mirror of
https://github.com/originalnicodr/CinematicUnityExplorer.git
synced 2025-07-18 17:38:01 +08:00
Added a new field on the freecam panel to add components to disable when enabling the freecam.
This commit is contained in:
@ -62,6 +62,7 @@ namespace UnityExplorer.Config
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public static ConfigElement<KeyCode> Toggle_Animations;
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public static ConfigElement<FreeCamPanel.FreeCameraType> Default_Freecam;
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public static ConfigElement<string> Custom_Components_To_Disable;
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// internal configs
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internal static InternalConfigHandler InternalHandler { get; private set; }
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@ -306,6 +307,10 @@ namespace UnityExplorer.Config
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Default_Freecam = new("Default Freecam mode",
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"Default type of freecam selected on startup (gets automatically updated with the last type of camera used).",
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FreeCamPanel.FreeCameraType.New);
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Custom_Components_To_Disable = new("Custom components to disable",
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"List of custom components to disable when enabling the freecam (gets automatically updated when editing it from the freecam panel).",
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"");
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}
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}
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}
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@ -30,6 +30,7 @@ namespace UnityExplorer.Loader.Standalone
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public bool Auto_Scale_UI;
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public bool Reset_Camera_Transform;
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public FreeCamPanel.FreeCameraType Default_Freecam;
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public string Custom_Components_To_Disable;
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public float Arrow_Size = 1f;
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public KeyCode Pause;
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@ -88,6 +89,7 @@ namespace UnityExplorer.Loader.Standalone
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ConfigManager.Auto_Scale_UI.Value = this.Auto_Scale_UI;
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ConfigManager.Reset_Camera_Transform.Value = this.Reset_Camera_Transform;
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ConfigManager.Default_Freecam.Value = this.Default_Freecam;
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ConfigManager.Custom_Components_To_Disable.Value = this.Custom_Components_To_Disable;
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ConfigManager.Arrow_Size.Value = this.Arrow_Size;
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ConfigManager.Pause.Value = this.Pause;
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@ -73,11 +73,14 @@ namespace UnityExplorer.UI.Panels
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public static Toggle blockGamesInputOnFreecamToggle;
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static InputFieldRef positionInput;
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static InputFieldRef moveSpeedInput;
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static InputFieldRef componentsToDisableInput;
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static Text followLookAtObjectLabel;
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static ButtonRef inspectButton;
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public static Toggle followRotationToggle;
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static bool disabledCinemachine;
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static bool disabledOrthographic;
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static List<string> stringComponentsToDisable = new();
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static List<Behaviour> componentsToDisable = new();
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public static bool supportedInput => InputManager.CurrentType == InputType.Legacy;
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@ -153,6 +156,7 @@ namespace UnityExplorer.UI.Panels
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ourCamera = lastMainCamera;
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MaybeToggleCinemachine(false);
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MaybeToggleOrthographic(false);
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ToggleCustomComponents(false);
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// If the farClipPlaneValue is the default one try to use the one from the gameplay camera
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if (farClipPlaneValue == 2000){
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@ -189,6 +193,7 @@ namespace UnityExplorer.UI.Panels
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lastMainCamera.enabled = false;
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MaybeDeleteCinemachine();
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MaybeToggleOrthographic(false);
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ToggleCustomComponents(false);
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// If the farClipPlaneValue is the default one try to use the one from the gameplay camera
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if (farClipPlaneValue == 2000){
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@ -212,6 +217,7 @@ namespace UnityExplorer.UI.Panels
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// so we will try to move the real camera as well.
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MaybeToggleCinemachine(false);
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MaybeToggleOrthographic(false);
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ToggleCustomComponents(false);
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cameraMatrixOverrider = new GameObject("[CUE] Camera Matrix Overrider").AddComponent<Camera>();
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cameraMatrixOverrider.enabled = false;
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@ -263,6 +269,7 @@ namespace UnityExplorer.UI.Panels
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case FreeCameraType.Gameplay:
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MaybeToggleCinemachine(true);
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MaybeToggleOrthographic(true);
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ToggleCustomComponents(true);
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ourCamera = null;
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if (lastMainCamera)
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@ -283,6 +290,7 @@ namespace UnityExplorer.UI.Panels
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case FreeCameraType.ForcedMatrix:
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MaybeToggleCinemachine(true);
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MaybeToggleOrthographic(true);
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ToggleCustomComponents(true);
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MethodInfo resetCullingMatrixMethod = typeof(Camera).GetMethod("ResetCullingMatrix", new Type[] {});
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resetCullingMatrixMethod.Invoke(ourCamera, null);
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@ -455,6 +463,12 @@ namespace UnityExplorer.UI.Panels
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AddSpacer(5);
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AddInputField("ComponentsToDisable", "Components To Disable:", "CinemachineBrain", out componentsToDisableInput, ComponentsToDisableInput_OnEndEdit, 175);
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componentsToDisableInput.Text = ConfigManager.Custom_Components_To_Disable.Value;
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stringComponentsToDisable = ConfigManager.Custom_Components_To_Disable.Value.Split(',').Select(c => c.Trim()).Where(x => !string.IsNullOrEmpty(x)).ToList();
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AddSpacer(5);
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GameObject togglesRow = UIFactory.CreateHorizontalGroup(ContentRoot, "TogglesRow", false, false, true, true, 3, default, new(1, 1, 1, 0));
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GameObject blockFreecamMovement = UIFactory.CreateToggle(togglesRow, "blockFreecamMovement", out blockFreecamMovementToggle, out Text blockFreecamMovementText);
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@ -591,12 +605,12 @@ namespace UnityExplorer.UI.Panels
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UIFactory.SetLayoutElement(obj, minHeight: height, flexibleHeight: 0);
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}
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GameObject AddInputField(string name, string labelText, string placeHolder, out InputFieldRef inputField, Action<string> onInputEndEdit)
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GameObject AddInputField(string name, string labelText, string placeHolder, out InputFieldRef inputField, Action<string> onInputEndEdit, int minTextWidth = 100)
