UniformAim/TarkovUniformAim/UniformAimUtils.cs
2022-06-20 12:26:57 +02:00

130 lines
4.9 KiB
C#

using BepInEx;
using BepInEx.Configuration;
using System;
using UnityEngine;
using TarkovUniformAim;
namespace UniformAim
{
[BepInPlugin("com.greg.tarkovuniformaim", "Uniform Aim for Tarkov", "0.1.1")]
[BepInProcess("EscapeFromTarkov.exe")]
public class UniformAimConfig : BaseUnityPlugin
{
//Bepinex.Configurator fields
public static ConfigEntry<int> configFOV;
public static ConfigEntry<float> configCoeff;
public static ConfigEntry<int> configSens;
void Awake()
{
//Enable uniform aim patch
new UpdateSensitivityPatch().Enable();
//add configuration slider for field of view
configFOV = Config.Bind("General", "FOV", 75, new ConfigDescription("In-game Field of View value", new AcceptableValueRange<int>(50, 75)));
//add coefficient slider
configCoeff = Config.Bind("General", "Coefficient", 1.33f, new ConfigDescription("Coefficient - increases sensitivity at higher zoom levels, default 4/3", new AcceptableValueRange<float>(0.001f, 5.0f)));
//add secondary sensitivity slider for greater control
configSens = Config.Bind("General", "Sensitivity", 25, new ConfigDescription("Secondary sensitivity multiplier in case Tarkov's default isn't enough", new AcceptableValueRange<int>(1, 200)));
}
}
public class UniformAimUtils : MonoBehaviour
{
//Return aspect ratio based on game window resolution
float GetAspectRatio()
{
string screenWidth = Screen.width.ToString();
string screenHeight = Screen.height.ToString();
float resX = Convert.ToUInt16(screenWidth);
float resY = Convert.ToUInt16(screenHeight);
//Logger.LogInfo("GetAspectRatio(): resX: " + resX + " resY: " + resY);
return (resX / resY);
}
//convert degrees to radians
float Deg2Rad(float angle)
{
return (float)(angle * Math.PI / 180);
}
//convert radians to degrees
float Rad2Deg(float radian)
{
return (float)(radian * 180 / Math.PI);
}
//calculate horizontal FOV based on vertical FOV
float CalculateHFOV(float FOV)
{
float vFOVRad = Deg2Rad(FOV);
float hFOVRad = (float)(2 * Math.Atan(Math.Tan(Deg2Rad(FOV) / 2) * GetAspectRatio()));
return (float)(Math.Round(Rad2Deg(hFOVRad)));
}
//calculate sensitivity based on FOV difference and coefficient
float CalculateSensitivity(float aimedFOV, float hipFOV)
{ //clamp to avoid invalid values
aimedFOV = Mathf.Clamp(aimedFOV, 0.001f, 90f);
hipFOV = Mathf.Clamp(hipFOV, 0.001f, 90f);
//halve and convert to radians
aimedFOV = Deg2Rad(aimedFOV / 2);
hipFOV = Deg2Rad(hipFOV / 2);
//ratio of tangents as sensitivity
float sensitivity = (float)(Math.Tan(aimedFOV) / Math.Tan(hipFOV));
return sensitivity;
}
public static float adjustedSensitivity = -1f;
float lastFOV = -1f;
float lastFOV2 = -1f;
float FPSCameraFOV = -1f;
float ScopeFOV = -1f;
float currentFOV = -1f;
void Update()
{
if (Camera.allCamerasCount >= 1)
{
FPSCameraFOV = Camera.allCameras[0].fieldOfView;
}
if (Camera.allCamerasCount >= 2)
{
ScopeFOV = Camera.allCameras[1].fieldOfView;
}
if (Camera.allCamerasCount >= 1 && FPSCameraFOV != lastFOV)
{
//Logger.LogInfo("[0] FOV: " + FPSCameraFOV);
lastFOV = FPSCameraFOV;
}
if (Camera.allCamerasCount >= 2 && ScopeFOV != lastFOV2)
{
//Logger.LogInfo("[1] FOV: " + ScopeFOV);
lastFOV2 = ScopeFOV;
}
//nasty workaround for sensitivity while using PIP scopes, WILL break when FOV is set to 50
if (35 < FPSCameraFOV && FPSCameraFOV < UniformAimConfig.configFOV.Value) { currentFOV = FPSCameraFOV; }
if (Camera.allCamerasCount >= 2)
{
if (FPSCameraFOV == 35) { currentFOV = ScopeFOV; }
if (FPSCameraFOV == UniformAimConfig.configFOV.Value - 15) { currentFOV = FPSCameraFOV; }
}
adjustedSensitivity = CalculateSensitivity(currentFOV, UniformAimConfig.configFOV.Value) * 0.25f; //(float)(UniformAimConfig.configSens.Value/100)
}
}
}