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PhasmoGame.cs
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PhasmoGame.cs
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// WraithGUI by Karma Kitten
// For Phasmophobia build #5635423, manifest #4488252479481708564
using MelonLoader;
using PhasmoTestMod;
using UnityEngine;
using UnityEngine.InputSystem;
namespace WraithGUI
{
public sealed class PhasmoGame : MelonMod
{
private static readonly GUIStyle GUIStyle = new GUIStyle();
private GUIEx.DropdownState ghostDropdownState = new GUIEx.DropdownState();
private GUIEx.DropdownState roomDropdownState = new GUIEx.DropdownState();
public static GUIEx.DropdownState primaryDropdownState = new GUIEx.DropdownState();
public static GUIEx.DropdownState secondaryDropdownState = new GUIEx.DropdownState();
public static readonly GUIStyle backgroundStyle = new GUIStyle();
private bool menuIsEnabled = false;
private bool mainMenuIsEnabled = false;
private bool playerMenuIsEnabled = false;
private bool ghostMenuIsEnabled = false;
private bool levelMenuIsEnabled = false;
private bool listGhostsIsEnabled = false;
private bool ghostsAlwaysVisible = false;
private bool spawnMenuIsEnabled = false;
private bool colorMenuIsEnabled = false;
private string ghostNameEdit = "";
private int levelNum;
private float playerSpeed = 1.2f; // Default player speed
private string[] roomNames;
private static string[] mapNames = { "Opening Scene", "Lobby", "Tanglewood Street", "Asylum", "Edgefield Street House", "Ridgeview Road House", "Brownstone High School", "Bleasdale Farmhouse" , "Grafton Farmhouse" };
private static string[] ghostTypeStrings = { "None", "Spirit", "Wraith", "Phantom", "Poltergeist", "Banshee", "Jinn", "Mare", "Revenant", "Shade", "Demon", "Yurei", "Oni"};
private static GhostTraits.Type[] ghostTypesArr = { GhostTraits.Type.none, GhostTraits.Type.Spirit, GhostTraits.Type.Wraith, GhostTraits.Type.Phantom, GhostTraits.Type.Poltergeist, GhostTraits.Type.Banshee, GhostTraits.Type.Jinn, GhostTraits.Type.Mare, GhostTraits.Type.Revenant, GhostTraits.Type.Shade, GhostTraits.Type.Demon, GhostTraits.Type.Yurei, GhostTraits.Type.Oni };
public static LevelController levelController;
public static GhostController ghostController;
public static Player player;
public static SetupPhaseController setupPhaseController;
public override void OnApplicationStart()
{
MelonLogger.Log($"Successfully loaded v{typeof(PhasmoGame).Assembly.GetName().Version}. Enjoy!");
GUIStyle.alignment = TextAnchor.UpperCenter;
GUIStyle.fontSize = 16;
GUIStyle.fontStyle = FontStyle.Bold;
backgroundStyle.alignment = TextAnchor.MiddleCenter;
backgroundStyle.normal.textColor = Color.white;
// Default menu colors. 3 = cyan, 5 = magenta
primaryDropdownState.Select = 3;
secondaryDropdownState.Select = 5;
}
public override void OnLevelWasInitialized(int level)
{
levelNum = level; // Save this for checks later.
