static bool Prefix(MouseLook __instance, MViewAndControl ____options, float ___minimumY, float ___maximumY) { cCameraControl ccc = Main.cameraControl; FocusCameraSettings fcs = ccc?._externalCameraFocusSettings; // Note: If ccc or fcs is null, first condition fails. if (fcs?.PositionOfFocus != null && fcs.PositionOfFocus.Valid && (ccc.CameraState == enumCameraState.detached || ccc.CameraState == enumCameraState.unparented) && // As of time of writing, cCameraControl sets _mouseLookY // as the sole MouseLook handling both MouseXAndY axes. __instance.axes == enumRotationAxes.MouseXAndY && !(FleetControlGUI.Instance.MenuActive && ____options.TopDownViewLocked)) { if (Get.UserInput.MouseLookEnabled && __instance.DisableForAFewFrames.Since > 0.1f) { // Record mouse intent to move. float num = (Time.timeScale == 0f) ? 1f : Mathf.Clamp(Time.timeScale, 0f, 1f); float newXIntent = Input.GetAxis("Mouse X") * __instance.sensitivityX * num; if (Math.Abs(newXIntent) > Math.Abs(xIntent)) { xIntent = newXIntent; } float newYIntent = Input.GetAxis("Mouse Y") * __instance.sensitivityY * num * ____options.GetMouseInvertSign(); if (Math.Abs(newYIntent) > Math.Abs(yIntent)) { yIntent = newYIntent; } Vector2 v = ____options.GetMouseSpeed(); __instance.sensitivityX = 15f * v.x; __instance.sensitivityY = 15f * v.y; } return(false); } else { return(true); } }
static bool Prefix(cCameraControl __instance, KeyDef ____zoomIn, KeyDef ____zoomOut, MViewAndControl ____options, MouseLook ____mouseLookY) { /*if (lastTime != Time.timeScale) * { * lastTime = Time.timeScale; * AdvLogger.LogInfo("Time.timeScale changed to " + lastTime); * }*/ Transform cam = __instance.Cam; FocusCameraSettings fcs = __instance._externalCameraFocusSettings; if (fcs?.PositionOfFocus == null || !fcs.PositionOfFocus.Valid || __instance.CameraState != enumCameraState.detached && __instance.CameraState != enumCameraState.unparented) { __instance.CancelExternalCameraFocus(); } else if (____mouseLookY.axes == enumRotationAxes.MouseXAndY) { // Check if user is doing top-down strategic map and don't rotate if so. Vector3 myPos = fcs.PositionOfFocus.Position; bool topdown = FleetControlGUI.Instance.MenuActive && ____options.TopDownViewLocked; if (!topdown) { // TODO: Integrate Ace Combat style camera into new camera mode. /*MainConstruct target = Main.subject != null ? getTarget(Main.subject) : null; * if (target != null && !target.Destroyed) * { * Vector3 up = Main.subject.SafeUp; * myPos += up * Main.subject.AllBasics.GetActualHeight(); * Vector3 diff = target.SafePosition - myPos; * Quaternion look = Quaternion.LookRotation(diff, up); * // Vector3 ea = look.eulerAngles; * ____mouseLookY.transform.localEulerAngles = look.eulerAngles; // new Vector3(ea.x, ea.y, 0f); * ____mouseLookY.rotationX = ____mouseLookY.transform.localEulerAngles.y; * ____mouseLookY.rotationY = 0f; * } * else * {*/ // Record rotational change if any. // Unity euler angles are Z, X, Y. float xChange = 0f; if (Main.rotation != null && Main.rotation.Valid) { Quaternion rot = Main.rotation.Rotation; xChange = rot.eulerAngles.y - Main.lastRotation.eulerAngles.y; Main.lastRotation = rot; } else { Main.rotation = null; } // TODO: Smoothing speed setting. xRotVel = Mathf.Lerp(xRotVel, MouseLook_Update_Patch.xIntent, 0.02f); yRotVel = Mathf.Lerp(yRotVel, MouseLook_Update_Patch.yIntent, 0.02f); ____mouseLookY.rotationX = ____mouseLookY.transform.localEulerAngles.y + xChange + xRotVel; ____mouseLookY.rotationY += yRotVel; // The numbers -89 and 89 are hard-coded/unmodified values from vanilla. ____mouseLookY.rotationY = Mathf.Clamp(____mouseLookY.rotationY, -89f, 89f); ____mouseLookY.transform.localEulerAngles = new Vector3(-____mouseLookY.rotationY, ____mouseLookY.rotationX, 0f); //} // Since DoingStrategicFocus inhibits zoom in/out, switch to another method. fcs.DistanceMethod = fcs.DistanceMethod == DistanceChangeMethod.DoingStrategicFocus ? DistanceChangeMethod.MaintainCurrentFocusDistance : fcs.DistanceMethod; } else // Disallow focus camera zoom when in strategic view. { fcs.DistanceMethod = DistanceChangeMethod.DoingStrategicFocus; } // Done with mouse input for this frame, so remove it. MouseLook_Update_Patch.xIntent = MouseLook_Update_Patch.yIntent = 0f; // Copied from vanilla function. Vector3 focus = myPos; Vector3 forward = cam.forward; Vector3 b = focus - forward * fcs.Distance; // Don't move the camera's altitude if strategic view is already setting it. if (topdown) { b.y = cam.position.y; } else { // TODO: Clamp altitude of b based on terrain. } __instance.Cam.position = b; // Removed lerp. // Again copied from vanilla function. float axis = Input.GetAxis("Mouse ScrollWheel"); if (____zoomIn.IsKey(KeyInputEventType.Held, ModifierAllows.AllowShift) || axis > 0f) { // TODO: Possibly check keybinding instead? int num = OptionsListener.ShiftHeld ? 4 : 1; ____options.FocusCameraDistance -= 0.1f * (float)num; ____options.FocusCameraDistance *= 1f - 0.02f * (float)num; ____options.FocusCameraDistance = Clamping.Clamp(____options.FocusCameraDistance, 1f, 1000f); } else if (____zoomOut.IsKey(KeyInputEventType.Held, ModifierAllows.AllowShift) || axis < 0f) { int num = OptionsListener.ShiftHeld ? 4 : 1; ____options.FocusCameraDistance += 0.1f * (float)num; ____options.FocusCameraDistance *= 1f + 0.02f * (float)num; ____options.FocusCameraDistance = Clamping.Clamp(____options.FocusCameraDistance, 1f, 1000f); } } return(false); }