using HarmonyLib; using UnityEngine; using FistVR; namespace TNHQoLImprovements { class TNHInfo : MonoBehaviour { private GameObject holdCounter; private GameObject tokenCounter; private GameObject waveCounter; public void Start() { if (MeatKitPlugin.cfgShowHolds.Value) holdCounter = Instantiate(MeatKitPlugin.bundle.LoadAsset("HoldCounter"), transform); if (MeatKitPlugin.cfgShowTokens.Value) tokenCounter = Instantiate(MeatKitPlugin.bundle.LoadAsset("TokenCounter"), transform); if (MeatKitPlugin.cfgShowWaves.Value) waveCounter = Instantiate(MeatKitPlugin.bundle.LoadAsset("WaveCounter"), transform); PlayPos(); } public void PlayPos() { transform.localPosition = new Vector3(0, 0, -1.2f); if (holdCounter != null) holdCounter.transform.localPosition = new Vector3(-333, 0, 0); if (tokenCounter != null) tokenCounter.transform.localPosition = new Vector3(333, 0, 0); if (waveCounter != null) waveCounter.transform.localPosition = new Vector3(333, 0, 0); } public void GameOverPos() { transform.localScale = new Vector3(.0002f, .0002f, .0002f); transform.localPosition = Vector3.zero; transform.localRotation = Quaternion.identity; if (holdCounter != null) { holdCounter.gameObject.GetComponent().pivot = new Vector2(1, 1); holdCounter.transform.localPosition = new Vector3(-250, 0, 0); } if (tokenCounter != null) { tokenCounter.gameObject.GetComponent().pivot = new Vector2(0, 1); tokenCounter.transform.localPosition = new Vector3(250, 0, 0); } if (waveCounter != null) { waveCounter.gameObject.GetComponent().pivot = new Vector2(0.5f, 0); waveCounter.transform.localPosition = new Vector3(0, 0, 140); } } public void Update() { // game over area; do not update anything else if (InPlay.tnhManager.Phase == TNH_Phase.Dead || InPlay.tnhManager.Phase == TNH_Phase.Completed) { if (tokenCounter != null) tokenCounter.SetActive(true); return; } // TNHInfo rotate to player camera if (MeatKitPlugin.cfgInfoFollowCamera.Value) { transform.LookAt(MeatKitPlugin.playerCamera.transform); var rotLook = transform.localEulerAngles; var rot = Vector3.zero; rot.x = -rotLook.x - 90; transform.localRotation = Quaternion.Euler(rot); } // we're in a hold; hide token count and show wave count if (InPlay.tnhManager.Phase == TNH_Phase.Hold) { if (tokenCounter != null) tokenCounter.SetActive(false); if (waveCounter != null) waveCounter.SetActive(true); } else // NOT in hold; do the inverse { if (tokenCounter != null) tokenCounter.SetActive(true); if (waveCounter != null) waveCounter.SetActive(false); } } } }