506 lines
23 KiB
Lua
506 lines
23 KiB
Lua
local Input = CS.UnityEngine.Input
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local KeyCode = CS.UnityEngine.KeyCode
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local Vector3 = CS.UnityEngine.Vector3
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local Time = CS.UnityEngine.Time
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local Camera = CS.UnityEngine.Camera
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local GameObject = CS.UnityEngine.GameObject
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_G.__FREECAM_ENABLED = _G.__FREECAM_ENABLED or false
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_G.__FREECAM_SPEED = _G.__FREECAM_SPEED or 15.0
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local WATERMARK_PREFIX = "<color=#bb00ff>นี่คือเวอร์ชั่นทดสอบของเกย์ </color> "
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local WATERMARK_NAME = "Honkai Star Gay"
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-- A closely spaced hue gradient sweeps from right to left.
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-- Keep the server name, UID, and the Freecam controls independent.
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local function rainbow_watermark(now)
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local parts = {WATERMARK_PREFIX}
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for i = 1, #WATERMARK_NAME do
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local h = ((now * 0.12 + (i - 1) * 0.035) % 1) * 6
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local x = 1 - math.abs(h % 2 - 1)
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local r, g, b
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if h < 1 then r, g, b = 1, x, 0
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elseif h < 2 then r, g, b = x, 1, 0
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elseif h < 3 then r, g, b = 0, 1, x
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elseif h < 4 then r, g, b = 0, x, 1
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elseif h < 5 then r, g, b = x, 0, 1
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else r, g, b = 1, 0, x end
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parts[#parts + 1] = string.format("<color=#%02X%02X%02X>%s</color>",
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math.floor(r * 255 + 0.5), math.floor(g * 255 + 0.5), math.floor(b * 255 + 0.5), WATERMARK_NAME:sub(i, i))
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end
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return table.concat(parts)
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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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local textComp = obj:GetComponentInChildren(typeof(CS.RPG.Client.LocalizedText))
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if textComp then
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textComp.text = msg
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end
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end
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end)
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end
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local function get_active_cam()
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local cam = Camera.main
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if cam and cam.gameObject.activeInHierarchy then
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return cam
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end
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local all = Camera.allCameras
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if all and all.Length > 0 then
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for i = 0, all.Length - 1 do
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local c = all[i]
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if c and c.gameObject.activeInHierarchy and c.name ~= "UICamera" and not string.find(c.name, "UI") then
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return c
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end
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end
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return all[0]
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end
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return nil
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end
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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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if not follow then return nil, nil end
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local animator = follow:GetComponentInChildren(typeof(CS.UnityEngine.Animator))
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if not animator and follow.root then
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animator = follow.root:GetComponentInChildren(typeof(CS.UnityEngine.Animator))
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end
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if not animator or not animator.isHuman then return nil, nil end
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local bone = animator:GetBoneTransform(CS.UnityEngine.HumanBodyBones.Head)
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return bone, animator.transform
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end)
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if ok then return head, root end
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return nil, nil
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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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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 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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end
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-- Detach only the active camera brain and restore its recorded state. Virtual
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-- cameras continue updating animation/effect state; do not scan/disable every
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-- virtual camera on each render frame.
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_G.__FC_BRAINS = _G.__FC_BRAINS or {}
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local function set_cinemachine_enabled(cam, enabled)
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if enabled then
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for id, state in pairs(_G.__FC_BRAINS) do
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pcall(function() if state.brain then state.brain.enabled = state.enabled end end)
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_G.__FC_BRAINS[id] = nil
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end
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return
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end
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pcall(function()
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if not cam then return end
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local brain = cam:GetComponent(typeof(CS.Cinemachine.CinemachineBrain))
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if not brain then return end
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local id = brain:GetInstanceID()
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if not _G.__FC_BRAINS[id] then
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_G.__FC_BRAINS[id] = {brain=brain, enabled=brain.enabled}
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end
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brain.enabled = false
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end)
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end
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-- Client inspection: InControlInputModule.allowMouseInput controls UI
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-- clicks. Battle shortcuts also read MouseBindingSource independently.
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-- Mask only mouse button controls in memory; leave keyboard bindings intact.
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-- Do not use RemoveBinding/AddBinding (which emit OnBindingsChanged).
