NAK_CVR_Mods/DesktopVRIK/Main.cs

88 lines
No EOL
4.2 KiB
C#

using MelonLoader;
namespace NAK.DesktopVRIK;
public class DesktopVRIK : MelonMod
{
internal static MelonLogger.Instance Logger;
internal const string SettingsCategory = nameof(DesktopVRIK);
public static readonly MelonPreferences_Category Category =
MelonPreferences.CreateCategory(SettingsCategory);
public static readonly MelonPreferences_Entry<bool> EntryEnabled =
Category.CreateEntry("Enabled", true, description: "Toggle DesktopVRIK entirely. Requires avatar reload.");
public static readonly MelonPreferences_Entry<bool> EntryPlantFeet =
Category.CreateEntry("Enforce Plant Feet", true, description: "Forces VRIK Plant Feet enabled to prevent hovering when stopping movement.");
public static readonly MelonPreferences_Entry<bool> EntryResetFootstepsOnIdle =
Category.CreateEntry("Reset Footsteps on Idle", false, description: "Determins if the Locomotion Footsteps will be reset to their calibration position when entering idle.");
public static readonly MelonPreferences_Entry<bool> EntryUseVRIKToes =
Category.CreateEntry("Use VRIK Toes", false, description: "Determines if VRIK uses humanoid toes for IK solving, which can cause feet to idle behind the avatar.");
public static readonly MelonPreferences_Entry<float> EntryBodyLeanWeight =
Category.CreateEntry("Body Lean Weight", 0.5f, description: "Adds rotational influence to the body solver when looking up/down. Set to 0 to disable.");
public static readonly MelonPreferences_Entry<float> EntryBodyHeadingLimit =
Category.CreateEntry("Body Heading Limit", 20f, description: "Specifies the maximum angle the lower body can have relative to the head when rotating. Set to 0 to disable.");
public static readonly MelonPreferences_Entry<float> EntryPelvisHeadingWeight =
Category.CreateEntry("Pelvis Heading Weight", 0.25f, description: "Determines how much the pelvis will face the Body Heading Limit. Set to 0 to align with head.");
public static readonly MelonPreferences_Entry<float> EntryChestHeadingWeight =
Category.CreateEntry("Chest Heading Weight", 0.75f, description: "Determines how much the chest will face the Body Heading Limit. Set to 0 to align with head.");
public static readonly MelonPreferences_Entry<float> EntryIKLerpSpeed =
Category.CreateEntry("IK Lerp Speed", 10f, description: "Determines fast the IK & Locomotion weights blend after entering idle. Set to 0 to disable.");
public static readonly MelonPreferences_Entry<bool> EntryProneThrusting =
Category.CreateEntry("Prone Thrusting", false, description: "Allows Body Lean Weight to take effect while crouched or prone.");
public static readonly MelonPreferences_Entry<bool> EntryNetIKPass =
Category.CreateEntry("Network IK Pass", true, description: "Should NetIK pass be applied? This fixes a bunch of small rotation errors after VRIK is run.");
public static readonly MelonPreferences_Entry<bool> EntryIntegrationAMT =
Category.CreateEntry("AMT Integration", true, description: "Relies on AvatarMotionTweaker to handle VRIK Locomotion weights if available.");
public static bool integration_AMT = false;
public override void OnInitializeMelon()
{
Logger = LoggerInstance;
//BTKUILib Misc Tab
if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "BTKUILib"))
{
Logger.Msg("Initializing BTKUILib support.");
Integrations.BTKUIAddon.Init();
}
//AvatarMotionTweaker Handling
if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "AvatarMotionTweaker"))
{
integration_AMT = true;
Logger.Msg("AvatarMotionTweaker was found. Relying on it to handle VRIK locomotion.");
}
else
{
Logger.Msg("AvatarMotionTweaker was not found. Using built-in VRIK locomotion handling.");
}
ApplyPatches(typeof(HarmonyPatches.PlayerSetupPatches));
}
void ApplyPatches(Type type)
{
try
{
HarmonyInstance.PatchAll(type);
}
catch (Exception e)
{
Logger.Msg($"Failed while patching {type.Name}!");
Logger.Error(e);
}
}
}