Added debugging for animation changer
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ce58e0a632
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@ -17,7 +17,8 @@ namespace cheat::feature
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NF(f_Animation, "Animation", "Visuals::AnimationChanger", "Attack01"),
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NF(f_ApplyKey, "Apply Animation", "Visuals::AnimationChanger", Hotkey('Y')),
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NF(f_ResetKey, "Reset Animation", "Visuals::AnimationChanger", Hotkey('R')),
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NF(f_Delay, "Repeat Delay", "Visuals::AnimationChanger", 400)
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NF(f_Delay, "Repeat Delay", "Visuals::AnimationChanger", 400),
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NF(f_Debug, "Debug Animations", "Visuals::AnimationChanger", false)
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{
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HookManager::install(app::MoleMole_PlayerModule_EntityAppear, MoleMole_PlayerModule_EntityAppear_Hook);
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events::GameUpdateEvent += MY_METHOD_HANDLER(AnimationChanger::OnGameUpdate);
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@ -53,6 +54,7 @@ namespace cheat::feature
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ConfigWidget("Apply Key", f_ApplyKey, true);
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ConfigWidget("Reset Key", f_ResetKey, true);
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ConfigWidget("Delay", f_Delay, 1, 1, 1000000000, "Delay to repeat animation");
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ConfigWidget(f_Debug, "Logs current active character's animation state.");
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}
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}
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ImGui::EndGroupPanel();
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@ -107,6 +109,9 @@ namespace cheat::feature
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auto stateNamesArray = reinterpret_cast<app::AnimatorController*>(acComponent)->fields._stateNames;
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if (f_Debug)
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LOG_DEBUG(il2cppi_to_string(app::Extension_GetCurrentStateName(avatar->animator(), 0, reinterpret_cast<app::AnimatorController*>(acComponent), nullptr)).c_str());
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static bool isFull = false;
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for (int i = 0; i < stateNamesArray->max_length && !isFull; i++)
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{
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@ -13,6 +13,7 @@ namespace cheat::feature
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config::Field<Hotkey> f_ApplyKey;
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config::Field<Hotkey> f_ResetKey;
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config::Field<int> f_Delay;
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config::Field<bool> f_Debug;
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const FeatureGUIInfo& GetGUIInfo() const override;
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void DrawMain() override;
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