Move many mods to Deprecated folder, fix spelling

This commit is contained in:
NotAKidoS 2025-04-03 02:57:35 -05:00
parent 5e822cec8d
commit 0042590aa6
539 changed files with 7475 additions and 3120 deletions

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<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk"/>

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using ABI.CCK.Components;
using ABI_RC.Core.Player;
using UnityEngine;
namespace NAK.AASBufferFix;
public class AASBufferHelper : MonoBehaviour
{
///public bool DebuggingFlag = false;
//public stuff
public bool GameHandlesAAS { get; private set; }
//internal references
private PuppetMaster _puppetMaster;
//outside aas buffers
private float[] _aasBufferFloat = new float[0];
private int[] _aasBufferInt = new int[0];
private byte[] _aasBufferByte = new byte[0];
//calculated footprints
private int _aasFootprint = -1;
private int _avatarFootprint = 0;
private void Start() => _puppetMaster = GetComponent<PuppetMaster>();
public void OnAvatarInstantiated(Animator animator)
{
// have never run into an avatar without an animator until today
if (animator == null)
{
GameHandlesAAS = true;
return;
}
//check if avatar uses Avatar Advanced Settings
///SendDebug("[OnInit] Remote avatar initialized. Checking for AAS...");
CVRAvatar avatar = animator.GetComponent<CVRAvatar>();
if (avatar != null && !avatar.avatarUsesAdvancedSettings)
{
GameHandlesAAS = true;
return;
}
//check if AAS footprint is valid
///SendDebug("[OnInit] Avatar uses AAS. Generating AAS footprint...");
_avatarFootprint = Utils.GenerateAnimatorAASFootprint(animator);
if (_avatarFootprint == 1)
{
// we will let the game handle this by setting GameHandlesAAS to true
///SendDebug("[OnInit] Avatar does not contain valid AAS. It is likely hidden or blocked.");
GameHandlesAAS = true;
return;
}
///SendDebug($"[OnInit] Avatar footprint is : {_avatarFootprint}");
//check if we received expected AAS while we loaded the avatar, and if so, apply it now
if (SyncDataMatchesExpected())
{
///SendDebug("[OnInit] Valid buffered AAS found. Applying buffer...");
ApplyExternalAASBuffer();
return;
}
//we loaded avatar faster than wearer
///SendDebug("[OnInit] Remote avatar initialized faster than wearer. Waiting on valid AAS...");
}
public void OnAvatarDestroyed()
{
GameHandlesAAS = false;
_aasFootprint = -1;
_avatarFootprint = 0;
}
public void OnReceiveAAS(float[] settingsFloat, int[] settingsInt, byte[] settingsByte)
{
// Calculate AAS footprint to compare against.
_aasFootprint = (settingsFloat.Length + 1) * (settingsInt.Length + 1) * (settingsByte.Length + 1);
//if it matches, apply the settings and let game take over
if (SyncDataMatchesExpected())
{
///SendDebug("[OnSync] Avatar values matched and have been applied.");
ApplyExternalAAS(settingsFloat, settingsInt, settingsByte);
return;
}
//avatar is still loading on our side, we must assume AAS data is correct and store it until we load
//there is also a chance it errored
//if (_avatarFootprint == 0)
//{
// ///SendDebug("[OnSync] Avatar is still loading on our end.");
// StoreExternalAASBuffer(settingsFloat, settingsInt, settingsByte);
// return;
//}
//avatar is loaded on our end, and is not blocked by filter
//this does run if it is manually hidden or distance hidden
///SendDebug("[OnSync] Avatar is loaded on our side and is not blocked. Comparing for expected values.");
///SendDebug($"[OnSync] Avatar Footprint is : {_avatarFootprint}");
//if it did not match, that means the avatar we see on our side is different than what the remote user is wearing and syncing
///SendDebug("[OnSync] Avatar loaded is different than wearer. The wearer is likely still loading the avatar!");
StoreExternalAASBuffer(settingsFloat, settingsInt, settingsByte);
}
private void ApplyExternalAASBuffer()
{
GameHandlesAAS = true;
_puppetMaster?.ApplyAdvancedAvatarSettings(_aasBufferFloat, _aasBufferInt, _aasBufferByte);
}
private void ApplyExternalAAS(float[] settingsFloat, int[] settingsInt, byte[] settingsByte)
{
GameHandlesAAS = true;
_puppetMaster?.ApplyAdvancedAvatarSettings(settingsFloat, settingsInt, settingsByte);
}
private void StoreExternalAASBuffer(float[] settingsFloat, int[] settingsInt, byte[] settingsByte)
{
Array.Resize(ref _aasBufferFloat, settingsFloat.Length);
Array.Resize(ref _aasBufferInt, settingsInt.Length);
Array.Resize(ref _aasBufferByte, settingsByte.Length);
Array.Copy(settingsFloat, _aasBufferFloat, settingsFloat.Length);
Array.Copy(settingsInt, _aasBufferInt, settingsInt.Length);
Array.Copy(settingsByte, _aasBufferByte, settingsByte.Length);
}
private bool SyncDataMatchesExpected() => _aasFootprint == _avatarFootprint;
///private void SendDebug(string message)
///{
/// if (!DebuggingFlag) return;
/// AASBufferFix.Logger.Msg(message);
///}
}

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using ABI_RC.Core;
using ABI_RC.Core.Base;
using ABI_RC.Core.Player;
using HarmonyLib;
using UnityEngine;
namespace NAK.AASBufferFix.HarmonyPatches;
[HarmonyPatch]
internal class HarmonyPatches
{
[HarmonyPostfix]
[HarmonyPatch(typeof(PuppetMaster), "Start")]
private static void Postfix_PuppetMaster_Start(ref PuppetMaster __instance)
{
__instance.AddComponentIfMissing<AASBufferHelper>();
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PuppetMaster), "AvatarInstantiated")]
private static void Postfix_PuppetMaster_AvatarInstantiated(ref PuppetMaster __instance, ref Animator ____animator)
{
AASBufferHelper externalBuffer = __instance.GetComponent<AASBufferHelper>();
externalBuffer?.OnAvatarInstantiated(____animator);
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PuppetMaster), "AvatarDestroyed")]
private static void Postfix_PuppetMaster_AvatarDestroyed(ref PuppetMaster __instance)
{
AASBufferHelper externalBuffer = __instance.GetComponent<AASBufferHelper>();
externalBuffer?.OnAvatarDestroyed();
}
[HarmonyPrefix]
[HarmonyPatch(typeof(PuppetMaster), "ApplyAdvancedAvatarSettings")]
private static bool Prefix_PuppetMaster_ApplyAdvancedAvatarSettings(float[] settingsFloat, int[] settingsInt, byte[] settingsByte, ref PuppetMaster __instance)
{
AASBufferHelper externalBuffer = __instance.GetComponent<AASBufferHelper>();
if (externalBuffer != null && !externalBuffer.GameHandlesAAS)
{
externalBuffer.OnReceiveAAS(settingsFloat, settingsInt, settingsByte);
return false;
}
return true;
}
[HarmonyPrefix]
[HarmonyPatch(typeof(CVRAnimatorManager), "ApplyAdvancedAvatarSettingsFromBuffer")]
private static bool Prefix_CVRAnimatorManager_ApplyAdvancedAvatarSettingsFromBuffer(ref Animator ____animator)
{
AASBufferHelper externalBuffer = ____animator.GetComponentInParent<AASBufferHelper>();
if (externalBuffer != null && !externalBuffer.GameHandlesAAS)
{
//dont apply if stable buffer no exist
return false;
}
return true;
}
[HarmonyPrefix]
[HarmonyPatch(typeof(PlayerSetup), "SendAdvancedAvatarSettings")]
private static bool Prefix_PlayerSetup_SendAdvancedAvatarSettings(ref PlayerSetup __instance)
{
//dont sync wrong settings to remote users
return !__instance.avatarIsLoading;
}
}

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using MelonLoader;
namespace NAK.AASBufferFix;
public class AASBufferFix : MelonMod
{
///public static MelonLogger.Instance Logger;
public override void OnInitializeMelon()
{
///Logger = LoggerInstance;
}
}

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using MelonLoader;
using NAK.AASBufferFix.Properties;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.AASBufferFix))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.AASBufferFix))]
[assembly: MelonInfo(
typeof(NAK.AASBufferFix.AASBufferFix),
nameof(NAK.AASBufferFix),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/AASBufferFix"
)]
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
namespace NAK.AASBufferFix.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.7";
public const string Author = "NotAKidoS";
}

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# AASBufferFix
Fixes two issues with the Avatar Advanced Settings buffers when loading remote avatars:
https://feedback.abinteractive.net/p/aas-is-still-synced-while-loading-an-avatar
https://feedback.abinteractive.net/p/aas-buffer-is-nuked-on-remote-load
Avatars will no longer load in naked or transition to the wrong state on load.
AAS will also not be updated unless the expected data matches what is received.
The avatar will stay in the default animator state until AAS data is received that is deemed correct.
You will no longer sync garbage AAS while switching avatar.
---
Here is the block of text where I tell you this mod is not affiliated or endorsed by ABI.
https://documentation.abinteractive.net/official/legal/tos/#7-modding-our-games
> This mod is an independent creation and is not affiliated with, supported by or approved by Alpha Blend Interactive.
> Use of this mod is done so at the user's own risk and the creator cannot be held responsible for any issues arising from its use.
> To the best of my knowledge, I have adhered to the Modding Guidelines established by Alpha Blend Interactive.

