221 lines
8.4 KiB
C#

using BepInEx;
using BepInEx.Bootstrap;
using BepInEx.Configuration;
using Comfort.Common;
using EFT;
using EFT.Settings.Graphics;
//using System.Collections;
//using System.Reflection;
//using System.Threading.Tasks;
using UnityEngine;
//using UnityEngine.Rendering.PostProcessing;
/* Dependencies:
* ../BepInEx/core/
* BepInEx.dll
* ../EscapeFromTarkov_Data/Managed/
* Aki.Reflection.dll
* Assembly-CSharp.dll
* Comfort.dll
* ItemComponent.Types.dll
* System.dll
* Unity.Postprocessing.Runtime.dll
* UnityEngine.dll
* UnityEngine.CoreModule.dll
*/
namespace ScopeTweaks
{
[BepInPlugin("com.notGreg.scopeTweaks", "notGreg's Scope Tweaks", "3.5.7")]
[BepInDependency("FOVFix", BepInDependency.DependencyFlags.SoftDependency)]
public class Plugin : BaseUnityPlugin
{
ConfigEntry<int> peripheralResolutionScale;
ConfigEntry<bool> enableDebug;
void Awake()
{
if (Chainloader.PluginInfos.ContainsKey("FOVFix"))
{
Logger.LogWarning("Fontaine's FOV Fix detected! FOV Fix will NOT be available.");
}
else
{
new CalculateScaleValueByFovPatch().Enable();
}
peripheralResolutionScale = Config.Bind(
"General",
"Peripheral resolution scale %",
80,
new ConfigDescription("Changes the resolution of peripheral vision while aiming.\nExpect graphical glitches when using DLSS, FSR2, or resampling above x1.0.", new AcceptableValueRange<int>(25, 100)));
enableDebug = Config.Bind("Debug", "Enable debug logging", false);
}
void Update()
{
//Check if the game is in a valid state and execute logic depening on the status of the game
if (Singleton<AbstractGame>.Instance == null) return;
GameStatus currentGameState = Singleton<AbstractGame>.Instance.Status;
if (mainPlayer != null)
{
int inGameFov = Singleton<SharedGameSettingsClass>.Instance.Game.Settings.FieldOfView;
float fov_clamped = Mathf.Clamp(inGameFov, 50, 75);
target_scale = Mathf.Lerp(1.0f, 0.65f, (fov_clamped - 50) / 25);
if (mainPlayer.ProceduralWeaponAnimation.IsAiming)
{
mainPlayer.RibcageScaleCurrent = 1.0f;
mainPlayer.RibcageScaleCurrentTarget = 1.0f;
if (peripheralResolutionScale.Value != 100 && mainPlayer.ProceduralWeaponAnimation.CurrentScope.IsOptic)
{
ssaaImplInstance.Switch(peripheralResolutionScale.Value / 100.0f);
}
}
else
{
mainPlayer.RibcageScaleCurrentTarget = target_scale;
mainPlayer.RibcageScaleCurrent = target_scale;
if (peripheralResolutionScale.Value != 100)
{
ssaaImplInstance.Switch(getcurrentResoScalingFactor());
}
}
}
//logic should only execute once per game instead of every frame
if (!gameStateChanged(currentGameState)) return;
switch (currentGameState)
{
case GameStatus.Started:
{
if (enableDebug.Value) Logger.LogInfo("Getting local player");
mainPlayer = getLocalPlayer();
mainCamera = Camera.main;
ssaaImplInstance = Camera.main.GetComponent<SSAAImpl>();
subscribeHandsChangedEvent();
break;
}
case GameStatus.SoftStopping:
case GameStatus.Stopping:
case GameStatus.Stopped:
{
if (enableDebug.Value) Logger.LogInfo("Resetting...");
mainCamera = null;
mainPlayer = null;
ssaaImplInstance = null;
break;
}
default: break;
}
