Compare commits
3 Commits
Author | SHA1 | Date | |
---|---|---|---|
2df723ed7e | |||
3ba41bc5e1 | |||
40ea81db75 |
Binary file not shown.
@ -51,6 +51,9 @@
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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="bsg.console.core">
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<HintPath>References\bsg.console.core.dll</HintPath>
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</Reference>
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<Reference Include="Comfort, Version=1.0.0.4, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>References\Comfort.dll</HintPath>
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@ -72,11 +75,9 @@
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="TimeWeatherController.cs" />
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<Compile Include="TimeWeatherPlugin.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Utils\CursorSettings.cs" />
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<Compile Include="Utils\GameConsole.cs" />
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<Compile Include="Utils\Notifier.cs" />
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</ItemGroup>
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<ItemGroup>
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@ -1,498 +0,0 @@
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using Comfort.Common;
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using EFT;
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using EFT.Communications;
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using EFT.UI;
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using EFT.Weather;
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using SamSWAT.TimeWeatherChanger.Utils;
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using System;
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using UnityEngine;
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using GameDateTime = GClass1246;
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using Random = UnityEngine.Random;
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namespace SamSWAT.TimeWeatherChanger
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{
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public class TimeWeatherController : MonoBehaviour
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{
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private static GameObject input;
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private static WeatherController weatherController;
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private static GameWorld gameWorld;
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private static GameDateTime gameDateTime;
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private static DateTime modifiedDateTime;
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private static DateTime currentDateTime;
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private static Rect windowRect = new Rect(50, 50, 460, 365);
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private static bool GUIStatus = false;
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private static bool weatherdebug = false;
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private static float _clouddensity;
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private static float _fog;
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private static float _rain;
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private static float _lightningthunderprobability;
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private static float _temperature;
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private static float _windmagnitude;
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private static int _direction = 2;
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private static int topwinddirection = 2;
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private static WeatherDebug.Direction _winddirection;
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private static Vector2 _topwinddirection;
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private static string weatherdebugtex;
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private static int targetTimeHours;
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private static int targetTimeMinutes;
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void Start()
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{
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//Duplicate functionality of toggle key
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GameConsole.AddCommand("twc", match =>
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{
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gameWorld = Singleton<GameWorld>.Instance;
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if (gameWorld == null)
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{
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string log = "In order to change the weather, you have to go in a raid first.";
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Notifier.DisplayWarningNotification(log, ENotificationDurationType.Long);
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PreloaderUI.Instance.Console.AddLog(" " + log, "[TWChanger]:");
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}
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else
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{
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if (GameObject.Find("Weather") == null)
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{
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string log = "An error occurred when executing command, seems like you are either in the hideout or factory.";
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Notifier.DisplayWarningNotification(log);
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PreloaderUI.Instance.Console.AddLog(" " + log, "[TWChanger]:");
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}
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else
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{
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if (input == null)
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{
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input = GameObject.Find("___Input");
