NAK_CVR_Mods/MenuScalePatch/Main.cs
2022-12-26 22:58:59 -06:00

104 lines
No EOL
4.1 KiB
C#

using ABI_RC.Core.InteractionSystem;
using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using cohtml;
using HarmonyLib;
using MelonLoader;
using UnityEngine;
namespace MenuScalePatch;
public class MenuScalePatch : MelonMod
{
[HarmonyPatch]
private class HarmonyPatches
{
internal static bool adjustedMenuPosition = false;
internal static void SetMenuPosition(Transform menuTransform, float scale)
{
Transform rotationPivot = PlayerSetup.Instance._movementSystem.rotationPivot;
if (!MetaPort.Instance.isUsingVr)
{
menuTransform.eulerAngles = rotationPivot.eulerAngles;
}
menuTransform.position = rotationPivot.position + rotationPivot.forward * 1f * scale;
adjustedMenuPosition = true;
}
[HarmonyPostfix]
[HarmonyPatch(typeof(CVR_MenuManager), "SetScale")]
private static void SetQMScale(ref CohtmlView ___quickMenu, ref bool ___needsQuickmenuPositionUpdate, ref float ____scaleFactor, ref GameObject ____leftVrAnchor)
{
if (MetaPort.Instance.isUsingVr)
{
___quickMenu.transform.position = ____leftVrAnchor.transform.position;
___quickMenu.transform.rotation = ____leftVrAnchor.transform.rotation;
___needsQuickmenuPositionUpdate = false;
return;
}
PlayerSetup.Instance.HandleDesktopCameraPosition(true);
SetMenuPosition(___quickMenu.transform, ____scaleFactor);
___needsQuickmenuPositionUpdate = false;
}
/**
ViewManager.SetScale runs once a second when it should only run when aspect ratio changes- CVR bug
assuming its caused by cast from int to float getting the screen size, something floating point bleh
attempting to ignore that call if there wasnt actually a change
**/
[HarmonyPrefix]
[HarmonyPatch(typeof(ViewManager), "SetScale")]
private static void CheckMMScale(float avatarHeight, ref float ___cachedAvatarHeight, out bool __state)
{
if (___cachedAvatarHeight == avatarHeight)
{
__state = false;
return;
}
__state = true;
}
[HarmonyPostfix]
[HarmonyPatch(typeof(ViewManager), "SetScale")]
private static void SetMMScale(ref ViewManager __instance, ref bool ___needsMenuPositionUpdate, ref float ___scaleFactor, bool __state)
{
if (!__state) return;
PlayerSetup.Instance.HandleDesktopCameraPosition(true);
SetMenuPosition(__instance.transform, ___scaleFactor);
___needsMenuPositionUpdate = false;
}
/**
Following code resets the menu position on LateUpdate so you can use the menu while moving/falling.
It is Desktop only. QM inputs still don't work because they do their input checks in LateUpdate???
**/
[HarmonyPrefix]
[HarmonyPatch(typeof(CVR_MenuManager), "LateUpdate")]
private static void DesktopQMFix(ref CohtmlView ___quickMenu, ref bool ___needsQuickmenuPositionUpdate, ref float ____scaleFactor, ref bool ____quickMenuOpen)
{
if (MetaPort.Instance.isUsingVr) return;
if (____quickMenuOpen && !adjustedMenuPosition)
{
SetMenuPosition(___quickMenu.transform, ____scaleFactor);
___needsQuickmenuPositionUpdate = false;
}
adjustedMenuPosition = false;
}
[HarmonyPrefix]
[HarmonyPatch(typeof(ViewManager), "LateUpdate")]
private static void DesktopMMFix(ref ViewManager __instance, ref bool ___needsMenuPositionUpdate, ref float ___scaleFactor, bool __state, ref bool ____gameMenuOpen)
{
if (MetaPort.Instance.isUsingVr) return;
if (____gameMenuOpen && !adjustedMenuPosition)
{
SetMenuPosition(__instance.transform, ___scaleFactor);
___needsMenuPositionUpdate = false;
}
adjustedMenuPosition = false;
}
}
}