using MelonLoader; namespace NAK.DesktopVRIK; public class DesktopVRIK : MelonMod { internal static MelonLogger.Instance Logger; internal const string SettingsCategory = nameof(DesktopVRIK); public static readonly MelonPreferences_Category Category = MelonPreferences.CreateCategory(SettingsCategory); public static readonly MelonPreferences_Entry EntryEnabled = Category.CreateEntry("Enabled", true, description: "Toggle DesktopVRIK entirely. Requires avatar reload."); public static readonly MelonPreferences_Entry EntryPlantFeet = Category.CreateEntry("Enforce Plant Feet", true, description: "Forces VRIK Plant Feet enabled to prevent hovering when stopping movement."); public static readonly MelonPreferences_Entry EntryResetFootstepsOnIdle = Category.CreateEntry("Reset Footsteps on Idle", false, description: "Determins if the Locomotion Footsteps will be reset to their calibration position when entering idle."); public static readonly MelonPreferences_Entry EntryUseVRIKToes = Category.CreateEntry("Use VRIK Toes", false, description: "Determines if VRIK uses humanoid toes for IK solving, which can cause feet to idle behind the avatar."); public static readonly MelonPreferences_Entry EntryBodyLeanWeight = Category.CreateEntry("Body Lean Weight", 0.5f, description: "Adds rotational influence to the body solver when looking up/down. Set to 0 to disable."); public static readonly MelonPreferences_Entry EntryBodyHeadingLimit = Category.CreateEntry("Body Heading Limit", 20f, description: "Specifies the maximum angle the lower body can have relative to the head when rotating. Set to 0 to disable."); public static readonly MelonPreferences_Entry EntryPelvisHeadingWeight = Category.CreateEntry("Pelvis Heading Weight", 0.25f, description: "Determines how much the pelvis will face the Body Heading Limit. Set to 0 to align with head."); public static readonly MelonPreferences_Entry EntryChestHeadingWeight = Category.CreateEntry("Chest Heading Weight", 0.75f, description: "Determines how much the chest will face the Body Heading Limit. Set to 0 to align with head."); public static readonly MelonPreferences_Entry EntryIKLerpSpeed = Category.CreateEntry("IK Lerp Speed", 10f, description: "Determines fast the IK & Locomotion weights blend after entering idle. Set to 0 to disable."); public static readonly MelonPreferences_Entry EntryProneThrusting = Category.CreateEntry("Prone Thrusting", false, description: "Allows Body Lean Weight to take effect while crouched or prone."); public static readonly MelonPreferences_Entry 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."); public static readonly MelonPreferences_Entry EntryIntegrationAMT = Category.CreateEntry("AMT Integration", true, description: "Relies on AvatarMotionTweaker to handle VRIK Locomotion weights if available."); public static bool integration_AMT = false; public override void OnInitializeMelon() { Logger = LoggerInstance; //BTKUILib Misc Tab if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "BTKUILib")) { Logger.Msg("Initializing BTKUILib support."); Integrations.BTKUIAddon.Init(); } //AvatarMotionTweaker Handling if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "AvatarMotionTweaker")) { integration_AMT = true; Logger.Msg("AvatarMotionTweaker was found. Relying on it to handle VRIK locomotion."); } else { Logger.Msg("AvatarMotionTweaker was not found. Using built-in VRIK locomotion handling."); } ApplyPatches(typeof(HarmonyPatches.PlayerSetupPatches)); } void ApplyPatches(Type type) { try { HarmonyInstance.PatchAll(type); } catch (Exception e) { Logger.Msg($"Failed while patching {type.Name}!"); Logger.Error(e); } } }