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}
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gameDateTime = gameWorld.GameDateTime;
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GUIStatus = !GUIStatus;
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Cursor.visible = GUIStatus;
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if (GUIStatus)
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{
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CursorSettings.SetCursor(ECursorType.Idle);
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Cursor.lockState = CursorLockMode.None;
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Singleton<GUISounds>.Instance.PlayUISound(EUISoundType.MenuContextMenu);
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}
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else
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{
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CursorSettings.SetCursor(ECursorType.Invisible);
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Cursor.lockState = CursorLockMode.Locked;
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Singleton<GUISounds>.Instance.PlayUISound(EUISoundType.MenuDropdown);
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}
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input.SetActive(!GUIStatus);
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PreloaderUI.Instance.Console.AddLog(" Switching control panel...", "[TWChanger]:");
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}
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}
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});
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}
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public void Update()
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{
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if (Input.GetKeyDown(TimeWeatherPlugin.TogglePanel.Value.MainKey))
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{
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//Obtaining current GameWorld for later time change
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gameWorld = Singleton<GameWorld>.Instance;
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//If GameWorld is null, it means that player currently is not in the raid. We notify the player with an error screen that he first needs to go in a raid
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if (gameWorld == null)
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{
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if (GameObject.Find("ErrorScreen"))
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PreloaderUI.Instance.CloseErrorScreen();
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PreloaderUI.Instance.ShowErrorScreen("Time & Weather Changer Error", "In order to change the weather, you have to go in a raid first.");
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}
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else
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{
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//Looking for the weather GameObject to which the WeatherController script is attached. If it's null, means that the player is either in a hideout or factory where dynamic weather and time are not available
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if (GameObject.Find("Weather") == null)
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{
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//Notify player with bottom-right error popup
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Notifier.DisplayWarningNotification("An error occurred when opening weather panel, seems like you are either in the hideout or factory.");
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}
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else
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{
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//Caching input manager GameObject which script is responsible for reading the player inputs
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if (input == null)
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{
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input = GameObject.Find("___Input");
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}
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//Getting class responsible for time in the current world for later use
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gameDateTime = gameWorld.GameDateTime;
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GUIStatus = !GUIStatus;
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Cursor.visible = GUIStatus;
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if (GUIStatus)
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{
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//Changing the default windows cursor to an EFT-style one and playing a sound when the menu appears
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CursorSettings.SetCursor(ECursorType.Idle);
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Cursor.lockState = CursorLockMode.None;
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Singleton<GUISounds>.Instance.PlayUISound(EUISoundType.MenuContextMenu);
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}
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else
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{
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//Hiding cursor and playing a sound when the menu disappears
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CursorSettings.SetCursor(ECursorType.Invisible);
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Cursor.lockState = CursorLockMode.Locked;
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Singleton<GUISounds>.Instance.PlayUISound(EUISoundType.MenuDropdown);
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}
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//Disabling the input manager so the player won't move
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input.SetActive(!GUIStatus);
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}
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}
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}
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}
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public void OnGUI()
