using System.Collections.Generic;
using System.Reflection;
using HutongGames.PlayMaker;
using MSCO;
using UnityEngine;
[assembly: AssemblyTitle("Show Bolt Size")]
[assembly: AssemblyProduct("Show Bolt Size")]
[assembly: AssemblyDescription("Shows the size of the bolt you look at, so you pick the right wrench.")]
[assembly: AssemblyVersion("1.0.2.0")]
[assembly: AssemblyFileVersion("1.0.2.0")]
[assembly: AssemblyInformationalVersion("1.0.2")]
namespace ShowBoltSize
{
///
/// Zeigt unter dem Fadenkreuz die Größe der Schraube, auf die man schaut ("10 mm"). Jede Schraube hat die FSM "Screw"
/// mit der Variable "BoltSize". Deren Kollider sind nur mit Werkzeug in der Hand aktiv - deshalb kein Raycast, sondern:
/// die Schraube, die am nächsten an der Blickrichtung liegt (bis 1,3 m). Nur Anzeige, ändert nichts am Spiel.
///
public class ShowBoltSize : MscoMod
{
public override string ID { get { return "showboltsize"; } }
public override string Name { get { return "Show Bolt Size"; } }
public override string Version { get { return "1.0.2"; } }
public override string Author { get { return "MBM"; } }
const float MaxDistance = 1.5f;
const float AimTolerance = 0.05f; // so weit (m) darf die Schraube neben der Blicklinie liegen
const float ScanInterval = 5f;
sealed class Bolt
{
public Transform Transform;
public Renderer Renderer; // sichtbarer Schraubenkopf (Kind-Objekt) - sein Mittelpunkt statt des Drehpunkts
public FsmFloat SizeF;
public FsmInt SizeI;
}
readonly List bolts = new List();
bool inGame;
float nextScan;
string label;
GUIStyle style;
Camera camera;
bool reported;
int diagnostics; // die ersten Male ins Log schreiben, was in Blickrichtung liegt
float nextDiagnostic;
bool shownOnce;
public override void OnMenuLoad() { inGame = false; bolts.Clear(); label = null; camera = null; reported = false; }
public override void OnGameLoad() { inGame = true; nextScan = 0f; }
///
/// Spielerkamera: Camera.main gibt es in My Summer Car nicht immer (die Kamera des Spielers ist "FPSCamera").
///
Camera FindCamera()
{
if (camera != null && camera.enabled && camera.gameObject.activeInHierarchy) return camera;
camera = null;
foreach (Camera c in Camera.allCameras)
if (c.name == "FPSCamera") { camera = c; break; }
if (camera == null) camera = Camera.main;
return camera;
}
static Vector3 Center(Bolt b) { return b.Renderer != null ? b.Renderer.bounds.center : b.Transform.position; }
public override void Update()
{
label = null;
if (!inGame) return;
Camera cam = FindCamera();
if (cam == null) return;
if (Time.realtimeSinceStartup >= nextScan) Scan(cam);
// Die Schraube, die am nächsten an der Blicklinie liegt (Abstand zur Linie, nicht Winkel)
Transform eye = cam.transform;
Vector3 eyePos = eye.position, forward = eye.forward;
Bolt best = null, nearest = null;
float bestOff = float.MaxValue, nearestOff = float.MaxValue;
for (int i = 0; i < bolts.Count; i++)
{
Bolt b = bolts[i];
if (b.Transform == null || !b.Transform.gameObject.activeInHierarchy) continue;
Vector3 to = Center(b) - eyePos;
float along = Vector3.Dot(to, forward);
if (along < 0.05f || along > MaxDistance + 0.5f) continue;
float off = Vector3.Cross(forward, to).magnitude; // Abstand zur Blicklinie
if (off < nearestOff) { nearestOff = off; nearest = b; }
if (along <= MaxDistance && off < AimTolerance && off < bestOff) { bestOff = off; best = b; }
}
if (best != null)
{
label = Describe(best);
if (!shownOnce) { shownOnce = true; Log("first bolt: " + Info(best, eyePos, forward) + " -> " + label); }
}
else if (nearest != null && diagnostics < 8 && Time.realtimeSinceStartup >= nextDiagnostic)
{
// Hilft bei der Fehlersuche: was liegt in Blickrichtung, warum wird nichts angezeigt?
nextDiagnostic = Time.realtimeSinceStartup + 4f;
if (nearestOff < 0.3f) { diagnostics++; Log("nearest bolt (not shown): " + Info(nearest, eyePos, forward)); }
}
}
static string Info(Bolt b, Vector3 eyePos, Vector3 forward)
{
Vector3 to = Center(b) - eyePos;
float raw = b.SizeF != null ? b.SizeF.Value : (b.SizeI != null ? b.SizeI.Value : -1);
return b.Transform.name + " under " + (b.Transform.parent != null ? b.Transform.parent.name : "-")
+ ", distance " + Vector3.Dot(to, forward).ToString("0.00") + " m, off the line " + (Vector3.Cross(forward, to).magnitude * 100f).ToString("0") + " cm"
+ ", angle " + Vector3.Angle(forward, to).ToString("0.0") + "°, BoltSize=" + raw + (b.Renderer != null ? "" : " (no renderer)");
}
///
/// Schrauben aus MSCOs gemeinsamer Liste aller FSMs holen (SceneCache) - nicht selbst das ganze Spiel durchsuchen,
/// das ließ das Spiel alle paar Sekunden kurz hängen.
///
void Scan(Camera cam)
{
nextScan = Time.realtimeSinceStartup + ScanInterval;
bolts.Clear();
foreach (PlayMakerFSM fsm in SceneCache.Fsms(30f))
{
if (fsm == null || fsm.FsmName != "Screw") continue;
FsmFloat f = fsm.FsmVariables.FindFsmFloat("BoltSize");
FsmInt i = fsm.FsmVariables.FindFsmInt("BoltSize");
if (f == null && i == null) continue;
bolts.Add(new Bolt { Transform = fsm.transform, SizeF = f, SizeI = i, Renderer = fsm.GetComponentInChildren() });
}
if (!reported)
{
reported = true;
Log("camera " + cam.name + ", " + bolts.Count + " bolts with a size");
}
}
/// Größe in mm. Das Spiel speichert sie je nach Schraube als 10 oder als 1.0 (= 10 mm).
static string Describe(Bolt b)
{
float value = b.SizeF != null ? b.SizeF.Value : b.SizeI.Value;
if (value <= 0f) return "? mm"; // Größe unbekannt - aber die Schraube wurde erkannt
float mm = value < 2.5f ? value * 10f : value;
return Mathf.RoundToInt(mm) + " mm";
}
public override void OnGUI()
{
if (label == null) return;
if (style == null)
{
style = new GUIStyle(GUI.skin.label) { alignment = TextAnchor.MiddleCenter, fontSize = 16, fontStyle = FontStyle.Bold };
style.normal.textColor = Color.white;
}
var r = new Rect(Screen.width / 2f - 50f, Screen.height / 2f + 22f, 100f, 26f);
Color old = GUI.color;
GUI.color = new Color(0f, 0f, 0f, 0.6f);
GUI.DrawTexture(r, Texture2D.whiteTexture);
GUI.color = old;
GUI.Label(r, label, style);
}
}
}