Removed main camera resolution scale while aiming due to performance issues.
Updated for SPT-AKI 3.5.3
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bc0d156034
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@ -23,10 +23,9 @@ using UnityEngine;
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*/
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namespace ScopeTweaks
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{
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[BepInPlugin("com.notGreg.scopeTweaks", "notGreg's Scope Tweaks", "3.5.0")]
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[BepInPlugin("com.notGreg.scopeTweaks", "notGreg's Scope Tweaks", "3.5.3")]
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public class Plugin : BaseUnityPlugin
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{
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ConfigEntry<int> cameraResolutionScale;
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ConfigEntry<int> scopeCameraResolutionScale;
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ConfigEntry<EFOVScalingMode> scopeFixType;
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ConfigEntry<bool> enableDebug;
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@ -41,25 +40,16 @@ namespace ScopeTweaks
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}
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//The following assignments should allow for faster patching in the future.
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//The correct GClass can be found by searching for "ClearSettings" in Assembly-CSharp.dll via dnSpy, netFiddle, ilSpy, etc.
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//GClass1642 settingsLibrary = Singleton<GClass1642>.Instance; //used by SPT-AKI 3.2.3
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//GClass1653 settingsLibrary = Singleton<GClass1653>.Instance; //used by SPT-AKI 3.3.0
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//GClass1659 settingsLibrary = Singleton<GClass1659>.Instance; //used by SPT-AKI 3.4.1
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//The correct GClass can be found by searching for "ClearSettings" in Assembly-CSharp.dll via dnSpy, netFiddle, ilSpy, etc.
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SharedGameSettingsClass settingsLibrary = Singleton<SharedGameSettingsClass>.Instance;
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//The correct GClass can be found by searching for "SetFov" in Assembly-CSharp.dll via dnSpy, netFiddle, ilSpy, etc.
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//GClass1774 setFovLibrary = Singleton<GClass1774>.Instance; //used by SPT-AKI 3.2.3
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//GClass1785 setFovLibrary = Singleton<GClass1785>.Instance; //used by SPT-AKI 3.3.0
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CameraClass setFovLibrary = CameraClass.Instance; //used by SPT-AKI 3.4.1 and 3.5.0
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CameraClass setFovLibrary = CameraClass.Instance;
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void Awake()
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{
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cameraResolutionScale = Config.Bind(
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"General",
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"Main camera scale %",
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80,
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new ConfigDescription("Additional override applied on top of currently enabled resolution scaling method.", new AcceptableValueRange<int>(25, 100)));
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scopeCameraResolutionScale = Config.Bind(
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"General",
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@ -95,7 +85,6 @@ namespace ScopeTweaks
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subscribeHandsChangedEvent();
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if (enableDebug.Value) Logger.LogInfo("Assigning cameras...");
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StartCoroutine(tryGetMainCamera());
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StartCoroutine(tryGetScopeCamera());
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defaultInGameFOV = inGameFOV;
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@ -108,7 +97,6 @@ namespace ScopeTweaks
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{
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if (enableDebug.Value) Logger.LogInfo("Resetting...");
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FPSCamera = null;
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scopeCamera = null;
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mainPlayer = null;
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@ -134,7 +122,7 @@ namespace ScopeTweaks
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return true;
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}
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Player mainPlayer;
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Player mainPlayer = null;
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//find and return the player character in the session
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Player getLocalPlayer()
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{
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@ -153,56 +141,22 @@ namespace ScopeTweaks
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{
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get
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{
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//int fov = settingsLibrary.Game.Settings.FieldOfView.Value;
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//int fov = Singleton<GClass1659>.Instance.Game.Settings.FieldOfView.Value; //SPT-AKI 3.4.1
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int fov = Singleton<GClass1776>.Instance.Game.Settings.FieldOfView.Value; // SPT-AKI 3.5.0
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int fov = Singleton<SharedGameSettingsClass>.Instance.Game.Settings.FieldOfView.Value;
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if (enableDebug.Value) Logger.LogInfo($"get_defaultInGameFOV: Reading from settings: {fov}");
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return fov;
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}
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set
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{
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if (enableDebug.Value) Logger.LogInfo($"set_defaultInGameFOV: Writing to settings: {value}");
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//settingsLibrary.Game.Settings.FieldOfView.Value = value;
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//int fov = Singleton<GClass1659>.Instance.Game.Settings.FieldOfView.Value;
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Singleton<GClass1776>.Instance.Game.Settings.FieldOfView.Value = value; // SPT-AKI 3.5.0
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Singleton<SharedGameSettingsClass>.Instance.Game.Settings.FieldOfView.Value = value;
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}
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}
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/// <summary>
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/// CAMERA SETUP
