mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-01 13:59:22 +00:00
111 lines
No EOL
5.2 KiB
C#
111 lines
No EOL
5.2 KiB
C#
using ABI_RC.Core.Player;
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using ABI_RC.Core.Savior;
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using MelonLoader;
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namespace NAK.Melons.Blackout;
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public class Blackout : MelonMod
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{
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internal static bool inVR;
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internal const string SettingsCategory = "Blackout";
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internal static MelonPreferences_Category m_categoryBlackout;
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internal static MelonPreferences_Entry<bool>
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m_entryEnabled,
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m_entryAutoSleepState,
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m_entryHudMessages,
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m_entryDropFPSOnSleep,
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m_entryDrowsyVelocityMultiplier;
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internal static MelonPreferences_Entry<float>
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m_entryDrowsyThreshold, m_entryAwakeThreshold,
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m_entryDrowsyModeTimer, m_entrySleepModeTimer,
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m_entryDrowsyDimStrength;
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public override void OnInitializeMelon()
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{
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m_categoryBlackout = MelonPreferences.CreateCategory(SettingsCategory);
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m_entryEnabled = m_categoryBlackout.CreateEntry<bool>("Automatic State Change", true, description: "Should the screen automatically dim if head is still for enough time?");
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m_entryEnabled.OnEntryValueChangedUntyped.Subscribe(OnUpdateEnabled);
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m_entryHudMessages = m_categoryBlackout.CreateEntry<bool>("Hud Messages", true, description: "Notify on state change.");
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m_entryDropFPSOnSleep = m_categoryBlackout.CreateEntry<bool>("Limit FPS While Sleep", false, description: "Limits FPS to 5 while in Sleep State. This only works in Desktop, as SteamVR/HMD handles VR FPS.");
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m_entryDrowsyVelocityMultiplier = m_categoryBlackout.CreateEntry<bool>("Drowsy Velocity Multiplier", true, description: "Should head velocity act as a multiplier to Drowsy Dim Strength?");
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m_entryAutoSleepState = m_categoryBlackout.CreateEntry<bool>("Auto Sleep State", true, description: "Should the sleep state be used during Automatic State Change?");
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m_entryDrowsyThreshold = m_categoryBlackout.CreateEntry<float>("Drowsy Threshold", 2f, description: "Velocity to return partial vision.");
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m_entryAwakeThreshold = m_categoryBlackout.CreateEntry<float>("Awake Threshold", 4f, description: "Velocity to return full vision.");
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m_entryDrowsyModeTimer = m_categoryBlackout.CreateEntry<float>("Enter Drowsy Time (Minutes)", 3f, description: "How many minutes without movement until enter drowsy mode.");
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m_entrySleepModeTimer = m_categoryBlackout.CreateEntry<float>("Enter Sleep Time (Seconds)", 10f, description: "How many seconds without movement until enter sleep mode.");
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m_entryDrowsyDimStrength = m_categoryBlackout.CreateEntry<float>("Drowsy Dim Strength", 0.6f, description: "How strong of a dimming effect should drowsy mode have.");
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foreach (var setting in m_categoryBlackout.Entries)
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{
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if (!setting.OnEntryValueChangedUntyped.GetSubscribers().Any())
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setting.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings);
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}
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//UIExpansionKit addon
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if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "UI Expansion Kit"))
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{
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MelonLogger.Msg("Initializing UIExpansionKit support.");
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UIExpansionKitAddon.Init();
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}
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//BTKUILib addon
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if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "BTKUILib"))
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{
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MelonLogger.Msg("Initializing BTKUILib support.");
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BTKUIAddon.Init();
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}
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MelonLoader.MelonCoroutines.Start(WaitForLocalPlayer());
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}
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System.Collections.IEnumerator WaitForLocalPlayer()
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{
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//load blackout_controller.asset
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AssetsHandler.Load();
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while (PlayerSetup.Instance == null)
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yield return null;
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inVR = MetaPort.Instance.isUsingVr;
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PlayerSetup.Instance.gameObject.AddComponent<BlackoutController>();
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//update BlackoutController settings after it initializes
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while (BlackoutController.Instance == null)
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yield return null;
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UpdateAllSettings();
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OnEnabled();
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}
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private void OnEnabled()
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{
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if (!BlackoutController.Instance) return;
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if (m_entryEnabled.Value)
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{
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BlackoutController.Instance.OnEnable();
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}
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else
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{
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BlackoutController.Instance.OnDisable();
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}
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BlackoutController.Instance.AutomaticStateChange = m_entryEnabled.Value;
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}
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private void UpdateAllSettings()
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{
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if (!BlackoutController.Instance) return;
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BlackoutController.Instance.HudMessages = m_entryHudMessages.Value;
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BlackoutController.Instance.AutoSleepState = m_entryAutoSleepState.Value;
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BlackoutController.Instance.DropFPSOnSleep = m_entryDropFPSOnSleep.Value;
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BlackoutController.Instance.drowsyThreshold = m_entryDrowsyThreshold.Value;
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BlackoutController.Instance.wakeThreshold = m_entryAwakeThreshold.Value;
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BlackoutController.Instance.DrowsyModeTimer = m_entryDrowsyModeTimer.Value;
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BlackoutController.Instance.SleepModeTimer = m_entrySleepModeTimer.Value;
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BlackoutController.Instance.DrowsyDimStrength = m_entryDrowsyDimStrength.Value;
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BlackoutController.Instance.DrowsyVelocityMultiplier = m_entryDrowsyVelocityMultiplier.Value;
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}
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private void OnUpdateEnabled(object arg1, object arg2) => OnEnabled();
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private void OnUpdateSettings(object arg1, object arg2) => UpdateAllSettings();
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} |