523 lines
20 KiB
C#
523 lines
20 KiB
C#
using Aki.Reflection.Utils;
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using BepInEx;
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using BepInEx.Configuration;
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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.Console.Core;
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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 System.Linq;
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using System.Reflection;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace SamSWAT.TimeWeatherChanger
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{
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[BepInPlugin("com.samswat.timeweatherchanger", "SamSWAT.TimeWeatherChanger", "2.3.0")]
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public class TimeWeatherPlugin : BaseUnityPlugin
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{
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internal static ConfigEntry<KeyboardShortcut> TogglePanel;
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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 Type gameDateTime;
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private static MethodInfo calculateTime;
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private static MethodInfo resetTime;
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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 lightningThunderProb;
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private static float temperature;
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private static float windMagnitude;
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private static int windDir = 2;
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private static WeatherDebug.Direction windDirection;
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private static int topWindDir = 2;
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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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public void Awake()
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{
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//Getting type responsible for time in the current world for later use
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gameDateTime = PatchConstants.EftTypes.Single(x => x.GetMethod("CalculateTaxonomyDate") != null);
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calculateTime = gameDateTime.GetMethod("Calculate", BindingFlags.Public | BindingFlags.Instance);
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resetTime = gameDateTime.GetMethods(BindingFlags.Public | BindingFlags.Instance).Single(x => x.Name == "Reset" && x.GetParameters().Length == 1);
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ConsoleScreen.Processor.RegisterCommand("twc", new Action(OpenPanel));
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TogglePanel = Config.Bind(
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"Main Settings",
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"Time Weather Panel Toggle Key",
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new KeyboardShortcut(KeyCode.Home),
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"The keyboard shortcut that toggles control panel");
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}
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[ConsoleCommand("Open Time&Weather panel")]
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public static void OpenPanel()
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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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ConsoleScreen.Log($"[TWChanger]: {log}");
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}
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else
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{
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if (GameObject.Find("Weather") == null)
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{
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string log = "An error occurred when executing command, seems like you are either in the hideout or factory.";
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Notifier.DisplayWarningNotification(log);
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ConsoleScreen.Log($"[TWChanger]: {log}");
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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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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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ConsoleScreen.Log("[TWChanger]: Switching control panel...");
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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(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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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 v2.3");
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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 = (DateTime)calculateTime.Invoke(typeof(GameWorld).GetField("GameDateTime").GetValue(gameWorld), null);
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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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resetTime.Invoke(typeof(GameWorld).GetField("GameDateTime").GetValue(gameWorld), new object[] { 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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windDir = Mathf.RoundToInt(GUILayout.HorizontalSlider(windDir, 1, 8));
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windDirection = (WeatherDebug.Direction)windDir;
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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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lightningThunderProb = 0f;
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rain = 0f;
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temperature = 22f;
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windDir = Random.Range(1, 8);
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windMagnitude = 0f;
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topWindDir = 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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lightningThunderProb = 0f;
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rain = 0f;
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temperature = 22f;
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windDir = Random.Range(1, 8);
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windMagnitude = 0.4f;
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topWindDir = 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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lightningThunderProb = 0f;
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rain = 0f;
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temperature = 22f;
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windDir = Random.Range(1, 8);
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windMagnitude = 0f;
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topWindDir = 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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lightningThunderProb = 0f;
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rain = 0f;
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temperature = 22f;
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windDir = Random.Range(1, 8);
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windMagnitude = 0f;
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topWindDir = 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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lightningThunderProb = 0f;
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rain = 0f;
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temperature = 22f;
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windDir = Random.Range(1, 8);
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windMagnitude = 0f;
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topWindDir = 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(lightningThunderProb * 1000) / 1000);
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lightningThunderProb = GUILayout.HorizontalSlider(lightningThunderProb, 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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windDir = Random.Range(1, 8);
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topWindDir = Random.Range(0, 5);
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windMagnitude = Random.Range(0f, 1f);
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lightningThunderProb = Random.Range(0f, 1f);
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temperature = Random.Range(-50f, 50f);
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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, 229, 140, 160));
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GUILayout.BeginVertical();
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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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lightningThunderProb = 0f;
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rain = 0f;
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temperature = 22f;
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windDir = Random.Range(1, 8);
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windMagnitude = 0f;
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topWindDir = Random.Range(0, 5);
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}
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if (GUILayout.Button("Cloud Wind"))
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{
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cloudDensity = 0.2f;
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fog = 0.003f;
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lightningThunderProb = 0f;
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rain = 0f;
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temperature = 22f;
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windDir = Random.Range(1, 8);
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windMagnitude = 0.66f;
