sdraw_mods_cvr/ml_prm/ModUi.cs

356 lines
16 KiB
C#

using System;
using System.IO;
using System.Reflection;
using BTKUILib.UIObjects;
using BTKUILib.UIObjects.Components;
namespace ml_prm
{
static class ModUi
{
internal class UiEvent
{
event Action m_action;
public void AddListener(Action p_listener) => m_action += p_listener;
public void RemoveListener(Action p_listener) => m_action -= p_listener;
public void Invoke() => m_action?.Invoke();
}
enum UiIndex
{
Hotkey = 0,
Gravity,
PointersReaction,
IgnoreLocal,
CombatReaction,
AutoRecover,
Slipperiness,
Bounciness,
ViewVelocity,
JumpRecover,
Buoyancy,
FallDamage,
VelocityMultiplier,
MovementDrag,
AngularDrag,
RecoverDelay,
FallLimit,
GestureGrab,
FriendsGrab,
GrabDistance
}
const string c_ragdollKeyTooltip = "Switch ragdoll mode with '{0}' key";
const string c_fallLimitTooltip = "Fall limit based on impact velocity<p>Current value corresponds to drop from {0} units with default gravity</p>";
internal static readonly UiEvent OnSwitchChanged = new UiEvent();
static Page ms_page = null;
static Category ms_category = null;
static Button ms_ragdollButton = null;
static ToggleButton ms_hotkeyToggle = null;
static ToggleButton ms_gravityToggle = null;
static ToggleButton ms_pointersToggle = null;
static ToggleButton ms_ignoreLocalToggle = null;
static ToggleButton ms_combatToggle = null;
static ToggleButton ms_recoveryToggle = null;
static ToggleButton ms_slipperinessToggle = null;
static ToggleButton ms_bouncinessToggle = null;
static ToggleButton ms_viewDirectionToggle = null;
static ToggleButton ms_jumpRecoverToggle = null;
static ToggleButton ms_buoyancyToggle = null;
static ToggleButton ms_fallDamageToggle = null;
static ToggleButton ms_gestureGrabToggle = null;
static ToggleButton ms_friendsGrabToggle = null;
static SliderFloat ms_velocityMultiplierSlider = null;
static SliderFloat ms_movementDragSlider = null;
static SliderFloat ms_angularMovementDragSlider = null;
static SliderFloat ms_recoverDelaySlider = null;
static SliderFloat ms_fallLimitSlider = null;
static SliderFloat ms_grabDistanceSlider = null;
static Button ms_resetButton = null;
internal static void Init()
{
BTKUILib.QuickMenuAPI.PrepareIcon("PlayerRagdollMod", "PRM-Person", GetIconStream("person.png"));
ms_page = new Page("PlayerRagdollMod", "MainPage", true, "PRM-Person");
ms_page.MenuTitle = "Player Ragdoll Mod";
ms_page.MenuSubtitle = "Become a ragdoll and change various settings for people amusement";
ms_category = ms_page.AddCategory("Settings");
ms_ragdollButton = ms_category.AddButton("Switch ragdoll", "PRM-Person", "Switch between normal and ragdoll state");
ms_ragdollButton.OnPress += OnSwitch;
ms_hotkeyToggle = ms_category.AddToggle("Use hotkey", "Switch ragdoll mode with 'R' key", Settings.Hotkey);
ms_hotkeyToggle.ToggleTooltip = string.Format(c_ragdollKeyTooltip, Settings.HotkeyKey);
ms_hotkeyToggle.OnValueUpdated += (state) => OnToggleUpdate(UiIndex.Hotkey, state);
Settings.OnHotkeyKeyChanged.AddListener(OnHotkeyKeyChanged);
ms_gravityToggle = ms_category.AddToggle("Use gravity", "Apply gravity to ragdoll", Settings.Gravity);
ms_gravityToggle.OnValueUpdated += (state) => OnToggleUpdate(UiIndex.Gravity, state);
ms_pointersToggle = ms_category.AddToggle("Pointers reaction", "React to trigger colliders with CVRPointer component of 'ragdoll' type", Settings.PointersReaction);
ms_pointersToggle.OnValueUpdated += (state) => OnToggleUpdate(UiIndex.PointersReaction, state);
ms_ignoreLocalToggle = ms_category.AddToggle("Ignore local pointers", "Ignore local avatar's CVRPointer components of 'ragdoll' type", Settings.IgnoreLocal);
