Added an ability to switch between HFOV and VFOV during calculations. Set HFOV as the default.
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@ -64,9 +64,6 @@
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="ClodanUtils\BaseRaidFinishedPatch.cs" />
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<Compile Include="ClodanUtils\BaseRaidStartupPatch.cs" />
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<Compile Include="ClodanUtils\ReflectionUtils.cs" />
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<Compile Include="UniformAimPlugin.cs" />
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<Compile Include="UniformAimPatch.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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@ -1,6 +1,6 @@
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using System.Reflection;
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using Aki.Reflection.Patching;
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using Aki.Reflection.Patching;
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using EFT;
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using System.Reflection;
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namespace UniformAim
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{
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@ -66,5 +66,4 @@ namespace UniformAim
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Plugin.isAiming = ____isAiming;
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}
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}
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}
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@ -1,6 +1,8 @@
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using BepInEx;
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using BepInEx.Configuration;
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using System;
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using EFT;
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using EFT.UI;
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using UnityEngine;
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namespace UniformAim
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@ -14,6 +16,7 @@ namespace UniformAim
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public static ConfigEntry<int> configFOV;
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public static ConfigEntry<int> configCoeff;
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public static ConfigEntry<int> configSens;
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public static ConfigEntry<bool> configUseHFOV;
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public static ConfigEntry<bool> configEnableLogging;
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//TODO: figure out a way to read game settings to default the configFOV.Value to whatever the player has already set
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@ -31,6 +34,7 @@ namespace UniformAim
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float FPSCameraFOV;
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float ScopeFOV;
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float currentFOV;
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//so we don't keep repeating ourselves
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float cachedFOV;
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string cachedDebugInfo;
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@ -38,10 +42,12 @@ namespace UniformAim
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//Return aspect ratio based on game window resolution, currently unused but could be useful in the future
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float GetAspectRatio()
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{
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string screenWidth = Screen.width.ToString();
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string screenHeight = Screen.height.ToString();
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float resX = Convert.ToUInt16(screenWidth);
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float resY = Convert.ToUInt16(screenHeight);
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float resX = Convert.ToUInt16(Screen.width.ToString());
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float resY = Convert.ToUInt16(Screen.height.ToString());
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//string screenWidth = Screen.width.ToString();
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//string screenHeight = Screen.height.ToString();
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//float resX = Convert.ToUInt16(screenWidth);
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//float resY = Convert.ToUInt16(screenHeight);
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//Logger.LogInfo("GetAspectRatio(): resX: " + resX + " resY: " + resY);
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return (resX / resY);
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@ -49,20 +55,32 @@ namespace UniformAim
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//calculate horizontal FOV based on vertical FOV, currently unused but could be useful in the future
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float CalculateHFOV(float FOV)
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{
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float vFOVRad = FOV * Mathf.Deg2Rad;
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float hFOVRad = (float)(2 * Math.Atan(Math.Tan(FOV / 2) * Mathf.Deg2Rad) * GetAspectRatio());
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float vFOVRad = FOV / 2 * Mathf.Deg2Rad;
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float hFOVRad = (float)(2 * Math.Atan(GetAspectRatio() * Math.Tan(vFOVRad)));
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return (float)(Math.Round(hFOVRad * Mathf.Rad2Deg));
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if (configEnableLogging.Value) { Logger.LogInfo("Calculate HFOV: " + FOV + " Result: " + hFOVRad * Mathf.Rad2Deg); }
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return (float)(hFOVRad * Mathf.Rad2Deg);
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}
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//calculate sensitivity based on FOV difference and coefficient
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float CalculateSensitivity(float aimedFOV, float hipFOV)
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{ //clamp to avoid invalid values
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aimedFOV = Mathf.Clamp(aimedFOV, 1f, 76f);
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{
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//clamp to avoid invalid values
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aimedFOV = Mathf.Clamp(aimedFOV, 1f, 75f);
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hipFOV = Mathf.Clamp(hipFOV, 1f, 75f);
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//halve the angle and convert to radians
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aimedFOV = (aimedFOV / 2f) * Mathf.Deg2Rad;
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hipFOV = (hipFOV / 2f) * Mathf.Deg2Rad;
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//check if configUseHFOV is enabled, convert to horizontal degrees if true
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if(configUseHFOV.Value)
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{
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Logger.LogInfo("HFOV Hip: " + CalculateHFOV(hipFOV) + " HFOV Aim: " + CalculateHFOV(aimedFOV));
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aimedFOV = CalculateHFOV(aimedFOV) / 2 * Mathf.Deg2Rad;
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hipFOV = CalculateHFOV(hipFOV) / 2 * Mathf.Deg2Rad;
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}
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else
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{
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aimedFOV = aimedFOV / 2 * Mathf.Deg2Rad;
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hipFOV = hipFOV / 2 * Mathf.Deg2Rad;
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}
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float exponent = (float)(100f / configCoeff.Value);
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@ -86,23 +104,9 @@ namespace UniformAim
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void DetermineCurrentFOV()
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{
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if (SelectedScope == 0 && isScopeCameraActive()) { currentFOV = ScopeFOV; } else {currentFOV = FPSCameraFOV; }
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//if (isScopeCameraActive())
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//{
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// if (SelectedScope == 0)
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// {
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// currentFOV = ScopeFOV; //Logger.LogInfo("Updating currentFOV to ScopeFOV");
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// }
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// if (SelectedScope != 0)
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// {
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// currentFOV = FPSCameraFOV; //Logger.LogInfo("Updating currentFOV to FPSCameraFOV");
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// }
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//}
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//else
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//{
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// //Logger.LogInfo("Updating currentFOV to FPSCameraFOV");
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// currentFOV = FPSCameraFOV;
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//}
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//dirty fix for the Ultima MP-155 shotgun
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if(FPSCameraFOV > 35 && isScopeCameraActive() && ScopeFOV == 15) { currentFOV = FPSCameraFOV; }
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}
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void LogDebugInfo()
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@ -135,17 +139,18 @@ namespace UniformAim
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//add sensitivity slider
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configSens = Config.Bind("General", "Sensitivity", 25, new ConfigDescription("Sensitivity while aiming", new AcceptableValueRange<int>(1, 200)));
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//use HFOV instead of VFOV for sensitivity calculations
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configUseHFOV = Config.Bind("General", "Use Horizontal FOV?", true, new ConfigDescription("Toggles between using Horizontal FOV and Vertical FOV for sensitivity calculations."));
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//enable logging
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configEnableLogging = Config.Bind("Debug", "Enable logging", false, new ConfigDescription("Enables logging in BepInEx console, extremely spammy!"));
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}
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void FixedUpdate()
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{
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//FixedUpdate() at 50Hz (Unity default) tickrate appears to resolve the issue of this script breaking when AI spawns.
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Time.fixedDeltaTime = (1f/50f);
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if (isAiming)
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{
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//Grab FOV values for calculation
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@ -163,7 +168,7 @@ namespace UniformAim
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}
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//draw debug info
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if (configEnableLogging.Value) { LogDebugInfo(); }
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if (configEnableLogging.Value) { LogDebugInfo(); }
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}
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}
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}
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