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{
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if (GUIStatus)
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windowRect = GUI.Window(0, windowRect, WindowFunction, "Time & Weather Changer by SamSWAT v2.2");
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}
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void WindowFunction(int TWCWindowID)
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{
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if (weatherdebug)
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weatherdebugtex = "ON";
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else
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weatherdebugtex = "OFF";
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//Caching WeatherController script for the first time
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if (weatherController == null)
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{
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weatherController = GameObject.Find("Weather").GetComponent<WeatherController>();
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}
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//Shit ton of different sliders and buttons
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GUI.DragWindow(new Rect(0, 0, 10000, 20));
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//---------------------------------------------\\
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GUI.Box(new Rect(15, 23, 140, 60), "");
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weatherdebug = GUI.Toggle(new Rect(33, 37, 110, 25), weatherdebug, "Weather debug");
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GUI.Label(new Rect(74, 52, 110, 25), weatherdebugtex);
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currentDateTime = gameDateTime.Calculate();
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GUI.Box(new Rect(160, 23, 285, 60), "Current time: " + currentDateTime.ToString("HH:mm:ss"));
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GUI.Label(new Rect(190, 42, 40, 20), "Hours");
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targetTimeHours = Mathf.RoundToInt(GUI.HorizontalSlider(new Rect(165, 60, 80, 15), targetTimeHours, 0, 23));
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GUI.TextField(new Rect(248, 50, 20, 20), targetTimeHours.ToString());
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GUI.Label(new Rect(295, 42, 50, 20), "Minutes");
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targetTimeMinutes = Mathf.RoundToInt(GUI.HorizontalSlider(new Rect(272, 60, 90, 15), targetTimeMinutes, 0, 59));
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GUI.TextField(new Rect(365, 50, 20, 20), targetTimeMinutes.ToString());
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if (GUI.Button(new Rect(390, 40, 50, 30), "Set"))
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{
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modifiedDateTime = currentDateTime.AddHours((double)targetTimeHours - currentDateTime.Hour);
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modifiedDateTime = modifiedDateTime.AddMinutes((double)targetTimeMinutes - currentDateTime.Minute);
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gameDateTime.Reset(modifiedDateTime);
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Notifier.DisplayMessageNotification("Time was set to: " + modifiedDateTime.ToString("HH:mm"));
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Singleton<GUISounds>.Instance.PlayUISound(EUISoundType.MenuInspectorWindowClose);
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}
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//---------------------------------------------\\
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//---------------------------------------------\\
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GUILayout.BeginArea(new Rect(15, 100, 140, 250));
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GUILayout.BeginVertical();
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GUILayout.Box("Cloud Density: " + Math.Round(_clouddensity * 1000) / 1000);
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_clouddensity = GUILayout.HorizontalSlider(_clouddensity, -1f, 1f);
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GUILayout.Box("Wind Magnitude: " + Math.Round(_windmagnitude * 100) / 100);
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_windmagnitude = GUILayout.HorizontalSlider(_windmagnitude, 0f, 1f);
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GUILayout.Box("Wind Direction: " + _winddirection.ToString());
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_direction = Mathf.RoundToInt(GUILayout.HorizontalSlider(_direction, 1, 8));
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_winddirection = (WeatherDebug.Direction)_direction;
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if (GUILayout.Button("Clear"))
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{
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_clouddensity = -0.7f;
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_fog = 0.004f;
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_lightningthunderprobability = 0f;
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_rain = 0f;
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_temperature = 22f;
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_direction = Random.Range(1, 8);
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_windmagnitude = 0f;
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topwinddirection = Random.Range(0, 5);
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}
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if (GUILayout.Button("Clear Wind"))
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{
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_clouddensity = -0.7f;
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_fog = 0.004f;
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_lightningthunderprobability = 0f;
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_rain = 0f;
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_temperature = 22f;
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_direction = Random.Range(1, 8);
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_windmagnitude = 0.4f;