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{
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GameObject row = UIFactory.CreateHorizontalGroup(ContentRoot, $"{name}_Group", false, false, true, true, 3, default, new(1, 1, 1, 0));
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Text posLabel = UIFactory.CreateLabel(row, $"{name}_Label", labelText);
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UIFactory.SetLayoutElement(posLabel.gameObject, minWidth: 100, minHeight: 25);
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UIFactory.SetLayoutElement(posLabel.gameObject, minWidth: minTextWidth, minHeight: 25);
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inputField = UIFactory.CreateInputField(row, $"{name}_Input", placeHolder);
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UIFactory.SetLayoutElement(inputField.GameObject, minWidth: 50, minHeight: 25, flexibleWidth: 9999);
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@ -738,6 +752,121 @@ namespace UnityExplorer.UI.Panels
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desiredMoveSpeed = parsed;
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}
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void ComponentsToDisableInput_OnEndEdit(string input)
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{
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EventSystemHelper.SetSelectedGameObject(null);
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ConfigManager.Custom_Components_To_Disable.Value = input;
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stringComponentsToDisable = input.Split(',').Select(c => c.Trim()).Where(x => !string.IsNullOrEmpty(x)).ToList();
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}
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static List<Behaviour> GetComponentsToDisable()
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{
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List<Behaviour> components = new();
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if (stringComponentsToDisable == null || stringComponentsToDisable.Count == 0)
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{
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return components;
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}
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foreach (string stringComponent in stringComponentsToDisable)
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{
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List<string> pathToComponent = stringComponent.Split('/').Where(x => !string.IsNullOrEmpty(x)).ToList();
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GameObject currentGameObject = ourCamera.gameObject;
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for (var i = 0; i < pathToComponent.Count; i++)
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{
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string pathStep = pathToComponent[i];
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if (i == 0 && pathStep == "~")
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{
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// Check if we can find the next steps game object in the path
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i++;
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pathStep = pathToComponent[i];
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GameObject foundNextPathStep = null;
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foreach (GameObject obj in SceneManager.GetActiveScene().GetRootGameObjects()) {
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if (obj.name == pathStep)
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{
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foundNextPathStep = obj;
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break;
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}
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}
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if (!foundNextPathStep)
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{
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ExplorerCore.LogWarning($"Couldn't find {stringComponent} component to disable it.");
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break;
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}
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currentGameObject = foundNextPathStep;
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continue;
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}
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if (pathStep == "..") {
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if (!currentGameObject.transform.parent)
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{
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ExplorerCore.LogWarning($"Couldn't find {stringComponent} component to disable it.");
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break;
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}
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currentGameObject = currentGameObject.transform.parent.gameObject;
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continue;
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}
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// Last member of the path, should be a component
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if (i == pathToComponent.Count - 1) {
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Behaviour comp = GetComponentByName(currentGameObject, pathStep);
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if (!comp)
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{
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// Should we allow to disable entire GameObjects here if it can't find the right component?
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ExplorerCore.LogWarning($"Couldn't find {stringComponent} component to disable it.");
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break;
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}
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components.Add(comp);
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}
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else {
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Transform nextGameObjectTransform = currentGameObject.transform.Find(pathStep);
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if (!nextGameObjectTransform)
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{
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ExplorerCore.LogWarning($"Couldn't find {stringComponent} component to disable it.");
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break;
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}
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currentGameObject = nextGameObjectTransform.gameObject;
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}
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}
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}
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return components;
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}
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static void ToggleCustomComponents(bool enable)
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{
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// If disable get the components again
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if (!enable)
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{
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componentsToDisable = GetComponentsToDisable();
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}
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foreach(Behaviour comp in componentsToDisable)
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{
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// We could outright delete the components if on Cloned freecam mode
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comp.enabled = enable;
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}
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}
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static Behaviour GetComponentByName(GameObject obj, string componentsName)
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{
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if (obj)
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{
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IEnumerable<Behaviour> comps = obj.GetComponents<Behaviour>();
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foreach (Behaviour comp in comps)
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{
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string comp_type = comp.GetActualType().ToString();
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if (comp_type == componentsName){
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return comp;
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}
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}
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}
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return null;
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}
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void NearClipInput_OnEndEdit(string input)
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{
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EventSystemHelper.SetSelectedGameObject(null);
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