Merge pull request 'Test' (#1) from Test into Main
Reviewed-on: #1
This commit was merged in pull request #1.
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@@ -116,6 +116,8 @@ Hide UI ใช้ปุ่ม Backslash เพื่อซ่อน HUD รว
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Ping colors อยู่ใน `scripts/ping_rainbow.lua` เปลี่ยนสีทั้งแท่งสัญญาณและตัวเลขโดยใช้ค่า ping จริง ภาพหลอดใช้ alpha จาก sprite เดิมและสีพื้นขาวเพื่อไม่ให้สีเพี้ยน ส่วนตัวเลขลงสีที่ glyph โดยไม่เขียนข้อความทับ จึงไม่กะพริบเมื่อค่าเปลี่ยน ผู้ใช้ยืนยันผลหน้าเดินแล้ว รายละเอียดและขอบเขตอยู่ใน `docs/ping-colors.md`
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Freecam และ FaceCam เลือกได้จากหน้า **สวิตช์ระบบพิเศษของ GaC** ใน [GaCy Srtool](https://gacy-srtool.vercel.app/) โดยตั้งระยะเริ่มต้นของ FaceCam แล้วกด Tab ในเกมเพื่อเปิดหรือปิด Freecam ใช้ปุ่มลูกศรและ Page Up / Page Down เคลื่อนกล้อง พร้อมคลิกขวาค้างเพื่อหมุน ส่วน FaceCam ยึดกล้องกับหัวตัวละครที่ควบคุมหรือกำลังแอ็กชันใน Battle ลูกกลิ้งปรับระยะชั่วคราว และเมื่อปิด–เปิดใหม่จะกลับเป็นระยะที่ตั้งไว้ ข้อความสถานะกล้องแสดงเมื่อปรับและหายหลังหยุดปรับ 3 วินาที ผู้ใช้ยืนยันมุม Battle และร่าง Khaslana แล้ว
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`resources/PlayerCosmetics.json` ใช้รายการ PlayerOutfit และ AvatarSkin ที่อ่านจาก Client การปลดของแต่งผู้บุกเบิกส่งไอเท็มเป็นเจ้าของครั้งละหนึ่งชิ้นใน GetBag ส่วนชุดที่เลือกผ่าน SetPlayerOutfit เก็บใน `persistent.player_outfits` และส่งกลับเมื่อ login ใหม่ ค่า Outfit ID ที่สวมรับจาก selector ของ Client โดยตรงและ sync ตามโครงสร้าง PearlSR; ยังไม่ได้ export ตารางจับคู่ OutfitID/ItemID จึงไม่แปลงเลขด้วยสูตร
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ข้อมูลฉากที่ปรับรอบนี้จำกัดที่ Starfroster กับ Moment of Joy ใน `resources/SceneMetadata.json`: อัปเดตกลุ่ม/prop ที่ยังมีอยู่และเป็นของ Server พร้อม SavedValues จาก `RuntimeDimension.DefaultValue` จึงไม่ใช้ MaxValue เป็นค่าเริ่มต้นของสองแมพนี้ กลไกรถไฟเป็น prop ฝั่ง Client และมีตัวแปร FSV_Coaster ในตารางปัจจุบัน ผลการแสดงฉากและปุ่มรถไฟยังต้องยืนยันในเกม ส่วนแมพอื่นยังใช้ข้อมูลเดิม ไม่ได้อ้างว่าอัปเดตทั้ง resource แล้ว
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@@ -1,20 +0,0 @@
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if not _G.__GAC_FACECAM_PROBE_BATTLE then
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local ok,err=pcall(function()
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local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60)
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local manager=CS.RPG.Client.GlobalVars.s_GamePhaseManager
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local phase=typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase',flags):GetValue(manager)
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if not phase or not typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase) then return end
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_G.__GAC_FACECAM_PROBE_BATTLE=true
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local t=phase:GetType()
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CS.UnityEngine.Debug.Log('[FaceCam battle] phase='..tostring(t))
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for _,members in ipairs({t:GetFields(flags),t:GetProperties(flags)}) do
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for i=0,math.min(members.Length-1,199) do
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local m=members[i];local n=tostring(m.Name):lower()
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if n:find('actor') or n:find('entity') or n:find('avatar') or n:find('turn') or n:find('battle') or n:find('stage') then
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CS.UnityEngine.Debug.Log('[FaceCam battle] member='..tostring(m.Name)..' detail='..tostring(m))
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end
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end
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end
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end)
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if not ok then _G.__GAC_FACECAM_PROBE_BATTLE=true;CS.UnityEngine.Debug.Log('[FaceCam battle] error='..tostring(err)) end
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end
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+127
-13
@@ -33,6 +33,9 @@ local function rainbow_watermark(now)
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end
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local function show_ui(msg)
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if msg:find('[FreeCam:', 1, true) or msg:find('[FaceCam:', 1, true) or msg:find('FaceCam:', 1, true) then
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_G.__FC_STATUS_UNTIL = (Time.unscaledTime or 0) + 3
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end
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pcall(function()
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local obj = GameObject.Find("VersionText")
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if obj then
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@@ -62,11 +65,72 @@ local function get_active_cam()
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return nil
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end
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-- Resolve the character through the active camera's own follow target. A
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-- humanoid head bone gives a model-relative point as the character moves.