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using UnityEngine;
namespace NAK.AASBufferFix;
public class Utils
{
public static int GenerateAnimatorAASFootprint(Animator animator)
{
int avatarFloatCount = 0;
int avatarIntCount = 0;
int avatarBoolCount = 0;
int bitCount = 0;
foreach (AnimatorControllerParameter animatorControllerParameter in animator.parameters)
{
// Do not count above bit limit
if (!(bitCount <= 3200))
break;
if (animatorControllerParameter.name.Length > 0 && animatorControllerParameter.name[0] != '#' && !coreParameters.Contains(animatorControllerParameter.name))
{
AnimatorControllerParameterType type = animatorControllerParameter.type;
switch (type)
{
case AnimatorControllerParameterType.Float:
avatarFloatCount++;
bitCount += 32;
break;
case AnimatorControllerParameterType.Int:
avatarIntCount++;
bitCount += 32;
break;
case AnimatorControllerParameterType.Bool:
avatarBoolCount++;
bitCount++;
break;
default:
//we dont count triggers
break;
}
}
}
//bool to byte
avatarBoolCount = ((int)Math.Ceiling((double)avatarBoolCount / 8));
//create the footprint
return (avatarFloatCount + 1) * (avatarIntCount + 1) * (avatarBoolCount + 1);
}
private static readonly HashSet<string> coreParameters = new HashSet<string>
{
"MovementX",
"MovementY",
"Grounded",
"Emote",
"GestureLeft",
"GestureRight",
"Toggle",
"Sitting",
"Crouching",
"CancelEmote",
"Prone",
"Flying"
};
}

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{
"_id": 126,
"name": "AASBufferFix",
"modversion": "1.0.7",
"gameversion": "2022r170p1",
"loaderversion": "0.6.1",
"modtype": "Mod",
"author": "NotAKidoS",
"description": "Fixes two issues with the Avatar Advanced Settings buffers when loading remote avatars. In simple terms, it means 'fewer wardrobe malfunctions'.\n\nEmpty buffer (all 0/false) will no longer be applied on load.\nReceived AAS data is ignored until the wearer has loaded into the expected avatar.\n(The avatar will sit in its default state until the wearer has loaded and started syncing correct AAS)\nAAS will no longer be sent while switching avatar.\n\nPlease view the GitHub README for links to relevant feedback posts.",
"searchtags": [
"aas",
"sync",
"naked",
"buffer"
],
"requirements": [
"None"
],
"downloadlink": "https://github.com/NotAKidoS/NAK_CVR_Mods/releases/download/r13/AASBufferFix.dll",
"sourcelink": "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/AASBufferFix/",
"changelog": "- Fixed an issue with the avatar footprint being calculated with values that exceed the 3200 AAS bit limit.",
"embedcolor": "9b59b6"
}

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<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<RootNamespace>LoadedObjectHack</RootNamespace>
</PropertyGroup>
</Project>

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using System.Reflection;
using ABI_RC.Core.Util.AnimatorManager;
using ABI.CCK.Scripts;
using HarmonyLib;
using MelonLoader;
namespace NAK.AASDefaultProfileFix;
public class AASDefaultProfileFix : MelonMod
{
public override void OnInitializeMelon()
{
HarmonyInstance.Patch(
typeof(CVRAdvancedAvatarSettings).GetMethod(nameof(CVRAdvancedAvatarSettings.LoadProfile),
BindingFlags.Public | BindingFlags.Instance),
prefix: new HarmonyMethod(typeof(AASDefaultProfileFix).GetMethod(nameof(OnAttemptLoadAASProfile),
BindingFlags.NonPublic | BindingFlags.Static))
);
}
// when default profile is selected the defaultProfileName string is emptydepends
// so it does not load/apply anything- we will fix by forcing LoadDefault when this is detected
private static bool OnAttemptLoadAASProfile(string profileName, AvatarAnimatorManager animatorManager,
ref CVRAdvancedAvatarSettings __instance)
{
if (!string.IsNullOrEmpty(profileName) // LoadDefault sets defaultProfileName as ""
&& profileName != "default") // CVRAdvancedSettingsFile defines initial default as "default"
return true;
__instance.LoadDefault(animatorManager);
return false;
}
}

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using MelonLoader;
using NAK.AASDefaultProfileFix.Properties;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.AASDefaultProfileFix))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.AASDefaultProfileFix))]
[assembly: MelonInfo(
typeof(NAK.AASDefaultProfileFix.AASDefaultProfileFix),
nameof(NAK.AASDefaultProfileFix),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/AASDefaultProfileFix"
)]
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
[assembly: HarmonyDontPatchAll]
namespace NAK.AASDefaultProfileFix.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.0";
public const string Author = "NotAKidoS";
}

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# IKSimulatedRootAngleFix
Fixes a small issue with Desktop & HalfBody root angle being incorrectly calculated while on rotating Movement Parents. If you've ever noticed your body/feet insisting on facing opposite of the direction you are rotating, this fixes that.
---
Here is the block of text where I tell you this mod is not affiliated with or endorsed by ABI.
https://documentation.abinteractive.net/official/legal/tos/#7-modding-our-games
> This mod is an independent creation not affiliated with, supported by, or approved by Alpha Blend Interactive.
> Use of this mod is done so at the user's own risk and the creator cannot be held responsible for any issues arising from its use.
> To the best of my knowledge, I have adhered to the Modding Guidelines established by Alpha Blend Interactive.

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{
"_id": -1,
"name": "AASDefaultProfileFix",
"modversion": "1.0.0",
"gameversion": "2024r175",
"loaderversion": "0.6.1",
"modtype": "Mod",
"author": "NotAKidoS",
"description": "Fixes the Default AAS profile not being applied when loading into an avatar without a profile selected.\n\nBy default, the game will not apply anything and the avatar will default to the state found within the Controller parameters.",
"searchtags": [
"aas",
"profile",
"default",
"fix",
"meow"
],
"requirements": [
"None"
],
"downloadlink": "https://github.com/NotAKidoS/NAK_CVR_Mods/releases/download/r33/AASDefaultProfileFix.dll",
"sourcelink": "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/AASDefaultProfileFix/",
"changelog": "- Initial release",
"embedcolor": "#f61963"
}

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<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk" />

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using ABI.CCK.Components;
using ABI_RC.Core.Player;
using ABI_RC.Systems.IK;
using HarmonyLib;
using NAK.AlternateIKSystem.IK;
using UnityEngine;
namespace NAK.AlternateIKSystem.HarmonyPatches;
internal class PlayerSetupPatches
{
[HarmonyPostfix]
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.Start))]
private static void Postfix_PlayerSetup_Start(ref PlayerSetup __instance)
{
__instance.gameObject.AddComponent<IKManager>();
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.SetupAvatar))]
private static void Postfix_PlayerSetup_SetupAvatar(GameObject inAvatar)
{
if (!ModSettings.EntryEnabled.Value)
return;
try
{
IKManager.Instance?.OnAvatarInitialized(inAvatar);
}
catch (Exception e)
{
AlternateIKSystem.Logger.Error($"Error during the patched method {nameof(Postfix_PlayerSetup_SetupAvatar)}");
AlternateIKSystem.Logger.Error(e);
}
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.ClearAvatar))]
private static void Postfix_PlayerSetup_ClearAvatar()
{
try
{
IKManager.Instance?.OnAvatarDestroyed();
}
catch (Exception e)
{
AlternateIKSystem.Logger.Error($"Error during the patched method {nameof(Postfix_PlayerSetup_ClearAvatar)}");
AlternateIKSystem.Logger.Error(e);
}
}
[HarmonyPrefix]
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.SetupIKScaling))]
private static void Prefix_PlayerSetup_SetupIKScaling(ref Vector3 ___scaleDifference, ref bool __runOriginal)
{
try
{
if (IKManager.Instance != null)
__runOriginal = !IKManager.Instance.OnPlayerScaled(1f + ___scaleDifference.y);
}
catch (Exception e)
{
AlternateIKSystem.Logger.Error($"Error during the patched method {nameof(Prefix_PlayerSetup_SetupIKScaling)}");
AlternateIKSystem.Logger.Error(e);
}
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.SetSitting))]
private static void Postfix_PlayerSetup_SetSitting(ref bool ___isCurrentlyInSeat)
{
try
{
IKManager.Instance?.OnPlayerSeatedStateChanged(___isCurrentlyInSeat);
}
catch (Exception e)
{
AlternateIKSystem.Logger.Error($"Error during the patched method {nameof(Postfix_PlayerSetup_SetSitting)}");
AlternateIKSystem.Logger.Error(e);
}
}
[HarmonyPrefix]
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.ResetIk))]
private static void Prefix_PlayerSetup_ResetIk(ref PlayerSetup __instance, ref bool __runOriginal)
{
try
{
if (IKManager.Instance == null)
return;
CVRMovementParent currentParent = __instance._movementSystem._currentParent;
__runOriginal = currentParent?._referencePoint != null
? IKManager.Instance.OnPlayerHandleMovementParent(currentParent)
: IKManager.Instance.OnPlayerTeleported();
}
catch (Exception e)
{
AlternateIKSystem.Logger.Error($"Error during the patched method {nameof(Prefix_PlayerSetup_ResetIk)}");
AlternateIKSystem.Logger.Error(e);
}
}
}
internal class IKSystemPatches
{
[HarmonyPrefix]
[HarmonyPatch(typeof(IKSystem), nameof(IKSystem.InitializeAvatar))]
private static void Prefix_IKSystem_InitializeAvatar(ref bool __runOriginal)
{
// Don't setup with native IKSystem
__runOriginal &= !ModSettings.EntryEnabled.Value;
}
}