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_G.__FC_MOUSE_GATE = _G.__FC_MOUSE_GATE or {modules={}, bindings={}}
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local function restore_mouse_gate()
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local gate = _G.__FC_MOUSE_GATE
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for _, state in ipairs(gate.modules) do
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pcall(function() state.module.allowMouseInput = state.allowed end)
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end
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for _, state in ipairs(gate.bindings) do
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pcall(function()
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if state.binding.Control == CS.InControl.Mouse.None then
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gate.controlField:SetValue(state.binding, state.control)
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state.action:ClearInputState()
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end
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end)
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end
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gate.modules, gate.bindings, gate.sets = {}, {}, {}
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gate.active = false
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end
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local function update_mouse_gate()
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local gate = _G.__FC_MOUSE_GATE
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if not gate.phaseField then
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local flags = CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags), 60)
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gate.phaseField = typeof(CS.RPG.Client.GamePhaseManager):GetField("_CurrentPhase", flags)
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end
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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 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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restore_mouse_gate()
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end
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return
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end
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gate.active = true
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if not gate.controlField then
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local flags = CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags), 60)
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gate.controlField = typeof(CS.InControl.MouseBindingSource):GetField("<Control>k__BackingField", flags)
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gate.setsField = typeof(CS.InControl.InputManager):GetField("playerActionSets", flags)
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assert(gate.controlField and gate.setsField, "Client mouse input schema is unavailable")
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end
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local eventSystem = CS.UnityEngine.EventSystems.EventSystem.current
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if eventSystem then
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local module = eventSystem:GetComponent(typeof(CS.InControl.InControlInputModule))
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if module then
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local recorded = false
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for _, state in ipairs(gate.modules) do
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if state.module == module then recorded = true; break end
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end
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if not recorded then
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gate.modules[#gate.modules + 1] = {module=module, allowed=module.allowMouseInput}
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end
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module.allowMouseInput = false
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end
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end
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gate.sets = gate.sets or {}
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local sets = gate.setsField:GetValue(nil)
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-- Scan each newly created action set once, rather than reflecting/scanning
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-- the assembly or all bindings on every render callback.
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for i = 0, sets.Count - 1 do
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local actionSet = sets[i]
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if not gate.sets[actionSet] then
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gate.sets[actionSet] = true
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local actions = actionSet.Actions
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for j = 0, actions.Count - 1 do
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local action = actions[j]
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local bindings = action.Bindings
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for k = 0, bindings.Count - 1 do
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local binding = bindings[k]
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if typeof(CS.InControl.MouseBindingSource):IsInstanceOfType(binding) then
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local control = binding.Control
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if control == CS.InControl.Mouse.LeftButton or control == CS.InControl.Mouse.RightButton then
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gate.bindings[#gate.bindings + 1] = {binding=binding, control=control, action=action}
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gate.controlField:SetValue(binding, CS.InControl.Mouse.None)
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action:ClearInputState()
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end
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end
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end
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end
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end
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end
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end
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function _G.__FREECAM_TICK()
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pcall(function()
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-- Render callbacks run for several cameras/passes in one frame. Consume
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-- key-down events and integrate movement only once per Unity frame.
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local frame = Time.frameCount
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if _G.__FC_INPUT_FRAME == frame then
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if _G.__FREECAM_ENABLED then
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local cam = get_active_cam()
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if cam and _G.__FC_POS then
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cam.transform.position = _G.__FC_POS
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cam.transform.eulerAngles = _G.__FC_EULER
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end
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end
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return
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end
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_G.__FC_INPUT_FRAME = frame
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if Input.GetKeyDown(KeyCode.Tab) then
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_G.__FREECAM_ENABLED = not _G.__FREECAM_ENABLED
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_G.__FC_LAST_TIME = nil
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local cam = get_active_cam()
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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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_G.__FREECAM_ENABLED = false
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show_ui("<color=#FFAA44>FaceCam: character head unavailable</color>")
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CS.UnityEngine.Debug.Log("[FaceCam] active camera follow target has no humanoid head")
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return
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end
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_G.__FC_FACE_HEAD, _G.__FC_FACE_ROOT = head, root
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end
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if cam then
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_G.__FC_POS = cam.transform.position
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_G.__FC_EULER = cam.transform.eulerAngles
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set_cinemachine_enabled(cam, false)
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end
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if settings.mode == "facecam" then
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show_ui("<color=#00FF88><b>[FaceCam: ON]</b> | Tab: Close</color>")
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else
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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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_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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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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end
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end
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local gateOK, gateError = pcall(update_mouse_gate)
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if not gateOK and not _G.__FC_GATE_ERROR then
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_G.__FC_GATE_ERROR = true
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CS.UnityEngine.Debug.Log("[FreeCam] Mouse gate error: " .. tostring(gateError))
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end
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if _G.__FREECAM_ENABLED then
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local cam = get_active_cam()
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if cam 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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if not update_facecam(cam, settings) then
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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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end
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set_cinemachine_enabled(cam, false)
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if not _G.__FC_POS then
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_G.__FC_POS = cam.transform.position
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_G.__FC_EULER = cam.transform.eulerAngles
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end
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local now = Time.unscaledTime or 0
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local dt = now - (_G.__FC_LAST_TIME or now)
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if dt <= 0 or dt > 0.1 then dt = 0.016 end
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_G.__FC_LAST_TIME = now
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-- Speed adjustment (+ / -)
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if Input.GetKeyDown(KeyCode.Equals) or Input.GetKeyDown(KeyCode.KeypadPlus) then
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_G.__FREECAM_SPEED = math.min(300.0, _G.__FREECAM_SPEED * 1.5)
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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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if Input.GetKeyDown(KeyCode.Minus) or Input.GetKeyDown(KeyCode.KeypadMinus) then
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_G.__FREECAM_SPEED = math.max(0.5, _G.__FREECAM_SPEED / 1.5)
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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>")
|
|
end
|
|
|
|
-- Raw Unity mouse input remains available to the camera while
|
|
-- InControl battle clicks are gated separately below.
