mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
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54 lines
No EOL
2.1 KiB
C#
54 lines
No EOL
2.1 KiB
C#
using MelonLoader;
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/**
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I know the TryCatchHell thing might be a bit exessive, but it is
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built so if a user that happens to have access to a build I do not,
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I will have a good idea of what broke and where, and what to look out
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for when updates/experimentals release. (which has happened a few times)
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It is also just in case other mods break or tweak functionality that
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could fuck with switching. Or if they try to detect switching and break...
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The VRModeSwitchTracker system is also built so I can easily & quickly make adjustments to
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components that may or may not change between builds without breaking the rest of the mod.
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**/
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namespace NAK.DesktopVRSwitch;
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public class DesktopVRSwitchMod : MelonMod
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{
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internal const string SettingsCategory = "DesktopVRSwitch";
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internal static MelonPreferences_Category mCategory;
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internal static MelonLogger.Instance Logger;
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internal static MelonPreferences_Entry<bool>
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mSetting_EnterCalibrationOnSwitch;
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public override void OnInitializeMelon()
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{
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Logger = LoggerInstance;
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mCategory = MelonPreferences.CreateCategory(SettingsCategory);
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mSetting_EnterCalibrationOnSwitch = mCategory.CreateEntry<bool>("Enter Calibration on Switch", true, description: "Should you automatically be placed into calibration after switch if FBT is available? Overridden by Save Calibration IK setting.");
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ApplyPatches(typeof(HarmonyPatches.PlayerSetupPatches));
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ApplyPatches(typeof(HarmonyPatches.CVRPickupObjectPatches));
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ApplyPatches(typeof(HarmonyPatches.CVRWorldPatches));
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ApplyPatches(typeof(HarmonyPatches.CameraFacingObjectPatches));
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ApplyPatches(typeof(HarmonyPatches.IKSystemPatches));
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ApplyPatches(typeof(HarmonyPatches.MovementSystemPatches));
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ApplyPatches(typeof(HarmonyPatches.VRTrackerManagerPatches));
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}
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private 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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Logger.Msg($"Failed while patching {type.Name}!");
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Logger.Error(e);
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}
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}
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} |