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topwinddirection = Random.Range(0, 5);
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}
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if (GUILayout.Button("Clear Fog"))
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{
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_clouddensity = -0.4f;
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_fog = 0.02f;
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_lightningthunderprobability = 0f;
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_rain = 0f;
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_temperature = 22f;
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_direction = Random.Range(1, 8);
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_windmagnitude = 0f;
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topwinddirection = Random.Range(0, 5);
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}
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if (GUILayout.Button("Partly Cloud"))
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{
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_clouddensity = -0.2f;
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_fog = 0.004f;
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_lightningthunderprobability = 0f;
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_rain = 0f;
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_temperature = 22f;
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_direction = Random.Range(1, 8);
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_windmagnitude = 0f;
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topwinddirection = Random.Range(0, 5);
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}
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if (GUILayout.Button("Mostly Cloud"))
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{
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_clouddensity = 0f;
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_fog = 0.004f;
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_lightningthunderprobability = 0f;
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_rain = 0f;
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_temperature = 22f;
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_direction = Random.Range(1, 8);
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_windmagnitude = 0f;
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topwinddirection = Random.Range(0, 5);
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}
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GUILayout.EndVertical();
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GUILayout.EndArea();
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//---------------------------------------------\\
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//---------------------------------------------\\
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GUILayout.BeginArea(new Rect(160, 100, 140, 160));
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GUILayout.BeginVertical();
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GUILayout.Box("Fog: " + Math.Round(_fog * 1000) / 1000);
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_fog = GUILayout.HorizontalSlider(_fog, 0f, 0.35f);
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GUILayout.Box("Thunder prob: " + Math.Round(_lightningthunderprobability * 1000) / 1000);
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_lightningthunderprobability = GUILayout.HorizontalSlider(_lightningthunderprobability, 0f, 1f);
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if (GUILayout.Button("Randomize"))
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{
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float num = Random.Range(-1f, 1f);
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int num3;
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_rain = 0f;
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_clouddensity = num;
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if (num > 0.5f)
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{
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num3 = Random.Range(0, 5);
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_rain = Random.Range(0f, 1f);
|
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_fog = 0.004f;
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switch (num3)
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{
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case 0:
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break;
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case 1:
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_fog = 0.008f;
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goto IL_C5;
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case 2:
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_fog = 0.012f;
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goto IL_C5;
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case 3:
|
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_fog = 0.02f;
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goto IL_C5;
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case 4:
|
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_fog = 0.03f;
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goto IL_C5;
|
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default:
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goto IL_C5;
|
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}
|
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}
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_fog = Random.Range(0.003f, 0.006f);
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IL_C5:
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_direction = Random.Range(1, 8);
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topwinddirection = Random.Range(0, 5);
|
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_windmagnitude = Random.Range(0f, 1f);
|
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_lightningthunderprobability = Random.Range(0f, 1f);
|
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_temperature = Random.Range(-50f, 50f);
|
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}
|
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|
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GUILayout.EndVertical();