MelonLogger.Log($"{mapNames[level]} was initialized");
InitializeGameObjects(); // By calling this here, it will ensure the level is never null
if (level == 1)
{
GUIMenu.ghostText = "";
}
else if (level > 1)
{
roomNames = GetRoomStrings();
}
}
public override void OnUpdate()
{
// Open Menu (F1)
if (Keyboard.current.f1Key.wasPressedThisFrame && levelNum > 1)
menuIsEnabled = !menuIsEnabled;
GUIMenu.CycleColors(GUIStyle);
GUIMenu.CycleColors(backgroundStyle, true);
// This is for the speed slider, each frame set the applied speed from the slider
if (levelNum > 1)
player.firstPersonController.m_WalkSpeed = playerSpeed;
// Always visible ghosts
if (ghostsAlwaysVisible && levelNum > 1 && levelController.currentGhost != null)
{
foreach (GhostAI ghost in CustomGhostController.ghosts)
{
if (!ghost.ghostIsAppeared)
{
ghost.Appear(true);
}
}
}
}
public override void OnGUI()
{
if (menuIsEnabled)
{
GUI.Box(new Rect(0, 0, Screen.width, 30), "");
GUI.Box(new Rect(0, 5, Screen.width, 25), "WraithGUI", GUIStyle);
if (GUI.Button(new Rect(5, 0, 50, 25), "Main", backgroundStyle))
mainMenuIsEnabled = !mainMenuIsEnabled;
if (GUI.Button(new Rect(65, 0, 60, 25), "Maps", backgroundStyle)) { }
if (GUI.Button(new Rect(135, 0, 65, 25), "Colors", backgroundStyle))
colorMenuIsEnabled = !colorMenuIsEnabled;
if (GUI.Button(new Rect(210, 0, 65, 25), "Players", backgroundStyle)) { }
if (mainMenuIsEnabled)
{
playerMenuIsEnabled = false;
levelMenuIsEnabled = false;
ghostMenuIsEnabled = false;
colorMenuIsEnabled = false;
GUI.Box(new Rect(0, 31, 150, 250), "");
if (GUI.Button(new Rect(20, 40, 100, 25), "Player Menu", backgroundStyle))
playerMenuIsEnabled = !playerMenuIsEnabled;
if (GUI.Button(new Rect(20, 70, 100, 25), "Ghost Menu", backgroundStyle))
ghostMenuIsEnabled = !ghostMenuIsEnabled;
if (GUI.Button(new Rect(20, 100, 100, 25), "Level Menu", backgroundStyle))
levelMenuIsEnabled = !levelMenuIsEnabled;
}
if (playerMenuIsEnabled)
{
mainMenuIsEnabled = false;
ghostMenuIsEnabled = false;
levelMenuIsEnabled = false;
colorMenuIsEnabled = false;
GUI.Box(new Rect(0, 31, 150, 250), "");
GUI.Label(new Rect(20, 40, 100, 25), "Speed Slider:");
playerSpeed = GUI.HorizontalSlider(new Rect(20, 70, 100, 30), playerSpeed, 0.0F, 10.0F);
}
if (colorMenuIsEnabled)
{
var styles = new GUIEx.DropdownStyles("button", "box", Color.white, 24, 8);
playerMenuIsEnabled = false;
levelMenuIsEnabled = false;
ghostMenuIsEnabled = false;
GUI.Box(new Rect(0, 31, 200, 150), "");
GUI.Label(new Rect(20, 40, 100, 25), "Primary Color");
GUI.Label(new Rect(20, 110, 100, 25), "Secondary Color");
secondaryDropdownState = GUIEx.Dropdown(new Rect(20, 135, 150, 30), GUIMenu.colorStrings, secondaryDropdownState, styles);
primaryDropdownState = GUIEx.Dropdown(new Rect(20, 65, 150, 30), GUIMenu.colorStrings, primaryDropdownState, styles);
}
if (ghostMenuIsEnabled)
{
mainMenuIsEnabled = false;
playerMenuIsEnabled = false;
levelMenuIsEnabled = false;
GUI.Box(new Rect(0, 31, 150, 250), "");
if (GUI.Button(new Rect(20, 40, 100, 25), "List Ghosts", backgroundStyle))
listGhostsIsEnabled = !listGhostsIsEnabled;
if (GUI.Button(new Rect(20, 70, 100, 25), "Spawn Menu", backgroundStyle))
spawnMenuIsEnabled = !spawnMenuIsEnabled;