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-- Do not guess a world position if the Client has no usable target.
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-- Resolve the controlled member or current battle actor through the Client's
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-- entity state, and anchor to that model's observed head bone. If the current
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-- phase does not expose either, do not guess a world position.
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local function current_facecam_target()
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local manager = CS.RPG.Client.GlobalVars.s_GamePhaseManager
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local flags = CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags), 60)
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local field = typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase', flags)
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local phase = manager and field and field:GetValue(manager)
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if not phase then return nil, nil, nil, false end
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local entity, mode
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if typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase) then
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local instance = phase.BattleInstanceRef
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mode = instance and instance.TurnBasedGameModeRef
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entity = mode and mode.CurrentTurnOwnerEntity
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-- Inserted attacks can act outside the turn owner's turn. Prefer the
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-- most recently attacking entity while the Client reports one.
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if mode then
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local attackers = mode:GetAttackingEntityList()
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if attackers and attackers.Count > 0 then entity = attackers[attackers.Count - 1] end
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end
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elseif phase:GetType().Name == 'AdventurePhase' then
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entity = phase.CurrentPlayingTeamMember
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else
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return nil, nil, nil, false
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end
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if not entity then return nil, nil, nil, true end
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local function model_for(candidate)
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local ok, result = pcall(function()
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local component = candidate and candidate:GetComponent(typeof(CS.RPG.GameCore.CharacterModelComponent))
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return component and component:GetModelGO()
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end)
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if ok then return result end
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return nil
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end
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local model = model_for(entity)
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-- In a transformed turn the Client can report a model-less turn owner;
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-- the live battle's MVP entity points to the visible transformed actor.
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if not model and mode then
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local fallback = mode.CurrentMVPEntity
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local fallbackModel = model_for(fallback)
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if fallbackModel then entity, model = fallback, fallbackModel end
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end
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if not model then return nil, nil, nil, true end
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local cachedAlive, cachedActive = pcall(function()
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return _G.__FC_FACE_HEAD and _G.__FC_FACE_ROOT
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and _G.__FC_FACE_HEAD.gameObject.activeInHierarchy and _G.__FC_FACE_ROOT.gameObject.activeInHierarchy
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end)
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if _G.__FC_FACE_ENTITY == entity.RuntimeID and cachedAlive and cachedActive then
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return _G.__FC_FACE_HEAD, _G.__FC_FACE_ROOT, entity.RuntimeID, true
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end
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local nodes = model:GetComponentsInChildren(typeof(CS.UnityEngine.Transform), true)
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for i = 0, nodes.Length - 1 do
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if nodes[i].name == 'Head_M' and nodes[i].gameObject.activeInHierarchy then
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return nodes[i], model.transform, entity.RuntimeID, true
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end
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end
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return nil, nil, nil, true
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end
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local function facecam_target(cam)
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local ok, head, root = pcall(function()
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local battleHead, battleRoot, id, tracked = current_facecam_target()
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if tracked then
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_G.__FC_FACE_ENTITY = id
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return battleHead, battleRoot
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end
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local brain = cam:GetComponent(typeof(CS.Cinemachine.CinemachineBrain))
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local virtual = brain and brain.ActiveVirtualCamera
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local follow = virtual and virtual.Follow
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@@ -84,15 +148,46 @@ local function facecam_target(cam)
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end
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local function update_facecam(cam, settings)
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local now = Time.unscaledTime or 0
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if now >= (_G.__FC_FACE_NEXT or 0) then
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_G.__FC_FACE_NEXT = now + 0.15
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local ok, head, root, id, tracked = pcall(current_facecam_target)
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if ok and tracked and head and root then
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_G.__FC_FACE_HEAD, _G.__FC_FACE_ROOT, _G.__FC_FACE_ENTITY = head, root, id
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end
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end
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local head, root = _G.__FC_FACE_HEAD, _G.__FC_FACE_ROOT
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if not head or not root or not head.gameObject.activeInHierarchy then return false end
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local distance = tonumber(settings.distance) or 2
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local alive, active = pcall(function() return head and root and head.gameObject.activeInHierarchy end)
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if not alive or not active then
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-- Character transformations can briefly unload a model while keeping
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-- the same entity ID. Give the replacement time to become available.