|
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GUILayout.EndArea();
|
||||
|
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//---------------------------------------------\\
|
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//---------------------------------------------\\
|
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|
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GUILayout.BeginArea(new Rect(160, 229, 140, 160));
|
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GUILayout.BeginVertical();
|
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|
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if (GUILayout.Button("Full Cloud"))
|
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{
|
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_clouddensity = 1f;
|
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_fog = 0.004f;
|
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_lightningthunderprobability = 0f;
|
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_rain = 0f;
|
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_temperature = 22f;
|
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_direction = Random.Range(1, 8);
|
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_windmagnitude = 0f;
|
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topwinddirection = Random.Range(0, 5);
|
||||
}
|
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if (GUILayout.Button("Cloud Wind"))
|
||||
{
|
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_clouddensity = 0.2f;
|
||||
_fog = 0.003f;
|
||||
_lightningthunderprobability = 0f;
|
||||
_rain = 0f;
|
||||
_temperature = 22f;
|
||||
_direction = Random.Range(1, 8);
|
||||
_windmagnitude = 0.66f;
|
||||
topwinddirection = Random.Range(0, 5);
|
||||
}
|
||||
if (GUILayout.Button("Cloud Fog"))
|
||||
{
|
||||
_clouddensity = 0.2f;
|
||||
_fog = 0.02f;
|
||||
_lightningthunderprobability = 0f;
|
||||
_rain = 0f;
|
||||
_temperature = 22f;
|
||||
_direction = Random.Range(1, 8);
|
||||
_windmagnitude = 0f;
|
||||
topwinddirection = Random.Range(0, 5);
|
||||
}
|
||||
if (GUILayout.Button("Thunder Cloud"))
|
||||
{
|
||||
_clouddensity = 1f;
|
||||
_fog = 0.004f;
|
||||
_lightningthunderprobability = 0.8f;
|
||||
_rain = 0f;
|
||||
_temperature = 22f;
|
||||
_direction = Random.Range(1, 8);
|
||||
_windmagnitude = 0.4f;
|
||||
topwinddirection = Random.Range(0, 5);
|
||||
}
|
||||
if (GUILayout.Button("Cloud Wind Rain"))
|
||||
{
|
||||
_clouddensity = 1f;
|
||||
_fog = 0.004f;
|
||||
_lightningthunderprobability = 0.5f;
|
||||
_rain = 0.8f;
|
||||
_temperature = 22f;
|
||||
_direction = Random.Range(1, 8);
|
||||
_windmagnitude = 0.6f;
|
||||
topwinddirection = Random.Range(0, 5);
|
||||
}
|
||||
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.EndArea();
|
||||
|
||||
//---------------------------------------------\\
|
||||
//---------------------------------------------\\
|
||||
|
||||
GUILayout.BeginArea(new Rect(305, 100, 140, 250));
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
GUILayout.Box("Rain: " + Math.Round(_rain * 1000) / 1000);
|
||||
_rain = GUILayout.HorizontalSlider(_rain, 0f, 1f);
|
||||
|
||||
GUILayout.Box("Temperature: " + Math.Round(_temperature * 10) / 10);
|
||||
_temperature = GUILayout.HorizontalSlider(_temperature, -50f, 50f);
|
||||
|
||||
GUILayout.Box("TopWind dir " + _topwinddirection.ToString());
|
||||
topwinddirection = Mathf.RoundToInt(GUILayout.HorizontalSlider(topwinddirection, 1, 6));
|
||||
|
||||
switch (topwinddirection)
|
||||
{
|
||||
case 1:
|
||||
_topwinddirection = Vector2.down;
|
||||
break;
|
||||
case 2:
|
||||
_topwinddirection = Vector2.left;
|
||||
break;
|
||||
case 3:
|
||||
_topwinddirection = Vector2.one;
|
||||
break;
|
||||
case 4:
|
||||
_topwinddirection = Vector2.right;
|
||||
break;
|
||||
case 5:
|
||||
_topwinddirection = Vector2.up;
|
||||
break;
|
||||
case 6:
|
||||
_topwinddirection = Vector2.zero;
|
||||
break;
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Light Rain"))
|
||||
{
|
||||
_clouddensity = -0.1f;
|
||||
_fog = 0.004f;
|
||||
_lightningthunderprobability = 0f;
|
||||
_rain = 0.5f;
|
||||
_temperature = 22f;
|
||||
_direction = Random.Range(1, 8);
|
||||
_windmagnitude = 0f;
|
||||
topwinddirection = Random.Range(0, 5);
|
||||
}
|
||||
if (GUILayout.Button("Rain"))
|
||||
{
|
||||
_clouddensity = 0.05f;
|
||||
_fog = 0.004f;
|
||||
_lightningthunderprobability = 0.3f;
|
||||
_rain = 1f;
|
||||
_temperature = 22f;
|
||||
_direction = Random.Range(1, 8);
|
||||
_windmagnitude = 0.15f;
|
||||
topwinddirection = Random.Range(0, 5);
|
||||
}
|
||||
if (GUILayout.Button("Fog"))
|
||||
{
|
||||
_clouddensity = -0.4f;
|
||||
_fog = 0.1f;
|
||||
_lightningthunderprobability = 0f;
|
||||
_rain = 0f;
|
||||
_temperature = 22f;
|
||||
_direction = Random.Range(1, 8);
|
||||
_windmagnitude = 0f;
|
||||
topwinddirection = Random.Range(0, 5);
|
||||
}
|
||||
if (GUILayout.Button("Default"))
|
||||
{
|
||||
_clouddensity = -0.3f;
|
||||
_fog = 0.004f;
|
||||
_lightningthunderprobability = 0f;
|
||||
_rain = 0f;
|
||||
_temperature = 20f;
|
||||
_direction = 7;
|
||||
_windmagnitude = 0.75f;
|
||||
topwinddirection = 2;
|
||||
}
|
||||
if (GUILayout.Button("BSG Preset"))
|
||||
{
|
||||
_clouddensity = -0.371f;
|
||||
_fog = 0.009f;
|
||||
_lightningthunderprobability = 0f;
|
||||
_rain = 0f;
|
||||
_temperature = 0f;
|
||||
_direction = 8;
|
||||
_windmagnitude = 0.125f;
|
||||
topwinddirection = 2;
|
||||
}
|
||||
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.EndArea();
|
||||
|
||||
//---------------------------------------------\\
|
||||
|
||||
if (!weatherdebug)
|
||||
GUI.Box(new Rect(10, 95, 440, 260), "");
|
||||
|
||||
//Writing all the parameters selected by the player to the WeatherDebug script
|
||||
weatherController.WeatherDebug.Enabled = weatherdebug;
|
||||
weatherController.WeatherDebug.CloudDensity = _clouddensity;
|
||||
weatherController.WeatherDebug.Fog = _fog;
|
||||
weatherController.WeatherDebug.LightningThunderProbability = _lightningthunderprobability;
|
||||
weatherController.WeatherDebug.Rain = _rain;
|
||||
weatherController.WeatherDebug.Temperature = _temperature;
|
||||
weatherController.WeatherDebug.TopWindDirection = _topwinddirection;
|
||||
weatherController.WeatherDebug.WindDirection = _winddirection;
|
||||
weatherController.WeatherDebug.WindMagnitude = _windmagnitude;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
