diff --git a/SingleplayerCoopEmotes.csproj b/SingleplayerCoopEmotes.csproj index f3ef5a7..9cd713d 100644 --- a/SingleplayerCoopEmotes.csproj +++ b/SingleplayerCoopEmotes.csproj @@ -34,6 +34,7 @@ Always + diff --git a/src/Mod Support/AimAnywhereSupport.cs b/src/Mod Support/AimAnywhereSupport.cs new file mode 100644 index 0000000..12e5bb5 --- /dev/null +++ b/src/Mod Support/AimAnywhereSupport.cs @@ -0,0 +1,21 @@ +using UnityEngine; + +namespace SingleplayerCoopEmotes +{ + public static class AimAnywhereSupport + { + // Mostly taken from Aim Anywhere's `WeaponPatch.WeaponThrownPatch()`. + public static void UpdatePointDirection(Player self) + { + if (self.room.game.cameras[0] == null) + { + return; + } + + Vector2 aimDirection = new Vector2(Input.mousePosition.x, Input.mousePosition.y); + aimDirection += (self.room.game.cameras[0].pos - self.mainBodyChunk.pos); + + self.pointInput.analogueDir = aimDirection.normalized; + } + } +} diff --git a/src/SingleplayerCoopEmotes.cs b/src/SingleplayerCoopEmotes.cs index a0d99b0..5b594e1 100644 --- a/src/SingleplayerCoopEmotes.cs +++ b/src/SingleplayerCoopEmotes.cs @@ -2,6 +2,7 @@ using MonoMod.Cil; using MonoMod.RuntimeDetour; using System; +using System.Linq; using System.Reflection; using System.Security.Permissions; using UnityEngine; @@ -18,14 +19,18 @@ public class SingleplayerCoopEmotes : BaseUnityPlugin // The current mod version. public static string Version; + private static bool aimAnywhereEnabled = false; + public void OnEnable() { // Take the version number that was given to `BepInPlugin()` above. Version = Info.Metadata.Version.ToString(); On.RainWorld.OnModsInit += Init; + On.RainWorld.PostModsInit += PostInit; } + private void Init(On.RainWorld.orig_OnModsInit orig, RainWorld self) { orig(self); @@ -64,6 +69,16 @@ private void Init(On.RainWorld.orig_OnModsInit orig, RainWorld self) } + private void PostInit(On.RainWorld.orig_PostModsInit orig, RainWorld self) + { + orig(self); + if (ModManager.ActiveMods.Any(mod => mod.id == "demo.aimanywhere")) + { + aimAnywhereEnabled = true; + } + } + + private void JollyUpdateHK(On.Player.orig_JollyUpdate orig, Player self, bool eu) { // If this is hooked then the checks above must have passed, so we don't need to worry about it trying to emote twice. @@ -116,6 +131,11 @@ private void UpdateJollyButton(Player self) { self.jollyButtonDown = Input.GetKey(customKeybind); } + + if (aimAnywhereEnabled) + { + AimAnywhereSupport.UpdatePointDirection(self); + } }