using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Reflection; namespace ml_prm { static class ModUi { enum UiIndex { Hotkey = 0, Gravity, PointersReaction, IgnoreLocal, CombatReaction, AutoRecover, Slipperiness, Bounciness, ViewVelocity, JumpRecover, VelocityMultiplier, MovementDrag, AngularDrag, RecoverDelay } static public event Action SwitchChange; static List ms_uiElements = null; internal static void Init() { ms_uiElements = new List(); if(MelonLoader.MelonMod.RegisteredMelons.FirstOrDefault(m => m.Info.Name == "BTKUILib") != null) CreateUi(); } // Separated method, otherwise exception is thrown, funny CSharp and optional references, smh static void CreateUi() { BTKUILib.QuickMenuAPI.PrepareIcon("PlayerRagdollMod", "PRM-Person", GetIconStream("person.png")); var l_modRoot = new BTKUILib.UIObjects.Page("PlayerRagdollMod", "MainPage", true, "PRM-Person"); l_modRoot.MenuTitle = "Player Ragdoll Mod"; l_modRoot.MenuSubtitle = "Become a ragdoll and change various settings for people amusement"; var l_modCategory = l_modRoot.AddCategory("Settings"); l_modCategory.AddButton("Switch ragdoll", "PRM-Person", "Switch between normal and ragdoll state").OnPress += () => SwitchChange?.Invoke(); ms_uiElements.Add(l_modCategory.AddToggle("Use hotkey", "Switch ragdoll mode with 'R' key", Settings.Hotkey)); (ms_uiElements[(int)UiIndex.Hotkey] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.Hotkey, state); ms_uiElements.Add(l_modCategory.AddToggle("Use gravity", "Apply gravity to ragdoll", Settings.Gravity)); (ms_uiElements[(int)UiIndex.Gravity] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.Gravity, state); ms_uiElements.Add(l_modCategory.AddToggle("Pointers reaction", "React to trigger colliders with CVRPointer component of 'ragdoll' type", Settings.PointersReaction)); (ms_uiElements[(int)UiIndex.PointersReaction] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.PointersReaction, state); ms_uiElements.Add(l_modCategory.AddToggle("Ignore local pointers", "Ignore local avatar's CVRPointer components of 'ragdoll' type", Settings.IgnoreLocal)); (ms_uiElements[(int)UiIndex.IgnoreLocal] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.IgnoreLocal, state); ms_uiElements.Add(l_modCategory.AddToggle("Combat reaction", "Ragdoll upon combat system death", Settings.CombatReaction)); (ms_uiElements[(int)UiIndex.CombatReaction] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.CombatReaction, state); ms_uiElements.Add(l_modCategory.AddToggle("Auto recover", "Automatically unragdoll after set recover delay", Settings.AutoRecover)); (ms_uiElements[(int)UiIndex.AutoRecover] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.AutoRecover, state); ms_uiElements.Add(l_modCategory.AddToggle("Slipperiness", "Enables/disables friction of ragdoll", Settings.Slipperiness)); (ms_uiElements[(int)UiIndex.Slipperiness] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.Slipperiness, state); ms_uiElements.Add(l_modCategory.AddToggle("Bounciness", "Enables/disables bounciness of ragdoll", Settings.Bounciness)); (ms_uiElements[(int)UiIndex.Bounciness] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.Bounciness, state); ms_uiElements.Add(l_modCategory.AddToggle("View direction velocity", "Apply velocity to camera view direction", Settings.ViewVelocity)); (ms_uiElements[(int)UiIndex.ViewVelocity] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.ViewVelocity, state); ms_uiElements.Add(l_modCategory.AddToggle("Jump recover", "Recover from ragdoll state by jumping", Settings.JumpRecover)); (ms_uiElements[(int)UiIndex.JumpRecover] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.JumpRecover, state); ms_uiElements.Add(l_modRoot.AddSlider("Velocity multiplier", "Velocity multiplier upon entering ragdoll state", Settings.VelocityMultiplier, 1f, 50f)); (ms_uiElements[(int)UiIndex.VelocityMultiplier] as