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using ABI_RC.Core.Player;
using ABI_RC.Systems.MovementSystem;
using UnityEngine;
namespace NAK.AlternateIKSystem.IK;
public class BodyControl
{
#region Player Settings
public static bool useHipTracking = true;
public static bool useChestTracking = true;
public static bool useLeftFootTracking = true;
public static bool useRightFootTracking = true;
public static bool useLeftElbowTracking = false;
public static bool useRightElbowTracking = false;
public static bool useLeftKneeTracking = false;
public static bool useRightKneeTracking = false;
public static bool useLocomotionAnimations = true;
#endregion
#region Tracking Controls
public static bool TrackingAll = true;
public static bool TrackingHead = true;
public static bool TrackingPelvis = true;
public static bool TrackingLeftArm = true;
public static bool TrackingRightArm = true;
public static bool TrackingLeftLeg = true;
public static bool TrackingRightLeg = true;
public static bool TrackingLocomotion = true;
public static float TrackingIKPositionWeight = 1f;
// TODO: decide if this is considered "Tracking Controls"
public static float TrackingMaxRootAngle = 0f;
#endregion
#region Avatar Info
public static float AvatarUpright = 1f;
#endregion
#region BodyControl Configuration
public static float InvalidTrackerDistance = 1f;
#endregion
#region Public Methods
public void Start()
{
}
public void Update()
{
TrackingAll = ShouldTrackAll();
TrackingLocomotion = ShouldTrackLocomotion();
AvatarUpright = GetPlayerUpright();
}
#endregion
#region Private Methods
private static bool ShouldTrackAll()
{
return !PlayerSetup.Instance._emotePlaying;
}
private static bool ShouldTrackLocomotion()
{
return !(MovementSystem.Instance.movementVector.magnitude > 0f
|| MovementSystem.Instance.crouching
|| MovementSystem.Instance.prone
|| MovementSystem.Instance.flying
|| MovementSystem.Instance.sitting
|| !MovementSystem.Instance._isGrounded);
}
private static float GetPlayerUpright()
{
float avatarHeight = PlayerSetup.Instance._avatarHeight;
float currentHeight = PlayerSetup.Instance.GetViewRelativePosition().y;
return Mathf.Clamp01((avatarHeight > 0f) ? (currentHeight / avatarHeight) : 0f);
}
#endregion
}

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using RootMotion.FinalIK;
using UnityEngine;
using Object = UnityEngine.Object;
namespace NAK.AlternateIKSystem.IK;
internal static class IKCalibrator
{
#region VRIK Solver Setup
public static VRIK SetupVrIk(Animator animator)
{
if (animator.gameObject.TryGetComponent(out VRIK vrik))
Object.DestroyImmediate(vrik);
vrik = animator.gameObject.AddComponent<VRIK>();
vrik.AutoDetectReferences();
if (!ModSettings.EntryUseToesForVRIK.Value)
{
vrik.references.leftToes = null;
vrik.references.rightToes = null;
}
vrik.solver.SetToReferences(vrik.references);
GuessWristPalmAxis(vrik.references.leftHand, vrik.references.leftForearm, vrik.solver.leftArm);
GuessWristPalmAxis(vrik.references.rightHand, vrik.references.rightForearm, vrik.solver.rightArm);
SafePalmToThumbAxis(vrik.references.leftHand, vrik.references.leftForearm, vrik.solver.leftArm,
animator.GetBoneTransform(HumanBodyBones.LeftThumbProximal));
SafePalmToThumbAxis(vrik.references.rightHand, vrik.references.rightForearm, vrik.solver.rightArm,
animator.GetBoneTransform(HumanBodyBones.RightThumbProximal));
AddTwistRelaxer(vrik.references.leftForearm, vrik, vrik.references.leftHand);
AddTwistRelaxer(vrik.references.rightForearm, vrik, vrik.references.rightHand);
//vrik.solver.leftArm.shoulderRotationMode = (IKSolverVR.Arm.ShoulderRotationMode)IkTweaksSettings.ShoulderMode;
//vrik.solver.rightArm.shoulderRotationMode = (IKSolverVR.Arm.ShoulderRotationMode)IkTweaksSettings.ShoulderMode;
// zero all weights controlled by BodyControl
vrik.solver.locomotion.weight = 0f;
vrik.solver.IKPositionWeight = 0f;
vrik.solver.spine.pelvisPositionWeight = 0f;
vrik.solver.spine.pelvisRotationWeight = 0f;
vrik.solver.spine.positionWeight = 0f;
vrik.solver.spine.rotationWeight = 0f;
vrik.solver.leftLeg.positionWeight = 0f;
vrik.solver.leftLeg.rotationWeight = 0f;
vrik.solver.rightLeg.positionWeight = 0f;
vrik.solver.rightLeg.rotationWeight = 0f;
vrik.solver.leftArm.positionWeight = 0f;
vrik.solver.leftArm.rotationWeight = 0f;
vrik.solver.rightArm.positionWeight = 0f;
vrik.solver.rightArm.rotationWeight = 0f;
vrik.solver.leftLeg.bendGoalWeight = 0f;
vrik.solver.rightLeg.bendGoalWeight = 0f;
// these weights are fine
vrik.solver.leftArm.shoulderRotationWeight = 0.8f;
vrik.solver.rightArm.shoulderRotationWeight = 0.8f;
vrik.solver.leftLeg.bendToTargetWeight = 0.75f;
vrik.solver.rightLeg.bendToTargetWeight = 0.75f;
// hack to prevent death
vrik.fixTransforms = !animator.enabled;
// Avatar Motion Tweaker uses this hack!
vrik.solver.leftLeg.useAnimatedBendNormal = false;
vrik.solver.rightLeg.useAnimatedBendNormal = false;
// purposefully initiating early
vrik.solver.Initiate(vrik.transform);
vrik.solver.Reset();
return vrik;
}
private static void GuessWristPalmAxis(Transform hand, Transform forearm, IKSolverVR.Arm arm)
{
arm.wristToPalmAxis = VRIKCalibrator.GuessWristToPalmAxis(
hand,
forearm
);
}
private static void SafePalmToThumbAxis(Transform hand, Transform forearm, IKSolverVR.Arm arm, Transform thumbBone = null)
{
if (hand.childCount == 0)
{
arm.palmToThumbAxis = Vector3.one;
return;
}
arm.palmToThumbAxis = VRIKCalibrator.GuessPalmToThumbAxis(
hand,
forearm,
thumbBone
);
}
private static void AddTwistRelaxer(Transform forearm, VRIK ik, Transform hand)
{
if (forearm == null) return;
TwistRelaxer twistRelaxer = forearm.gameObject.AddComponent<TwistRelaxer>();
twistRelaxer.ik = ik;
twistRelaxer.weight = 0.5f;
twistRelaxer.child = hand;
twistRelaxer.parentChildCrossfade = 0.8f;
}
#endregion
#region VRIK Configuration
public static void ConfigureDesktopVrIk(VRIK vrik)
{
// From DesktopVRIK
// https://github.com/NotAKidoS/NAK_CVR_Mods/blob/fca0a32257311f044d1a9d6e68269baa4a65a45c/DesktopVRIK/DesktopVRIKCalibrator.cs#L219C2-L247C103
vrik.solver.spine.bodyPosStiffness = 1f;
vrik.solver.spine.bodyRotStiffness = 0.2f;
vrik.solver.spine.neckStiffness = 0.0001f;
vrik.solver.spine.rotateChestByHands = 0f;
vrik.solver.spine.minHeadHeight = 0f;
vrik.solver.locomotion.angleThreshold = 30f;
vrik.solver.locomotion.maxLegStretch = 1f;
vrik.solver.spine.chestClampWeight = 0f;
vrik.solver.spine.headClampWeight = 0.2f;
vrik.solver.spine.maintainPelvisPosition = 0f;
vrik.solver.spine.moveBodyBackWhenCrouching = 0f;
vrik.solver.locomotion.velocityFactor = 0f;
vrik.solver.locomotion.maxVelocity = 0f;
vrik.solver.locomotion.rootSpeed = 1000f;
vrik.solver.spine.positionWeight = 0f;
vrik.solver.spine.rotationWeight = 1f;
vrik.solver.spine.maxRootAngle = 180f;
vrik.solver.plantFeet = true;
}
public static void ConfigureHalfBodyVrIk(VRIK vrik)
{
// From IKTweaks
// https://github.com/knah/VRCMods/blob/a22bb73a5e40c75152c6e5db2a7a9afb13e42ba5/IKTweaks/FullBodyHandling.cs#L384C1-L394C71
vrik.solver.spine.bodyPosStiffness = 1f;
vrik.solver.spine.bodyRotStiffness = 0f;
vrik.solver.spine.neckStiffness = 0.5f;
vrik.solver.spine.rotateChestByHands = .25f;
vrik.solver.spine.minHeadHeight = -100f;
vrik.solver.locomotion.angleThreshold = 60f;
vrik.solver.locomotion.maxLegStretch = 1f;
vrik.solver.spine.chestClampWeight = 0f;
vrik.solver.spine.headClampWeight = 0f;
vrik.solver.spine.maintainPelvisPosition = 0f;
vrik.solver.spine.moveBodyBackWhenCrouching = 0f;
vrik.solver.locomotion.velocityFactor = 0.4f;
vrik.solver.locomotion.maxVelocity = 0.4f;
vrik.solver.locomotion.rootSpeed = 20f;
vrik.solver.spine.positionWeight = 1f;
vrik.solver.spine.rotationWeight = 1f;
vrik.solver.spine.maxRootAngle = 25f;
vrik.solver.plantFeet = false;
}
#endregion
#region VRIK Calibration
public static void SetupHeadIKTarget(VRIK vrik, Transform parent = null)
{
Transform existingTarget = parent?.Find("Head IK Target");
if (existingTarget != null)
Object.DestroyImmediate(existingTarget.gameObject);
parent ??= vrik.references.head;
vrik.solver.spine.headTarget = new GameObject("Head IK Target").transform;
vrik.solver.spine.headTarget.SetParent(parent);
vrik.solver.spine.headTarget.localPosition = Vector3.zero;
vrik.solver.spine.headTarget.localRotation = CalculateLocalRotation(vrik.references.root, vrik.references.head);
}
public static void SetupHandIKTarget(VRIK vrik, Transform handAnchor, bool isLeft)
{
Transform parent = handAnchor.parent;
Transform handRef = isLeft ? vrik.references.leftHand : vrik.references.rightHand;
handAnchor.SetParent(parent);
handAnchor.localPosition = Vector3.zero;
handAnchor.localRotation = CalculateLocalRotation(vrik.references.root, handRef);
if (isLeft)
vrik.solver.leftArm.target = handAnchor;
else
vrik.solver.rightArm.target = handAnchor;
}
#endregion
#region Private Methods
private static Quaternion CalculateLocalRotation(Transform root, Transform reference)
{
Vector3 forward = Quaternion.Inverse(reference.rotation) * root.forward;
Vector3 upwards = Quaternion.Inverse(reference.rotation) * root.up;
return Quaternion.Inverse(reference.rotation * Quaternion.LookRotation(forward, upwards)) * reference.rotation;
}
#endregion
}

