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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.
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This commit is contained in:
originalnicodr
2025-03-02 14:51:51 -03:00
parent 2f35b9d2c7
commit 388c9fbc29
3 changed files with 138 additions and 2 deletions

View File

@ -62,6 +62,7 @@ namespace UnityExplorer.Config
public static ConfigElement<KeyCode> Toggle_Animations;
public static ConfigElement<FreeCamPanel.FreeCameraType> Default_Freecam;
public static ConfigElement<string> Custom_Components_To_Disable;
// internal configs
internal static InternalConfigHandler InternalHandler { get; private set; }
@ -306,6 +307,10 @@ namespace UnityExplorer.Config
Default_Freecam = new("Default Freecam mode",
"Default type of freecam selected on startup (gets automatically updated with the last type of camera used).",
FreeCamPanel.FreeCameraType.New);
Custom_Components_To_Disable = new("Custom components to disable",
"List of custom components to disable when enabling the freecam (gets automatically updated when editing it from the freecam panel).",
"");
}
}
}

View File

@ -30,6 +30,7 @@ namespace UnityExplorer.Loader.Standalone
public bool Auto_Scale_UI;
public bool Reset_Camera_Transform;
public FreeCamPanel.FreeCameraType Default_Freecam;
public string Custom_Components_To_Disable;
public float Arrow_Size = 1f;
public KeyCode Pause;
@ -88,6 +89,7 @@ namespace UnityExplorer.Loader.Standalone
ConfigManager.Auto_Scale_UI.Value = this.Auto_Scale_UI;
ConfigManager.Reset_Camera_Transform.Value = this.Reset_Camera_Transform;
ConfigManager.Default_Freecam.Value = this.Default_Freecam;
ConfigManager.Custom_Components_To_Disable.Value = this.Custom_Components_To_Disable;
ConfigManager.Arrow_Size.Value = this.Arrow_Size;
ConfigManager.Pause.Value = this.Pause;

