mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
synced 2025-09-03 18:39:23 +00:00
198 lines
10 KiB
C#
198 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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namespace ml_prm
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{
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static class ModUi
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{
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enum UiIndex
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{
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Hotkey = 0,
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Gravity,
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PointersReaction,
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IgnoreLocal,
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CombatReaction,
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AutoRecover,
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Slipperiness,
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Bounciness,
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ViewVelocity,
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JumpRecover,
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VelocityMultiplier,
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MovementDrag,
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AngularDrag,
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RecoverDelay
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}
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static public event Action SwitchChange;
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static List<object> ms_uiElements = null;
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internal static void Init()
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{
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ms_uiElements = new List<object>();
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if(MelonLoader.MelonMod.RegisteredMelons.FirstOrDefault(m => m.Info.Name == "BTKUILib") != null)
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CreateUi();
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}
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// Separated method, otherwise exception is thrown, funny CSharp and optional references, smh
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static void CreateUi()
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{
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BTKUILib.QuickMenuAPI.PrepareIcon("PlayerRagdollMod", "PRM-Person", GetIconStream("person.png"));
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var l_modRoot = new BTKUILib.UIObjects.Page("PlayerRagdollMod", "MainPage", true, "PRM-Person");
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l_modRoot.MenuTitle = "Player Ragdoll Mod";
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l_modRoot.MenuSubtitle = "Become a ragdoll and change various settings for people amusement";
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var l_modCategory = l_modRoot.AddCategory("Settings");
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l_modCategory.AddButton("Switch ragdoll", "PRM-Person", "Switch between normal and ragdoll state").OnPress += () => SwitchChange?.Invoke();
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ms_uiElements.Add(l_modCategory.AddToggle("Use hotkey", "Switch ragdoll mode with 'R' key", Settings.Hotkey));
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(ms_uiElements[(int)UiIndex.Hotkey] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.Hotkey, state);
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ms_uiElements.Add(l_modCategory.AddToggle("Use gravity", "Apply gravity to ragdoll", Settings.Gravity));
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(ms_uiElements[(int)UiIndex.Gravity] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.Gravity, state);
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ms_uiElements.Add(l_modCategory.AddToggle("Pointers reaction", "React to trigger colliders with CVRPointer component of 'ragdoll' type", Settings.PointersReaction));
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(ms_uiElements[(int)UiIndex.PointersReaction] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.PointersReaction, state);
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ms_uiElements.Add(l_modCategory.AddToggle("Ignore local pointers", "Ignore local avatar's CVRPointer components of 'ragdoll' type", Settings.IgnoreLocal));
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(ms_uiElements[(int)UiIndex.IgnoreLocal] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.IgnoreLocal, state);
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ms_uiElements.Add(l_modCategory.AddToggle("Combat reaction", "Ragdoll upon combat system death", Settings.CombatReaction));
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(ms_uiElements[(int)UiIndex.CombatReaction] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.CombatReaction, state);
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ms_uiElements.Add(l_modCategory.AddToggle("Auto recover", "Automatically unragdoll after set recover delay", Settings.AutoRecover));
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(ms_uiElements[(int)UiIndex.AutoRecover] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.AutoRecover, state);
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ms_uiElements.Add(l_modCategory.AddToggle("Slipperiness", "Enables/disables friction of ragdoll", Settings.Slipperiness));
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(ms_uiElements[(int)UiIndex.Slipperiness] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.Slipperiness, state);
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ms_uiElements.Add(l_modCategory.AddToggle("Bounciness", "Enables/disables bounciness of ragdoll", Settings.Bounciness));
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(ms_uiElements[(int)UiIndex.Bounciness] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.Bounciness, state);
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ms_uiElements.Add(l_modCategory.AddToggle("View direction velocity", "Apply velocity to camera view direction", Settings.ViewVelocity));
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(ms_uiElements[(int)UiIndex.ViewVelocity] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.ViewVelocity, state);
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ms_uiElements.Add(l_modCategory.AddToggle("Jump recover", "Recover from ragdoll state by jumping", Settings.JumpRecover));
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(ms_uiElements[(int)UiIndex.JumpRecover] as BTKUILib.UIObjects.Components.ToggleButton).OnValueUpdated += (state) => OnToggleUpdate(UiIndex.JumpRecover, state);
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ms_uiElements.Add(l_modRoot.AddSlider("Velocity multiplier", "Velocity multiplier upon entering ragdoll state", Settings.VelocityMultiplier, 1f, 50f));
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(ms_uiElements[(int)UiIndex.VelocityMultiplier] as BTKUILib.UIObjects.Components.SliderFloat).OnValueUpdated += (value) => OnSliderUpdate(UiIndex.VelocityMultiplier, value);
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ms_uiElements.Add(l_modRoot.AddSlider("Movement drag", "Movement resistance", Settings.MovementDrag, 0f, 50f));
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(ms_uiElements[(int)UiIndex.MovementDrag] as BTKUILib.UIObjects.Components.SliderFloat).OnValueUpdated += (value) => OnSliderUpdate(UiIndex.MovementDrag, value);
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ms_uiElements.Add(l_modRoot.AddSlider("Angular movement drag", "Rotation movement resistance", Settings.AngularDrag, 0f, 50f));
