299 lines
12 KiB
Lua
299 lines
12 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 RAINBOW_TEXT = "<color=#bb00ff>นี่คือเวอร์ชั่นทดสอบของเกย์ </color> <color=#FF0000>Ho</color><color=#FF7F00>nk</color><color=#FFFF00>ai</color> <color=#00FF00>St</color><color=#0000FF>ar</color> <color=#4B0082>Gay</color>"
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local function show_ui(msg)
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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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local function set_cinemachine_enabled(cam, enabled)
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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 brain then brain.enabled = enabled end
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local brain2 = cam:GetComponent("CinemachineBrain")
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if brain2 then brain2.enabled = enabled end
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end)
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if not enabled then
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pcall(function()
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local vcs = GameObject.FindObjectsOfType(typeof(CS.Cinemachine.CinemachineVirtualCamera))
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if vcs and vcs.Length > 0 then
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for i = 0, vcs.Length - 1 do
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vcs[i].enabled = false
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end
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end
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end)
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else
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pcall(function()
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local vcs = GameObject.FindObjectsOfType(typeof(CS.Cinemachine.CinemachineVirtualCamera))
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if vcs and vcs.Length > 0 then
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for i = 0, vcs.Length - 1 do
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vcs[i].enabled = true
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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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-- 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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local battleHUD = GameObject.Find("UIRoot/Page/BattleGamePhaseUI(Clone)")
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local wanted = _G.__FREECAM_ENABLED and battleHUD ~= nil
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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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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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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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else
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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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show_ui(RAINBOW_TEXT)
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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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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>")
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end
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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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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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_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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-- Compute 3D direction vectors from camera Euler angles
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local radY = _G.__FC_EULER.y * (math.pi / 180.0)
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local radX = _G.__FC_EULER.x * (math.pi / 180.0)
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local cosX = math.cos(radX)
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local fwd = Vector3(math.sin(radY) * cosX, -math.sin(radX), math.cos(radY) * cosX)
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local right = Vector3(math.cos(radY), 0, -math.sin(radY))
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local move = Vector3(0, 0, 0)
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-- Continuous flying via Arrow Keys
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if Input.GetKey(KeyCode.UpArrow) then
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move = move + fwd
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end
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if Input.GetKey(KeyCode.DownArrow) then
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move = move - fwd
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end
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if Input.GetKey(KeyCode.RightArrow) then
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move = move + right
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end
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if Input.GetKey(KeyCode.LeftArrow) then
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move = move - right
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end
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if Input.GetKey(KeyCode.PageUp) then
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move = move + Vector3(0, 1, 0)
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end
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if Input.GetKey(KeyCode.PageDown) then
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move = move - Vector3(0, 1, 0)
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end
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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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end
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-- Enforce locked free camera transform EVERY frame
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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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end)
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end
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-- Multiple hooks for complete Unity & xLua render pipeline coverage
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if not _G.__FREECAM_REGISTERED then
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_G.__FREECAM_REGISTERED = true
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local function hook(target, evt)
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pcall(function() target[evt]('+', function(c) _G.__FREECAM_TICK() end) end)
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pcall(function() target[evt] = target[evt] + function(c) _G.__FREECAM_TICK() end end)
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end
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hook(Camera, "onPreRender")
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hook(Camera, "onPreCull")
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hook(Camera, "onPostRender")
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pcall(function() CS.UnityEngine.Application.onBeforeRender('+', function() _G.__FREECAM_TICK() end) end)
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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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show_ui(RAINBOW_TEXT)
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end
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-- Restore the in-memory controls before the Client tears down its settings.
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if not _G.__FC_MOUSE_QUIT_REGISTERED then
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local ok = pcall(function()
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CS.UnityEngine.Application.quitting('+', function() restore_mouse_gate() end)
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end)
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_G.__FC_MOUSE_QUIT_REGISTERED = ok
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end
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