add SamSWAT.ReflexSightsRework
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2b575cf5b4
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33
Projects/SamSWAT.ReflexSightsRework/BundleLoader.cs
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33
Projects/SamSWAT.ReflexSightsRework/BundleLoader.cs
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using System.Reflection;
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using Aki.Bundles.Models;
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using Aki.Bundles.Utils;
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using Aki.Common.Utils;
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using Aki.Reflection.Patching;
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using Newtonsoft.Json.Linq;
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namespace SamSWAT.ReflexSightsRework
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{
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public class BundleLoader : ModulePatch
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{
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protected override MethodBase GetTargetMethod()
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{
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return typeof(BundleManager).GetMethod(nameof(BundleManager.GetBundles));
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}
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[PatchPostfix]
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private static void PatchPostfix()
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{
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var json = VFS.ReadTextFile(Plugin.Directory + "bundles.json");
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var jArray = JArray.Parse(json);
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foreach (var jObj in jArray)
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{
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var key = jObj["key"].ToString();
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var path = jObj["path"].ToString();
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var bundle = new BundleInfo(key, path, jObj["dependencyKeys"].ToObject<string[]>());
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BundleManager.Bundles.Add(key, bundle);
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}
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}
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}
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}
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42
Projects/SamSWAT.ReflexSightsRework/Patch.cs
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42
Projects/SamSWAT.ReflexSightsRework/Patch.cs
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using System.Linq;
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using System.Reflection;
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using Aki.Reflection.Patching;
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using EFT;
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using EFT.Animations;
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using UnityEngine;
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namespace SamSWAT.ReflexSightsRework
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{
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public class Patch : ModulePatch
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{
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public static float TotalErgonomics;
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public static float Overweight;
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private static Transform _currentWeapon;
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private static SightSwitch[] _instances;
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protected override MethodBase GetTargetMethod()
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{
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return typeof(ProceduralWeaponAnimation).GetMethod("set_IsAiming");
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}
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[PatchPostfix]
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private static void PatchPostfix(bool value, ProceduralWeaponAnimation __instance,
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Player.FirearmController ___firearmController_0)
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{
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if (___firearmController_0 == null) return;
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if (_currentWeapon != ___firearmController_0.WeaponRoot || _instances.Any(x => x.gameObject.activeSelf == false))
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{
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_currentWeapon = ___firearmController_0.WeaponRoot;
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_instances = _currentWeapon.GetComponentsInChildren<SightSwitch>();
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}
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if (_instances.Length == 0) return;
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TotalErgonomics = ___firearmController_0.TotalErgonomics;
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Overweight = __instance.Overweight;
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foreach (var instance in _instances) instance.enabled = value;
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}
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}
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}
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20
Projects/SamSWAT.ReflexSightsRework/Plugin.cs
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Projects/SamSWAT.ReflexSightsRework/Plugin.cs
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using System.Reflection;
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using Aki.Common.Utils;
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using BepInEx;
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namespace SamSWAT.ReflexSightsRework
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{
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[BepInPlugin("com.samswat.reflexsightsrework", "SamSWAT.ReflexSightsRework", "1.0.0")]
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public class Plugin : BaseUnityPlugin
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{
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public static string Directory { get; private set; }
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private void Awake()
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{
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Directory = Assembly.GetExecutingAssembly().Location.GetDirectory() + @"\";
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new BundleLoader().Enable();
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new Patch().Enable();
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}
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}
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}
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using System.Reflection;
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using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("SamSWAT.ReflexSightsRework")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("SamSWAT.ReflexSightsRework")]
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[assembly: AssemblyCopyright("Copyright © 2022")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Setting ComVisible to false makes the types in this assembly not visible
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// to COM components. If you need to access a type in this assembly from
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// COM, set the ComVisible attribute to true on that type.