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using ABI.CCK.Components;
using NAK.AlternateIKSystem.VRIKHelpers;
using RootMotion.FinalIK;
using UnityEngine;
namespace NAK.AlternateIKSystem.IK.IKHandlers;
internal abstract class IKHandler
{
#region Variables
internal VRIK _vrik;
internal IKSolverVR _solver;
internal bool shouldTrackAll = true;
internal bool shouldTrackHead = true;
internal bool shouldTrackLeftArm = true;
internal bool shouldTrackRightArm = true;
internal bool shouldTrackLeftLeg = true;
internal bool shouldTrackRightLeg = true;
internal bool shouldTrackPelvis = true;
internal bool shouldTrackLocomotion = true;
// VRIK Calibration Info
internal VRIKLocomotionData _locomotionData;
// Last Movement Parent Info
internal Vector3 _movementPosition;
internal Quaternion _movementRotation;
internal CVRMovementParent _movementParent;
// Solver Info
internal float _scaleDifference = 1f;
internal float _locomotionWeight = 1f;
internal float _ikSimulatedRootAngle;
internal bool _wasTrackingLocomotion;
#endregion
#region Virtual Game Methods
public virtual void OnInitializeIk() { }
public virtual void OnPlayerScaled(float scaleDifference)
{
VRIKUtils.ApplyScaleToVRIK
(
_vrik,
_locomotionData,
_scaleDifference = scaleDifference
);
}
public virtual void OnPlayerHandleMovementParent(CVRMovementParent currentParent, Vector3 platformPivot)
{
Vector3 currentPosition = currentParent._referencePoint.position;
Quaternion currentRotation = Quaternion.Euler(0f, currentParent.transform.rotation.eulerAngles.y, 0f);
Vector3 deltaPosition = currentPosition - _movementPosition;
Quaternion deltaRotation = Quaternion.Inverse(_movementRotation) * currentRotation;
if (_movementParent == currentParent)
{
_solver.AddPlatformMotion(deltaPosition, deltaRotation, platformPivot);
_ikSimulatedRootAngle = Mathf.Repeat(_ikSimulatedRootAngle + deltaRotation.eulerAngles.y, 360f);
}
_movementParent = currentParent;
_movementPosition = currentPosition;
_movementRotation = currentRotation;
}
#endregion
#region Virtual IK Weights
public virtual void UpdateWeights()
{
if (!shouldTrackAll)
return;
if (shouldTrackHead)
Update_HeadWeight();
if (shouldTrackLeftArm)
Update_LeftArmWeight();
if (shouldTrackRightArm)
Update_RightArmWeight();
if (shouldTrackLeftLeg)
Update_LeftLegWeight();
if (shouldTrackRightLeg)
Update_RightLegWeight();
if (shouldTrackPelvis)
Update_PelvisWeight();
if (shouldTrackLocomotion)
{
Update_LocomotionWeight();
ResetSolverIfNeeded();
}
Update_IKPositionWeight();
}
protected virtual void Update_HeadWeight()
{
float targetWeight = GetTargetWeight(BodyControl.TrackingHead, true);
}
protected virtual void Update_LeftArmWeight()
{
float leftArmWeight = GetTargetWeight(BodyControl.TrackingLeftArm, _solver.leftArm.target != null);
}
protected virtual void Update_RightArmWeight()
{
float rightArmWeight = GetTargetWeight(BodyControl.TrackingRightArm, _solver.rightArm.target != null);
}
protected virtual void Update_LeftLegWeight()
{
float leftLegWeight = GetTargetWeight(BodyControl.TrackingLeftLeg, _solver.leftLeg.target != null);
}
protected virtual void Update_RightLegWeight()
{
float rightLegWeight = GetTargetWeight(BodyControl.TrackingRightLeg, _solver.rightLeg.target != null);
}
protected virtual void Update_PelvisWeight()
{
float pelvisWeight = GetTargetWeight(BodyControl.TrackingPelvis, _solver.spine.pelvisTarget != null);
}
protected virtual void Update_LocomotionWeight()
{
_locomotionWeight = Mathf.Lerp(_locomotionWeight, BodyControl.TrackingLocomotion ? 1f : 0f,
Time.deltaTime * ModSettings.EntryIKLerpSpeed.Value * 2f);
}
protected virtual void Update_IKPositionWeight()
{
float ikPositionWeight = BodyControl.TrackingAll ? BodyControl.TrackingIKPositionWeight : 0f;
}
protected virtual float GetTargetWeight(bool isTracking, bool hasTarget)
{
return isTracking && hasTarget ? 1f : 0f;
}
#endregion
#region Private Methods
private void ResetSolverIfNeeded()
{
if (_wasTrackingLocomotion == BodyControl.TrackingLocomotion)
return;
_wasTrackingLocomotion = BodyControl.TrackingLocomotion;
VRIKUtils.ResetToInitialFootsteps(_vrik, _locomotionData, _scaleDifference);
_solver.Reset();
}
#endregion
}

