add SamSWAT.WatchAnims
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parent
1cee7c22ae
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16
Projects/SamSWAT.WatchAnims/SamSWAT.WatchAnims.sln
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16
Projects/SamSWAT.WatchAnims/SamSWAT.WatchAnims.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SamSWAT.WatchAnims", "SamSWAT.WatchAnims\SamSWAT.WatchAnims.csproj", "{12AB59CE-2023-43D3-9D2C-C9E71748212A}"
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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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{12AB59CE-2023-43D3-9D2C-C9E71748212A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{12AB59CE-2023-43D3-9D2C-C9E71748212A}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{12AB59CE-2023-43D3-9D2C-C9E71748212A}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{12AB59CE-2023-43D3-9D2C-C9E71748212A}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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EndGlobal
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using System.Collections;
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using System.Reflection;
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using Aki.Reflection.Patching;
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using Comfort.Common;
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using EFT;
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using EFT.InputSystem;
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using HarmonyLib;
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using UnityEngine;
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namespace SamSWAT.WatchAnims
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{
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public class GamePlayerOwnerPatch : ModulePatch
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{
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private const string STATE_NAME = "hand_nv_on";
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private static AnimationClip _defaultClip;
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private static Coroutine _coroutine;
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protected override MethodBase GetTargetMethod()
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{
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return AccessTools.Method(typeof(GamePlayerOwner), "TranslateCommand");
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}
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[PatchPostfix]
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private static void PatchPostfix(ECommand command)
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{
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if (command != ECommand.DisplayTimer && command != ECommand.DisplayTimerAndExits) return;
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var player = Singleton<GameWorld>.Instance.AllPlayers[0];
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if (player.Side == EPlayerSide.Savage) return;
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var animator = player.HandsController.FirearmsAnimator.Animator;
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var animIndex = GetAnimIndex(player);
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if (Plugin.Controllers.TryGetValue(animator, out var overrideController))
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{
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StaticManager.KillCoroutine(_coroutine);
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overrideController[STATE_NAME] = Plugin.AnimationClips[animIndex];
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}
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else
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{
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overrideController = CreateOverrideController(animator, animIndex);
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}
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player.HandsController.Interact(true, 21);
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_coroutine = StaticManager.BeginCoroutine(Wait(Plugin.AnimationClips[animIndex].length, overrideController));
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}
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private static AnimatorOverrideController CreateOverrideController(IAnimator animator, int animIndex)
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{
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var overrideController = new AnimatorOverrideController(animator.runtimeAnimatorController);
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_defaultClip = overrideController[STATE_NAME];
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overrideController[STATE_NAME] = Plugin.AnimationClips[animIndex];
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Plugin.Controllers.Add(animator, overrideController);
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animator.runtimeAnimatorController = overrideController;
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return overrideController;
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}
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private static int GetAnimIndex(Player player)
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{
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var suit = Traverse.Create(player.PlayerBody.BodyCustomizationId).Method("get_Value").GetValue<string>();
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return Plugin.SuitsLookup.TryGetValue(suit, out var index) ? index : 0;
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}
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private static IEnumerator Wait(float time, AnimatorOverrideController controller)
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{
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yield return new WaitForSecondsRealtime(time + 0.3f);
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controller[STATE_NAME] = _defaultClip;
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}
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}
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}
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68
Projects/SamSWAT.WatchAnims/SamSWAT.WatchAnims/Plugin.cs
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68
Projects/SamSWAT.WatchAnims/SamSWAT.WatchAnims/Plugin.cs
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using BepInEx;
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using EFT;
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using UnityEngine;
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namespace SamSWAT.WatchAnims
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{
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[BepInPlugin("com.samswat.watchanims", "SamSWAT.WatchAnims", "1.0.0")]
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public class Plugin : BaseUnityPlugin
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{
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internal static Dictionary<IAnimator, AnimatorOverrideController> Controllers;
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internal static Dictionary<string, int> SuitsLookup;
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internal static AnimationClip[] AnimationClips;
