NAK_CVR_Mods/Blackout/Main.cs
NotAKidoS e500ac2d0b clean
ran clean on it
2022-10-14 02:00:34 -05:00

93 lines
No EOL
4.9 KiB
C#

using ABI_RC.Core.Player;
using MelonLoader;
using UnityEngine;
namespace Blackout;
public class Blackout : MelonMod
{
public const string SettingsCategory = "Blackout";
internal static bool inVR;
internal static MelonPreferences_Category m_categoryBlackout;
internal static MelonPreferences_Entry<bool> m_entryEnabled, m_entryHudMessages, m_entryDropFPSOnSleep;
//internal static MelonPreferences_Entry<bool> m_entryVROnly;
internal static MelonPreferences_Entry<float>
m_entryDrowsyThreshold, m_entryAwakeThreshold,
m_entryDrowsyModeTimer, m_entrySleepModeTimer,
m_entryDrowsyDimStrength;
public override void OnApplicationStart()
{
m_categoryBlackout = MelonPreferences.CreateCategory(nameof(Blackout));
m_entryEnabled = m_categoryBlackout.CreateEntry<bool>("Automatic State Change", true, description: "Dim screen when there is no movement for a while.");
m_entryHudMessages = m_categoryBlackout.CreateEntry<bool>("Hud Messages", false, description: "Notify on state change.");
m_entryDropFPSOnSleep = m_categoryBlackout.CreateEntry<bool>("Lower FPS While Sleep", false, description: "Lowers FPS to 5 while in Sleep State.");
m_entryDrowsyThreshold = m_categoryBlackout.CreateEntry<float>("Drowsy Threshold", 1f, description: "Degrees of movement to return partial vision.");
m_entryAwakeThreshold = m_categoryBlackout.CreateEntry<float>("Awake Threshold", 12f, description: "Degrees of movement to return full vision.");
m_entryDrowsyModeTimer = m_categoryBlackout.CreateEntry<float>("Enter Drowsy Time", 3f, description: "How many minutes without movement until enter drowsy mode.");
m_entrySleepModeTimer = m_categoryBlackout.CreateEntry<float>("Enter Sleep Time", 10f, description: "How many seconds without movement until enter sleep mode.");
m_entryDrowsyDimStrength = m_categoryBlackout.CreateEntry<float>("Drowsy Dim Strength", 0.5f, description: "How strong of a dimming effect should drowsy mode have.");
//m_entryVROnly = m_categoryBlackout.CreateEntry<bool>("VR Only", false, description: "Only enable mod in VR.");
m_categoryBlackout.SaveToFile(false);
//please tell me a better way to do this
//this is fucking
//gross pleas etell me how to do this but not like this
m_entryEnabled.OnValueChangedUntyped += OnEnabled;
m_entryHudMessages.OnValueChangedUntyped += OnUpdateSettings;
m_entryDropFPSOnSleep.OnValueChangedUntyped += OnUpdateSettings;
m_entryDrowsyThreshold.OnValueChangedUntyped += OnUpdateSettings;
m_entryAwakeThreshold.OnValueChangedUntyped += OnUpdateSettings;
m_entryDrowsyModeTimer.OnValueChangedUntyped += OnUpdateSettings;
m_entrySleepModeTimer.OnValueChangedUntyped += OnUpdateSettings;
m_entryDrowsyDimStrength.OnValueChangedUntyped += OnUpdateSettings;
//m_entryVROnly.OnValueChangedUntyped += OnUpdateSettings;
MelonLoader.MelonCoroutines.Start(WaitForLocalPlayer());
//UIExpansionKit addon
if (MelonHandler.Mods.Any(it => it.Info.Name == "UI Expansion Kit"))
{
MelonLogger.Msg("Initializing UIExpansionKit support.");
UiExtensionsAddon.Init();
}
}
System.Collections.IEnumerator WaitForLocalPlayer()
{
//load blackout_controller.asset
AssetsHandler.Load();
while (PlayerSetup.Instance == null)
yield return null;
inVR = PlayerSetup.Instance._inVr;
PlayerSetup.Instance.gameObject.AddComponent<BlackoutController>();
//update BlackoutController settings after it initializes
yield return new WaitForEndOfFrame();
OnUpdateSettings();
}
private void OnEnabled()
{
if (!BlackoutController.Instance) return;
BlackoutController.Instance.enabled = m_entryEnabled.Value;
}
private void OnUpdateSettings()
{
if (!BlackoutController.Instance) return;
BlackoutController.Instance.drowsyThreshold = m_entryDrowsyThreshold.Value;
BlackoutController.Instance.wakeThreshold = m_entryAwakeThreshold.Value;
BlackoutController.Instance.DrowsyModeTimer = m_entryDrowsyModeTimer.Value;
BlackoutController.Instance.SleepModeTimer = m_entrySleepModeTimer.Value;
BlackoutController.Instance.DrowsyDimStrength = m_entryDrowsyDimStrength.Value;
BlackoutController.Instance.HudMessages = m_entryHudMessages.Value;
BlackoutController.Instance.DropFPSOnSleep = m_entryDropFPSOnSleep.Value;
}
//UIExpansionKit actions
public static void AwakeState() => BlackoutController.Instance.ChangeBlackoutState(BlackoutController.BlackoutState.Awake);
public static void DrowsyState() => BlackoutController.Instance.ChangeBlackoutState(BlackoutController.BlackoutState.Drowsy);
public static void SleepingState() => BlackoutController.Instance.ChangeBlackoutState(BlackoutController.BlackoutState.Sleeping);
}