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[assembly: ComVisible(false)]
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// The following GUID is for the ID of the typelib if this project is exposed to COM
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[assembly: Guid("07713760-1520-42C4-8C6A-1AAEB7445659")]
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// Version information for an assembly consists of the following four values:
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//
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// Major Version
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// Minor Version
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// Build Number
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// Revision
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//
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')"/>
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{07713760-1520-42C4-8C6A-1AAEB7445659}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>SamSWAT.ReflexSightsRework</RootNamespace>
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<AssemblyName>SamSWAT.ReflexSightsRework</AssemblyName>
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<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<PlatformTarget>AnyCPU</PlatformTarget>
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<PlatformTarget>AnyCPU</PlatformTarget>
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="aki-bundles, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null">
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<HintPath>..\..\References\aki-bundles.dll</HintPath>
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</Reference>
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<Reference Include="Aki.Common, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null">
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<HintPath>..\..\References\Aki.Common.dll</HintPath>
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</Reference>
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<Reference Include="Aki.Reflection, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null">
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<HintPath>..\..\References\Aki.Reflection.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
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<HintPath>..\..\References\Assembly-CSharp.dll</HintPath>
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</Reference>
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<Reference Include="BepInEx, Version=5.4.21.0, Culture=neutral, PublicKeyToken=null">
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<HintPath>..\..\References\BepInEx.dll</HintPath>
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</Reference>
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<Reference Include="Comfort, Version=1.0.0.4, Culture=neutral, PublicKeyToken=null">
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<HintPath>..\..\References\Comfort.dll</HintPath>
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</Reference>
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<Reference Include="Newtonsoft.Json, Version=13.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed">
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<HintPath>..\..\References\Newtonsoft.Json.dll</HintPath>
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</Reference>
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<Reference Include="System"/>
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<Reference Include="UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
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<HintPath>..\..\References\UnityEngine.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
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<HintPath>..\..\References\UnityEngine.CoreModule.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Patch.cs"/>
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<Compile Include="SightSwitch.cs"/>
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<Compile Include="Plugin.cs"/>
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<Compile Include="Properties\AssemblyInfo.cs"/>
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<Compile Include="BundleLoader.cs"/>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets"/>
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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<Target Name="BeforeBuild">
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</Target>
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<Target Name="AfterBuild">
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</Target>
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-->
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</Project>
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Microsoft Visual Studio Solution File, Format Version 12.00
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SamSWAT.ReflexSightsRework", "SamSWAT.ReflexSightsRework.csproj", "{07713760-1520-42C4-8C6A-1AAEB7445659}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{07713760-1520-42C4-8C6A-1AAEB7445659}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{07713760-1520-42C4-8C6A-1AAEB7445659}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{07713760-1520-42C4-8C6A-1AAEB7445659}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{07713760-1520-42C4-8C6A-1AAEB7445659}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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EndGlobal
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36
Projects/SamSWAT.ReflexSightsRework/SightSwitch.cs
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36
Projects/SamSWAT.ReflexSightsRework/SightSwitch.cs
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using System.Collections;
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using EFT;
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using UnityEngine;
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namespace SamSWAT.ReflexSightsRework
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{
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public class SightSwitch : MonoBehaviour
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{
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[SerializeField] private GameObject normalMesh;
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[SerializeField] private GameObject adsMesh;
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private void OnEnable()
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{
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var delay = Patch.Overweight > 0 || Patch.TotalErgonomics < 30 ? 0.12f : 0f;
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StaticManager.BeginCoroutine(DelayCoroutine(delay));
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}
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private void OnDisable()
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{
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SwitchMeshes();
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}
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private void SwitchMeshes()
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{
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if (normalMesh == null) return;
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normalMesh.SetActive(!normalMesh.activeSelf);
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adsMesh.SetActive(!adsMesh.activeSelf);
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}
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private IEnumerator DelayCoroutine(float delay)
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{
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yield return new WaitForSeconds(delay);
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SwitchMeshes();
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}
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}
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}
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BIN
References/aki-bundles.dll
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BIN
References/aki-bundles.dll
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