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using NAK.AlternateIKSystem.IK.WeightManipulators;
using RootMotion.FinalIK;
using UnityEngine;
namespace NAK.AlternateIKSystem.IK.IKHandlers;
internal class IKHandlerDesktop : IKHandler
{
public IKHandlerDesktop(VRIK vrik)
{
_vrik = vrik;
_solver = vrik.solver;
}
#region Game Overrides
public override void OnInitializeIk()
{
_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateDesktop);
}
#endregion
#region Weight Overrides
public override void UpdateWeights()
{
// Reset avatar local position
_vrik.transform.localPosition = Vector3.zero;
_vrik.transform.localRotation = Quaternion.identity;
}
#endregion
#region VRIK Solver Events
private void OnPreSolverUpdateDesktop()
{
_solver.plantFeet = ModSettings.EntryPlantFeet.Value;
// Emulate old VRChat hip movement
if (ModSettings.EntryBodyLeanWeight.Value > 0)
{
float weightedAngle = ModSettings.EntryProneThrusting.Value ? 1f : ModSettings.EntryBodyLeanWeight.Value * _solver.locomotion.weight;
float angle = IKManager.Instance._desktopCamera.localEulerAngles.x;
angle = angle > 180 ? angle - 360 : angle;
Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, _vrik.transform.right);
_solver.spine.headRotationOffset *= rotation;
}
// Make root heading follow within a set limit
if (ModSettings.EntryBodyHeadingLimit.Value > 0)
{
float weightedAngleLimit = ModSettings.EntryBodyHeadingLimit.Value * _solver.locomotion.weight;
float deltaAngleRoot = Mathf.DeltaAngle(IKManager.Instance.transform.eulerAngles.y, _ikSimulatedRootAngle);
float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
if (absDeltaAngleRoot > weightedAngleLimit)
{
deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
_ikSimulatedRootAngle = Mathf.MoveTowardsAngle(_ikSimulatedRootAngle, IKManager.Instance.transform.eulerAngles.y, absDeltaAngleRoot - weightedAngleLimit);
}
_solver.spine.rootHeadingOffset = deltaAngleRoot;
if (ModSettings.EntryPelvisHeadingWeight.Value > 0)
{
_solver.spine.pelvisRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * ModSettings.EntryPelvisHeadingWeight.Value, 0f);
_solver.spine.chestRotationOffset *= Quaternion.Euler(0f, -deltaAngleRoot * ModSettings.EntryPelvisHeadingWeight.Value, 0f);
}
if (ModSettings.EntryChestHeadingWeight.Value > 0)
{
_solver.spine.chestRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * ModSettings.EntryChestHeadingWeight.Value, 0f);
}
}
}
#endregion
}

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using NAK.AlternateIKSystem.IK.WeightManipulators;
using RootMotion.FinalIK;
using UnityEngine;
namespace NAK.AlternateIKSystem.IK.IKHandlers;
internal class IKHandlerHalfBody : IKHandler
{
public IKHandlerHalfBody(VRIK vrik)
{
_vrik = vrik;
_solver = vrik.solver;
}
#region Game Overrides
public override void OnInitializeIk()
{
_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateHalfBody);
}
#endregion
#region VRIK Solver Events
private void OnPreSolverUpdateHalfBody()
{
_solver.plantFeet = ModSettings.EntryPlantFeet.Value;
// Make root heading follow within a set limit
if (ModSettings.EntryBodyHeadingLimit.Value > 0)
{
float weightedAngleLimit = ModSettings.EntryBodyHeadingLimit.Value * _solver.locomotion.weight;
float currentRotation = IKManager.Instance.GetPlayerRotation().y;
float deltaAngleRoot = Mathf.DeltaAngle(currentRotation, _ikSimulatedRootAngle);
if (Mathf.Abs(deltaAngleRoot) > weightedAngleLimit)
{
deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
_ikSimulatedRootAngle = Mathf.MoveTowardsAngle(_ikSimulatedRootAngle, currentRotation, Mathf.Abs(deltaAngleRoot) - weightedAngleLimit);
}
_solver.spine.rootHeadingOffset = deltaAngleRoot;
}
}
#endregion
}

