NAK_CVR_Mods/DesktopVRSwitch/Patches/ReferenceCameraPatch.cs
2023-02-17 06:10:49 -06:00

91 lines
No EOL
3.6 KiB
C#

using ABI_RC.Core.Base;
using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using Aura2API;
using BeautifyEffect;
using UnityEngine;
using UnityEngine.AzureSky;
using UnityEngine.Rendering.PostProcessing;
using Object = UnityEngine.Object;
namespace NAK.Melons.DesktopVRSwitch.Patches;
internal class ReferenceCameraPatch
{
internal static void OnWorldLoad()
{
Camera activeCamera = (MetaPort.Instance.isUsingVr ? PlayerSetup.Instance.vrCamera : PlayerSetup.Instance.desktopCamera).GetComponent<Camera>();
Camera inactiveCamera = (MetaPort.Instance.isUsingVr ? PlayerSetup.Instance.desktopCamera : PlayerSetup.Instance.vrCamera).GetComponent<Camera>();
CopyToInactiveCam(activeCamera, inactiveCamera);
}
internal static void CopyToInactiveCam(Camera activeCam, Camera inactiveCam)
{
DesktopVRSwitchMod.Logger.Msg("Copying active camera settings & components to inactive camera.");
//steal basic settings
inactiveCam.farClipPlane = activeCam.farClipPlane;
inactiveCam.nearClipPlane = activeCam.nearClipPlane;
inactiveCam.cullingMask = activeCam.cullingMask;
inactiveCam.depthTextureMode = activeCam.depthTextureMode;
//steal post processing if added
PostProcessLayer ppLayerActiveCam = activeCam.GetComponent<PostProcessLayer>();
PostProcessLayer ppLayerInactiveCam = inactiveCam.AddComponentIfMissing<PostProcessLayer>();
if (ppLayerActiveCam != null && ppLayerInactiveCam != null)
{
ppLayerInactiveCam.enabled = ppLayerActiveCam.enabled;
ppLayerInactiveCam.volumeLayer = ppLayerActiveCam.volumeLayer;
}
//what even is this aura camera stuff
AuraCamera auraActiveCam = activeCam.GetComponent<AuraCamera>();
AuraCamera auraInactiveCam = inactiveCam.AddComponentIfMissing<AuraCamera>();
if (auraActiveCam != null && auraInactiveCam != null)
{
auraInactiveCam.enabled = auraActiveCam.enabled;
auraInactiveCam.frustumSettings = auraActiveCam.frustumSettings;
}
else
{
auraInactiveCam.enabled = false;
}
//flare layer thing? the sun :_:_:_:_:_:
FlareLayer flareActiveCam = activeCam.GetComponent<FlareLayer>();
FlareLayer flareInactiveCam = inactiveCam.AddComponentIfMissing<FlareLayer>();
if (flareActiveCam != null && flareInactiveCam != null)
{
flareInactiveCam.enabled = flareActiveCam.enabled;
}
else
{
flareInactiveCam.enabled = false;
}
//and now what the fuck is fog scattering
AzureFogScattering azureFogActiveCam = activeCam.GetComponent<AzureFogScattering>();
AzureFogScattering azureFogInactiveCam = inactiveCam.AddComponentIfMissing<AzureFogScattering>();
if (azureFogActiveCam != null && azureFogInactiveCam != null)
{
azureFogInactiveCam.fogScatteringMaterial = azureFogActiveCam.fogScatteringMaterial;
}
else
{
Object.Destroy(inactiveCam.GetComponent<AzureFogScattering>());
}
//why is there so many thingsssssssss
Beautify beautifyActiveCam = activeCam.GetComponent<Beautify>();
Beautify beautifyInactiveCam = inactiveCam.AddComponentIfMissing<Beautify>();
if (beautifyActiveCam != null && beautifyInactiveCam != null)
{
beautifyInactiveCam.quality = beautifyActiveCam.quality;
beautifyInactiveCam.profile = beautifyActiveCam.profile;
}
else
{
Object.Destroy(inactiveCam.gameObject.GetComponent<Beautify>());
}
}
}