Example #1
0
            public static bool Prefix(LocalCharacterControl __instance)
            {
                var self = __instance;

                var m_character       = At.GetField(self as CharacterControl, "m_character") as Character;
                var m_targetingSystem = m_character.TargetingSystem;

                bool m_lockHoldUp = false;

                if (!m_character.CharacterCamera.InZoomMode &&
                    (ControlsInput.LockToggle(m_character.OwnerPlayerSys.PlayerID) || ControlsInput.LockHoldDown(m_character.OwnerPlayerSys.PlayerID)))
                {
                    At.SetField(self, "m_lockHoldUp", false);

                    if (m_targetingSystem.Locked)
                    {
                        At.Invoke(self, "ReleaseTarget");

                        if (self.ControlMode == LocalCharacterControl.CameraControlMode.Classic)
                        {
                            self.FaceLikeCamera = false;
                        }
                    }
                    else
                    {
                        At.Invoke(self, "AcquireTarget");

                        if (m_targetingSystem.Locked && self.ControlMode == LocalCharacterControl.CameraControlMode.Classic)
                        {
                            self.FaceLikeCamera = true;
                        }
                    }
                }

                if (ControlsInput.LockHoldUp(m_character.OwnerPlayerSys.PlayerID))
                {
                    m_lockHoldUp = true;
                    At.SetField(self, "m_lockHoldUp", true);
                }

                if (!m_character.CharacterCamera.InZoomMode && m_lockHoldUp)
                {
                    At.Invoke(self, "ReleaseTarget");
                }

                if (Input.GetMouseButtonDown(3) && self.TargetMode == LocalCharacterControl.TargetingMode.Aim)
                {
                    Ray ray = m_character.CharacterCamera.CameraScript.ScreenPointToRay(Input.mousePosition);
                    if (Physics.Raycast(ray, out RaycastHit raycastHit, m_targetingSystem.TrueRange * 1.5f, Global.AimTargetMask))
                    {
                        LockingPoint lockingPoint = raycastHit.collider.GetComponent <LockingPoint>();
                        if (lockingPoint == null)
                        {
                            Character characterOwner = raycastHit.collider.GetCharacterOwner();
                            if (characterOwner)
                            {
                                lockingPoint = characterOwner.LockingPoint;
                            }
                        }
                        if (lockingPoint)
                        {
                            At.Invoke(self, "SwitchTarget", new object[] { lockingPoint });
                        }
                    }
                }

                if (m_targetingSystem.Locked && !m_character.CharacterCamera.InZoomMode)
                {
                    if (!self.FaceLikeCamera)
                    {
                        self.FaceLikeCamera = true;
                    }

                    if (self.TargetMode == LocalCharacterControl.TargetingMode.Classic)
                    {
                        Vector2 vector = new Vector2(
                            ControlsInput.SwitchTargetHorizontal(m_character.OwnerPlayerSys.PlayerID),
                            ControlsInput.SwitchTargetVertical(m_character.OwnerPlayerSys.PlayerID));

                        float magnitude = vector.magnitude;

                        float m_lastTargetSwitchTime = (float)At.GetField(self, "m_lastTargetSwitchTime");

                        if (Time.time - m_lastTargetSwitchTime > 0.3f)
                        {
                            //Vector2 m_previousInput = (Vector2)At.GetValue(typeof(LocalCharacterControl), self, "m_previousInput");
                            //float magnitude2 = (vector - m_previousInput).magnitude;

                            //if (magnitude2 >= 0.45f && magnitude > 0.6f)
                            //{
                            //    At.Call(self, "SwitchTarget", new object[] { vector });
                            //}

                            // this is for bows
                            if (m_character.CurrentWeapon is ProjectileWeapon)
                            {
                                var m_timeOfLastAimOffset = (float)At.GetField(self, "m_timeOfLastAimOffset");
                                var m_timeToNextAimOffset = (float)At.GetField(self, "m_timeToNextAimOffset");
                                var m_aimOffsetRandom     = (Vector2)At.GetField(self, "m_aimOffsetRandom");