}
/// <summary>
/// GAME STATUS
/// </summary>
GameStatus lastGameState;
//compare current game status to the last saved game status, return true if game status has changed
bool gameStateChanged(GameStatus currentState)
{
if (currentState == lastGameState) return false;
lastGameState = currentState;
return true;
}
Player mainPlayer = null;
//find and return the player character in the session
Player getLocalPlayer()
{
if (enableDebug.Value) Logger.LogInfo("Looking for local player...");
Player localPlayer = Singleton<GameWorld>.Instance.RegisteredPlayers.Find(p => p.IsYourPlayer);
if (enableDebug.Value && localPlayer != null) Logger.LogInfo($"Found local player: {localPlayer.GetType()}");
return localPlayer;
}
SSAAImpl ssaaImplInstance = null;
Camera mainCamera = null;
/// <summary>
/// PLAYER WEAPON EVENTS
/// </summary>
void subscribeHandsChangedEvent()
{
if (enableDebug.Value) Logger.LogInfo("Subscribing to HandsChanged Event");
mainPlayer.HandsChangedEvent += (handsArgs) =>
{
subscribeOnAimingChangedEvent();
};
}
internal static float target_scale = 1.0f;
void subscribeOnAimingChangedEvent()
{
if (enableDebug.Value) Logger.LogInfo("Subscribing to OnAimingChanged Event");
mainPlayer.HandsController.OnAimingChanged += (aimingArgs) =>
{
if (mainPlayer.ProceduralWeaponAnimation.IsAiming)
{
target_scale = 1.0f;
}
};
}
float getcurrentResoScalingFactor()
{
if (enableDebug.Value) Logger.LogInfo("Getting current scaling factor:");
var graphics = Singleton<SharedGameSettingsClass>.Instance.Graphics.Settings;
if (graphics.DLSSEnabled)
{
float DLSSFactor = 1.0f;
switch (graphics.DLSSMode.Value)
{
case EDLSSMode.Off: { DLSSFactor = 1.0f; break; }
case EDLSSMode.Quality: { DLSSFactor = 0.67f; break; }
case EDLSSMode.Balanced: { DLSSFactor = 0.58f; break; }
case EDLSSMode.Performance: { DLSSFactor = 0.5f; break; }
case EDLSSMode.UltraPerformance: { DLSSFactor = 0.33f; break; }
}
if (enableDebug.Value) Logger.LogInfo($"DLSS factor: {DLSSFactor}");
return DLSSFactor;
}
if (graphics.FSREnabled)
{
float FSRFactor = 1.0f;
switch (graphics.FSRMode.Value)
{
case EFSRMode.Off: { FSRFactor = 1.0f; break; }
case EFSRMode.UltraQuality: { FSRFactor = 0.77f; break; }
case EFSRMode.Quality: { FSRFactor = 0.66f; break; }
case EFSRMode.Balanced: { FSRFactor = 0.59f; break; }
case EFSRMode.Performance: { FSRFactor = 0.5f; break; }
}
if (enableDebug.Value) Logger.LogInfo($"FSR factor: {FSRFactor}");
return FSRFactor;
}
if (graphics.FSR2Enabled)
{
float FSR2Factor = 1.0f;
switch (graphics.FSR2Mode.Value)
{
case EFSR2Mode.Off: { FSR2Factor = 1.0f; break; }
case EFSR2Mode.Quality: { FSR2Factor = 0.67f; break; }
case EFSR2Mode.Balanced: { FSR2Factor = 0.59f; break; }
case EFSR2Mode.Performance: { FSR2Factor = 0.5f; break; }
case EFSR2Mode.UltraPerformance: { FSR2Factor = 0.33f; break; }
}
if (enableDebug.Value) Logger.LogInfo($"FSR factor: {FSR2Factor}");
return FSR2Factor;
}
if (enableDebug.Value) Logger.LogInfo($"Supersampling factor: {graphics.SuperSamplingFactor}");
return graphics.SuperSamplingFactor;
}
}
}