using BepInEx; using BepInEx.Configuration; using System; using UnityEngine; namespace UniformAim { internal class Core { //math stuff internal float CalculateHFOV(float FOV) { //RETURNS RADIANS return Camera.VerticalToHorizontalFieldOfView(FOV, Camera.main.aspect); } //calculate sensitivity based on FOV delta and coefficient internal float CalculateSensitivity(float aimedFOV, float hipFOV) { //calculate horizontal FOV values for inputs aimedFOV = CalculateHFOV(aimedFOV) * Mathf.Deg2Rad; hipFOV = CalculateHFOV(hipFOV) * Mathf.Deg2Rad; float exponent = (float)(100f / Plugin.configCoeff.Value); float tanRatio = (float)(Math.Tan(aimedFOV / 2) / (Math.Tan(hipFOV / 2))); float sensitivity = Plugin.configSens.Value / 100f; float result = (float)Math.Pow(tanRatio, exponent) * sensitivity; return result; } //check if BaseOpticCamera is present and active static bool isScopeCameraActive() { if(Camera.allCamerasCount > 1) { return Camera.allCameras[1].GetComponent().isActiveAndEnabled; } return false; } //figure out current fov based on scope and in-game camera statuses internal float DetermineCurrentFOV(float FPSCameraFOV = 60f, float ScopeCameraFOV = 28f, int SelectedScope = 0, int SelectedScopeMode = 0) { var leupold = SightPatches.customOpticPatches["scope_leupold_d_evo(Clone)"]; var ultima = SightPatches.customOpticPatches["tactical_mp155_kalashnikov_ultima_camera(Clone)"]; if (leupold != null && leupold.activeInHierarchy) { switch (Plugin.SelectedScope) { case 0: return Plugin.currentFPSCameraFOV; case 1: return Plugin.currentScopeCameraFOV; } } if (ultima != null && ultima.activeInHierarchy && isScopeCameraActive() && Plugin.currentScopeCameraFOV == 15) { return Plugin.currentFPSCameraFOV; } if (Plugin.SelectedScope == 0 && isScopeCameraActive()) { return Plugin.currentScopeCameraFOV; } return Plugin.currentFPSCameraFOV; } } }