                                if (ControlsInput.IsLastActionGamepad(m_character.OwnerPlayerSys.PlayerID))
                                {
                                    Vector2 a = vector;
                                    a.x *= -1f;
                                    if (Time.time - m_timeOfLastAimOffset > m_timeToNextAimOffset)
                                    {
                                        m_aimOffsetRandom = UnityEngine.Random.insideUnitCircle;
                                        At.SetField(self, "m_aimOffsetRandom", m_aimOffsetRandom);
                                        At.SetField(self, "m_timeOfLastAimOffset", Time.time);
                                        At.SetField(self, "m_timeToNextAimOffset", UnityEngine.Random.Range(0.1f, 0.3f));
                                    }

                                    a += m_aimOffsetRandom * ((Vector3)At.GetField(self, "m_modifMoveInput")).magnitude * Time.deltaTime * 0.5f;

                                    m_character.TargetingSystem.LockingPointOffset = Vector2.Scale(a, new Vector2(-1f, 1f));
                                }
                                else
                                {
                                    Vector2 vector2 = vector * self.LockAimMouseSense;
                                    vector2.x *= -1f;
                                    if (Time.time - m_timeOfLastAimOffset > m_timeToNextAimOffset)
                                    {
                                        m_aimOffsetRandom = UnityEngine.Random.insideUnitCircle;
                                        At.SetField(self, "m_aimOffsetRandom", m_aimOffsetRandom);
                                        At.SetField(self, "m_timeOfLastAimOffset", Time.time);
                                        At.SetField(self, "m_timeToNextAimOffset", UnityEngine.Random.Range(0.1f, 0.3f));
                                    }
                                    vector2 += m_aimOffsetRandom * ((Vector3)At.GetField(self, "m_modifMoveInput")).magnitude * Time.deltaTime * 0.5f;
                                    m_character.TargetingSystem.LockingPointOffset -= new Vector3(vector2.x, vector2.y, 0);
                                    m_character.TargetingSystem.LockingPointOffset  = Vector3.ClampMagnitude(m_character.TargetingSystem.LockingPointOffset, 1f);
                                }
                            }
                            At.SetField(self, "m_previousInput", vector);
                        }
                        else if (ControlsInput.IsLastActionGamepad(m_character.OwnerPlayerSys.PlayerID) && magnitude == 0f)
                        {
                            At.SetField(self, "m_lastTargetSwitchTime", 0f);
                        }
                    }
                    else if (self.TargetMode == LocalCharacterControl.TargetingMode.Aim)
                    {
                        Global.LockCursor(false);
                    }

                    Vector3 lockedPointPos    = m_targetingSystem.LockedPointPos;
                    float   m_lastInSightTime = (float)At.GetField(self, "m_lastInSightTime");
                    if (!Physics.Linecast(m_character.CenterPosition, lockedPointPos, Global.SightHideMask))
                    {
                        m_lastInSightTime = Time.time;
                        At.SetField(self, "m_lastInSightTime", m_lastInSightTime);
                    }

                    bool isLocked = m_targetingSystem.LockedCharacter != null && !m_targetingSystem.LockedCharacter.Alive;
                    if (Vector3.Distance(lockedPointPos, m_character.CenterPosition) > m_targetingSystem.TrueRange + 2f || Time.time - m_lastInSightTime > 1f || isLocked)
                    {
                        At.Invoke(self, "ReleaseTarget");
                        self.Invoke("AcquireTarget", 0.5f);
                    }
                }
                else
                {
                    m_targetingSystem.LockingPointOffset = Vector3.zero;
                    if (m_character.CharacterCamera.InZoomMode)
                    {
                        float m_lastFreeAimUpdateTime = (float)At.GetField(self, "m_lastFreeAimUpdateTime");
                        if (Time.time - m_lastFreeAimUpdateTime > 0.05f)
                        {
                            m_lastFreeAimUpdateTime = Time.time;
                            At.SetField(self, "m_lastFreeAimUpdateTime", m_lastFreeAimUpdateTime);