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/// </summary>
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Camera FPSCamera = null;
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Camera scopeCamera = null;
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SSAA ssaaInstance = null;
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FieldInfo _nextSSRation = null;
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WaitForSeconds myDelaySec = new WaitForSeconds(1);
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IEnumerator tryGetMainCamera()
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{
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string cameraName = "FPS Camera";
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if (GameObject.Find(cameraName) != null)
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{
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FPSCamera = GameObject.Find(cameraName).GetComponent<Camera>();
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if (enableDebug.Value) Logger.LogInfo($"{FPSCamera.name} found!");
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StopCoroutine(tryGetMainCamera());
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}
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else
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{
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if (enableDebug.Value) Logger.LogMessage($"Camera \"{cameraName}\" not found.");
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yield return myDelaySec;
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StartCoroutine(tryGetMainCamera());
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yield break;
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}
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yield return null;
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}
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FieldInfo getFieldInfo(string fieldName)
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{
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return typeof(SSAA).GetField(fieldName, BindingFlags.NonPublic | BindingFlags.Instance);
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}
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IEnumerator tryGetScopeCamera()
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{
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string cameraName = "BaseOpticCamera(Clone)";
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@ -214,19 +168,6 @@ namespace ScopeTweaks
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}
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yield break;
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}
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void setMainCameraResolutionScale(int value = 100)
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{
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if (ssaaInstance == null)
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{
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ssaaInstance = FPSCamera.GetComponent<SSAA>();
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_nextSSRation = getFieldInfo("_nextSSRation");
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}
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float target_res = currentScalingFactor * (value / 100.0f);
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if (enableDebug.Value) Logger.LogInfo($"Setting MainCam res scale to {Mathf.Round(target_res*100.0f)}%");
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//_nextSSRation.SetValue(ssaaInstance, (float)(currentScalingFactor * (value / 100.0f)));
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}
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SSAAOptic ssaaOpticInstance = null;
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@ -283,18 +224,19 @@ namespace ScopeTweaks
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case EFOVScalingMode.ScopesOnly:
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{
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if (enableDebug.Value) Logger.LogInfo($"Switch: Not Aiming: ScalingMode: {scopeFixType.Value}");
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setMainCameraResolutionScale();
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setFovLibrary.SetFov(defaultInGameFOV, aimSpeed, false);
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inGameFOV = defaultInGameFOV;
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if (mainPlayer.ProceduralWeaponAnimation.CurrentScope.IsOptic)
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{
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setFovLibrary.SetFov(defaultInGameFOV, aimSpeed, false);
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inGameFOV = defaultInGameFOV;
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mainPlayer.ProceduralWeaponAnimation.ResetFovAdjustments(mainPlayer);
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mainPlayer.ProceduralWeaponAnimation.ResetFovAdjustments(mainPlayer);
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}
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break;
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}
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case EFOVScalingMode.All:
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{
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if (enableDebug.Value) Logger.LogInfo($"Switch: Not Aiming: ScalingMode: {scopeFixType.Value}");
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setMainCameraResolutionScale();
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setFovLibrary.SetFov(defaultInGameFOV, aimSpeed, false);
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inGameFOV = defaultInGameFOV;
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@ -309,6 +251,7 @@ namespace ScopeTweaks
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if (mainPlayer.ProceduralWeaponAnimation.IsAiming)
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{
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Logger.LogInfo($"Scope: {mainPlayer.ProceduralWeaponAnimation.CurrentAimingMod.Item.LocalizedName()} isOptic: {mainPlayer.ProceduralWeaponAnimation.CurrentScope.IsOptic}");
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defaultInGameFOV = inGameFOV;
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switch (scopeFixType.Value)
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{
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@ -320,14 +263,10 @@ namespace ScopeTweaks
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case EFOVScalingMode.ScopesOnly:
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{
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if (enableDebug.Value) Logger.LogInfo($"Switch: Aiming: ScalingMode: {scopeFixType.Value}");
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if (scopeCamera != null && scopeCamera.isActiveAndEnabled)
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if (mainPlayer.ProceduralWeaponAnimation.CurrentScope.IsOptic)
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{
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applyFixesWhileAiming();
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}
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else
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{
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if (enableDebug.Value) Logger.LogInfo("ScopeCamera not found or disabled!");
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}