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topWindDir = Random.Range(0, 5);
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}
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if (GUILayout.Button("Cloud Fog"))
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{
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cloudDensity = 0.2f;
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fog = 0.02f;
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lightningThunderProb = 0f;
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rain = 0f;
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temperature = 22f;
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windDir = Random.Range(1, 8);
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windMagnitude = 0f;
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topWindDir = Random.Range(0, 5);
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}
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if (GUILayout.Button("Thunder Cloud"))
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{
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cloudDensity = 1f;
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fog = 0.004f;
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lightningThunderProb = 0.8f;
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rain = 0f;
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temperature = 22f;
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windDir = Random.Range(1, 8);
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windMagnitude = 0.4f;
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topWindDir = Random.Range(0, 5);
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}
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if (GUILayout.Button("Cloud Wind Rain"))
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{
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cloudDensity = 1f;
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fog = 0.004f;
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lightningThunderProb = 0.5f;
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rain = 0.8f;
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temperature = 22f;
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windDir = Random.Range(1, 8);
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windMagnitude = 0.6f;
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topWindDir = 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(305, 100, 140, 250));
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GUILayout.BeginVertical();
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GUILayout.Box("Rain: " + Math.Round(rain * 1000) / 1000);
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rain = GUILayout.HorizontalSlider(rain, 0f, 1f);
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GUILayout.Box("Temperature: " + Math.Round(temperature * 10) / 10);
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temperature = GUILayout.HorizontalSlider(temperature, -50f, 50f);
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GUILayout.Box("TopWind dir " + topWindDirection.ToString());
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topWindDir = Mathf.RoundToInt(GUILayout.HorizontalSlider(topWindDir, 1, 6));
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switch (topWindDir)
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{
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case 1:
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topWindDirection = Vector2.down;
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break;
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case 2:
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topWindDirection = Vector2.left;
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break;
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case 3:
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topWindDirection = Vector2.one;
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break;
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case 4:
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topWindDirection = Vector2.right;
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break;
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case 5:
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topWindDirection = Vector2.up;
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break;
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case 6:
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topWindDirection = Vector2.zero;
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break;
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}
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if (GUILayout.Button("Light Rain"))
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{
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cloudDensity = -0.1f;
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fog = 0.004f;
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lightningThunderProb = 0f;
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rain = 0.5f;
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temperature = 22f;
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windDir = Random.Range(1, 8);
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windMagnitude = 0f;
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topWindDir = Random.Range(0, 5);
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}
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if (GUILayout.Button("Rain"))
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{
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cloudDensity = 0.05f;
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fog = 0.004f;
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lightningThunderProb = 0.3f;
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rain = 1f;
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temperature = 22f;
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windDir = Random.Range(1, 8);
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windMagnitude = 0.15f;
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topWindDir = Random.Range(0, 5);
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}
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if (GUILayout.Button("Fog"))
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{
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cloudDensity = -0.4f;
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fog = 0.1f;
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lightningThunderProb = 0f;
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rain = 0f;
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temperature = 22f;
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windDir = Random.Range(1, 8);
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windMagnitude = 0f;
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topWindDir = Random.Range(0, 5);
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}
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if (GUILayout.Button("Default"))
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{
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cloudDensity = -0.3f;
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fog = 0.004f;
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lightningThunderProb = 0f;
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rain = 0f;
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temperature = 20f;
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windDir = 7;
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windMagnitude = 0.75f;
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topWindDir = 2;
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}
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if (GUILayout.Button("BSG Preset"))
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{
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cloudDensity = -0.371f;
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fog = 0.009f;
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lightningThunderProb = 0f;
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rain = 0f;
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temperature = 0f;
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windDir = 8;
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windMagnitude = 0.125f;
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topWindDir = 2;
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}
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GUILayout.EndVertical();
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GUILayout.EndArea();
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//---------------------------------------------\\
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if (!weatherDebug)
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GUI.Box(new Rect(10, 95, 440, 260), "");
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//Writing all the parameters selected by the player to the WeatherDebug script
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weatherController.WeatherDebug.Enabled = weatherDebug;
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weatherController.WeatherDebug.CloudDensity = cloudDensity;
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weatherController.WeatherDebug.Fog = fog;
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weatherController.WeatherDebug.LightningThunderProbability = lightningThunderProb;
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weatherController.WeatherDebug.Rain = rain;
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weatherController.WeatherDebug.Temperature = temperature;
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weatherController.WeatherDebug.TopWindDirection = topWindDirection;
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weatherController.WeatherDebug.WindDirection = windDirection;
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weatherController.WeatherDebug.WindMagnitude = windMagnitude;
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|
|
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}
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}
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}
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