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private void Awake()
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{
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new GamePlayerOwnerPatch().Enable();
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Controllers = new Dictionary<IAnimator, AnimatorOverrideController>();
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SuitsLookup = new Dictionary<string, int>
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{
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//bear
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{"5cc0858d14c02e000c6bea66", 0},
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{"5fce3e47fe40296c1d5fd784", 0},
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{"6377266693a3b4967208e42b", 0},
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{"5d1f565786f7743f8362bcd5", 0},
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{"5fce3e0cfe40296c1d5fd782", 0},
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{"5d1f566d86f7744bcd13459a", 0},
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{"5d1f568486f7744bca3f0b98", 0},
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{"5f5e401747344c2e4f6c42c5", 0},
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{"5d1f567786f7744bcc04874f", 0},
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{"5d1f564b86f7744bcb0acd16", 0},
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{"6295e698e9de5e7b3751c47a", 0},
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{"5e4bb31586f7740695730568", 0},
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{"5e9d9fa986f774054d6b89f2", 0},
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{"5df89f1f86f77412631087ea", 0},
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{"617bca4b4013b06b0b78df2a", 0},
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{"6033a31e9ec839204e6a2f3e", 0},
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//usec
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{"5cde95d97d6c8b647a3769b0", 1},
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{"5d1f56f186f7744bcb0acd1a", 0},
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{"637b945722e2a933ed0e33c8", 1},
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{"6033a35f80ae5e2f970ba6bb", 0},
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{"5fd3e9f71b735718c25cd9f8", 1},
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{"5d1f56c686f7744bcd13459c", 0},
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{"618109c96d7ca35d076b3363", 1},
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{"6295e8c3e08ed747e64aea00", 1},
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{"5d4da0cb86f77450fe0a6629", 0},
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{"5d1f56e486f7744bce0ee9ed", 0},
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{"5e9da17386f774054b6f79a3", 0},
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{"5d1f56ff86f7743f8362bcd7", 0},
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{"5d1f56a686f7744bce0ee9eb", 0},
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{"5fcf63da5c287f01f22bf245", 1},
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{"5e4bb35286f77406a511c9bc", 1},
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{"5f5e4075df4f3100376a8138", 1},
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//???
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{"5cdea33e7d6c8b0474535dac", 0}
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//default = 0
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};
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var directory = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
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AnimationClips = AssetBundle.LoadFromFile($"{directory}/bundles/watch animations.bundle").LoadAllAssets<AnimationClip>();
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GameWorld.OnDispose += () => Controllers.Clear();
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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.WatchAnims")]
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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.WatchAnims")]
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[assembly: AssemblyCopyright("Copyright © 2023")]
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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("12AB59CE-2023-43D3-9D2C-C9E71748212A")]
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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=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{12AB59CE-2023-43D3-9D2C-C9E71748212A}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>SamSWAT.WatchAnims</RootNamespace>
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<AssemblyName>SamSWAT.WatchAnims</AssemblyName>
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<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(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="0Harmony">
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<HintPath>..\..\References\0Harmony.dll</HintPath>
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</Reference>
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<Reference Include="Aki.Reflection">
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<HintPath>..\..\References\Aki.Reflection.dll</HintPath>
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</Reference>
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<Reference Include="AnimationSystem.Types">
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<HintPath>..\..\References\AnimationSystem.Types.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp">
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<HintPath>..\..\References\Assembly-CSharp.dll</HintPath>
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</Reference>
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<Reference Include="BepInEx">
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<HintPath>..\..\References\BepInEx.dll</HintPath>
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</Reference>
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<Reference Include="Comfort">
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<HintPath>..\..\References\Comfort.dll</HintPath>
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</Reference>
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<Reference Include="System" />
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<Reference Include="UnityEngine">
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<HintPath>..\..\References\UnityEngine.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.AnimationModule">
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<HintPath>..\..\References\UnityEngine.AnimationModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.AssetBundleModule">
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<HintPath>..\..\References\UnityEngine.AssetBundleModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.CoreModule">
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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="GamePlayerOwnerPatch.cs" />
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<Compile Include="Plugin.cs" />
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<Compile Include="Properties\AssemblyInfo.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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