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Settings.cs
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Settings.cs
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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityModManagerNet;
namespace fro_mod
{
[Serializable]
public class Settings : UnityModManager.ModSettings
{
[Draw(DrawType.KeyBinding)] public KeyBinding Hotkey = new KeyBinding { keyCode = KeyCode.F };
public float speed = 300f;
public float grind_speed = 40f;
public float wallride_downforce = 80f;
public int wait_threshold = 10;
public bool enabled = true;
public bool feet_rotation = false;
public bool lean = false;
public bool hippie = false;
public float HippieForce = 1f;
public float HippieTime = 0.3f;
public float left_foot_offset = 1f;
public float right_foot_offset = 1f;
public bool swap_lean = false;
public string selected_player = "";
public bool follow_mode_left = false;
public bool follow_mode_right = false;
public bool follow_mode_head = false;
public bool push_by_velocity = true;
public bool push2push = false;
public float follow_target_offset = -.3f;
public bool camera_feet = false;
public bool reset_inactive = true;
public bool disable_popup = false;
public int multiplayer_lobby_size = 20;
public bool chat_messages = false;
public int left_page = 0;
public int right_page = 1;
public int up_page = 2;
public int down_page = 3;
public bool sonic_mode = false;
public bool displacement_curve = true;
public bool feet_offset = false;
public string wave_on = "Disabled";
public string celebrate_on = "Disabled";
public bool camera_avoidance = true;
public bool wobble = true;
public float wobble_offset = 4;
public bool bails = true;
public float GrindFlipVerticality = 0f;
public float ManualFlipVerticality = 0f;
public Vector3 custom_scale = new Vector3(1f, 1f, 1f);
public float left_hand_weight = 1f;
public float right_hand_weight = 1f;
public float arms_weight = 1f;
public float arms_dampening = 1f;
public float filmer_arm_angle = 28f;
public float filmer_hand_height = 0f;
public bool filmer_light = false;
public float filmer_light_intensity = 6000f;
public float filmer_light_spotangle = 120f;
public float filmer_light_range = 5f;
public float body_height = 0f;
public float nose_tail_collider = 1f;
public float input_threshold = 20f;
public bool BetterDecay = true;
public float decay = 1.5f;
public List<bool> dynamic_feet_states = new List<Boolean>();
public List<bool> look_forward_states = new List<Boolean>();
public float custom_scale_head = 1f;
public float custom_scale_hand_l = 1f;
public float custom_scale_hand_r = 1f;
public float custom_scale_foot_l = 1f;
public float custom_scale_foot_r = 1f;
public float custom_scale_pelvis = 1f;
public float custom_scale_spine = 1f;
public float custom_scale_spine2 = 1f;
public float custom_scale_arm_l = 1f;
public float custom_scale_forearm_l = 1f;
public float custom_scale_arm_r = 1f;
public float custom_scale_forearm_r = 1f;
public float custom_scale_upleg_l = 1f;
public float custom_scale_leg_l = 1f;
public float custom_scale_upleg_r = 1f;
public float custom_scale_leg_r = 1f;
public float custom_scale_neck = 1f;
public int keyframe_sample = 50;
public int keyframe_fov = 120;
public float lookat_speed = 1;
public float time_offset = 0f;
public bool keyframe_start_of_clip = false;
public bool look_forward = false;
public int look_forward_delay = 0;
public int look_forward_length = 18;
public int RoomIDlength = 5;
public bool powerslide_force = true;
public bool powerslide_velocitybased = true;
public bool alternative_powerslide = false;
public float powerslide_animation_length = 24f;
public float powerslide_maxangle = 20f;
public float powerslide_minimum_velocity = 0f;
public float powerslide_max_velocity = 15f;
public string keyframe_target = "Head";
public bool alternative_arms = false;
public bool alternative_arms_damping = false;
public bool multiplayer_collision = false;
public List<Vector3> head_rotation_fakie = new List<Vector3>();
public List<Vector3> head_rotation_switch = new List<Vector3>();
public List<Vector3> head_rotation_grinds_fakie = new List<Vector3>();
public List<Vector3> head_rotation_grinds_switch = new List<Vector3>();
public bool show_colliders = false;
// UnityModManager doesnt seems to like a list of list for saving the settings so unfortunately this is going to be declared manually
public List<Vector3> ollie_customization_rotation = new List<Vector3>();
public List<float> ollie_customization_length = new List<float>();
public List<Vector3> ollie_customization_rotation_backwards = new List<Vector3>();
public List<float> ollie_customization_length_backwards = new List<float>();
public List<Vector3> ollie_customization_rotation_left_stick = new List<Vector3>();
public List<float> ollie_customization_length_left_stick = new List<float>();
public List<Vector3> ollie_customization_rotation_right_stick = new List<Vector3>();
