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Depends on SPT-AKI/SPT-AssemblyTool#3 * Refactored Modules for better consistency and general readability, along with preparing the code for a publicized assembly * Added `PublicDeclaredFlags` to `PatchConstants` to cover a set of commonly used flags to get methods post-publicizing * Added a replacement to LINQ's `.Single()` - `.SingleCustom()` which has improved logging to help with debugging Module code. Replaced all `.Single()` usages where applicable * Replaced most method info fetching with `AccessTools` for consistency and better readability, especially in places where methods were being retrieved by their name anyways **NOTE:** As a side effect of publicizing all properties, some property access code such as `Player.Position` will now show "ambiguous reference" errors during compile, due to there being multiple interfaces with the Property name being defined on the class. The way to get around this is to use a cast to an explicit interface Example: ```cs Singleton<GameWorld>.Instance.MainPlayer.Position ``` will now need to be ```cs ((IPlayer)Singleton<GameWorld>.Instance.MainPlayer).Position ``` Co-authored-by: Terkoiz <terkoiz@spt.dev> Reviewed-on: SPT-AKI/Modules#58 Co-authored-by: Terkoiz <terkoiz@noreply.dev.sp-tarkov.com> Co-committed-by: Terkoiz <terkoiz@noreply.dev.sp-tarkov.com>
67 lines
2.2 KiB
C#
67 lines
2.2 KiB
C#
using Aki.Reflection.Patching;
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using EFT;
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using TMPro;
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using UnityEngine;
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using System;
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using System.Reflection;
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using HarmonyLib;
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namespace Aki.Debugging.Patches
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{
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public class CoordinatesPatch : ModulePatch
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{
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private static TextMeshProUGUI _alphaLabel;
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protected override MethodBase GetTargetMethod()
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{
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return AccessTools.Method(typeof(BaseLocalGame<GamePlayerOwner>), nameof(BaseLocalGame<GamePlayerOwner>.Update));
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}
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[PatchPrefix]
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private static void PatchPrefix(BaseLocalGame<GamePlayerOwner> __instance)
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{
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if (!Input.GetKeyDown(KeyCode.LeftControl)) return;
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if (_alphaLabel == null)
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{
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_alphaLabel = GameObject.Find("AlphaLabel").GetComponent<TextMeshProUGUI>();
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_alphaLabel.color = Color.green;
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_alphaLabel.fontSize = 22;
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_alphaLabel.font = Resources.Load<TMP_FontAsset>("Fonts & Materials/ARIAL SDF");
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}
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var playerOwner = __instance.PlayerOwner;
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var aiming = LookingRaycast(playerOwner.Player);
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if (_alphaLabel != null)
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{
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_alphaLabel.text = $"Looking at: [{aiming.x}, {aiming.y}, {aiming.z}]";
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Logger.LogInfo(_alphaLabel.text);
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}
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var position = playerOwner.transform.position;
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var rotation = playerOwner.transform.rotation.eulerAngles;
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Logger.LogInfo($"Character position: [{position.x},{position.y},{position.z}] | Rotation: [{rotation.x},{rotation.y},{rotation.z}]");
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}
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public static Vector3 LookingRaycast(Player player)
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{
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try
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{
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if (player == null || player.Fireport == null)
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{
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return Vector3.zero;
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}
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Physics.Linecast(player.Fireport.position, player.Fireport.position - player.Fireport.up * 1000f, out var raycastHit, 331776);
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return raycastHit.point;
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}
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catch (Exception e)
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{
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Logger.LogError($"Coordinate Debug raycast failed: {e.Message}");
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return Vector3.zero;
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}
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}
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}
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}
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