ms_ignoreLocalToggle.OnValueUpdated += (state) => OnToggleUpdate(UiIndex.IgnoreLocal, state);
ms_combatToggle = ms_category.AddToggle("Combat reaction", "Ragdoll upon combat system death", Settings.CombatReaction);
ms_combatToggle.OnValueUpdated += (state) => OnToggleUpdate(UiIndex.CombatReaction, state);
ms_recoveryToggle = ms_category.AddToggle("Auto recover", "Automatically unragdoll after set recover delay", Settings.AutoRecover);
ms_recoveryToggle.OnValueUpdated += (state) => OnToggleUpdate(UiIndex.AutoRecover, state);
ms_slipperinessToggle = ms_category.AddToggle("Slipperiness", "Enables/disables friction of ragdoll", Settings.Slipperiness);
ms_slipperinessToggle.OnValueUpdated += (state) => OnToggleUpdate(UiIndex.Slipperiness, state);
ms_bouncinessToggle = ms_category.AddToggle("Bounciness", "Enables/disables bounciness of ragdoll", Settings.Bounciness);
ms_bouncinessToggle.OnValueUpdated += (state) => OnToggleUpdate(UiIndex.Bounciness, state);
ms_viewDirectionToggle = ms_category.AddToggle("View direction velocity", "Apply velocity to camera view direction", Settings.ViewVelocity);
ms_viewDirectionToggle.OnValueUpdated += (state) => OnToggleUpdate(UiIndex.ViewVelocity, state);
ms_jumpRecoverToggle = ms_category.AddToggle("Jump recover", "Recover from ragdoll state by jumping", Settings.JumpRecover);
ms_jumpRecoverToggle.OnValueUpdated += (state) => OnToggleUpdate(UiIndex.JumpRecover, state);
ms_buoyancyToggle = ms_category.AddToggle("Buoyancy", "Enable buoyancy in fluid volumes<p>Warning: constantly changes movement and air drag of hips, spine and chest</p>", Settings.Buoyancy);
ms_buoyancyToggle.OnValueUpdated += (state) => OnToggleUpdate(UiIndex.Buoyancy, state);
ms_fallDamageToggle = ms_category.AddToggle("Fall damage", "Enable ragdoll when falling from height", Settings.FallDamage);
ms_fallDamageToggle.OnValueUpdated += (state) => OnToggleUpdate(UiIndex.FallDamage, state);
ms_gestureGrabToggle = ms_category.AddToggle("Gesture grab", "Enable grabbing of ragdolled body parts by remote players with trigger/grab gesture<p>Warning: can lead to unpredictable physics behaviour in some cases", Settings.GestureGrab);
ms_gestureGrabToggle.OnValueUpdated += (state) => OnToggleUpdate(UiIndex.GestureGrab, state);
ms_friendsGrabToggle = ms_category.AddToggle("Friends grab only", " ", Settings.FriendsGrab);
ms_friendsGrabToggle.OnValueUpdated += (state) => OnToggleUpdate(UiIndex.FriendsGrab, state);
ms_velocityMultiplierSlider = ms_category.AddSlider("Velocity multiplier", "Velocity multiplier upon entering ragdoll state", Settings.VelocityMultiplier, 1f, 50f);
ms_velocityMultiplierSlider.OnValueUpdated += (value) => OnSliderUpdate(UiIndex.VelocityMultiplier, value);
ms_movementDragSlider = ms_category.AddSlider("Movement drag", "Movement resistance", Settings.MovementDrag, 0f, 50f);
ms_movementDragSlider.OnValueUpdated += (value) => OnSliderUpdate(UiIndex.MovementDrag, value);
ms_angularMovementDragSlider = ms_category.AddSlider("Angular movement drag", "Rotation movement resistance", Settings.AngularDrag, 0f, 50f);
ms_angularMovementDragSlider.OnValueUpdated += (value) => OnSliderUpdate(UiIndex.AngularDrag, value);
ms_recoverDelaySlider = ms_category.AddSlider("Recover delay (seconds)", "Recover delay for automatic recover", Settings.RecoverDelay, 1f, 10f);
ms_recoverDelaySlider.OnValueUpdated += (value) => OnSliderUpdate(UiIndex.RecoverDelay, value);
ms_fallLimitSlider = ms_category.AddSlider("Fall limit", "", Settings.FallLimit, 4.5f, 44.5f);
ms_fallLimitSlider.SliderTooltip = string.Format(c_fallLimitTooltip, GetDropHeight(Settings.FallLimit));