                            bool m_debugFreeAim = (bool)At.GetField(self, "m_debugFreeAim");

                            At.SetField(self, "m_freeAimTargetPos", m_character.CharacterCamera.GetObstaclePos(new Vector3(0.5f, 0.5f, 0f), m_debugFreeAim));
                        }


                        var m_freeAimLockingPoint = At.GetField(self, "m_freeAimLockingPoint") as LockingPoint;
                        var m_freeAimTargetPos    = (Vector3)At.GetField(self, "m_freeAimTargetPos");
                        if ((bool)At.GetField(self, "m_wasFreeAiming"))
                        {
                            float num = (m_freeAimLockingPoint.transform.position - m_freeAimTargetPos).sqrMagnitude;
                            num = Mathf.Max(num, 10f);
                            m_freeAimLockingPoint.transform.position = Vector3.Lerp(m_freeAimLockingPoint.transform.position, m_freeAimTargetPos, num * Time.deltaTime);
                        }
                        else
                        {
                            m_freeAimLockingPoint.transform.position = m_freeAimTargetPos;
                        }
                    }
                }

                At.SetField(self, "m_wasFreeAiming", m_character.CharacterCamera.InZoomMode);

                return(false);
            }
            public static bool Prefix(LocalCharacterControl __instance)
            {
                var self = __instance;

                var character       = self.m_character;
                var targetingSystem = character.TargetingSystem;

                if (!character.CharacterCamera.InZoomMode &&
                    (ControlsInput.LockToggle(character.OwnerPlayerSys.PlayerID) ||
                     ControlsInput.LockHoldDown(character.OwnerPlayerSys.PlayerID)))
                {
                    self.m_lockHoldUp = false;

                    if (targetingSystem.Locked)
                    {
                        self.ReleaseTarget();

                        if (self.ControlMode == LocalCharacterControl.CameraControlMode.Classic)
                        {
                            self.FaceLikeCamera = false;
                        }
                    }
                    else
                    {
                        self.AcquireTarget();

                        if (targetingSystem.Locked && self.ControlMode == LocalCharacterControl.CameraControlMode.Classic)
                        {
                            self.FaceLikeCamera = true;
                        }
                    }
                }

                if (ControlsInput.LockHoldUp(character.OwnerPlayerSys.PlayerID))
                {
                    self.m_lockHoldUp = true;
                }

                if (!character.CharacterCamera.InZoomMode && self.m_lockHoldUp)
                {
                    self.ReleaseTarget();
                }

                if (Input.GetMouseButtonDown(3) && self.TargetMode == LocalCharacterControl.TargetingMode.Aim)
                {
                    Ray ray = character.CharacterCamera.CameraScript.ScreenPointToRay(Input.mousePosition);
                    if (Physics.Raycast(ray, out RaycastHit raycastHit, targetingSystem.TrueRange * 1.5f, Global.AimTargetMask))
                    {
                        LockingPoint lockingPoint = raycastHit.collider.GetComponent <LockingPoint>();
                        if (lockingPoint == null)
                        {
                            Character characterOwner = raycastHit.collider.GetCharacterOwner();
                            if (characterOwner)
                            {
                                lockingPoint = characterOwner.LockingPoint;
                            }
                        }
                        if (lockingPoint)
                        {
                            self.SwitchTarget(lockingPoint);
                        }
                    }
                }

                if (targetingSystem.Locked && !character.CharacterCamera.InZoomMode)
                {
                    if (!self.FaceLikeCamera)
                    {
                        self.FaceLikeCamera = true;
                    }

                    if (self.TargetMode == LocalCharacterControl.TargetingMode.Classic)
                    {
                        Vector2 inputVector = new Vector2(
                            ControlsInput.SwitchTargetHorizontal(character.OwnerPlayerSys.PlayerID),
                            ControlsInput.SwitchTargetVertical(character.OwnerPlayerSys.PlayerID));