|
|
local cameraAdjusted = false
|
|
if Input.GetMouseButton(1) then
|
|
local rotX = Input.GetAxis("Mouse X") or 0
|
|
local rotY = Input.GetAxis("Mouse Y") or 0
|
|
cameraAdjusted = rotX ~= 0 or rotY ~= 0
|
|
_G.__FC_EULER = Vector3(_G.__FC_EULER.x - rotY * 2.5,
|
|
_G.__FC_EULER.y + rotX * 2.5, 0)
|
|
end
|
|
|
|
-- Compute 3D direction vectors from camera Euler angles
|
|
local radY = _G.__FC_EULER.y * (math.pi / 180.0)
|
|
local radX = _G.__FC_EULER.x * (math.pi / 180.0)
|
|
local cosX = math.cos(radX)
|
|
|
|
local fwd = Vector3(math.sin(radY) * cosX, -math.sin(radX), math.cos(radY) * cosX)
|
|
local right = Vector3(math.cos(radY), 0, -math.sin(radY))
|
|
|
|
local move = Vector3(0, 0, 0)
|
|
|
|
-- Continuous flying via Arrow Keys
|
|
if Input.GetKey(KeyCode.UpArrow) then
|
|
move = move + fwd
|
|
end
|
|
if Input.GetKey(KeyCode.DownArrow) then
|
|
move = move - fwd
|
|
end
|
|
if Input.GetKey(KeyCode.RightArrow) then
|
|
move = move + right
|
|
end
|
|
if Input.GetKey(KeyCode.LeftArrow) then
|
|
move = move - right
|
|
end
|
|
if Input.GetKey(KeyCode.PageUp) then
|
|
move = move + Vector3(0, 1, 0)
|
|
end
|
|
if Input.GetKey(KeyCode.PageDown) then
|
|
move = move - Vector3(0, 1, 0)
|
|
end
|
|
|
|
if move.sqrMagnitude > 0.0001 then
|
|
_G.__FC_POS = _G.__FC_POS + move.normalized * (_G.__FREECAM_SPEED * dt)
|
|
cameraAdjusted = true
|
|
end
|
|
if cameraAdjusted and now >= (_G.__FC_INDICATOR_NEXT or 0) then
|
|
_G.__FC_INDICATOR_NEXT = now + 0.1
|
|
show_ui('<color=#00FF88><b>[FreeCam: ON]</b> Speed: ' .. string.format('%.1f', _G.__FREECAM_SPEED) .. '</color>')
|
|
end
|
|
|
|
-- Enforce locked free camera transform EVERY frame
|
|
cam.transform.position = _G.__FC_POS
|
|
cam.transform.eulerAngles = _G.__FC_EULER
|
|
end
|
|
end
|
|
end)
|
|
end
|
|
|
|
-- Multiple hooks for complete Unity & xLua render pipeline coverage
|
|
if not _G.__FREECAM_REGISTERED then
|
|
_G.__FREECAM_REGISTERED = true
|
|
|
|
local function hook(target, evt)
|
|
pcall(function() target[evt]('+', function(c) _G.__FREECAM_TICK() end) end)
|
|
pcall(function() target[evt] = target[evt] + function(c) _G.__FREECAM_TICK() end end)
|
|
end
|
|
|
|
hook(Camera, "onPreRender")
|
|
hook(Camera, "onPreCull")
|
|
hook(Camera, "onPostRender")
|
|
pcall(function() CS.UnityEngine.Application.onBeforeRender('+', function() _G.__FREECAM_TICK() end) end)
|
|
pcall(function() CS.UnityEngine.Application.onBeforeRender = CS.UnityEngine.Application.onBeforeRender + function() _G.__FREECAM_TICK() end end)
|
|
end
|
|
|
|
if not _G.__FREECAM_ENABLED and (Time.unscaledTime or 0) >= (_G.__FC_STATUS_UNTIL or 0) then
|
|
show_ui(rainbow_watermark(Time.unscaledTime or 0))
|
|
end
|
|
|
|
-- Restore the in-memory controls before the Client tears down its settings.
|
|
if not _G.__FC_MOUSE_QUIT_REGISTERED then
|
|
local ok = pcall(function()
|
|
CS.UnityEngine.Application.quitting('+', function() restore_mouse_gate() end)
|
|
end)
|
|
_G.__FC_MOUSE_QUIT_REGISTERED = ok
|
|
end
|