ms_fallLimitSlider.OnValueUpdated += (value) => OnSliderUpdate(UiIndex.FallLimit, value);
ms_grabDistanceSlider = ms_category.AddSlider("Grab distance", "Minimal distance for successful grab", Settings.GrabDistance, 0f, 1f);
ms_grabDistanceSlider.OnValueUpdated += (value) => OnSliderUpdate(UiIndex.GrabDistance, value);
ms_resetButton = ms_category.AddButton("Reset settings", "", "Reset mod settings to default");
ms_resetButton.OnPress += Reset;
}
static void OnSwitch()
{
try
{
OnSwitchChanged.Invoke();
}
catch(Exception e)
{
MelonLoader.MelonLogger.Error(e);
}
}
static void OnToggleUpdate(UiIndex p_index, bool p_state)
{
try
{
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;
case UiIndex.Buoyancy:
Settings.SetSetting(Settings.ModSetting.Buoyancy, p_state);
break;
case UiIndex.FallDamage:
Settings.SetSetting(Settings.ModSetting.FallDamage, p_state);
break;
case UiIndex.GestureGrab:
Settings.SetSetting(Settings.ModSetting.GestureGrab, p_state);
break;
case UiIndex.FriendsGrab:
Settings.SetSetting(Settings.ModSetting.FriendsGrab, p_state);
break;
}
}
catch(Exception e)
{
MelonLoader.MelonLogger.Error(e);
}
}
static void OnSliderUpdate(UiIndex p_index, float p_value)
{
try
{
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;
case UiIndex.FallLimit:
{
Settings.SetSetting(Settings.ModSetting.FallLimit, p_value);
ms_fallLimitSlider.SliderTooltip = string.Format(c_fallLimitTooltip, GetDropHeight(p_value));
}
break;
case UiIndex.GrabDistance:
Settings.SetSetting(Settings.ModSetting.GrabDistance, p_value);
break;
}
}
catch(Exception e)
{
MelonLoader.MelonLogger.Error(e);
}
}
static void Reset()
{
OnToggleUpdate(UiIndex.Hotkey, true);
ms_hotkeyToggle.ToggleValue = true;
OnToggleUpdate(UiIndex.Gravity, true);
ms_gravityToggle.ToggleValue = true;
OnToggleUpdate(UiIndex.PointersReaction, true);
ms_pointersToggle.ToggleValue = true;
OnToggleUpdate(UiIndex.IgnoreLocal, true);
ms_ignoreLocalToggle.ToggleValue = true;
OnToggleUpdate(UiIndex.CombatReaction, true);
ms_combatToggle.ToggleValue = true;
OnToggleUpdate(UiIndex.AutoRecover, false);
ms_recoveryToggle.ToggleValue = false;
OnToggleUpdate(UiIndex.Slipperiness, false);
ms_slipperinessToggle.ToggleValue = false;
OnToggleUpdate(UiIndex.Bounciness, false);
ms_bouncinessToggle.ToggleValue = false;
OnToggleUpdate(UiIndex.ViewVelocity, false);
ms_viewDirectionToggle.ToggleValue = false;
OnToggleUpdate(UiIndex.JumpRecover, false);
ms_jumpRecoverToggle.ToggleValue = false;
OnToggleUpdate(UiIndex.Buoyancy, true);
ms_buoyancyToggle.ToggleValue = true;
OnToggleUpdate(UiIndex.FallDamage, true);
ms_fallDamageToggle.ToggleValue = true;
OnToggleUpdate(UiIndex.GestureGrab, false);
ms_gestureGrabToggle.ToggleValue = false;
OnToggleUpdate(UiIndex.FriendsGrab, true);
ms_friendsGrabToggle.ToggleValue = true;
OnSliderUpdate(UiIndex.VelocityMultiplier, 2f);
ms_velocityMultiplierSlider.SetSliderValue(2f);
OnSliderUpdate(UiIndex.MovementDrag, 1f);
ms_movementDragSlider.SetSliderValue(1f);
OnSliderUpdate(UiIndex.AngularDrag, 1f);
ms_angularMovementDragSlider.SetSliderValue(1f);
OnSliderUpdate(UiIndex.RecoverDelay, 3f);
ms_recoverDelaySlider.SetSliderValue(3f);
OnSliderUpdate(UiIndex.FallLimit, 9.899494f);
ms_fallLimitSlider.SetSliderValue(9.899494f);
OnSliderUpdate(UiIndex.GrabDistance, 0.1f);
ms_grabDistanceSlider.SetSliderValue(0.1f);
}
static void OnHotkeyKeyChanged(UnityEngine.KeyCode p_keyCode)
{
if(ms_ragdollButton != null)
ms_hotkeyToggle.ToggleTooltip = string.Format(c_ragdollKeyTooltip, p_keyCode);
}
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);
}
static float GetDropHeight(float p_speed, float p_gravity = 9.8f)
{
return MathF.Pow(p_speed, 2f) / (p_gravity * 2f);
}
}
}