[IKFixes] Updates for 2023r171

Removed unneeded settings. Fixed halfbody fake root angle option.
Added Reset Settings UIExpansionKit button.
This commit is contained in:
NotAKidoS 2023-09-15 21:15:50 -05:00
parent 3c52f8c60c
commit e31bf87609
7 changed files with 141 additions and 202 deletions

View file

@ -4,41 +4,47 @@ namespace NAK.IKFixes;
public class IKFixes : MelonMod
{
internal const string SettingsCategory = nameof(IKFixes);
public static readonly MelonPreferences_Category Category =
MelonPreferences.CreateCategory(nameof(IKFixes));
MelonPreferences.CreateCategory(SettingsCategory);
public static readonly MelonPreferences_Entry<bool> EntryUseFakeRootAngle =
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 =
Category.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)", 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.");
Category.CreateEntry("Neck Stiffness (0.2f)", 0.2f, description: "Neck stiffness.");
public static readonly MelonPreferences_Entry<float> EntryBodyRotStiffness =
Category.CreateEntry("Body Rot Stiffness", 0.1f, description: "Body rotation stiffness.");
Category.CreateEntry("Body Rot Stiffness (0.1f)", 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.");
Category.CreateEntry("Rot Chest By Hands (1f)", 1f, description: "Rotate chest by hands.");
public static readonly MelonPreferences_Entry<float> EntryBendToTargetWeight =
Category.CreateEntry("Leg Bend To Target", 1f, description: "Leg bend to target weight");
Category.CreateEntry("Leg Bend To Target (1f)", 1f, description: "Leg bend to target weight");
public static readonly MelonPreferences_Entry<bool> EntryAssignRemainingTrackers =
Category.CreateEntry("Assign Remaining Trackers", true, description: "Should the game calibrate any additional trackers as secondary trackers for already-tracked points?");
public static readonly MelonPreferences_Entry<bool> EntryUseIKPose =
Category.CreateEntry("Use IK Pose", true, description: "Should an IKPose be used after VRIK initialization? This can fix some issues with feet targeting.");
public static readonly MelonPreferences_Entry<bool> EntryNetIKPass =
Category.CreateEntry("Network IK Pass", true, description: "Should NetIK pass be applied? This fixes a bunch of small rotation errors after VRIK is run.");
Category.CreateEntry("Assign Remaining Trackers (true)", true, description: "Should the game calibrate any additional trackers as secondary trackers for already-tracked points?");
public override void OnInitializeMelon()
{
ApplyPatches(typeof(HarmonyPatches.BodySystemPatches));
ApplyPatches(typeof(HarmonyPatches.PlayerSetupPatches));
ApplyPatches(typeof(HarmonyPatches.IKSystemPatches));
InitializeIntegration("UI Expansion Kit", Integrations.UIExKitAddon.Initialize);
}
private void InitializeIntegration(string modName, Action integrationAction)
{
if (RegisteredMelons.All(it => it.Info.Name != modName))
return;
LoggerInstance.Msg($"Initializing {modName} integration.");
integrationAction.Invoke();
}
private void ApplyPatches(Type type)