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using ABI.CCK.Components;
using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using NAK.AlternateIKSystem.IK.IKHandlers;
using NAK.AlternateIKSystem.IK.WeightManipulators;
using NAK.AlternateIKSystem.VRIKHelpers;
using RootMotion.FinalIK;
using UnityEngine;
namespace NAK.AlternateIKSystem.IK;
public class IKManager : MonoBehaviour
{
public static IKManager Instance;
#region Variables
public BodyControl BodyControl = new BodyControl();
public static VRIK vrik => _vrik;
private static VRIK _vrik;
public static IKSolverVR solver => _vrik?.solver;
private static LookAtIK _lookAtIk;
public static LookAtIK lookAtIk => _lookAtIk;
private bool _isAvatarInitialized;
// IK Handling
private IKHandler _ikHandler;
// Player Info
internal Transform _desktopCamera;
internal Transform _vrCamera;
internal Transform _vrHeadTarget;
// Controller Info
private Transform _leftController;
private Transform _rightController;
private Transform _leftHandTarget;
private Transform _leftHandRotations;
private Transform _rightHandTarget;
private Transform _rightHandRotations;
// Hand Anchor Offsets (the magic numbers that make or break the game)
private readonly Vector3 _handAnchorPositionOffset = new Vector3(-0.048f, 0.0389f, -0.138f);
private readonly Vector3 _handAnchorRotationOffset = new Vector3(70f, 0f, 50f);
// Avatar Info
private Animator _animator;
private Transform _hipTransform;
// Animator Info
private int _animLocomotionLayer = -1;
private int _animIKPoseLayer = -1;
private const string _locomotionLayerName = "Locomotion/Emotes";
private const string _ikposeLayerName = "IKPose";
// Pose Info
private HumanPoseHandler _humanPoseHandler;
private HumanPose _humanPose;
private HumanPose _humanPoseInitial;
#endregion
#region Unity Methods
private void Start()
{
if (Instance != null)
{
Destroy(this);
return;
}
Instance = this;
_desktopCamera = PlayerSetup.Instance.desktopCamera.transform;
_vrCamera = PlayerSetup.Instance.vrCamera.transform;
_vrHeadTarget = PlayerSetup.Instance.vrHeadTracker.transform;
_leftController = PlayerSetup.Instance.vrLeftHandTracker.transform;
_rightController = PlayerSetup.Instance.vrRightHandTracker.transform;
// ouchie
_leftHandTarget = _leftController.Find("LeftHandTarget");
_leftHandRotations = _leftHandTarget.Find("LeftHandRotations");
_rightHandTarget = _rightController.Find("RightHandTarget");
_rightHandRotations = _rightHandTarget.Find("RightHandRotations");
BodyControl.Start();
}
private void Update()
{
if (!_isAvatarInitialized)
return;
BodyControl.Update();
_ikHandler?.UpdateWeights();
}
#endregion
#region Avatar Events
public void OnAvatarInitialized(GameObject inAvatar)
{
if (_isAvatarInitialized)
return;
if (!inAvatar.TryGetComponent(out _animator))
return;
if (_animator.avatar == null || !_animator.avatar.isHuman)
return;
_lookAtIk = inAvatar.GetComponent<LookAtIK>();
_animator.cullingMode = AnimatorCullingMode.AlwaysAnimate;
_animIKPoseLayer = _animator.GetLayerIndex(_ikposeLayerName);
_animLocomotionLayer = _animator.GetLayerIndex(_locomotionLayerName);
_hipTransform = _animator.GetBoneTransform(HumanBodyBones.Hips);
_humanPoseHandler?.Dispose();
_humanPoseHandler = new HumanPoseHandler(_animator.avatar, _animator.transform);
_humanPoseHandler.GetHumanPose(ref _humanPose);
_humanPoseHandler.GetHumanPose(ref _humanPoseInitial);
if (MetaPort.Instance.isUsingVr)
{
InitializeHalfBodyIk();
}
else
{
InitializeDesktopIk();
}
_isAvatarInitialized = true;
}
public void OnAvatarDestroyed()
{
if (!_isAvatarInitialized)
return;
_vrik = null;
_lookAtIk = null;
_animator = null;
_animIKPoseLayer = -1;
_animLocomotionLayer = -1;
_hipTransform = null;
_humanPoseHandler?.Dispose();
_humanPoseHandler = null;
_ikHandler = null;
_isAvatarInitialized = false;
}
#endregion
#region Game Events
public bool OnPlayerScaled(float scaleDifference)
{
if (!_isAvatarInitialized)
return false;
_ikHandler?.OnPlayerScaled(scaleDifference);
return true;
}
public void OnPlayerSeatedStateChanged(bool isSitting)
{
if (!_isAvatarInitialized)
return;
// update immediately, ShouldTrackLocomotion() will catch up next frame
if (isSitting)
BodyControl.TrackingLocomotion = false;
}
public bool OnPlayerHandleMovementParent(CVRMovementParent movementParent)
{
if (!_isAvatarInitialized)
return false;
_ikHandler?.OnPlayerHandleMovementParent(movementParent, GetPlayerPosition());
return true;
}
public bool OnPlayerTeleported()
{
if (!_isAvatarInitialized)
return false;
_vrik?.solver.Reset();
return true;
}
#endregion
#region IK Initialization
private void InitializeDesktopIk()
{
SetupIkGeneral();
IKCalibrator.ConfigureDesktopVrIk(_vrik);
_ikHandler = new IKHandlerDesktop(_vrik);
IKCalibrator.SetupHeadIKTarget(_vrik);
InitializeIkGeneral();
_ikHandler.OnInitializeIk();
}
private void InitializeHalfBodyIk()
{
SetupIkGeneral();
IKCalibrator.ConfigureHalfBodyVrIk(_vrik);
_ikHandler = new IKHandlerHalfBody(_vrik);
IKCalibrator.SetupHeadIKTarget(_vrik, _vrHeadTarget);
IKCalibrator.SetupHandIKTarget(_vrik, _leftHandRotations, true);
IKCalibrator.SetupHandIKTarget(_vrik, _rightHandRotations, false);
// Configure controller offsets
_leftHandTarget.localPosition = _handAnchorPositionOffset;
_leftHandTarget.localEulerAngles = _handAnchorRotationOffset;
_rightHandTarget.localPosition = Vector3.Scale(_handAnchorPositionOffset, new Vector3(-1, 1, 1));
_rightHandTarget.localEulerAngles = Vector3.Scale(_handAnchorRotationOffset, new Vector3(1, -1, -1));
InitializeIkGeneral();
_ikHandler.OnInitializeIk();
}
private void SetupIkGeneral()
{
_animator.transform.position = GetPlayerPosition();
_animator.transform.rotation = GetPlayerRotation();
SetAvatarPose(AvatarPose.Default);
_vrik = IKCalibrator.SetupVrIk(_animator);
}
private void InitializeIkGeneral()
{
SetAvatarPose(AvatarPose.IKPose);
VRIKUtils.CalculateInitialIKScaling(_vrik, ref _ikHandler._locomotionData);
VRIKUtils.CalculateInitialFootsteps(_vrik, ref _ikHandler._locomotionData);
_vrik.solver.Initiate(_vrik.transform); // initiate a second time
SetAvatarPose(AvatarPose.Initial);
VRIKUtils.ApplyScaleToVRIK(_vrik, _ikHandler._locomotionData, 1f);
_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateGeneral);
_vrik.onPostSolverUpdate.AddListener(OnPostSolverUpdateGeneral);
}
#endregion
#region Public Methods
public Vector3 GetPlayerPosition()
{
if (!MetaPort.Instance.isUsingVr)
return transform.position;
Vector3 vrPosition = _vrCamera.transform.position;
vrPosition.y = transform.position.y;
return vrPosition;
}
public Quaternion GetPlayerRotation()
{
if (!MetaPort.Instance.isUsingVr)
return transform.rotation;
Vector3 vrForward = _vrCamera.transform.forward;
vrForward.y = 0f;
return Quaternion.LookRotation(vrForward, Vector3.up);
}
#endregion
#region VRIK Solver Events General
private void OnPreSolverUpdateGeneral()
{
if (solver.IKPositionWeight < 0.9f)
return;
Vector3 hipPos = _hipTransform.position;
Quaternion hipRot = _hipTransform.rotation;
_humanPoseHandler.GetHumanPose(ref _humanPose);
for (var i = 0; i < _humanPose.muscles.Length; i++)
{
//if (IkTweaksSettings.IgnoreAnimationsModeParsed == IgnoreAnimationsMode.All && IKTweaksMod.ourRandomPuck.activeInHierarchy)
//{
// muscles[i] *= ourBoneResetMasks[i] == BoneResetMask.Never ? 1 : 0;
// continue;
//}
switch (ourBoneResetMasks[i])
{
case BoneResetMask.Never:
break;
case BoneResetMask.Spine:
_humanPose.muscles[i] *= 1 - solver.spine.pelvisPositionWeight;
break;
case BoneResetMask.LeftArm:
_humanPose.muscles[i] *= 1 - solver.leftArm.positionWeight;
break;
case BoneResetMask.RightArm:
_humanPose.muscles[i] *= 1 - solver.rightArm.positionWeight;
break;
case BoneResetMask.LeftLeg:
_humanPose.muscles[i] *= 1 - solver.leftLeg.positionWeight;
break;
case BoneResetMask.RightLeg:
_humanPose.muscles[i] *= 1 - solver.rightLeg.positionWeight;
break;
default:
throw new ArgumentOutOfRangeException();
}
}
_humanPoseHandler.SetHumanPose(ref _humanPose);
_hipTransform.position = hipPos;
_hipTransform.rotation = hipRot;
}
// "NetIk Pass", or "Additional Humanoid Pass" hack
private void OnPostSolverUpdateGeneral()
{
Vector3 hipPos = _hipTransform.position;
Quaternion hipRot = _hipTransform.rotation;
_humanPoseHandler.GetHumanPose(ref _humanPose);
_humanPoseHandler.SetHumanPose(ref _humanPose);
_hipTransform.position = hipPos;
_hipTransform.rotation = hipRot;
}
#endregion
#region Avatar Pose Utilities
private enum AvatarPose
{
Default = 0,
Initial = 1,
IKPose = 2,
TPose = 3,
APose = 4
}
private void SetAvatarPose(AvatarPose pose)
{
switch (pose)
{
case AvatarPose.Default:
SetMusclesToValue(0f);
break;
case AvatarPose.Initial:
if (HasCustomIKPose())
SetCustomLayersWeights(0f, 1f);
_humanPoseHandler.SetHumanPose(ref _humanPoseInitial);
break;
case AvatarPose.IKPose:
if (HasCustomIKPose())
{
SetCustomLayersWeights(1f, 0f);
return;
}
SetMusclesToPose(MusclePoses.IKPoseMuscles);
break;
case AvatarPose.TPose:
SetMusclesToPose(MusclePoses.TPoseMuscles);
break;
case AvatarPose.APose:
SetMusclesToPose(MusclePoses.APoseMuscles);
break;
}
}
private bool HasCustomIKPose()
{
return _animLocomotionLayer != -1 && _animIKPoseLayer != -1;
}
private void SetCustomLayersWeights(float customIKPoseLayerWeight, float locomotionLayerWeight)
{
_animator.SetLayerWeight(_animIKPoseLayer, customIKPoseLayerWeight);
_animator.SetLayerWeight(_animLocomotionLayer, locomotionLayerWeight);
_animator.Update(0f);
}
private void SetMusclesToValue(float value)
{
_humanPoseHandler.GetHumanPose(ref _humanPose);
for (var i = 0; i < ourBoneResetMasks.Length; i++)
{
if (ourBoneResetMasks[i] != BoneResetMask.Never)
_humanPose.muscles[i] = value;
}
_humanPose.bodyPosition = Vector3.up;
_humanPose.bodyRotation = Quaternion.identity;
_humanPoseHandler.SetHumanPose(ref _humanPose);
}
private void SetMusclesToPose(float[] muscles)
{
_humanPoseHandler.GetHumanPose(ref _humanPose);
for (var i = 0; i < ourBoneResetMasks.Length; i++)
{
if (ourBoneResetMasks[i] != BoneResetMask.Never)
_humanPose.muscles[i] = muscles[i];
}
_humanPose.bodyPosition = Vector3.up;
_humanPose.bodyRotation = Quaternion.identity;
_humanPoseHandler.SetHumanPose(ref _humanPose);
}
#endregion
#region BodyHandling
public enum BoneResetMask
{
Never,
Spine,
LeftArm,
RightArm,
LeftLeg,
RightLeg,
}
private static readonly string[] ourNeverBones = { "Index", "Thumb", "Middle", "Ring", "Little", "Jaw", "Eye" };
private static readonly string[] ourArmBones = { "Arm", "Forearm", "Hand", "Shoulder" };
private static readonly string[] ourLegBones = { "Leg", "Foot", "Toes" };
private static BoneResetMask JudgeBone(string name)
{
if (ourNeverBones.Any(name.Contains))
return BoneResetMask.Never;
if (ourArmBones.Any(name.Contains))
{
return name.Contains("Left") ? BoneResetMask.LeftArm : BoneResetMask.RightArm;
}
if (ourLegBones.Any(name.Contains))
return name.Contains("Left") ? BoneResetMask.LeftLeg : BoneResetMask.RightLeg;
return BoneResetMask.Spine;
}
internal static readonly BoneResetMask[] ourBoneResetMasks = HumanTrait.MuscleName.Select(JudgeBone).ToArray();
#endregion
}