@ -1,29 +1,522 @@
|
||||
using UnityEngine;
|
||||
using Aki.Reflection.Utils;
|
||||
using BepInEx;
|
||||
using BepInEx.Configuration;
|
||||
using Comfort.Common;
|
||||
using EFT;
|
||||
using EFT.Communications;
|
||||
using EFT.Console.Core;
|
||||
using EFT.UI;
|
||||
using EFT.Weather;
|
||||
using SamSWAT.TimeWeatherChanger.Utils;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace SamSWAT.TimeWeatherChanger
|
||||
{
|
||||
[BepInPlugin("com.samswat.timeweatherchanger", "SamSWAT.TimeWeatherChanger", "2.2.0")]
|
||||
[BepInPlugin("com.samswat.timeweatherchanger", "SamSWAT.TimeWeatherChanger", "2.3.0")]
|
||||
public class TimeWeatherPlugin : BaseUnityPlugin
|
||||
{
|
||||
public static GameObject Hook;
|
||||
|
||||
private const string SectionName = "Main";
|
||||
internal static ConfigEntry<KeyboardShortcut> TogglePanel;
|
||||
|
||||
private void Awake()
|
||||
private static GameObject input;
|
||||
private static WeatherController weatherController;
|
||||
private static GameWorld gameWorld;
|
||||
|
||||
private static Type gameDateTime;
|
||||
private static MethodInfo calculateTime;
|
||||
private static MethodInfo resetTime;
|
||||
|
||||
private static DateTime modifiedDateTime;
|
||||
private static DateTime currentDateTime;
|
||||
private static Rect windowRect = new Rect(50, 50, 460, 365);
|
||||
private static bool guiStatus = false;
|
||||
private static bool weatherDebug = false;
|
||||
|
||||
private static float cloudDensity;
|
||||
private static float fog;
|
||||
private static float rain;
|
||||
private static float lightningThunderProb;
|
||||
private static float temperature;
|
||||
private static float windMagnitude;
|
||||
private static int windDir = 2;
|
||||
private static WeatherDebug.Direction windDirection;
|
||||
private static int topWindDir = 2;
|
||||
private static Vector2 topWindDirection;
|
||||
|
||||
private static string weatherDebugTex;
|
||||
private static int targetTimeHours;
|
||||
private static int targetTimeMinutes;
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
Logger.LogInfo("Loading: SamSWAT-TimeWeatherChanger 2.2.0");
|
||||
Hook = new GameObject("Time Weather Controller");
|
||||
Hook.AddComponent<TimeWeatherController>();
|
||||
DontDestroyOnLoad(Hook);
|
||||
//Getting type responsible for time in the current world for later use
|
||||
gameDateTime = PatchConstants.EftTypes.Single(x => x.GetMethod("CalculateTaxonomyDate") != null);
|
||||
calculateTime = gameDateTime.GetMethod("Calculate", BindingFlags.Public | BindingFlags.Instance);
|
||||
resetTime = gameDateTime.GetMethods(BindingFlags.Public | BindingFlags.Instance).Single(x => x.Name == "Reset" && x.GetParameters().Length == 1);
|
||||
ConsoleScreen.Processor.RegisterCommand("twc", new Action(OpenPanel));
|
||||
|
||||
TogglePanel = Config.Bind(
|
||||
SectionName,
|
||||
"Main Settings",
|
||||
"Time Weather Panel Toggle Key",
|
||||
new KeyboardShortcut(KeyCode.Home),
|
||||
"The keyboard shortcut that toggles control panel");
|
||||
}
|
||||
|
||||
[ConsoleCommand("Open Time&Weather panel")]
|
||||
public static void OpenPanel()
|
||||
{
|
||||
gameWorld = Singleton<GameWorld>.Instance;
|
||||
if (gameWorld == null)
|
||||
{
|
||||
string log = "In order to change the weather, you have to go in a raid first.";
|
||||
Notifier.DisplayWarningNotification(log, ENotificationDurationType.Long);
|
||||
ConsoleScreen.Log($"[TWChanger]: {log}");
|
||||
}
|
||||
else
|
||||
{
|
||||
if (GameObject.Find("Weather") == null)
|
||||
{
|
||||
string log = "An error occurred when executing command, seems like you are either in the hideout or factory.";
|
||||
Notifier.DisplayWarningNotification(log);
|
||||
ConsoleScreen.Log($"[TWChanger]: {log}");
|
||||
}
|
||||
else
|
||||
{
|
||||
if (input == null)
|
||||
{
|
||||
input = GameObject.Find("___Input");
|
||||
}
|
||||
|
||||
guiStatus = !guiStatus;
|
||||
Cursor.visible = guiStatus;
|
||||
if (guiStatus)
|
||||
{
|
||||
CursorSettings.SetCursor(ECursorType.Idle);
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
Singleton<GUISounds>.Instance.PlayUISound(EUISoundType.MenuContextMenu);
|
||||
}
|
||||
else
|
||||
{
|
||||
CursorSettings.SetCursor(ECursorType.Invisible);
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
Singleton<GUISounds>.Instance.PlayUISound(EUISoundType.MenuDropdown);
|
||||
}
|
||||
input.SetActive(!guiStatus);
|
||||
ConsoleScreen.Log("[TWChanger]: Switching control panel...");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(TogglePanel.Value.MainKey))
|
||||
{
|
||||
//Obtaining current GameWorld for later time change
|
||||
gameWorld = Singleton<GameWorld>.Instance;
|
||||
//If GameWorld is null, it means that player currently is not in the raid. We notify the player with an error screen that he first needs to go in a raid
|
||||
if (gameWorld == null)
|
||||
{
|
||||
if (GameObject.Find("ErrorScreen"))
|
||||
PreloaderUI.Instance.CloseErrorScreen();
|
||||
PreloaderUI.Instance.ShowErrorScreen("Time & Weather Changer Error", "In order to change the weather, you have to go in a raid first.");
|
||||
}
|
||||
else
|
||||
{
|
||||
//Looking for the weather GameObject to which the WeatherController script is attached. If it's null, means that the player is either in a hideout or factory where dynamic weather and time are not available
|
||||
if (GameObject.Find("Weather") == null)
|
||||
{
|
||||
//Notify player with bottom-right error popup
|
||||
Notifier.DisplayWarningNotification("An error occurred when opening weather panel, seems like you are either in the hideout or factory.");
|
||||
}
|
||||
else
|
||||
{
|
||||
//Caching input manager GameObject which script is responsible for reading the player inputs
|
||||
if (input == null)
|
||||
{
|
||||
input = GameObject.Find("___Input");
|
||||
}
|
||||
|
||||
guiStatus = !guiStatus;
|
||||
Cursor.visible = guiStatus;
|
||||
if (guiStatus)
|
||||
{
|
||||
//Changing the default windows cursor to an EFT-style one and playing a sound when the menu appears
|
||||
CursorSettings.SetCursor(ECursorType.Idle);
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
Singleton<GUISounds>.Instance.PlayUISound(EUISoundType.MenuContextMenu);
|
||||
}
|
||||
else
|
||||
{
|
||||
//Hiding cursor and playing a sound when the menu disappears
|
||||
CursorSettings.SetCursor(ECursorType.Invisible);
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
Singleton<GUISounds>.Instance.PlayUISound(EUISoundType.MenuDropdown);
|
||||
}
|
