mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 06:19:22 +00:00
139 lines
6.6 KiB
C#
139 lines
6.6 KiB
C#
using ABI_RC.Core.InteractionSystem;
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using ABI_RC.Core.Player;
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using ABI_RC.Core.Savior;
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using ABI_RC.Systems.MovementSystem;
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using cohtml;
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using HarmonyLib;
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using MelonLoader;
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using UnityEngine;
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namespace MenuScalePatch;
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public class MenuScalePatch : MelonMod
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{
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private static MelonPreferences_Category m_categoryMenuScalePatch;
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private static MelonPreferences_Entry<bool> m_entryScaleCollision;
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private static MelonPreferences_Entry<bool> m_entrySkinWidthLimit;
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private static float defaultSkinWidth = 0f;
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public override void OnApplicationStart()
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{
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m_categoryMenuScalePatch = MelonPreferences.CreateCategory(nameof(MenuScalePatch));
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m_entryScaleCollision = m_categoryMenuScalePatch.CreateEntry<bool>("Scale Collision", false, description: "Should we scale player collision alongside avatar?");
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//m_entrySmallHeightLimit = m_categoryMenuScalePatch.CreateEntry<bool>("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.");
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m_entrySkinWidthLimit = m_categoryMenuScalePatch.CreateEntry<bool>("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.");
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m_categoryMenuScalePatch.SaveToFile(false);
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m_entryScaleCollision.OnValueChangedUntyped += UpdateSettings;
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m_entrySkinWidthLimit.OnValueChangedUntyped += UpdateSettings;
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UpdateSettings();
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}
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private static void UpdateSettings()
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{
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HarmonyPatches._controllerScaleCollision = m_entryScaleCollision.Value;
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if (!MovementSystem.Instance) return;
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CharacterController controller = Traverse.Create(MovementSystem.Instance).Field("controller").GetValue() as CharacterController;
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if (!m_entryScaleCollision.Value)
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{
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controller.skinWidth = defaultSkinWidth;
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MovementSystem.Instance.UpdateAvatarHeightFactor(1f);
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}
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else
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{
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float _avatarHeight = Traverse.Create(PlayerSetup.Instance).Field("_avatarHeight").GetValue<float>();
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MovementSystem.Instance.UpdateAvatarHeightFactor(_avatarHeight);
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}
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}
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[HarmonyPatch]
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private class HarmonyPatches
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{
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static public bool _controllerScaleCollision = false;
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[HarmonyPostfix]
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[HarmonyPatch(typeof(MovementSystem), "UpdateCollider")]
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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)
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{
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if (!_controllerScaleCollision) return;
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//avatar height = viewpoint height
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//heightfactor = viewpoint height * scale difference
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//unity docs say to not put skinwidth too low, or you chance getting stuck often
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//but removing skinWidth allows your character to completely touch the floor
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//grab the original skinWidth if it wasn't already logged
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if (defaultSkinWidth == 0f) defaultSkinWidth = ___controller.skinWidth;
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float skinWidth = (m_entrySkinWidthLimit.Value ? 0.001f : defaultSkinWidth);
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//to prevent falling anims when smol- take skinWidth into maths
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___controller.skinWidth = skinWidth;
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___groundDistance = ___controller.radius + skinWidth;
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___groundCheck.localPosition = ____colliderCenter + Vector3.up * skinWidth;
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//scale charactercontroller collision (take allow small player collider setting into account)
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___controller.height = Mathf.Max(____avatarHeightFactor, ____minimumColliderRadius);
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___controller.radius = Mathf.Max(____avatarHeightFactor / 6f, ____minimumColliderRadius);
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___controller.center = ____colliderCenter + Vector3.up * (___controller.height * 0.5f);
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//match the proxy and force colliders to the scaled charactercontroller
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___proxyCollider.height = ___controller.height;
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___proxyCollider.radius = ___controller.radius;
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___proxyCollider.center = ___controller.center;
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___forceObject.transform.localScale = new Vector3(___controller.radius + 0.1f, ___controller.height, ___controller.radius + 0.1f);
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(CVR_MenuManager), "SetScale")]
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private static void SetQMScale(ref CohtmlView ___quickMenu, ref float ____scaleFactor, float avatarHeight)
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{
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if (!MetaPort.Instance.isUsingVr)
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{
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//correct quickmenu - pretty much needsQuickmenuPositionUpdate()
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Transform rotationPivot = PlayerSetup.Instance._movementSystem.rotationPivot;
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___quickMenu.transform.eulerAngles = new Vector3(rotationPivot.eulerAngles.x, rotationPivot.eulerAngles.y, rotationPivot.eulerAngles.z);
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___quickMenu.transform.position = rotationPivot.position + rotationPivot.forward * 1f * ____scaleFactor;
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}
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//update avatar height while we are here
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if (!_controllerScaleCollision) return;
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MovementSystem.Instance.UpdateAvatarHeightFactor(avatarHeight);
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}
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//ViewManager.SetScale runs once a second when it should only run when aspect ratio changes- CVR bug
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//assuming its caused by cast from int to float getting the screen size, something floating point bleh
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//attempting to ignore that call if there wasnt actually a change
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[HarmonyPrefix]
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[HarmonyPatch(typeof(ViewManager), "SetScale")]
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private static void CheckLegit(float avatarHeight, ref float ___cachedAvatarHeight, out bool __state)
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{
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if (___cachedAvatarHeight == avatarHeight)
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{
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__state = false;
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return;
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}
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__state = true;
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(ViewManager), "SetScale")]
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private static void SetMMScale(ref ViewManager __instance, ref bool ___needsMenuPositionUpdate, ref float ___scaleFactor, bool __state)
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{
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if (!__state) return;
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//correct main menu - pretty much UpdateMenuPosition()
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Transform rotationPivot = PlayerSetup.Instance._movementSystem.rotationPivot;
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__instance.gameObject.transform.position = rotationPivot.position + __instance.gameObject.transform.forward * 1f * ___scaleFactor;
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___needsMenuPositionUpdate = false;
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}
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}
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}
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