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_G.__FC_FACE_MISSING_SINCE = _G.__FC_FACE_MISSING_SINCE or now
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return now - _G.__FC_FACE_MISSING_SINCE < 2
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end
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_G.__FC_FACE_MISSING_SINCE = nil
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local distance = _G.__FC_FACE_DISTANCE or tonumber(settings.distance) or 2
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local scroll = Input.mouseScrollDelta.y
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if scroll ~= 0 then distance = distance - scroll * 0.2 end
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distance = math.max(0.5, math.min(5, distance))
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_G.__FC_FACE_DISTANCE = distance
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if scroll ~= 0 then
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show_ui('<color=#00FF88><b>[FaceCam: ON]</b> Distance: ' .. string.format('%.1f', distance) .. '</color>')
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end
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local target = head.position
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local direction = root.forward
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local position = target + direction * distance
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cam.transform.position = position
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cam.transform.rotation = CS.UnityEngine.Quaternion.LookRotation(target - position, Vector3.up)
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local anchor = _G.__FC_FACE_ANCHOR
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if not anchor or anchor.transform.parent ~= head then
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if anchor then CS.UnityEngine.Object.Destroy(anchor) end
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anchor = GameObject('GaC_FaceCamAnchor')
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anchor.transform:SetParent(head, false)
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_G.__FC_FACE_ANCHOR = anchor
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end
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-- The observed game rig uses Head_M's local up axis as its facial
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-- direction; model-root forward does not follow the animated pose.
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local direction = head.up
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anchor.transform.position = target + direction * distance
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anchor.transform.rotation = CS.UnityEngine.Quaternion.LookRotation(target - anchor.transform.position, Vector3.up)
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cam.transform.position = anchor.transform.position
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cam.transform.rotation = anchor.transform.rotation
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_G.__FC_POS = cam.transform.position
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_G.__FC_EULER = cam.transform.eulerAngles
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return true
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@@ -153,7 +248,8 @@ local function update_mouse_gate()
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local manager = CS.RPG.Client.GlobalVars.s_GamePhaseManager
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local phase = manager and gate.phaseField:GetValue(manager)
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local inBattle = phase and typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase)
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local wanted = _G.__FREECAM_ENABLED and inBattle
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local cameraSettings = _G.__GAC_CAMERA_SETTINGS
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local wanted = _G.__FREECAM_ENABLED and inBattle and (not cameraSettings or cameraSettings.mode ~= 'facecam')
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-- Releasing Freecam while holding RMB must not become a battle click.