View File

@ -73,11 +73,14 @@ namespace UnityExplorer.UI.Panels
public static Toggle blockGamesInputOnFreecamToggle;
static InputFieldRef positionInput;
static InputFieldRef moveSpeedInput;
static InputFieldRef componentsToDisableInput;
static Text followLookAtObjectLabel;
static ButtonRef inspectButton;
public static Toggle followRotationToggle;
static bool disabledCinemachine;
static bool disabledOrthographic;
static List<string> stringComponentsToDisable = new();
static List<Behaviour> componentsToDisable = new();
public static bool supportedInput => InputManager.CurrentType == InputType.Legacy;
@ -153,6 +156,7 @@ namespace UnityExplorer.UI.Panels
ourCamera = lastMainCamera;
MaybeToggleCinemachine(false);
MaybeToggleOrthographic(false);
ToggleCustomComponents(false);
// If the farClipPlaneValue is the default one try to use the one from the gameplay camera
if (farClipPlaneValue == 2000){
@ -189,6 +193,7 @@ namespace UnityExplorer.UI.Panels
lastMainCamera.enabled = false;
MaybeDeleteCinemachine();
MaybeToggleOrthographic(false);
ToggleCustomComponents(false);
// If the farClipPlaneValue is the default one try to use the one from the gameplay camera
if (farClipPlaneValue == 2000){
@ -212,6 +217,7 @@ namespace UnityExplorer.UI.Panels
// so we will try to move the real camera as well.
MaybeToggleCinemachine(false);
MaybeToggleOrthographic(false);
ToggleCustomComponents(false);
cameraMatrixOverrider = new GameObject("[CUE] Camera Matrix Overrider").AddComponent<Camera>();
cameraMatrixOverrider.enabled = false;
@ -263,6 +269,7 @@ namespace UnityExplorer.UI.Panels
case FreeCameraType.Gameplay:
MaybeToggleCinemachine(true);
MaybeToggleOrthographic(true);
ToggleCustomComponents(true);
ourCamera = null;
if (lastMainCamera)
@ -283,6 +290,7 @@ namespace UnityExplorer.UI.Panels
case FreeCameraType.ForcedMatrix:
MaybeToggleCinemachine(true);
MaybeToggleOrthographic(true);
ToggleCustomComponents(true);
MethodInfo resetCullingMatrixMethod = typeof(Camera).GetMethod("ResetCullingMatrix", new Type[] {});
resetCullingMatrixMethod.Invoke(ourCamera, null);
@ -455,6 +463,12 @@ namespace UnityExplorer.UI.Panels
AddSpacer(5);
AddInputField("ComponentsToDisable", "Components To Disable:", "CinemachineBrain", out componentsToDisableInput, ComponentsToDisableInput_OnEndEdit, 175);
componentsToDisableInput.Text = ConfigManager.Custom_Components_To_Disable.Value;
stringComponentsToDisable = ConfigManager.Custom_Components_To_Disable.Value.Split(',').Select(c => c.Trim()).Where(x => !string.IsNullOrEmpty(x)).ToList();
AddSpacer(5);
GameObject togglesRow = UIFactory.CreateHorizontalGroup(ContentRoot, "TogglesRow", false, false, true, true, 3, default, new(1, 1, 1, 0));
GameObject blockFreecamMovement = UIFactory.CreateToggle(togglesRow, "blockFreecamMovement", out blockFreecamMovementToggle, out Text blockFreecamMovementText);
@ -591,12 +605,12 @@ namespace UnityExplorer.UI.Panels
UIFactory.SetLayoutElement(obj, minHeight: height, flexibleHeight: 0);
}
GameObject AddInputField(string name, string labelText, string placeHolder, out InputFieldRef inputField, Action<string> onInputEndEdit)
GameObject AddInputField(string name, string labelText, string placeHolder, out InputFieldRef inputField, Action<string> onInputEndEdit, int minTextWidth = 100)
{
GameObject row = UIFactory.CreateHorizontalGroup(ContentRoot, $"{name}_Group", false, false, true, true, 3, default, new(1, 1, 1, 0));
Text posLabel = UIFactory.CreateLabel(row, $"{name}_Label", labelText);
UIFactory.SetLayoutElement(posLabel.gameObject, minWidth: 100, minHeight: 25);
UIFactory.SetLayoutElement(posLabel.gameObject, minWidth: minTextWidth, minHeight: 25);
inputField = UIFactory.CreateInputField(row, $"{name}_Input", placeHolder);
UIFactory.SetLayoutElement(inputField.GameObject, minWidth: 50, minHeight: 25, flexibleWidth: 9999);
@ -738,6 +752,121 @@ namespace UnityExplorer.UI.Panels
desiredMoveSpeed = parsed;
}
void ComponentsToDisableInput_OnEndEdit(string input)
{
EventSystemHelper.SetSelectedGameObject(null);
ConfigManager.Custom_Components_To_Disable.Value = input;
stringComponentsToDisable = input.Split(',').Select(c => c.Trim()).Where(x => !string.IsNullOrEmpty(x)).ToList();
}
static List<Behaviour> GetComponentsToDisable()
{
List<Behaviour> components = new();
if (stringComponentsToDisable == null || stringComponentsToDisable.Count == 0)
{
return components;
}
foreach (string stringComponent in stringComponentsToDisable)
{
List<string> pathToComponent = stringComponent.Split('/').Where(x => !string.IsNullOrEmpty(x)).ToList();
GameObject currentGameObject = ourCamera.gameObject;
for (var i = 0; i < pathToComponent.Count; i++)
{
string pathStep = pathToComponent[i];
if (i == 0 && pathStep == "~")
{
// Check if we can find the next steps game object in the path
i++;
pathStep = pathToComponent[i];
GameObject foundNextPathStep = null;
foreach (GameObject obj in SceneManager.GetActiveScene().GetRootGameObjects()) {
if (obj.name == pathStep)
{
foundNextPathStep = obj;
break;
}
}
if (!foundNextPathStep)
{
ExplorerCore.LogWarning($"Couldn't find {stringComponent} component to disable it.");
break;
}
currentGameObject = foundNextPathStep;
continue;
}
if (pathStep == "..") {
if (!currentGameObject.transform.parent)
{
ExplorerCore.LogWarning($"Couldn't find {stringComponent} component to disable it.");
break;
}
currentGameObject = currentGameObject.transform.parent.gameObject;
continue;
}
// Last member of the path, should be a component
if (i == pathToComponent.Count - 1) {
Behaviour comp = GetComponentByName(currentGameObject, pathStep);
if (!comp)
{
// Should we allow to disable entire GameObjects here if it can't find the right component?
ExplorerCore.LogWarning($"Couldn't find {stringComponent} component to disable it.");
break;
}
components.Add(comp);
}
else {
Transform nextGameObjectTransform = currentGameObject.transform.Find(pathStep);
if (!nextGameObjectTransform)
{
ExplorerCore.LogWarning($"Couldn't find {stringComponent} component to disable it.");
break;
}
currentGameObject = nextGameObjectTransform.gameObject;
}
}
}
return components;
}
static void ToggleCustomComponents(bool enable)
{
// If disable get the components again
if (!enable)
{
componentsToDisable = GetComponentsToDisable();
}
foreach(Behaviour comp in componentsToDisable)
{
// We could outright delete the components if on Cloned freecam mode
comp.enabled = enable;
}
}
static Behaviour GetComponentByName(GameObject obj, string componentsName)
{
if (obj)
{
IEnumerable<Behaviour> comps = obj.GetComponents<Behaviour>();
foreach (Behaviour comp in comps)
{
string comp_type = comp.GetActualType().ToString();
if (comp_type == componentsName){
return comp;
}
}
}
return null;
}
void NearClipInput_OnEndEdit(string input)
{
EventSystemHelper.SetSelectedGameObject(null);