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namespace NAK.AlternateIKSystem.IK;
public static class MusclePoses
{
public static readonly float[] TPoseMuscles =
{
0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0.6001086f, 8.6213E-05f,
-0.0003308152f, 0.9999163f, -9.559652E-06f, 3.41413E-08f, -3.415095E-06f, -1.024528E-07f, 0.6001086f,
8.602679E-05f, -0.0003311098f, 0.9999163f, -9.510122E-06f, 1.707468E-07f, -2.732077E-06f, 2.035554E-15f,
-2.748694E-07f, 2.619475E-07f, 0.401967f, 0.3005583f, 0.04102772f, 0.9998822f, -0.04634236f, 0.002522987f,
0.0003842837f, -2.369134E-07f, -2.232262E-07f, 0.4019674f, 0.3005582f, 0.04103433f, 0.9998825f,
-0.04634996f, 0.00252335f, 0.000383302f, -1.52127f, 0.2634507f, 0.4322457f, 0.6443988f, 0.6669409f,
-0.4663372f, 0.8116828f, 0.8116829f, 0.6678119f, -0.6186608f, 0.8116842f, 0.8116842f, 0.6677991f,
-0.619225f, 0.8116842f, 0.811684f, 0.6670032f, -0.465875f, 0.811684f, 0.8116836f, -1.520098f, 0.2613016f,
0.432256f, 0.6444503f, 0.6668426f, -0.4670413f, 0.8116828f, 0.8116828f, 0.6677986f, -0.6192409f, 0.8116841f,
0.811684f, 0.6677839f, -0.6198869f, 0.8116839f, 0.8116838f, 0.6668782f, -0.4667901f, 0.8116842f, 0.811684f
};
public static readonly float[] APoseMuscles =
{
0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0.6001087f, 0f,
-0.0003306383f, 0.9999163f, 0f, 0f, 0f, 0f, 0.6001087f, 0f, -0.0003306384f, 0.9999163f, 0f, 0f, 0f, 0f, 0f,
0f, -0.1071228f, 0.258636f, 0.1567371f, 0.9998825f, -0.0463457f, 0.002523606f, 0.0003833446f, 0f, 0f,
-0.1036742f, 0.2589961f, 0.1562322f, 0.9998825f, -0.04634446f, 0.002522176f, 0.0003835156f, -1.52127f,
0.2634749f, 0.4322476f, 0.6443989f, 0.6669405f, -0.4663376f, 0.8116828f, 0.8116829f, 0.6678116f,
-0.6186616f, 0.8116839f, 0.8116837f, 0.6677991f, -0.6192248f, 0.8116839f, 0.8116842f, 0.6670038f,
-0.4658763f, 0.8116841f, 0.811684f, -1.520108f, 0.2612858f, 0.4322585f, 0.6444519f, 0.6668428f, -0.4670413f,
0.8116831f, 0.8116828f, 0.6677985f, -0.6192364f, 0.8116842f, 0.8116842f, 0.667784f, -0.6198866f, 0.8116841f,
0.8116835f, 0.6668782f, -0.4667891f, 0.8116841f, 0.811684f
};
public static readonly float[] IKPoseMuscles =
{
0.00133321f, 8.195831E-06f, 8.537738E-07f, -0.002669832f, -7.651234E-06f, -0.001659694f, 0f, 0f, 0f,
0.04213953f, 0.0003007996f, -0.008032114f, -0.03059979f, -0.0003182998f, 0.009640567f, 0f, 0f, 0f, 0f, 0f,
0f, 0.5768794f, 0.01061097f, -0.1127839f, 0.9705755f, 0.07972051f, -0.0268422f, 0.007237188f, 0f,
0.5768792f, 0.01056608f, -0.1127519f, 0.9705756f, 0.07971933f, -0.02682396f, 0.007229362f, 0f,
-5.651802E-06f, -3.034899E-07f, 0.4100508f, 0.3610304f, -0.0838329f, 0.9262537f, 0.1353517f, -0.03578902f,
0.06005657f, -4.95989E-06f, -1.43007E-06f, 0.4096187f, 0.363263f, -0.08205152f, 0.9250782f, 0.1345718f,
-0.03572125f, 0.06055461f, -1.079177f, 0.2095419f, 0.6140652f, 0.6365265f, 0.6683931f, -0.4764312f,
0.8099416f, 0.8099371f, 0.6658203f, -0.7327053f, 0.8113618f, 0.8114051f, 0.6643661f, -0.40341f, 0.8111364f,
0.8111367f, 0.6170399f, -0.2524227f, 0.8138723f, 0.8110135f, -1.079171f, 0.2095456f, 0.6140658f, 0.6365255f,
0.6683878f, -0.4764301f, 0.8099402f, 0.8099376f, 0.6658241f, -0.7327023f, 0.8113653f, 0.8113793f, 0.664364f,
-0.4034042f, 0.811136f, 0.8111364f, 0.6170469f, -0.2524345f, 0.8138595f, 0.8110138f
};
}

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using UnityEngine;
using Valve.VR;
namespace AlternateIKSystem.IK.Tracking;
public class SteamVR_TrackerManager : MonoBehaviour
{
public static SteamVR_TrackerManager Instance { get; private set; }
private readonly Dictionary<uint, TrackedPoint> trackedPoints = new Dictionary<uint, TrackedPoint>();
private int lastPosesCount = 0;
private void Awake()
{
if (Instance != null)
{
DestroyImmediate(this);
return;
}
Instance = this;
}
private void OnEnable()
{
SteamVR_Events.NewPoses.AddListener(OnNewPoses);
}
private void OnDisable()
{
SteamVR_Events.NewPoses.RemoveListener(OnNewPoses);
}
private void OnNewPoses(TrackedDevicePose_t[] poses)
{
if (lastPosesCount < poses.Length)
{
// If the count has increased, a new tracker has been connected.
for (uint i = (uint)lastPosesCount; i < poses.Length; i++)
{
if (OpenVR.System.GetTrackedDeviceClass(i) == ETrackedDeviceClass.GenericTracker)
trackedPoints.Add(i, new TrackedPoint(i));
}
}
else if (lastPosesCount > poses.Length)
{
// If the count has decreased, a tracker has been disconnected.
for (uint i = (uint)poses.Length; i < lastPosesCount; i++)
{
if (!trackedPoints.ContainsKey(i))
continue;
trackedPoints[i].Destroy();
trackedPoints.Remove(i);
}
}
for (uint i = 0; i < poses.Length; i++)
{
if (trackedPoints.TryGetValue(i, out TrackedPoint point))
{
point.UpdatePose(poses[i]);
}
}
lastPosesCount = poses.Length;
}
private class TrackedPoint
{
private uint i;
public TrackedPoint(uint i)
{
this.i = i;
}
public void UpdatePose(TrackedDevicePose_t pose)
{
}
public void Destroy()
{
}
}
}

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using UnityEngine;
namespace NAK.AlternateIKSystem.VRIKHelpers;
public struct VRIKLocomotionData
{
public Vector3 InitialFootPosLeft;
public Vector3 InitialFootPosRight;
public Quaternion InitialFootRotLeft;
public Quaternion InitialFootRotRight;
public float InitialFootDistance;
public float InitialStepThreshold;
public float InitialStepHeight;
public void Clear()
{
InitialFootPosLeft = Vector3.zero;
InitialFootPosRight = Vector3.zero;
InitialFootRotLeft = Quaternion.identity;
InitialFootRotRight = Quaternion.identity;
InitialFootDistance = 0f;
InitialStepThreshold = 0f;
InitialStepHeight = 0f;
}
}

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using RootMotion.FinalIK;
using UnityEngine;
namespace NAK.AlternateIKSystem.VRIKHelpers;
public static class VRIKUtils
{
public static void CalculateInitialIKScaling(VRIK vrik, ref VRIKLocomotionData locomotionData)
{
// Get distance between feet and thighs
float scaleModifier = Mathf.Max(1f, vrik.references.pelvis.lossyScale.x);
float footDistance = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.rightFoot.position);
locomotionData.InitialFootDistance = footDistance * 0.5f;
locomotionData.InitialStepThreshold = footDistance * scaleModifier;
locomotionData.InitialStepHeight = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.leftCalf.position) * 0.2f;
}
public static void CalculateInitialFootsteps(VRIK vrik, ref VRIKLocomotionData locomotionData)
{
Transform root = vrik.references.root;
Transform leftFoot = vrik.references.leftFoot;
Transform rightFoot = vrik.references.rightFoot;
// Calculate the world rotation of the root bone at the current frame
Quaternion rootWorldRot = root.rotation;
// Calculate the world rotation of the left and right feet relative to the root bone
locomotionData.InitialFootPosLeft = root.InverseTransformPoint(leftFoot.position);
locomotionData.InitialFootPosRight = root.InverseTransformPoint(rightFoot.position);
locomotionData.InitialFootRotLeft = Quaternion.Inverse(rootWorldRot) * leftFoot.rotation;
locomotionData.InitialFootRotRight = Quaternion.Inverse(rootWorldRot) * rightFoot.rotation;
}
public static void ResetToInitialFootsteps(VRIK vrik, VRIKLocomotionData locomotionData, float scaleModifier)
{
Transform root = vrik.references.root;
Quaternion rootWorldRot = vrik.references.root.rotation;
// hack, use parent transform instead as setting feet position moves root (root.parent), but does not work for VR
var footsteps = vrik.solver.locomotion.footsteps;
footsteps[0].Reset(rootWorldRot, root.TransformPoint(locomotionData.InitialFootPosLeft * scaleModifier),
rootWorldRot * locomotionData.InitialFootRotLeft);
footsteps[1].Reset(rootWorldRot, root.TransformPoint(locomotionData.InitialFootPosRight * scaleModifier),
rootWorldRot * locomotionData.InitialFootRotRight);
}
public static void ApplyScaleToVRIK(VRIK vrik, VRIKLocomotionData locomotionData, float scaleModifier)
{
IKSolverVR.Locomotion locomotionSolver = vrik.solver.locomotion;
locomotionSolver.footDistance = locomotionData.InitialFootDistance * scaleModifier;
locomotionSolver.stepThreshold = locomotionData.InitialStepThreshold * scaleModifier;
ScaleStepHeight(locomotionSolver.stepHeight, locomotionData.InitialStepHeight * scaleModifier);
}
private static void ScaleStepHeight(AnimationCurve stepHeightCurve, float mag)
{
var keyframes = stepHeightCurve.keys;
keyframes[1].value = mag;
stepHeightCurve.keys = keyframes;
}
}