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break;
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}
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case EFOVScalingMode.All:
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@ -345,37 +284,25 @@ namespace ScopeTweaks
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void applyFixesWhileAiming()
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{
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//if (enableDebug.Value) Logger.LogInfo($"AimingSpeed: {mainPlayer.ProceduralWeaponAnimation.AimingSpeed}");
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if (enableDebug.Value) Logger.LogInfo("Applying aiming tweaks");
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float aimSpeed = mainPlayer.ProceduralWeaponAnimation.AimingSpeed * 0.7f;
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// Classic method of forcing 50 fov while aiming
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setFovLibrary.SetFov(35, aimSpeed, false);
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inGameFOV = 50;
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if (enableDebug.Value) Logger.LogInfo("Updating scope resolution");
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setMainCameraResolutionScale(cameraResolutionScale.Value);
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if (enableDebug.Value) Logger.LogInfo("Updating scope resolution");
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setScopeCameraResolutionScale(scopeCameraResolutionScale.Value);
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}
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/// <summary>
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/// IN-GAME SETTINGS
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/// </summary>
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float currentScalingFactor = 1.0f;
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float getCurrentScalingFactor()
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{
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if (enableDebug.Value) Logger.LogInfo("Getting current scaling factor:");
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//var graphics = settingsLibrary.Graphics.Settings; //SPT-AKI 3.3.0
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//var graphics = Singleton<GClass1659>.Instance.Graphics.Settings; // SPT-AKI 3.4.1
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var graphics = Singleton<GClass1776>.Instance.Graphics.Settings; // SPT-AKI 3.5.0
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//if (!graphics.DLSSEnabled && !graphics.FSREnabled)
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//{
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// if (enableDebug.Value) Logger.LogInfo($"Supersampling factor: {graphics.SuperSamplingFactor}");
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// return graphics.SuperSamplingFactor;
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//}
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var graphics = Singleton<SharedGameSettingsClass>.Instance.Graphics.Settings;
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if (graphics.DLSSEnabled)
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{
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@ -422,9 +349,6 @@ namespace ScopeTweaks
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if (enableDebug.Value) Logger.LogInfo($"Supersampling factor: {graphics.SuperSamplingFactor}");
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return graphics.SuperSamplingFactor;
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//if (enableDebug.Value) Logger.LogInfo($"GetCurrentScalingFactor(): Something went wrong. Returning 1.0f");
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//return 1.0f;
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}
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}
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}
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@ -35,38 +35,30 @@
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<Reference Include="Aki.Reflection, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.5.0\EscapeFromTarkov_Data\Managed\Aki.Reflection.dll</HintPath>
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<Reference Include="Aki.Reflection">
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<HintPath>E:\SPT-AKI\SPT-AKI 3.5.3\EscapeFromTarkov_Data\Managed\Aki.Reflection.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.5.0\EscapeFromTarkov_Data\Managed\Assembly-CSharp.dll</HintPath>
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<Reference Include="Assembly-CSharp">
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<HintPath>E:\SPT-AKI\SPT-AKI 3.5.3\EscapeFromTarkov_Data\Managed\Assembly-CSharp.dll</HintPath>
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</Reference>
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<Reference Include="BepInEx, Version=5.4.21.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.5.0\BepInEx\core\BepInEx.dll</HintPath>
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<Reference Include="BepInEx">
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<HintPath>E:\SPT-AKI\SPT-AKI 3.5.3\BepInEx\core\BepInEx.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>E:\SPT-AKI\SPT-AKI 3.5.0\EscapeFromTarkov_Data\Managed\Comfort.dll</HintPath>
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<Reference Include="Comfort">
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<HintPath>E:\SPT-AKI\SPT-AKI 3.5.3\EscapeFromTarkov_Data\Managed\Comfort.dll</HintPath>
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</Reference>
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<Reference Include="ItemComponent.Types, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.5.0\EscapeFromTarkov_Data\Managed\ItemComponent.Types.dll</HintPath>
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<Reference Include="ItemComponent.Types">
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<HintPath>E:\SPT-AKI\SPT-AKI 3.5.3\EscapeFromTarkov_Data\Managed\ItemComponent.Types.dll</HintPath>
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</Reference>
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<Reference Include="System" />
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<Reference Include="Unity.Postprocessing.Runtime, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.5.0\EscapeFromTarkov_Data\Managed\Unity.Postprocessing.Runtime.dll</HintPath>
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<Reference Include="Unity.Postprocessing.Runtime">
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<HintPath>E:\SPT-AKI\SPT-AKI 3.5.3\EscapeFromTarkov_Data\Managed\Unity.Postprocessing.Runtime.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.5.0\EscapeFromTarkov_Data\Managed\UnityEngine.dll</HintPath>
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<Reference Include="UnityEngine">
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<HintPath>E:\SPT-AKI\SPT-AKI 3.5.3\EscapeFromTarkov_Data\Managed\UnityEngine.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.5.0\EscapeFromTarkov_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>E:\SPT-AKI\SPT-AKI 3.5.3\EscapeFromTarkov_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
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</Reference>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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