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(ms_uiElements[(int)UiIndex.AngularDrag] as BTKUILib.UIObjects.Components.SliderFloat).OnValueUpdated += (value) => OnSliderUpdate(UiIndex.AngularDrag, value);
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ms_uiElements.Add(l_modRoot.AddSlider("Recover delay (seconds)", "Recover delay for automatic recover", Settings.RecoverDelay, 1f, 10f));
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(ms_uiElements[(int)UiIndex.RecoverDelay] as BTKUILib.UIObjects.Components.SliderFloat).OnValueUpdated += (value) => OnSliderUpdate(UiIndex.RecoverDelay, value);
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l_modCategory.AddButton("Reset settings", "", "Reset mod settings to default").OnPress += Reset;
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}
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static void OnToggleUpdate(UiIndex p_index, bool p_state, bool p_force = false)
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{
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switch(p_index)
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{
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case UiIndex.Hotkey:
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Settings.SetSetting(Settings.ModSetting.Hotkey, p_state);
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break;
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case UiIndex.Gravity:
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Settings.SetSetting(Settings.ModSetting.Gravity, p_state);
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break;
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case UiIndex.PointersReaction:
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Settings.SetSetting(Settings.ModSetting.PointersReaction, p_state);
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break;
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case UiIndex.IgnoreLocal:
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Settings.SetSetting(Settings.ModSetting.IgnoreLocal, p_state);
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break;
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case UiIndex.CombatReaction:
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Settings.SetSetting(Settings.ModSetting.CombatReaction, p_state);
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break;
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case UiIndex.AutoRecover:
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Settings.SetSetting(Settings.ModSetting.AutoRecover, p_state);
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break;
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case UiIndex.Slipperiness:
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Settings.SetSetting(Settings.ModSetting.Slipperiness, p_state);
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break;
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case UiIndex.Bounciness:
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Settings.SetSetting(Settings.ModSetting.Bounciness, p_state);
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break;
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case UiIndex.ViewVelocity:
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Settings.SetSetting(Settings.ModSetting.ViewVelocity, p_state);
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break;
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case UiIndex.JumpRecover:
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Settings.SetSetting(Settings.ModSetting.JumpRecover, p_state);
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break;
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}
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if(p_force)
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(ms_uiElements[(int)p_index] as BTKUILib.UIObjects.Components.ToggleButton).ToggleValue = p_state;
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}
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static void OnSliderUpdate(UiIndex p_index, float p_value, bool p_force = false)
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{
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switch(p_index)
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{
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case UiIndex.VelocityMultiplier:
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Settings.SetSetting(Settings.ModSetting.VelocityMultiplier, p_value);
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break;
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case UiIndex.MovementDrag:
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Settings.SetSetting(Settings.ModSetting.MovementDrag, p_value);
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break;
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case UiIndex.AngularDrag:
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Settings.SetSetting(Settings.ModSetting.AngularDrag, p_value);
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break;
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case UiIndex.RecoverDelay:
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Settings.SetSetting(Settings.ModSetting.RecoverDelay, p_value);
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break;
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}
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if(p_force)
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(ms_uiElements[(int)p_index] as BTKUILib.UIObjects.Components.SliderFloat).SetSliderValue(p_value);
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}
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static void Reset()
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{
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OnToggleUpdate(UiIndex.Hotkey, true, true);
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OnToggleUpdate(UiIndex.Gravity, true, true);
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OnToggleUpdate(UiIndex.PointersReaction, true, true);
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OnToggleUpdate(UiIndex.IgnoreLocal, true, true);
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OnToggleUpdate(UiIndex.CombatReaction, true, true);
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OnToggleUpdate(UiIndex.AutoRecover, false, true);
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OnToggleUpdate(UiIndex.Slipperiness, false, true);
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OnToggleUpdate(UiIndex.Bounciness, false, true);
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OnToggleUpdate(UiIndex.ViewVelocity, false, true);
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OnToggleUpdate(UiIndex.JumpRecover, false, true);
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OnSliderUpdate(UiIndex.VelocityMultiplier, 2f, true);
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OnSliderUpdate(UiIndex.MovementDrag, 2f, true);
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OnSliderUpdate(UiIndex.AngularDrag, 2f, true);
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OnSliderUpdate(UiIndex.RecoverDelay, 3f, true);
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}
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static Stream GetIconStream(string p_name)
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{
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Assembly l_assembly = Assembly.GetExecutingAssembly();
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string l_assemblyName = l_assembly.GetName().Name;
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return l_assembly.GetManifestResourceStream(l_assemblyName + ".resources." + p_name);
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}
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}
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}
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