NAK_CVR_Mods/.Deprecated/Blackout/Main.cs

124 lines
No EOL
5.4 KiB
C#

using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using MelonLoader;
namespace NAK.Blackout;
public class Blackout : MelonMod
{
internal static bool inVR;
internal static MelonLogger.Instance Logger;
internal const string SettingsCategory = nameof(Blackout);
public static readonly MelonPreferences_Category CategoryBlackout =
MelonPreferences.CreateCategory(SettingsCategory);
public static readonly MelonPreferences_Entry<bool> EntryEnabled =
CategoryBlackout.CreateEntry("Automatic State Change", true, description: "Should the screen automatically dim if head is still for enough time?");
public static readonly MelonPreferences_Entry<bool> EntryHudMessages =
CategoryBlackout.CreateEntry("Hud Messages", true, description: "Notify on state change.");
public static readonly MelonPreferences_Entry<bool> EntryDropFPSOnSleep =
CategoryBlackout.CreateEntry("Limit FPS While Sleep", false, description: "Limits FPS to 5 while in Sleep State. This only works in Desktop, as SteamVR/HMD handles VR FPS.");
public static readonly MelonPreferences_Entry<bool> EntryDrowsyVelocityMultiplier =
CategoryBlackout.CreateEntry("Drowsy Velocity Multiplier", true, description: "Should head velocity act as a multiplier to Drowsy Dim Strength?");
public static readonly MelonPreferences_Entry<bool> EntryAutoSleepState =
CategoryBlackout.CreateEntry("Auto Sleep State", true, description: "Should the sleep state be used during Automatic State Change?");
public static readonly MelonPreferences_Entry<float> EntryDrowsyThreshold =
CategoryBlackout.CreateEntry("Drowsy Threshold", 2f, description: "Velocity to return partial vision.");
public static readonly MelonPreferences_Entry<float> EntryAwakeThreshold =
CategoryBlackout.CreateEntry("Awake Threshold", 4f, description: "Velocity to return full vision.");
public static readonly MelonPreferences_Entry<float> EntryDrowsyModeTimer =
CategoryBlackout.CreateEntry("Enter Drowsy Time (Minutes)", 3f, description: "How many minutes without movement until enter drowsy mode.");
public static readonly MelonPreferences_Entry<float> EntrySleepModeTimer =
CategoryBlackout.CreateEntry("Enter Sleep Time (Seconds)", 10f, description: "How many seconds without movement until enter sleep mode.");
public static readonly MelonPreferences_Entry<float> EntryDrowsyDimStrength =
CategoryBlackout.CreateEntry("Drowsy Dim Strength", 0.6f, description: "How strong of a dimming effect should drowsy mode have.");
public override void OnInitializeMelon()
{
Logger = LoggerInstance;
EntryEnabled.OnEntryValueChangedUntyped.Subscribe(OnUpdateEnabled);
foreach (var entry in CategoryBlackout.Entries)
{
if (entry != EntryEnabled && !entry.OnEntryValueChangedUntyped.GetSubscribers().Any())
{
entry.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings);
}
}
//UIExpansionKit addon
if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "UI Expansion Kit"))
{
Logger.Msg("Initializing UIExpansionKit support.");
UIExpansionKitAddon.Init();
}
//BTKUILib addon
if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "BTKUILib"))
{
Logger.Msg("Initializing BTKUILib support.");
BTKUIAddon.Init();
}
MelonLoader.MelonCoroutines.Start(WaitForLocalPlayer());
}
private System.Collections.IEnumerator WaitForLocalPlayer()
{
//load blackout_controller.asset
AssetsHandler.Load();
while (PlayerSetup.Instance == null)
yield return null;
inVR = MetaPort.Instance.isUsingVr;
PlayerSetup.Instance.gameObject.AddComponent<BlackoutController>();
//update BlackoutController settings after it initializes
while (BlackoutController.Instance == null)
yield return null;
UpdateAllSettings();
OnEnabled();
}
private void OnEnabled()
{
if (!BlackoutController.Instance) return;
if (EntryEnabled.Value)
{
BlackoutController.Instance.OnEnable();
}
else
{
BlackoutController.Instance.OnDisable();
}
BlackoutController.Instance.AutomaticStateChange = EntryEnabled.Value;
}
private void UpdateAllSettings()
{
if (!BlackoutController.Instance) return;
BlackoutController.Instance.HudMessages = EntryHudMessages.Value;
BlackoutController.Instance.AutoSleepState = EntryAutoSleepState.Value;
BlackoutController.Instance.DropFPSOnSleep = EntryDropFPSOnSleep.Value;
BlackoutController.Instance.drowsyThreshold = EntryDrowsyThreshold.Value;
BlackoutController.Instance.wakeThreshold = EntryAwakeThreshold.Value;
BlackoutController.Instance.DrowsyModeTimer = EntryDrowsyModeTimer.Value;
BlackoutController.Instance.SleepModeTimer = EntrySleepModeTimer.Value;
BlackoutController.Instance.DrowsyDimStrength = EntryDrowsyDimStrength.Value;
BlackoutController.Instance.DrowsyVelocityMultiplier = EntryDrowsyVelocityMultiplier.Value;
}
private void OnUpdateEnabled(object arg1, object arg2) => OnEnabled();
private void OnUpdateSettings(object arg1, object arg2) => UpdateAllSettings();
}