-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathPlugin.cs
169 lines (145 loc) · 5.87 KB
/
Plugin.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
using System;
using System.Collections.Generic;
using System.Linq;
using BepInEx;
using BepInEx.Configuration;
using GameEvent;
using UnityEngine;
namespace UCHPlayerTrackerMod;
[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
public class Plugin : BaseUnityPlugin, IGameEventListener
{
private int framesLeft;
private (Queue<Vector3> positions, LineRenderer renderer)[] _lines;
private ConfigEntry<int> _trackingLength;
private static ConfigEntry<int> _skipFrames;
private ConfigEntry<float> _lineWidthStart;
private ConfigEntry<float> _lineWidthEnd;
private ConfigEntry<bool> _enabled;
private void Awake()
{
_enabled = Config.Bind("General", "Enabled", true, "To disable this mod set this setting to 'false'.");
_enabled.SettingChanged += (_, _) => ClearLines();
_trackingLength = Config.Bind("General", "TrackingLength", 120, "The length of the line in timeSteps (60 -> 1s).");
_skipFrames = Config.Bind("General", "SkipFrames", 0, "Skip n frames before tracking next frame.");
_lineWidthStart = Config.Bind("General", "LineStartWidth", 0.1f, "Width of the tracking line at the start.");
_lineWidthStart.SettingChanged += (_, _) => UpdateLineRenderer(a => a.endWidth = _lineWidthStart.Value);
_lineWidthEnd = Config.Bind("General", "LineEndWidth", 0.1f, "Width of the tracking line at the end.");
_lineWidthEnd.SettingChanged += (_, _) => UpdateLineRenderer(a => a.startWidth = _lineWidthEnd.Value);
_lines = new (Queue<Vector3>, LineRenderer)[8];
for (int i = 0; i < _lines.Length; i++)
{
_lines[i] = (new Queue<Vector3>(), CreateLineRenderer());
}
GameEventManager.ChangeListener<LevelResetEvent>(this, true);
// Plugin startup logic
Logger.LogInfo($"Plugin {PluginInfo.PLUGIN_GUID} is loaded!");
}
public void handleEvent(GameEvent.GameEvent e)
{
switch (e)
{
case LevelResetEvent:
ClearLines();
break;
}
}
private void ClearLines()
{
foreach ((Queue<Vector3> positions, LineRenderer renderer) in _lines)
{
positions.Clear();
renderer.positionCount = positions.Count;
renderer.SetPositions(positions.ToArray());
}
}
private void UpdateLineRenderer(Action<LineRenderer> action)
{
foreach ((Queue<Vector3> positions, LineRenderer renderer) in _lines)
{
action(renderer);
}
}
private LineRenderer CreateLineRenderer()
{
var obj = new GameObject
{
transform =
{
parent = transform
}
};
var lineRenderer = obj.AddComponent<LineRenderer>();
lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
lineRenderer.startWidth = _lineWidthEnd.Value;
lineRenderer.endWidth = _lineWidthStart.Value;
lineRenderer.useWorldSpace = true;
return lineRenderer;
}
private void FixedUpdate()
{
if (!_enabled.Value)
return;
try
{
if (framesLeft-- > 0)
return;
framesLeft = _skipFrames.Value;
foreach ((Character character, Queue<Vector3> positions, LineRenderer renderer) in GetPlayers())
{
Vector3 pos = character.transform.position;
positions.Enqueue(pos);
while (positions.Count > _trackingLength.Value)
positions.Dequeue();
renderer.positionCount = positions.Count;
renderer.SetPositions(positions.ToArray());
}
}
catch (Exception ex)
{
Debug.LogError(ex.Message + ex.StackTrace);
}
}
private IEnumerable<(Character character, Queue<Vector3> positions, LineRenderer renderer)> GetPlayers()
{
if (LobbyManager.instance == null)
yield break;
if (LobbyManager.instance.CurrentGameController != null)
{
Dictionary<int, GamePlayer> players = LobbyManager.instance.CurrentGameController.CurrentPlayerQueue
.ToDictionary(a => a.networkNumber - 1);
for (int i = 0; i < _lines.Length; i++)
{
(Queue<Vector3> positions, LineRenderer renderer) = _lines[i];
if (!players.TryGetValue(i, out GamePlayer gamePlayer) || gamePlayer.CharacterInstance == null)
{
positions.Clear();
renderer.positionCount = positions.Count;
renderer.SetPositions(positions.ToArray());
continue;
}
renderer.startColor = gamePlayer.PlayerColor;
renderer.endColor = gamePlayer.PlayerColor;
yield return (gamePlayer.CharacterInstance, positions, renderer);
}
}
else
{
Dictionary<int, LobbyPlayer> players = LobbyManager.instance.GetLobbyPlayers().ToDictionary(a => a.networkNumber - 1);
for (int i = 0; i < _lines.Length; i++)
{
(Queue<Vector3> positions, LineRenderer renderer) = _lines[i];
if (!players.TryGetValue(i, out LobbyPlayer lobbyPlayer) || lobbyPlayer.CharacterInstance == null)
{
positions.Clear();
renderer.positionCount = positions.Count;
renderer.SetPositions(positions.ToArray());
continue;
}
renderer.startColor = lobbyPlayer.PlayerColor;
renderer.endColor = lobbyPlayer.PlayerColor;
yield return (lobbyPlayer.CharacterInstance, positions, renderer);
}
}
}
}