||||
//Disabling the input manager so the player won't move
|
||||
input.SetActive(!guiStatus);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
public void OnGUI()
|
||||
{
|
||||
if (guiStatus)
|
||||
windowRect = GUI.Window(0, windowRect, WindowFunction, "Time & Weather Changer by SamSWAT v2.3");
|
||||
}
|
||||
void WindowFunction(int TWCWindowID)
|
||||
{
|
||||
if (weatherDebug)
|
||||
weatherDebugTex = "ON";
|
||||
else
|
||||
weatherDebugTex = "OFF";
|
||||
|
||||
//Caching WeatherController script for the first time
|
||||
if (weatherController == null)
|
||||
{
|
||||
weatherController = GameObject.Find("Weather").GetComponent<WeatherController>();
|
||||
}
|
||||
|
||||
//Shit ton of different sliders and buttons
|
||||
|
||||
GUI.DragWindow(new Rect(0, 0, 10000, 20));
|
||||
|
||||
//---------------------------------------------\\
|
||||
|
||||
GUI.Box(new Rect(15, 23, 140, 60), "");
|
||||
weatherDebug = GUI.Toggle(new Rect(33, 37, 110, 25), weatherDebug, "Weather debug");
|
||||
GUI.Label(new Rect(74, 52, 110, 25), weatherDebugTex);
|
||||
|
||||
currentDateTime = (DateTime)calculateTime.Invoke(typeof(GameWorld).GetField("GameDateTime").GetValue(gameWorld), null);
|
||||
GUI.Box(new Rect(160, 23, 285, 60), "Current time: " + currentDateTime.ToString("HH:mm:ss"));
|
||||
|
||||
GUI.Label(new Rect(190, 42, 40, 20), "Hours");
|
||||
targetTimeHours = Mathf.RoundToInt(GUI.HorizontalSlider(new Rect(165, 60, 80, 15), targetTimeHours, 0, 23));
|
||||
GUI.TextField(new Rect(248, 50, 20, 20), targetTimeHours.ToString());
|
||||
|
||||
GUI.Label(new Rect(295, 42, 50, 20), "Minutes");
|
||||
targetTimeMinutes = Mathf.RoundToInt(GUI.HorizontalSlider(new Rect(272, 60, 90, 15), targetTimeMinutes, 0, 59));
|
||||
GUI.TextField(new Rect(365, 50, 20, 20), targetTimeMinutes.ToString());
|
||||
|
||||
if (GUI.Button(new Rect(390, 40, 50, 30), "Set"))
|
||||
{
|
||||
modifiedDateTime = currentDateTime.AddHours((double)targetTimeHours - currentDateTime.Hour);
|
||||
modifiedDateTime = modifiedDateTime.AddMinutes((double)targetTimeMinutes - currentDateTime.Minute);
|
||||
resetTime.Invoke(typeof(GameWorld).GetField("GameDateTime").GetValue(gameWorld), new object[] { modifiedDateTime });
|
||||
Notifier.DisplayMessageNotification("Time was set to: " + modifiedDateTime.ToString("HH:mm"));
|
||||
Singleton<GUISounds>.Instance.PlayUISound(EUISoundType.MenuInspectorWindowClose);
|
||||
}
|
||||
|
||||
//---------------------------------------------\\
|
||||
//---------------------------------------------\\
|
||||
|
||||
GUILayout.BeginArea(new Rect(15, 100, 140, 250));
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
GUILayout.Box("Cloud Density: " + Math.Round(cloudDensity * 1000) / 1000);
|
||||
cloudDensity = GUILayout.HorizontalSlider(cloudDensity, -1f, 1f);
|
||||
|
||||
GUILayout.Box("Wind Magnitude: " + Math.Round(windMagnitude * 100) / 100);
|
||||
windMagnitude = GUILayout.HorizontalSlider(windMagnitude, 0f, 1f);
|
||||
|
||||
GUILayout.Box("Wind Direction: " + windDirection.ToString());
|
||||
windDir = Mathf.RoundToInt(GUILayout.HorizontalSlider(windDir, 1, 8));
|
||||
windDirection = (WeatherDebug.Direction)windDir;
|
||||
|
||||
if (GUILayout.Button("Clear"))
|
||||
{
|
||||
cloudDensity = -0.7f;
|
||||
fog = 0.004f;
|
||||
lightningThunderProb = 0f;
|
||||
rain = 0f;
|
||||
temperature = 22f;
|
||||
windDir = Random.Range(1, 8);
|
||||
windMagnitude = 0f;
|
||||
topWindDir = Random.Range(0, 5);
|
||||
}
|
||||
if (GUILayout.Button("Clear Wind"))
|
||||
{
|
||||
cloudDensity = -0.7f;
|
||||
fog = 0.004f;
|
||||
lightningThunderProb = 0f;
|
||||
rain = 0f;
|
||||
temperature = 22f;
|
||||
windDir = Random.Range(1, 8);
|
||||
windMagnitude = 0.4f;
|
||||
topWindDir = Random.Range(0, 5);
|
||||
}
|
||||
if (GUILayout.Button("Clear Fog"))
|
||||
{
|
||||
cloudDensity = -0.4f;
|
||||
fog = 0.02f;
|
||||
lightningThunderProb = 0f;
|
||||
rain = 0f;
|
||||
temperature = 22f;
|
||||
windDir = Random.Range(1, 8);
|
||||
windMagnitude = 0f;
|
||||
topWindDir = Random.Range(0, 5);
|
||||
}
|
||||
if (GUILayout.Button("Partly Cloud"))
|
||||
{
|
||||
cloudDensity = -0.2f;
|
||||
fog = 0.004f;
|
||||
lightningThunderProb = 0f;
|
||||
rain = 0f;
|
||||
temperature = 22f;
|
||||
windDir = Random.Range(1, 8);
|
||||
windMagnitude = 0f;
|
||||
topWindDir = Random.Range(0, 5);
|
||||
}
|
||||
if (GUILayout.Button("Mostly Cloud"))
|
||||
{
|
||||
cloudDensity = 0f;
|
||||
fog = 0.004f;
|
||||
lightningThunderProb = 0f;
|
||||
rain = 0f;
|
||||
temperature = 22f;
|
||||
windDir = Random.Range(1, 8);
|
||||
windMagnitude = 0f;
|
||||
topWindDir = Random.Range(0, 5);
|
||||
}
|
||||
|
||||
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.EndArea();
|
||||
|
||||
//---------------------------------------------\\
|
||||
//---------------------------------------------\\
|
||||
|
||||
GUILayout.BeginArea(new Rect(160, 100, 140, 160));
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
GUILayout.Box("Fog: " + Math.Round(fog * 1000) / 1000);
|
||||
fog = GUILayout.HorizontalSlider(fog, 0f, 0.35f);
|
||||
|
||||
GUILayout.Box("Thunder prob: " + Math.Round(lightningThunderProb * 1000) / 1000);
|
||||
lightningThunderProb = GUILayout.HorizontalSlider(lightningThunderProb, 0f, 1f);
|
||||
|
||||
if (GUILayout.Button("Randomize"))
|
||||
{
|
||||
float num = Random.Range(-1f, 1f);
|
||||
int num3;
|
||||
rain = 0f;
|
||||
cloudDensity = num;
|
||||
if (num > 0.5f)
|
||||
{
|
||||
num3 = Random.Range(0, 5);
|
||||
rain = Random.Range(0f, 1f);
|
||||
fog = 0.004f;
|
||||
switch (num3)
|
||||
{
|
||||
case 0:
|
||||
break;
|
||||
case 1:
|
||||
fog = 0.008f;
|
||||
goto IL_C5;
|
||||
case 2:
|
||||
fog = 0.012f;
|
||||
goto IL_C5;
|
||||
case 3:
|
||||
fog = 0.02f;
|
||||
goto IL_C5;
|
||||
case 4:
|
||||
fog = 0.03f;
|
||||
goto IL_C5;
|
||||
default:
|
||||
goto IL_C5;
|
||||
}
|
||||
}
|
||||
fog = Random.Range(0.003f, 0.006f);
|
||||
IL_C5:
|
||||
windDir = Random.Range(1, 8);
|
||||
topWindDir = Random.Range(0, 5);
|
||||
windMagnitude = Random.Range(0f, 1f);
|
||||
lightningThunderProb = Random.Range(0f, 1f);
|
||||
temperature = Random.Range(-50f, 50f);
|
||||
}
|
||||
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.EndArea();
|
||||
|
||||
//---------------------------------------------\\
|
||||
//---------------------------------------------\\
|
||||
|
||||
GUILayout.BeginArea(new Rect(160, 229, 140, 160));
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
if (GUILayout.Button("Full Cloud"))
