Final tuned values baked in as defaults: HudScale=0.8, WorldLabelScale=0.8. - install.sh gains METHOD=bepinex: installs BepInEx from vendor + the prebuilt plugin, with a matching uninstall that leaves BepInEx/ alone (other mods may depend on it). Success banner is now method-aware. - Ship the prebuilt plugin DLL so users don't need a .NET SDK. - Per-game README documenting why the camera is deliberately untouched (orthographic, constant orthographicSize = already Hor+), the two-canvas UI problem, tuning, and where the plugin log actually lives. - Root README lists both games and both fix methods. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
178 lines
8.0 KiB
C#
178 lines
8.0 KiB
C#
using BepInEx;
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using BepInEx.Configuration;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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namespace BurglinGnomes.UltraWideFix
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{
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/// <summary>
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/// Ultrawide UI fix for Burglin' Gnomes (Unity 6, Mono).
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///
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/// The camera needs no patching: it is orthographic with a constant
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/// orthographicSize (5.0), so a wider display already shows proportionally
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/// more world (visible width 17.8 -> 35.6 going 16:9 -> 32:9). That is
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/// correct Hor+ behaviour.
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///
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/// The actual problem is UI scaling:
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/// * HUD canvases (ScreenSpaceOverlay + ScaleWithScreenSize) ship
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/// matchWidthOrHeight = 0.453, which is width-biased. At 5120px wide that
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/// yields scaleFactor 1.948 and a ballooned HUD. Matching HEIGHT (1.0)
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/// gives 1.333, and raising referenceResolution.y shrinks it further
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/// while giving the layout MORE logical room (cures overlapping text).
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/// * World-space label canvases (NamePlate, ...) are NOT affected by
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/// CanvasScaler.scaleFactor - CanvasScaler.HandleWorldCanvas() overwrites
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/// it with dynamicPixelsPerUnit every frame. Their size comes from the
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/// canvas transform's localScale, so that is what we scale.
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/// </summary>
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[BepInPlugin(PluginGuid, PluginName, PluginVersion)]
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public class UltraWideFixPlugin : BaseUnityPlugin
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{
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public const string PluginGuid = "com.programmingpug.burglingnomes.ultrawidefix";
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public const string PluginName = "Burglin' Gnomes UltraWide Fix";
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public const string PluginVersion = "1.0.0";
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private ConfigEntry<bool> _enabled;
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private ConfigEntry<float> _match;
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private ConfigEntry<float> _hudScale;
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private ConfigEntry<float> _worldScale;
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private ConfigEntry<float> _designHeight;
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private ConfigEntry<bool> _verbose;
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// Baselines captured once per canvas so repeated applies never compound.
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private readonly System.Collections.Generic.Dictionary<int, Vector2> _refBaseline
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= new System.Collections.Generic.Dictionary<int, Vector2>();
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private readonly System.Collections.Generic.Dictionary<int, Vector3> _scaleBaseline
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= new System.Collections.Generic.Dictionary<int, Vector3>();
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private float _timer;
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private void Awake()
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{
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_enabled = Config.Bind("General", "Enabled", true,
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"Master switch for the ultrawide UI fix.");
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_match = Config.Bind("HUD", "MatchWidthOrHeight", 1.0f,
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new ConfigDescription(
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"CanvasScaler match for HUD canvases. 0 = scale by width, 1 = by height. " +
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"Keep at 1 for ultrawide; lower values re-introduce width scaling and " +
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"cramp the layout vertically.",
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new AcceptableValueRange<float>(0f, 1f)));
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_hudScale = Config.Bind("HUD", "HudScale", 0.8f,
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new ConfigDescription(
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"HUD size multiplier. Below 1 shrinks the HUD AND gives the layout more " +
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"logical room, which is what cures overlapping text. 1 = stock size.",
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new AcceptableValueRange<float>(0.4f, 1.5f)));
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_designHeight = Config.Bind("HUD", "DesignHeight", 1080f,
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"The game's design reference height. Do not change unless you know why.");
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_worldScale = Config.Bind("World", "WorldLabelScale", 0.8f,
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new ConfigDescription(
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"Size multiplier for in-world labels (nameplates). At 32:9 you see twice " +
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"as much world, so more labels are on screen and can collide; lower this " +
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"to shrink them. 1 = stock size.",
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new AcceptableValueRange<float>(0.3f, 1.5f)));
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_verbose = Config.Bind("Debug", "Verbose", false,
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"Log every canvas adjustment.");
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SceneManager.sceneLoaded += (_, __) => Apply();
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Logger.LogInfo($"{PluginName} {PluginVersion} loaded.");
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}
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private void Start() => Apply();
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// Canvases are created lazily (menus, popups), so re-apply periodically.