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if not wanted then
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if gate.active and not Input.GetMouseButton(0) and not Input.GetMouseButton(1) then
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@@ -233,6 +329,7 @@ function _G.__FREECAM_TICK()
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if _G.__FREECAM_ENABLED then
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local settings = _G.__GAC_CAMERA_SETTINGS or {mode="freecam", distance=2}
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if settings.mode == "facecam" then
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_G.__FC_FACE_DISTANCE = tonumber(settings.distance) or 2
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local head, root
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if cam then head, root = facecam_target(cam) end
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if not head or not root then
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@@ -254,16 +351,22 @@ function _G.__FREECAM_TICK()
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show_ui("<color=#00FF88><b>[FreeCam: ON]</b> Speed: " .. string.format("%.1f", _G.__FREECAM_SPEED) .. " | Arrows: Fly | PgUp/PgDn: Up/Down | RMB: Look</color>")
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end
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else
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local settings = _G.__GAC_CAMERA_SETTINGS or {mode="freecam"}
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if cam then
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set_cinemachine_enabled(cam, true)
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end
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_G.__FC_FACE_HEAD, _G.__FC_FACE_ROOT = nil, nil
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show_ui(rainbow_watermark(Time.unscaledTime or 0))
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_G.__FC_FACE_ENTITY = nil
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_G.__FC_FACE_DISTANCE, _G.__FC_FACE_LOCAL_FORWARD = nil, nil
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_G.__FC_FACE_MISSING_SINCE = nil
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if _G.__FC_FACE_ANCHOR then CS.UnityEngine.Object.Destroy(_G.__FC_FACE_ANCHOR); _G.__FC_FACE_ANCHOR = nil end
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local label = settings.mode == 'facecam' and 'FaceCam' or 'FreeCam'
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show_ui('<color=#00FF88><b>[' .. label .. ': OFF]</b></color>')
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end
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end
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if not _G.__FREECAM_ENABLED then
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local now = Time.unscaledTime or 0
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if now >= (_G.__FC_STATUS_UNTIL or 0) then
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if now >= (_G.__FC_WATERMARK_NEXT or 0) then
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_G.__FC_WATERMARK_NEXT = now + 0.05
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show_ui(rainbow_watermark(now))
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@@ -285,6 +388,10 @@ function _G.__FREECAM_TICK()
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set_cinemachine_enabled(cam, true)
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_G.__FREECAM_ENABLED = false
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_G.__FC_FACE_HEAD, _G.__FC_FACE_ROOT = nil, nil
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_G.__FC_FACE_ENTITY = nil
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_G.__FC_FACE_DISTANCE, _G.__FC_FACE_LOCAL_FORWARD = nil, nil
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_G.__FC_FACE_MISSING_SINCE = nil
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if _G.__FC_FACE_ANCHOR then CS.UnityEngine.Object.Destroy(_G.__FC_FACE_ANCHOR); _G.__FC_FACE_ANCHOR = nil end
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show_ui("<color=#FFAA44>FaceCam: character unavailable</color>")
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end
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return
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@@ -313,9 +420,11 @@ function _G.__FREECAM_TICK()
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-- Raw Unity mouse input remains available to the camera while
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-- InControl battle clicks are gated separately below.
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local cameraAdjusted = false
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if Input.GetMouseButton(1) then
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local rotX = Input.GetAxis("Mouse X") or 0
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local rotY = Input.GetAxis("Mouse Y") or 0
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cameraAdjusted = rotX ~= 0 or rotY ~= 0
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_G.__FC_EULER = Vector3(_G.__FC_EULER.x - rotY * 2.5,
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_G.__FC_EULER.y + rotX * 2.5, 0)
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end
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@@ -352,6 +461,11 @@ function _G.__FREECAM_TICK()
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if move.sqrMagnitude > 0.0001 then
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_G.__FC_POS = _G.__FC_POS + move.normalized * (_G.__FREECAM_SPEED * dt)
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cameraAdjusted = true
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end
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if cameraAdjusted and now >= (_G.__FC_INDICATOR_NEXT or 0) then
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_G.__FC_INDICATOR_NEXT = now + 0.1
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show_ui('<color=#00FF88><b>[FreeCam: ON]</b> Speed: ' .. string.format('%.1f', _G.__FREECAM_SPEED) .. '</color>')
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end
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-- Enforce locked free camera transform EVERY frame
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@@ -378,7 +492,7 @@ if not _G.__FREECAM_REGISTERED then
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pcall(function() CS.UnityEngine.Application.onBeforeRender = CS.UnityEngine.Application.onBeforeRender + function() _G.__FREECAM_TICK() end end)
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end
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if not _G.__FREECAM_ENABLED then
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if not _G.__FREECAM_ENABLED and (Time.unscaledTime or 0) >= (_G.__FC_STATUS_UNTIL or 0) then
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show_ui(rainbow_watermark(Time.unscaledTime or 0))
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end
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Reference in new issue
Block a user