BTKUILib.UIObjects.Components.SliderFloat).OnValueUpdated += (value) => OnSliderUpdate(UiIndex.VelocityMultiplier, value); ms_uiElements.Add(l_modRoot.AddSlider("Movement drag", "Movement resistance", Settings.MovementDrag, 0f, 50f)); (ms_uiElements[(int)UiIndex.MovementDrag] as BTKUILib.UIObjects.Components.SliderFloat).OnValueUpdated += (value) => OnSliderUpdate(UiIndex.MovementDrag, value); ms_uiElements.Add(l_modRoot.AddSlider("Angular movement drag", "Rotation movement resistance", Settings.AngularDrag, 0f, 50f)); (ms_uiElements[(int)UiIndex.AngularDrag] as BTKUILib.UIObjects.Components.SliderFloat).OnValueUpdated += (value) => OnSliderUpdate(UiIndex.AngularDrag, value); ms_uiElements.Add(l_modRoot.AddSlider("Recover delay (seconds)", "Recover delay for automatic recover", Settings.RecoverDelay, 1f, 10f)); (ms_uiElements[(int)UiIndex.RecoverDelay] as BTKUILib.UIObjects.Components.SliderFloat).OnValueUpdated += (value) => OnSliderUpdate(UiIndex.RecoverDelay, value); l_modCategory.AddButton("Reset settings", "", "Reset mod settings to default").OnPress += Reset; } static void OnToggleUpdate(UiIndex p_index, bool p_state, bool p_force = false) { switch(p_index) { case UiIndex.Hotkey: Settings.SetSetting(Settings.ModSetting.Hotkey, p_state); break; case UiIndex.Gravity: Settings.SetSetting(Settings.ModSetting.Gravity, p_state); break; case UiIndex.PointersReaction: Settings.SetSetting(Settings.ModSetting.PointersReaction, p_state); break; case UiIndex.IgnoreLocal: Settings.SetSetting(Settings.ModSetting.IgnoreLocal, p_state); break; case UiIndex.CombatReaction: Settings.SetSetting(Settings.ModSetting.CombatReaction, p_state); break; case UiIndex.AutoRecover: Settings.SetSetting(Settings.ModSetting.AutoRecover, p_state); break; case UiIndex.Slipperiness: Settings.SetSetting(Settings.ModSetting.Slipperiness, p_state); break; case UiIndex.Bounciness: Settings.SetSetting(Settings.ModSetting.Bounciness, p_state); break; case UiIndex.ViewVelocity: Settings.SetSetting(Settings.ModSetting.ViewVelocity, p_state); break; case UiIndex.JumpRecover: Settings.SetSetting(Settings.ModSetting.JumpRecover, p_state); break; } if(p_force) (ms_uiElements[(int)p_index] as BTKUILib.UIObjects.Components.ToggleButton).ToggleValue = p_state; } static void OnSliderUpdate(UiIndex p_index, float p_value, bool p_force = false) { switch(p_index) { case UiIndex.VelocityMultiplier: Settings.SetSetting(Settings.ModSetting.VelocityMultiplier, p_value); break; case UiIndex.MovementDrag: Settings.SetSetting(Settings.ModSetting.MovementDrag, p_value); break; case UiIndex.AngularDrag: Settings.SetSetting(Settings.ModSetting.AngularDrag, p_value); break; case UiIndex.RecoverDelay: Settings.SetSetting(Settings.ModSetting.RecoverDelay, p_value); break; } if(p_force) (ms_uiElements[(int)p_index] as BTKUILib.UIObjects.Components.SliderFloat).SetSliderValue(p_value); } static void Reset() { OnToggleUpdate(UiIndex.Hotkey, true, true); OnToggleUpdate(UiIndex.Gravity, true, true); OnToggleUpdate(UiIndex.PointersReaction, true, true); OnToggleUpdate(UiIndex.IgnoreLocal, true, true); OnToggleUpdate(UiIndex.CombatReaction, true, true); OnToggleUpdate(UiIndex.AutoRecover, false, true); OnToggleUpdate(UiIndex.Slipperiness, false, true); OnToggleUpdate(UiIndex.Bounciness, false, true); OnToggleUpdate(UiIndex.ViewVelocity, false, true); OnToggleUpdate(UiIndex.JumpRecover, false, true); OnSliderUpdate(UiIndex.VelocityMultiplier, 2f, true); OnSliderUpdate(UiIndex.MovementDrag, 2f, true); OnSliderUpdate(UiIndex.AngularDrag, 2f, true); OnSliderUpdate(UiIndex.RecoverDelay, 3f, true); } static Stream GetIconStream(string p_name) { Assembly l_assembly = Assembly.GetExecutingAssembly(); string l_assemblyName = l_assembly.GetName().Name; return l_assembly.GetManifestResourceStream(l_assemblyName + ".resources." + p_name); } } }