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// We also re-read the config file each tick: BepInEx does NOT pick up
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// external edits on its own, so without this you'd have to restart the
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// game after every tweak.
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private void Update()
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{
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_timer += Time.unscaledDeltaTime;
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if (_timer < 2f) return;
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_timer = 0f;
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try
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{
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var stamp = System.IO.File.GetLastWriteTimeUtc(Config.ConfigFilePath);
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if (stamp != _configStamp)
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{
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_configStamp = stamp;
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Config.Reload();
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Logger.LogInfo($"Config reloaded: HudScale={_hudScale.Value} " +
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$"WorldLabelScale={_worldScale.Value} " +
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$"Match={_match.Value} Enabled={_enabled.Value}");
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// values changed -> re-derive from baselines on this pass
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}
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}
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catch (System.Exception e)
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{
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Logger.LogWarning($"Config reload failed (check the .cfg syntax): {e.Message}");
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}
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Apply();
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}
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private System.DateTime _configStamp;
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private void Apply()
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{
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if (!_enabled.Value) return;
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foreach (var cs in FindObjectsOfType<CanvasScaler>())
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{
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var canvas = cs.GetComponent<Canvas>();
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if (canvas == null) continue;
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int id = cs.GetInstanceID();
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if (canvas.renderMode == RenderMode.WorldSpace)
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{
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if (Mathf.Approximately(_worldScale.Value, 1f)) continue;
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var cur = cs.transform.localScale;
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// Games hide world-space UI by zeroing its scale. Never cache a
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// zero baseline: if we did, multiplying it would pin the canvas
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// to zero forever and the UI could never reappear.
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if (!_scaleBaseline.TryGetValue(id, out var base3))
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{
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if (cur.x <= 0.0001f) continue; // hidden right now; revisit later
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base3 = cur;
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_scaleBaseline[id] = base3;
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}
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// Respect the game hiding it: leave zeroed canvases alone.
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if (cur.x <= 0.0001f) continue;
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var want = base3 * _worldScale.Value;
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if (cs.transform.localScale != want)
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{
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cs.transform.localScale = want;
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if (_verbose.Value)
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Logger.LogInfo($"World '{cs.name}' localScale {base3} -> {want}");
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}
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continue;
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}
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if (cs.uiScaleMode != CanvasScaler.ScaleMode.ScaleWithScreenSize) continue;
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if (!_refBaseline.TryGetValue(id, out var baseRef))
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{
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baseRef = cs.referenceResolution;
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_refBaseline[id] = baseRef;
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}
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float targetH = _designHeight.Value / Mathf.Max(0.01f, _hudScale.Value);
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var targetRef = new Vector2(baseRef.x, targetH);
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if (!Mathf.Approximately(cs.matchWidthOrHeight, _match.Value))
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cs.matchWidthOrHeight = _match.Value;
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if (cs.referenceResolution != targetRef)
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{
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cs.referenceResolution = targetRef;
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// expected scale now; Canvas.scaleFactor lags a frame
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float exp = Mathf.Pow(Screen.width / targetRef.x, 1f - _match.Value) *
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Mathf.Pow(Screen.height / targetRef.y, _match.Value);
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Logger.LogInfo($"HUD '{cs.name}' ref {baseRef} -> {targetRef} " +
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$"match={_match.Value} => scale={exp:F3}");
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}
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}
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}
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}
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}
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