public List<float> ollie_customization_length_right_stick = new List<float>();
public List<Vector3> ollie_customization_rotation_left_stick_backwards = new List<Vector3>();
public List<float> ollie_customization_length_left_stick_backwards = new List<float>();
public List<Vector3> ollie_customization_rotation_right_stick_backwards = new List<Vector3>();
public List<float> ollie_customization_length_right_stick_backwards = new List<float>();
public List<Vector3> ollie_customization_rotation_both_outside = new List<Vector3>();
public List<float> ollie_customization_length_both_outside = new List<float>();
public List<Vector3> ollie_customization_rotation_both_inside = new List<Vector3>();
public List<float> ollie_customization_length_both_inside = new List<float>();
public List<Vector3> ollie_customization_rotation_left2left = new List<Vector3>();
public List<float> ollie_customization_length_left2left = new List<float>();
public List<Vector3> ollie_customization_rotation_left2right = new List<Vector3>();
public List<float> ollie_customization_length_left2right = new List<float>();
public List<Vector3> ollie_customization_rotation_right2left = new List<Vector3>();
public List<float> ollie_customization_length_right2left = new List<float>();
public List<Vector3> ollie_customization_rotation_right2right = new List<Vector3>();
public List<float> ollie_customization_length_right2right = new List<float>();
public List<Vector3> ollie_customization_rotation_both2left = new List<Vector3>();
public List<float> ollie_customization_length_both2left = new List<float>();
public List<Vector3> ollie_customization_rotation_both2right = new List<Vector3>();
public List<float> ollie_customization_length_both2right = new List<float>();
// Ollie customization end
public bool force_stick_backwards = false;
public float force_stick_backwards_multiplier = .125f;
public bool filmer_object = false;
public string filmer_object_target = "Target";
public bool camera_shake = true;
public float camera_shake_offset = 7;
public float camera_shake_multiplier = 3f;
public float camera_shake_fov_multiplier = 1.5f;
public float camera_fov_offset = 4;
public bool trick_customization = true;
public float Kp = 5000f;
public float Ki = 0f;
public float Kd = 900f;
public float KpImpact = 5000f;
public float KdImpact = 1000f;
public float KpSetup = 20000f;
public float KdSetup = 1500f;
public float KpGrind = 2000f;
public float KdGrind = 900f;
public float comOffset_y = 0.07f;
public float comHeightRiding = 1.06f;
public float maxLegForce = 5000f;
public bool forward_force_onpop = false;
public float forward_force = .35f;
public string multi_filmer_activation = "On pump input";
public float camera_shake_range = .2f;
public int camera_shake_length = 4;
public bool walk_after_bail = false;
public bool haunting_arms = false;
public bool bump_anim = false;
public bool bump_anim_pop = true;
public float bump_pop_delay = .15f;
public float catch_acc = 10f;
public bool catch_acc_enabled = false;
public bool catch_acc_onflick = false;
public float catch_lerp_speed = 30f;
public int bounce_delay = 1;
public bool snappy_catch = true;
public float FlickThreshold = 0.6f;
public bool partial_gear = false;
public bool custom_board_correction = false;
public float board_p = 5000f;
public float board_i = 0f;
public float board_d = 1f;
public bool jiggle_on_setup = false;
public float jiggle_limit = 40f;
public float jiggle_delay = 24f;
public float jiggle_randommax = 10f;
public Vector3 map_scale = new Vector3(1f, 1f, 1f);
public bool experimental_dynamic_catch = false;
public bool body_rotation = false;
public List<List<Vector3>> body_rotations = new List<List<Vector3>>();
public float catch_left_time = 0.04f;
public float catch_right_time = 0.04f;
public Vector3 reset_head = new Vector3(-19f, 0f, -15.5f);
public bool trick_customizer_grinds = false;
public bool alternative_coping = false;
public float coping_detection_distance = .5f;
public float coping_part_speed = .1f;
public float coping_part_distance = 5f;
public float coping_max_velocity = 5f;
public bool shuv_fix = false;
public bool nudge_manual = false;
public bool alternativeBankLean = false;
public float bankLeanMultiplier = 1f, bankLeanSpeed = 10f;
public int frontRaycastAverage = 12;
public bool customGravityWhileRiding = false;
public float customGravityMultiplier = 1f;
public float alternativeBankLeanStrength = 1f;
public bool customTurn = false;
public float customTurnMultiplier = 1f, customTurnSpeed = 120f;
public float customSkateTurnMultiplier = 1f, customSkateTurnSpeed = 16f;
public float maxAngleClamp = 3f;
#if DEBUG
public bool debug = true;
#else
public bool debug = false;
#endif
public void OnChange()
{
throw new NotImplementedException();
}
public override void Save(UnityModManager.ModEntry modEntry)
{
Save<Settings>(this, modEntry);
}
}
}