mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 14:29:25 +00:00
57 lines
No EOL
2.7 KiB
C#
57 lines
No EOL
2.7 KiB
C#
using MelonLoader;
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namespace NAK.IKFixes;
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public class IKFixes : MelonMod
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{
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public static readonly MelonPreferences_Category Category =
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MelonPreferences.CreateCategory(nameof(IKFixes));
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public static readonly MelonPreferences_Entry<bool> EntryUseFakeRootAngle =
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Category.CreateEntry("Use Fake Root Angle", true, description: "Emulates maxRootAngle. This fixes feet pointing in direction of head when looking around.");
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public static readonly MelonPreferences_Entry<float> EntryFakeRootAngleLimit =
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Category.CreateEntry("Fake Root Angle Limit", 25f, description: "Specifies the maximum angle the lower body can have relative to the head when rotating.");
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public static readonly MelonPreferences_Entry<float> EntryNeckStiffness =
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Category.CreateEntry("Neck Stiffness", 0.2f, description: "Neck stiffness.");
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public static readonly MelonPreferences_Entry<float> EntryBodyRotStiffness =
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Category.CreateEntry("Body Rot Stiffness", 0.1f, description: "Body rotation stiffness.");
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public static readonly MelonPreferences_Entry<float> EntryRotateChestByHands =
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Category.CreateEntry("Rot Chest By Hands", 1f, description: "Rotate chest by hands.");
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public static readonly MelonPreferences_Entry<float> EntryBendToTargetWeight =
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Category.CreateEntry("Leg Bend To Target", 1f, description: "Leg bend to target weight");
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public static readonly MelonPreferences_Entry<bool> EntryAssignRemainingTrackers =
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Category.CreateEntry("Assign Remaining Trackers", true, description: "Should the game calibrate any additional trackers as secondary trackers for already-tracked points?");
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public static readonly MelonPreferences_Entry<bool> EntryUseIKPose =
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Category.CreateEntry("Use IK Pose", true, description: "Should an IKPose be used after VRIK initialization? This can fix some issues with feet targeting.");
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public static readonly MelonPreferences_Entry<bool> EntryNetIKPass =
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Category.CreateEntry("Network IK Pass", true, description: "Should NetIK pass be applied? This fixes a bunch of small rotation errors after VRIK is run.");
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public override void OnInitializeMelon()
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{
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ApplyPatches(typeof(HarmonyPatches.VRIKPatches));
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ApplyPatches(typeof(HarmonyPatches.BodySystemPatches));
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ApplyPatches(typeof(HarmonyPatches.PlayerSetupPatches));
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ApplyPatches(typeof(HarmonyPatches.IKSystemPatches));
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}
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void ApplyPatches(Type type)
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{
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try
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{
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HarmonyInstance.PatchAll(type);
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}
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catch (Exception e)
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{
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LoggerInstance.Msg($"Failed while patching {type.Name}!");
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LoggerInstance.Error(e);
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}
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}
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} |