using ABI_RC.Core.InteractionSystem; using ABI_RC.Core.Player; using ABI_RC.Core.Savior; using ABI_RC.Systems.MovementSystem; using cohtml; using HarmonyLib; using MelonLoader; using UnityEngine; namespace MenuScalePatch; public class MenuScalePatch : MelonMod { private static MelonPreferences_Category m_categoryMenuScalePatch; private static MelonPreferences_Entry m_entryScaleCollision; private static MelonPreferences_Entry m_entrySkinWidthLimit; public override void OnApplicationStart() { m_categoryMenuScalePatch = MelonPreferences.CreateCategory(nameof(MenuScalePatch)); m_entryScaleCollision = m_categoryMenuScalePatch.CreateEntry("Scale Collision", false, description: "Should we scale player collision alongside avatar?"); //m_entrySmallHeightLimit = m_categoryMenuScalePatch.CreateEntry("Small Height Limit", true, description: "Prevents avatar collision height from going below 0.3f. Disabling this can lead to errors if avatar is too small."); m_entrySkinWidthLimit = m_categoryMenuScalePatch.CreateEntry("No Skin Width", false, description: "Enabling this allows your feet to touch the ground properly, but may also make it easier for you to get stuck on collision."); m_categoryMenuScalePatch.SaveToFile(false); m_entryScaleCollision.OnValueChangedUntyped += UpdateSettings; m_entrySkinWidthLimit.OnValueChangedUntyped += UpdateSettings; UpdateSettings(); } private static void UpdateSettings() { HarmonyPatches._controllerScaleCollision = m_entryScaleCollision.Value; if (!MovementSystem.Instance) return; CharacterController controller = Traverse.Create(MovementSystem.Instance).Field("controller").GetValue() as CharacterController; if (!m_entryScaleCollision.Value) { controller.skinWidth = 0.08f; MovementSystem.Instance.UpdateAvatarHeightFactor(1f); } else { controller.skinWidth = (m_entrySkinWidthLimit.Value ? 0.001f : 0.08f); float _avatarHeight = Traverse.Create(PlayerSetup.Instance).Field("_avatarHeight").GetValue(); MovementSystem.Instance.UpdateAvatarHeightFactor(_avatarHeight); } } [HarmonyPatch] private class HarmonyPatches { static public bool _controllerScaleCollision = false; [HarmonyPostfix] [HarmonyPatch(typeof(MovementSystem), "UpdateCollider")] private static void SetScale(ref float ____minimumColliderRadius, ref float ____avatarHeightFactor, ref CharacterController ___controller, ref float ___groundDistance, ref CapsuleCollider ___proxyCollider, ref GameObject ___forceObject, ref Transform ___groundCheck, ref Vector3 ____colliderCenter) { if (!_controllerScaleCollision) return; //avatar height = viewpoint height //heightfactor = viewpoint height * scale difference //___controller.stepOffset = 0.0001f; (this is 0.3 or 0 based on groundedraw..) //unity docs say to not put skinwidth too low, or you chance getting stuck often //because i cant overwrite stepOffset, ill limit height to min of 0.3 to prevent console spam ___controller.height = Mathf.Max(____avatarHeightFactor, ____minimumColliderRadius); ___controller.radius = Mathf.Max(____avatarHeightFactor / 6f, ____minimumColliderRadius); ; ___controller.center = Vector3.up * (___controller.height * 0.5f); ___groundDistance = ___controller.radius; ___proxyCollider.height = ___controller.height; ___proxyCollider.radius = ___controller.radius; ___proxyCollider.center = ___controller.center; ___forceObject.transform.localScale = new Vector3(___controller.radius + 0.1f, ___controller.height, ___controller.radius + 0.1f); ___groundCheck.localPosition = ____colliderCenter; } [HarmonyPostfix] [HarmonyPatch(typeof(CVR_MenuManager), "SetScale")] private static void SetQMScale(ref CohtmlView ___quickMenu, ref float ____scaleFactor, float avatarHeight) { if (!MetaPort.Instance.isUsingVr) { //correct quickmenu - pretty much needsQuickmenuPositionUpdate() Transform rotationPivot = PlayerSetup.Instance._movementSystem.rotationPivot; ___quickMenu.transform.eulerAngles = new Vector3(rotationPivot.eulerAngles.x, rotationPivot.eulerAngles.y, rotationPivot.eulerAngles.z); ___quickMenu.transform.position = rotationPivot.position + rotationPivot.forward * 1f * ____scaleFactor; } //update avatar height while we are here if (!_controllerScaleCollision) return; MovementSystem.Instance.UpdateAvatarHeightFactor(avatarHeight); } //ViewManager.SetScale runs once a second when it should only run when aspect ratio changes- CVR bug //assuming its caused by cast from int to float getting the screen size, something floating point bleh //attempting to ignore that call if there wasnt actually a change [HarmonyPrefix] [HarmonyPatch(typeof(ViewManager), "SetScale")] private static void CheckLegit(float avatarHeight, ref ViewManager __instance, ref float ___cachedScreenAspectRatio, ref float ___cachedAvatarHeight, out bool __state) { if (___cachedAvatarHeight == avatarHeight) { __state = false; return; } __state = true; } [HarmonyPostfix] [HarmonyPatch(typeof(ViewManager), "SetScale")] private static void SetMMScale(ref ViewManager __instance, ref bool ___needsMenuPositionUpdate, ref float ___scaleFactor, bool __state) { if (!__state) return; //correct main menu - pretty much UpdateMenuPosition() Transform rotationPivot = PlayerSetup.Instance._movementSystem.rotationPivot; __instance.gameObject.transform.position = rotationPivot.position + __instance.gameObject.transform.forward * 1f * ___scaleFactor; ___needsMenuPositionUpdate = false; } } }