|
||||
{
|
||||
cloudDensity = 1f;
|
||||
fog = 0.004f;
|
||||
lightningThunderProb = 0f;
|
||||
rain = 0f;
|
||||
temperature = 22f;
|
||||
windDir = Random.Range(1, 8);
|
||||
windMagnitude = 0f;
|
||||
topWindDir = Random.Range(0, 5);
|
||||
}
|
||||
if (GUILayout.Button("Cloud Wind"))
|
||||
{
|
||||
cloudDensity = 0.2f;
|
||||
fog = 0.003f;
|
||||
lightningThunderProb = 0f;
|
||||
rain = 0f;
|
||||
temperature = 22f;
|
||||
windDir = Random.Range(1, 8);
|
||||
windMagnitude = 0.66f;
|
||||
topWindDir = Random.Range(0, 5);
|
||||
}
|
||||
if (GUILayout.Button("Cloud Fog"))
|
||||
{
|
||||
cloudDensity = 0.2f;
|
||||
fog = 0.02f;
|
||||
lightningThunderProb = 0f;
|
||||
rain = 0f;
|
||||
temperature = 22f;
|
||||
windDir = Random.Range(1, 8);
|
||||
windMagnitude = 0f;
|
||||
topWindDir = Random.Range(0, 5);
|
||||
}
|
||||
if (GUILayout.Button("Thunder Cloud"))
|
||||
{
|
||||
cloudDensity = 1f;
|
||||
fog = 0.004f;
|
||||
lightningThunderProb = 0.8f;
|
||||
rain = 0f;
|
||||
temperature = 22f;
|
||||
windDir = Random.Range(1, 8);
|
||||
windMagnitude = 0.4f;
|
||||
topWindDir = Random.Range(0, 5);
|
||||
}
|
||||
if (GUILayout.Button("Cloud Wind Rain"))
|
||||
{
|
||||
cloudDensity = 1f;
|
||||
fog = 0.004f;
|
||||
lightningThunderProb = 0.5f;
|
||||
rain = 0.8f;
|
||||
temperature = 22f;
|
||||
windDir = Random.Range(1, 8);
|
||||
windMagnitude = 0.6f;
|
||||
topWindDir = Random.Range(0, 5);
|
||||
}
|
||||
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.EndArea();
|
||||
|
||||
//---------------------------------------------\\
|
||||
//---------------------------------------------\\
|
||||
|
||||
GUILayout.BeginArea(new Rect(305, 100, 140, 250));
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
GUILayout.Box("Rain: " + Math.Round(rain * 1000) / 1000);
|
||||
rain = GUILayout.HorizontalSlider(rain, 0f, 1f);
|
||||
|
||||
GUILayout.Box("Temperature: " + Math.Round(temperature * 10) / 10);
|
||||
temperature = GUILayout.HorizontalSlider(temperature, -50f, 50f);
|
||||
|
||||
GUILayout.Box("TopWind dir " + topWindDirection.ToString());
|
||||
topWindDir = Mathf.RoundToInt(GUILayout.HorizontalSlider(topWindDir, 1, 6));
|
||||
|
||||
switch (topWindDir)
|
||||
{
|
||||
case 1:
|
||||
topWindDirection = Vector2.down;
|
||||
break;
|
||||
case 2:
|
||||
topWindDirection = Vector2.left;
|
||||
break;
|
||||
case 3:
|
||||
topWindDirection = Vector2.one;
|
||||
break;
|
||||
case 4:
|
||||
topWindDirection = Vector2.right;
|
||||
break;
|
||||
case 5:
|
||||
topWindDirection = Vector2.up;
|
||||
break;
|
||||
case 6:
|
||||
topWindDirection = Vector2.zero;
|
||||
break;
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Light Rain"))
|
||||
{
|
||||
cloudDensity = -0.1f;
|
||||
fog = 0.004f;
|
||||
lightningThunderProb = 0f;
|
||||
rain = 0.5f;
|
||||
temperature = 22f;
|
||||
windDir = Random.Range(1, 8);
|
||||
windMagnitude = 0f;
|
||||
topWindDir = Random.Range(0, 5);
|
||||
}
|
||||
if (GUILayout.Button("Rain"))
|
||||
{
|
||||
cloudDensity = 0.05f;
|
||||
fog = 0.004f;
|
||||
lightningThunderProb = 0.3f;
|
||||
rain = 1f;
|
||||
temperature = 22f;
|
||||
windDir = Random.Range(1, 8);
|
||||
windMagnitude = 0.15f;
|
||||
topWindDir = Random.Range(0, 5);
|
||||
}
|
||||
if (GUILayout.Button("Fog"))
|
||||
{
|
||||
cloudDensity = -0.4f;
|
||||
fog = 0.1f;
|
||||
lightningThunderProb = 0f;
|
||||
rain = 0f;
|
||||
temperature = 22f;
|
||||
windDir = Random.Range(1, 8);
|
||||
windMagnitude = 0f;
|
||||
topWindDir = Random.Range(0, 5);
|
||||
}
|
||||
if (GUILayout.Button("Default"))
|
||||
{
|
||||
cloudDensity = -0.3f;
|
||||
fog = 0.004f;
|
||||
lightningThunderProb = 0f;
|
||||
rain = 0f;
|
||||
temperature = 20f;
|
||||
windDir = 7;
|
||||
windMagnitude = 0.75f;
|
||||
topWindDir = 2;
|
||||
}
|
||||
if (GUILayout.Button("BSG Preset"))
|
||||
{
|
||||
cloudDensity = -0.371f;
|
||||
fog = 0.009f;
|
||||
lightningThunderProb = 0f;
|
||||
rain = 0f;
|
||||
temperature = 0f;
|
||||
windDir = 8;
|
||||
windMagnitude = 0.125f;
|
||||
topWindDir = 2;
|
||||
}
|
||||
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.EndArea();
|
||||
|
||||
//---------------------------------------------\\
|
||||
|
||||
if (!weatherDebug)
|
||||
GUI.Box(new Rect(10, 95, 440, 260), "");
|
||||
|
||||
//Writing all the parameters selected by the player to the WeatherDebug script
|
||||
weatherController.WeatherDebug.Enabled = weatherDebug;
|
||||
weatherController.WeatherDebug.CloudDensity = cloudDensity;
|
||||
weatherController.WeatherDebug.Fog = fog;
|
||||
weatherController.WeatherDebug.LightningThunderProbability = lightningThunderProb;
|
||||
weatherController.WeatherDebug.Rain = rain;
|
||||
weatherController.WeatherDebug.Temperature = temperature;
|
||||
weatherController.WeatherDebug.TopWindDirection = topWindDirection;
|
||||
weatherController.WeatherDebug.WindDirection = windDirection;
|
||||
weatherController.WeatherDebug.WindMagnitude = windMagnitude;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,33 +0,0 @@
|
||||
using Aki.Reflection.Utils;
|
||||
using EFT.UI;
|
||||
using HarmonyLib;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Text.RegularExpressions;
|
||||
|
||||
namespace SamSWAT.TimeWeatherChanger.Utils
|
||||
{
|
||||
static class GameConsole
|
||||
{
|
||||
private static readonly Type consoleCommandType;
|
||||
private static readonly ConstructorInfo consoleCommandConstructor;
|
||||
private static readonly MethodInfo consoleCommandsAddMethod;
|
||||
private static readonly FieldInfo commandsField;
|
||||
|
||||
static GameConsole()
|
||||
{
|
||||
consoleCommandType = PatchConstants.EftTypes.Single(x => x.GetProperty("Regex") != null && x.GetMethod("TryExecute") != null);
|
||||
consoleCommandConstructor = consoleCommandType.GetConstructor(new[] { typeof(string), typeof(Action<Match>) });
|
||||
consoleCommandsAddMethod = AccessTools.Field(typeof(ConsoleScreen), nameof(ConsoleScreen.Commands)).FieldType.GetMethod("Add", new[] { consoleCommandType });
|
||||
commandsField = AccessTools.Field(typeof(ConsoleScreen), nameof(ConsoleScreen.Commands));
|
||||
}
|
||||
|
||||
public static void AddCommand(string regular, Action<Match> onExecute)
|
||||
{
|
||||
var commands = commandsField.GetValue(null);
|
||||
var command = consoleCommandConstructor.Invoke(new object[] { regular, onExecute });
|
||||
consoleCommandsAddMethod.Invoke(commands, new[] { command });
|
||||
}
|
||||
}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user