Removed HFOV toggle - it's the default way now. Added FOV Range Override for compatibility with FOV-extension mods. Some values should now be grabbed from the game.
58 lines
2.0 KiB
C#
58 lines
2.0 KiB
C#
using BepInEx;
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using System;
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using UnityEngine;
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namespace UniformAim
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{
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public class Core
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{
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//math stuff
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//Get screen aspect ratio
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public static float GetAspectRatio()
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{
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return Camera.allCameras[0].aspect;
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}
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//Calculate horizontal FOV based on vertical FOV and aspect ratio
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public static float CalculateHFOV(float FOV)
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{
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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)(hFOVRad * Mathf.Rad2Deg);
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}
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//calculate sensitivity based on FOV delta and coefficient
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public static float CalculateSensitivity(float aimedFOV, float hipFOV)
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{
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//calculate horizontal FOV values for inputs
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aimedFOV = CalculateHFOV(aimedFOV) * Mathf.Deg2Rad;
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hipFOV = CalculateHFOV(hipFOV) * Mathf.Deg2Rad;
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float exponent = (float)(100f / Plugin.configCoeff.Value);
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float tanRatio = (float)(Math.Tan(aimedFOV / 2) / (Math.Tan(hipFOV / 2)));
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float sensitivity = Plugin.configSens.Value / 100f;
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float result = (float)Math.Pow(tanRatio, exponent) * sensitivity;
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return result;
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}
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//check if BaseOpticCamera is present and active
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public static bool isScopeCameraActive()
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{
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if(Camera.allCamerasCount > 1) { return Camera.allCameras[1].GetComponent<Behaviour>().isActiveAndEnabled; }
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return false;
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}
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//figure out current fov based on scope and in-game camera statuses
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public static float DetermineCurrentFOV()
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{
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//dirty fix for the Ultima MP-155 shotgun
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if (Plugin.currentFPSCameraFOV> 35 && isScopeCameraActive() && Plugin.currentScopeCameraFOV == 15) { return Plugin.currentFPSCameraFOV; }
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if (Plugin.SelectedScope == 0 && isScopeCameraActive()) { return Plugin.currentScopeCameraFOV; } else { return Plugin.currentFPSCameraFOV; }
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}
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}
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}
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