                        if (character.CurrentWeapon is ProjectileWeapon)
                        {
                            // this is for bows
                            if (ControlsInput.IsLastActionGamepad(character.OwnerPlayerSys.PlayerID))
                            {
                                Vector2 bowVector = inputVector;
                                bowVector.x *= -1f;
                                if (Time.time - self.m_timeOfLastAimOffset > self.m_timeToNextAimOffset)
                                {
                                    self.m_aimOffsetRandom     = UnityEngine.Random.insideUnitCircle;
                                    self.m_timeOfLastAimOffset = Time.time;
                                    self.m_timeToNextAimOffset = UnityEngine.Random.Range(0.1f, 0.3f);
                                }
                                bowVector += self.m_aimOffsetRandom * self.m_modifMoveInput.magnitude * Time.deltaTime * 0.5f;
                                character.TargetingSystem.LockingPointOffset = Vector2.Scale(bowVector, new Vector2(-1f, 1f));
                            }
                            else
                            {
                                Vector2 aimVector = inputVector * self.LockAimMouseSense;
                                aimVector.x *= -1f;
                                if (Time.time - self.m_timeOfLastAimOffset > self.m_timeToNextAimOffset)
                                {
                                    self.m_aimOffsetRandom     = UnityEngine.Random.insideUnitCircle;
                                    self.m_timeOfLastAimOffset = Time.time;
                                    self.m_timeToNextAimOffset = UnityEngine.Random.Range(0.1f, 0.3f);
                                }
                                aimVector += self.m_aimOffsetRandom * self.m_modifMoveInput.magnitude * Time.deltaTime * 0.5f;
                                character.TargetingSystem.LockingPointOffset -= new Vector3(aimVector.x, aimVector.y, 0);
                                character.TargetingSystem.LockingPointOffset  = Vector3.ClampMagnitude(
                                    character.TargetingSystem.LockingPointOffset,
                                    1f);
                            }
                        }
                        self.m_previousInput = inputVector;
                    }
                    else if (self.TargetMode == LocalCharacterControl.TargetingMode.Aim)
                    {
                        Global.LockCursor(false);
                    }

                    Vector3 lockedPointPos = targetingSystem.LockedPointPos;
                    if (!Physics.Linecast(character.CenterPosition, lockedPointPos, Global.SightHideMask))
                    {
                        self.m_lastInSightTime = Time.time;
                    }

                    bool isLocked = targetingSystem.LockedCharacter != null && targetingSystem.LockedCharacter.Alive;
                    if (Vector3.Distance(lockedPointPos, character.CenterPosition) > targetingSystem.TrueRange + 2f ||
                        Time.time - self.m_lastInSightTime > 1f ||
                        !isLocked)
                    {
                        self.ReleaseTarget();
                        self.Invoke("AcquireTarget", 0.5f);
                    }
                }
                else
                {
                    targetingSystem.LockingPointOffset = Vector3.zero;
                    if (character.CharacterCamera.InZoomMode)
                    {
                        if (Time.time - self.m_lastFreeAimUpdateTime > 0.05f)
                        {
                            self.m_lastFreeAimUpdateTime = Time.time;
                            self.m_freeAimTargetPos      = character.CharacterCamera.GetObstaclePos(new Vector3(0.5f, 0.5f, 0f), self.m_debugFreeAim);
                        }

                        if (self.m_wasFreeAiming)
                        {
                            float num = (self.m_freeAimLockingPoint.transform.position - self.m_freeAimTargetPos).sqrMagnitude;
                            num = Mathf.Max(num, 10f);
                            self.m_freeAimLockingPoint.transform.position = Vector3.Lerp(
                                self.m_freeAimLockingPoint.transform.position,
                                self.m_freeAimTargetPos, num * Time.deltaTime);
                        }
                        else
                        {
                            self.m_freeAimLockingPoint.transform.position = self.m_freeAimTargetPos;
                        }
                    }
                }

                self.m_wasFreeAiming = character.CharacterCamera.InZoomMode;

                return(false);
            }