code cleanup

This commit is contained in:
notGreg 2022-08-02 11:12:35 +02:00
parent f77a850585
commit eea9786bab
2 changed files with 22 additions and 50 deletions

View File

@ -6,6 +6,7 @@ namespace UniformAim
{
public class UpdateSensitivityPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return typeof(Player.FirearmController).GetMethod("UpdateSensitivity");
@ -66,4 +67,6 @@ namespace UniformAim
Plugin.isAiming = ____isAiming;
}
}
}

View File

@ -15,7 +15,6 @@ namespace UniformAim
public static ConfigEntry<int> configCoeff;
public static ConfigEntry<int> configSens;
public static ConfigEntry<bool> configUseHFOV;
public static ConfigEntry<bool> configEnableLogging;
//TODO: figure out a way to read game settings to default the configFOV.Value to whatever the player has already set
//TODO: figure out a way to read game settings to apply configSens.Value as a multiplier on top of Tarkov's stock sensitivity setting
@ -33,17 +32,14 @@ namespace UniformAim
float ScopeFOV;
float currentFOV;
//so we don't keep repeating ourselves
//values to prevent unnecessary repetition
float cachedFOV;
string cachedDebugInfo;
//Return aspect ratio based on game window resolution, currently unused but could be useful in the future
//aspect ratio for further calculations
float GetAspectRatio()
{
float resX = Convert.ToUInt16(Screen.width.ToString());
float resY = Convert.ToUInt16(Screen.height.ToString());
return (resX / resY);
return Camera.allCameras[0].aspect;
}
//calculate horizontal FOV based on vertical FOV, currently unused but could be useful in the future
float CalculateHFOV(float FOV)
@ -51,33 +47,25 @@ namespace UniformAim
float vFOVRad = FOV / 2 * Mathf.Deg2Rad;
float hFOVRad = (float)(2 * Math.Atan(GetAspectRatio() * Math.Tan(vFOVRad)));
if (configEnableLogging.Value) { Logger.LogInfo("Calculate HFOV: " + FOV + " Result: " + hFOVRad * Mathf.Rad2Deg); }
return (float)(hFOVRad * Mathf.Rad2Deg);
}
//calculate sensitivity based on FOV difference and coefficient
//calculate sensitivity based on FOV difference and the coefficient
float CalculateSensitivity(float aimedFOV, float hipFOV)
{
//clamp to avoid invalid values
aimedFOV = Mathf.Clamp(aimedFOV, 1f, 75f);
hipFOV = Mathf.Clamp(hipFOV, 1f, 75f);
aimedFOV = Mathf.Clamp(aimedFOV, 1f, 75f) * Mathf.Deg2Rad;
hipFOV = Mathf.Clamp(hipFOV, 1f, 75f) * Mathf.Deg2Rad;
//check if configUseHFOV is enabled, convert to horizontal degrees if true
if(configUseHFOV.Value)
if (configUseHFOV.Value)
{
Logger.LogInfo("HFOV Hip: " + CalculateHFOV(hipFOV) + " HFOV Aim: " + CalculateHFOV(aimedFOV));
aimedFOV = CalculateHFOV(aimedFOV) / 2 * Mathf.Deg2Rad;
hipFOV = CalculateHFOV(hipFOV) / 2 * Mathf.Deg2Rad;
}
else
{
aimedFOV = aimedFOV / 2 * Mathf.Deg2Rad;
hipFOV = hipFOV / 2 * Mathf.Deg2Rad;
aimedFOV = CalculateHFOV(aimedFOV);
hipFOV = CalculateHFOV(hipFOV);
}
float exponent = (float)(100f / configCoeff.Value);
float tanRatio = (float)(Math.Tan(aimedFOV) / Math.Tan(hipFOV));
float tanRatio = (float)(Math.Tan(aimedFOV / 2) / Math.Tan(hipFOV / 2));
float sensitivity = configSens.Value / 100f;
@ -96,23 +84,10 @@ namespace UniformAim
//determine the correct FOV for calculations
void DetermineCurrentFOV()
{
if (SelectedScope == 0 && isScopeCameraActive()) { currentFOV = ScopeFOV; } else {currentFOV = FPSCameraFOV; }
if (SelectedScope == 0 && isScopeCameraActive()) { currentFOV = ScopeFOV; } else { currentFOV = FPSCameraFOV; }
//dirty fix for the Ultima MP-155 shotgun
if(FPSCameraFOV > 35 && isScopeCameraActive() && ScopeFOV == 15) { currentFOV = FPSCameraFOV; }
}
void LogDebugInfo()
{
//preformatted debug info string
string currentDebugInfo = $"Current FOV: {currentFOV} FPS Camera FOV: {FPSCameraFOV} Scope FOV: {ScopeFOV} Cached FOV: {cachedFOV} Sens: {mySens} SelectedScope: {SelectedScope}";
//only output currentDebugInfo if there were any changes
if (currentDebugInfo != cachedDebugInfo)
{
Logger.LogInfo(currentDebugInfo); cachedDebugInfo = currentDebugInfo;
}
if (FPSCameraFOV > 35 && isScopeCameraActive() && ScopeFOV == 15) { currentFOV = FPSCameraFOV; }
}
void Awake()
@ -134,33 +109,27 @@ namespace UniformAim
//use HFOV instead of VFOV for sensitivity calculations
configUseHFOV = Config.Bind("General", "Use Horizontal FOV?", true, new ConfigDescription("Toggles between using Horizontal FOV and Vertical FOV for sensitivity calculations."));
//enable logging
configEnableLogging = Config.Bind("Debug", "Enable logging", false, new ConfigDescription("Enables logging in BepInEx console, extremely spammy!"));
}
void FixedUpdate()
{
//FixedUpdate() at 50Hz (Unity default) tickrate appears to resolve the issue of this script breaking when AI spawns.
Time.fixedDeltaTime = (1f/50f);
Time.fixedDeltaTime = (1f / 50f);
if (isAiming)
{
//Grab FOV values for calculation
FPSCameraFOV = Camera.allCameras[0].fieldOfView;
if (Camera.allCamerasCount > 1) { ScopeFOV = Camera.allCameras[1].fieldOfView; }
FPSCameraFOV = Camera.allCameras[0].fieldOfView; //Camera[0] tends to be FPS Camera
if (Camera.allCamerasCount > 1) { ScopeFOV = Camera.allCameras[1].fieldOfView; } //Camera[1] tends to be BaseOpticCamera
//Figure out if the FPSCamera is zoomed in, prevents the script from ticking while the player is healing
if(FPSCameraFOV < configFOV.Value)
if (FPSCameraFOV < configFOV.Value)
{
DetermineCurrentFOV();
//do not update sensitivity if currentFOV hasn't changed
if (cachedFOV != currentFOV) { mySens = CalculateSensitivity(currentFOV, configFOV.Value); cachedFOV = currentFOV; }
}
}
//draw debug info
if (configEnableLogging.Value) { LogDebugInfo(); }
}
}
}