entryHudMessages.OnValueChangedUntyped += OnUpdateSettings;
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m_entryDrowsyThreshold.OnValueChangedUntyped += OnUpdateSettings;
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m_entryAwakeThreshold.OnValueChangedUntyped += OnUpdateSettings;
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m_entryDrowsyModeTimer.OnValueChangedUntyped += OnUpdateSettings;
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m_entrySleepModeTimer.OnValueChangedUntyped += OnUpdateSettings;
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m_entryDrowsyDimStrength.OnValueChangedUntyped += OnUpdateSettings;
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//m_entryVROnly.OnValueChangedUntyped += OnUpdateSettings;
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MelonLoader.MelonCoroutines.Start(WaitForLocalPlayer());
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}
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System.Collections.IEnumerator WaitForLocalPlayer()
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{
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//load blackout_controller.asset
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AssetsHandler.Load();
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while (PlayerSetup.Instance == null)
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yield return null;
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m_blackoutController = PlayerSetup.Instance.gameObject.AddComponent<BlackoutController>();
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inVR = PlayerSetup.Instance._inVr;
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PlayerSetup.Instance.gameObject.AddComponent<BlackoutController>();
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//update BlackoutController settings after it initializes
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yield return new WaitForEndOfFrame();
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OnUpdateSettings();
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}
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public void OnEnabled()
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private void OnEnabled()
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{
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if (!m_blackoutController) return;
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m_blackoutController.enabled = m_entryEnabled.Value;
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if (!BlackoutController.Instance) return;
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BlackoutController.Instance.enabled = m_entryEnabled.Value;
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}
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public void OnUpdateSettings()
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private void OnUpdateSettings()
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{
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if (!m_blackoutController) return;
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m_blackoutController.drowsyThreshold = m_entryDrowsyThreshold.Value;
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m_blackoutController.wakeThreshold = m_entryAwakeThreshold.Value;
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m_blackoutController.enterSleepTime = m_entryEnterSleepTime.Value;
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m_blackoutController.returnSleepTime = m_entryReturnSleepTime.Value;
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if (!BlackoutController.Instance) return;
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BlackoutController.Instance.drowsyThreshold = m_entryDrowsyThreshold.Value;
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BlackoutController.Instance.wakeThreshold = m_entryAwakeThreshold.Value;
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BlackoutController.Instance.DrowsyModeTimer = m_entryDrowsyModeTimer.Value;
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BlackoutController.Instance.SleepModeTimer = m_entrySleepModeTimer.Value;
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BlackoutController.Instance.DrowsyDimStrength = m_entryDrowsyDimStrength.Value;
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BlackoutController.Instance.HudMessages = m_entryHudMessages.Value;
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}
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//Support for changing VRMode during runtime.
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[HarmonyPatch]
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private class HarmonyPatches
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{
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PlayerSetup), "CalibrateAvatar")]
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private static void CheckVRModeSwitch()
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{
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if (inVR != PlayerSetup.Instance._inVr)
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{
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BlackoutController.Instance.SetupBlackoutInstance();
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}
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}
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}
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}
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