if (GUI.Button(new Rect(20, 100, 100, 25), "Ghosts Visible", backgroundStyle))
ghostsAlwaysVisible = !ghostsAlwaysVisible;
if (GUI.Button(new Rect(20, 130, 100, 25), "Start Hunting", backgroundStyle))
{
setupPhaseController.ForceEnterHuntingPhase();
foreach (GhostAI ghost in CustomGhostController.ghosts)
{
ghost.state = GhostAI.States.hunting;
ghost.isHunting = true;
ghost.isChasingPlayer = true;
}
}
if (listGhostsIsEnabled)
GUI.TextArea(new Rect(0, 300, 300, 300), GUIMenu.ghostText);
if (spawnMenuIsEnabled)
{
GUI.Box(new Rect(200, 31, 250, 250), "");
GUI.Box(new Rect(200, 33, 250, 250), "Spawn Menu", GUIStyle);
GUI.Label(new Rect(220, 60, 300, 250), "Type:");
GUI.Label(new Rect(220, 90, 300, 250), "Name:");
GUI.Label(new Rect(220, 120, 300, 250), "Room:");
if (GUI.Button(new Rect(280, 250, 100, 25), "Spawn", backgroundStyle))
{
if (ghostNameEdit == "")
{
if (roomDropdownState.Caption == "Random")
{
MelonLogger.Log($"{mapNames[levelNum]} has {levelController.rooms.Length} rooms");
ghostController.SpawnGhost(ghostTypesArr[ghostDropdownState.Select]);
GUIMenu.ghostText += GhostMethods.GhostToString();
}
else
{
ghostController.SpawnGhost(ghostTypesArr[ghostDropdownState.Select], roomDropdownState.Select);
GUIMenu.ghostText += GhostMethods.GhostToString();
}
}
else
{
if (roomDropdownState.Caption == "Random")
{
ghostController.SpawnGhost(ghostTypesArr[ghostDropdownState.Select], ghostNameEdit);
GUIMenu.ghostText += GhostMethods.GhostToString();
}
else
{
ghostController.SpawnGhost(ghostTypesArr[ghostDropdownState.Select], ghostNameEdit, roomDropdownState.Select);
GUIMenu.ghostText += GhostMethods.GhostToString();
}
}
}
if (GUI.Button(new Rect(280, 220, 100, 25), "Spawn Random", backgroundStyle))
{
ghostController.SpawnGhost();
GUIMenu.ghostText += GhostMethods.GhostToString();
}
// Unity renders this last so it will be on top
var styles = new GUIEx.DropdownStyles("button", "box", Color.white, 24, 8);
ghostDropdownState = GUIEx.Dropdown(new Rect(290, 57, 150, 30), ghostTypeStrings, ghostDropdownState, styles);
roomDropdownState = GUIEx.Dropdown(new Rect(290, 120, 150, 30), roomNames, roomDropdownState, styles);
ghostNameEdit = GUI.TextField(new Rect(290, 92, 140, 20), ghostNameEdit, 25);
}
}
if (levelMenuIsEnabled)
{
mainMenuIsEnabled = false;
playerMenuIsEnabled = false;
ghostMenuIsEnabled = false;
colorMenuIsEnabled = false;
GUI.Box(new Rect(0, 31, 150, 250), "");
if (GUI.Button(new Rect(20, 40, 100, 25), "INCOMPLETE", backgroundStyle))
{
}
}
}
}
private string[] GetRoomStrings()
{
string[] roomStrings;
// Skip high school and asylum until I find a better way to do it
if (!(levelNum == 3 || levelNum == 6))
{
roomStrings = new string[levelController.rooms.Length + 1];
roomStrings[0] = "Random";
for (int i = 1; i < levelController.rooms.Length; i++)
{
roomStrings[i] = levelController.rooms[i].roomName;
}
}
else
{
roomStrings = new string[] { "Random" };
}
return roomStrings;
}
private void InitializeGameObjects()
{
levelController = UnityEngine.Object.FindObjectOfType<LevelController>();
ghostController = UnityEngine.Object.FindObjectOfType<GhostController>();
player = UnityEngine.Object.FindObjectOfType<Player>();
setupPhaseController = UnityEngine.Object.FindObjectOfType<SetupPhaseController>();
}
}
}