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using RootMotion.FinalIK;
namespace NAK.AlternateIKSystem.IK.WeightManipulators.BodyParts;
public abstract class BodyPart
{
protected float positionWeight = 1f;
protected float rotationWeight = 1f;
protected bool isEnabled = true;
public void SetPositionWeight(float weight)
{
this.positionWeight *= weight;
}
public void SetRotationWeight(float weight)
{
this.rotationWeight *= weight;
}
public void SetEnabled(bool isEnabled)
{
this.isEnabled = isEnabled;
}
public abstract void ApplyWeightToSolver(IKSolverVR solver);
}
public class Head : BodyPart
{
public override void ApplyWeightToSolver(IKSolverVR solver)
{
if (!isEnabled) return;
solver.spine.positionWeight *= positionWeight;
solver.spine.rotationWeight *= rotationWeight;
}
}
public class Pelvis : BodyPart
{
public override void ApplyWeightToSolver(IKSolverVR solver)
{
if (!isEnabled) return;
solver.spine.pelvisPositionWeight *= positionWeight;
solver.spine.pelvisRotationWeight *= rotationWeight;
}
}
public class LeftArm : BodyPart
{
private float bendGoalWeight = 1f;
public void SetBendGoalWeight(float weight)
{
this.bendGoalWeight *= weight;
}
public override void ApplyWeightToSolver(IKSolverVR solver)
{
if (!isEnabled) return;
solver.leftArm.positionWeight *= positionWeight;
solver.leftArm.rotationWeight *= rotationWeight;
solver.leftArm.bendGoalWeight *= bendGoalWeight;
}
}
public class RightArm : BodyPart
{
private float bendGoalWeight = 1f;
public void SetBendGoalWeight(float weight)
{
this.bendGoalWeight *= weight;
}
public override void ApplyWeightToSolver(IKSolverVR solver)
{
if (!isEnabled) return;
solver.rightArm.positionWeight *= positionWeight;
solver.rightArm.rotationWeight *= rotationWeight;
solver.rightArm.bendGoalWeight *= bendGoalWeight;
}
}
public class LeftLeg : BodyPart
{
private float bendGoalWeight = 1f;
public void SetBendGoalWeight(float weight)
{
this.bendGoalWeight *= weight;
}
public override void ApplyWeightToSolver(IKSolverVR solver)
{
if (!isEnabled) return;
solver.leftLeg.positionWeight *= positionWeight;
solver.leftLeg.rotationWeight *= rotationWeight;
solver.leftLeg.bendGoalWeight *= bendGoalWeight;
}
}
public class RightLeg : BodyPart
{
private float bendGoalWeight = 1f;
public void SetBendGoalWeight(float weight)
{
this.bendGoalWeight *= weight;
}
public override void ApplyWeightToSolver(IKSolverVR solver)
{
if (!isEnabled) return;
solver.rightLeg.positionWeight *= positionWeight;
solver.rightLeg.rotationWeight *= rotationWeight;
solver.rightLeg.bendGoalWeight *= bendGoalWeight;
}
}
public class Locomotion : BodyPart
{
public override void ApplyWeightToSolver(IKSolverVR solver)
{
if (!isEnabled) return;
solver.locomotion.weight *= positionWeight;
}
}

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using NAK.AlternateIKSystem.IK.WeightManipulators.Interface;
using RootMotion.FinalIK;
namespace NAK.AlternateIKSystem.IK.WeightManipulators;
public class DeviceControlManipulator : IWeightManipulator
{
public static bool shouldTrackAll = true;
public static bool shouldTrackHead = true;
public static bool shouldTrackPelvis = true;
public static bool shouldTrackLeftArm = true;
public static bool shouldTrackRightArm = true;
public static bool shouldTrackLeftLeg = true;
public static bool shouldTrackRightLeg = true;
public static bool shouldTrackLocomotion = true;
public WeightManipulatorManager Manager { get; set; }
// Manipulator for Connected Devices (Has final say)
public void Update(IKSolverVR solver)
{
Manager.TrackAll &= shouldTrackAll;
Manager.TrackHead &= shouldTrackHead;
Manager.TrackPelvis &= shouldTrackPelvis;
Manager.TrackLeftArm &= shouldTrackLeftArm;
Manager.TrackRightArm &= shouldTrackRightArm;
Manager.TrackLeftLeg &= shouldTrackLeftLeg;
Manager.TrackRightLeg &= shouldTrackRightLeg;
Manager.TrackLocomotion &= shouldTrackLocomotion;
}
}

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using RootMotion.FinalIK;
namespace NAK.AlternateIKSystem.IK.WeightManipulators.Interface;
public interface IWeightManipulator
{
WeightManipulatorManager Manager { get; set; }
void Update(IKSolverVR solver);
}

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using NAK.AlternateIKSystem.IK.WeightManipulators.Interface;
using RootMotion.FinalIK;
namespace NAK.AlternateIKSystem.IK.WeightManipulators;
public class TrackingControlManipulator : IWeightManipulator
{
public WeightManipulatorManager Manager { get; set; }
// Manipulator for External Control (Auto, State Behaviour)
public void Update(IKSolverVR solver)
{
Manager.TrackAll |= BodyControl.TrackingAll;
Manager.TrackHead |= BodyControl.TrackingHead;
Manager.TrackPelvis |= BodyControl.TrackingPelvis;
Manager.TrackLeftArm |= BodyControl.TrackingLeftArm;
Manager.TrackRightArm |= BodyControl.TrackingRightArm;
Manager.TrackLeftLeg |= BodyControl.TrackingLeftLeg;
Manager.TrackRightLeg |= BodyControl.TrackingRightLeg;
Manager.TrackLocomotion |= BodyControl.TrackingLocomotion;
}
}

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using NAK.AlternateIKSystem.IK.WeightManipulators.BodyParts;
using NAK.AlternateIKSystem.IK.WeightManipulators.Interface;
using RootMotion.FinalIK;
namespace NAK.AlternateIKSystem.IK.WeightManipulators;
public enum BodyPartEnum
{
Head,
Pelvis,
LeftArm,
RightArm,
LeftLeg,
RightLeg,
Locomotion,
All
}
public class WeightManipulatorManager
{
private readonly Dictionary<BodyPartEnum, BodyPart> _bodyParts = new Dictionary<BodyPartEnum, BodyPart>();
public WeightManipulatorManager()
{
_bodyParts.Add(BodyPartEnum.Head, new Head());
_bodyParts.Add(BodyPartEnum.Pelvis, new Pelvis());
_bodyParts.Add(BodyPartEnum.LeftArm, new LeftArm());
_bodyParts.Add(BodyPartEnum.RightArm, new RightArm());
_bodyParts.Add(BodyPartEnum.LeftLeg, new LeftLeg());
_bodyParts.Add(BodyPartEnum.RightLeg, new RightLeg());
_bodyParts.Add(BodyPartEnum.Locomotion, new Locomotion());
}
public void SetWeight(BodyPartEnum bodyPartName, float positionWeight, float rotationWeight)
{
var bodyPart = _bodyParts[bodyPartName];
bodyPart.SetPositionWeight(positionWeight);
bodyPart.SetRotationWeight(rotationWeight);
}
public void SetEnabled(BodyPartEnum bodyPartName, bool isEnabled)
{
var bodyPart = _bodyParts[bodyPartName];
bodyPart.SetEnabled(isEnabled);
}
public void ApplyWeightsToSolver(IKSolverVR solver)
{
foreach (var bodyPart in _bodyParts.Values)
{
bodyPart.ApplyWeightToSolver(solver);
}
}
}
public class BodyControl
{
private readonly WeightManipulatorManager _manager;
public BodyControl(WeightManipulatorManager manager)
{
_manager = manager;
}
public void SetWeight(string bodyPartName, float positionWeight, float rotationWeight)
{
_manager.SetWeight(bodyPartName, positionWeight, rotationWeight);
}
}
public class DeviceControl
{
private readonly WeightManipulatorManager _manager;
public DeviceControl(WeightManipulatorManager manager)
{
_manager = manager;
}
public void SetEnabled(string bodyPartName, bool isEnabled)
{
_manager.SetEnabled(bodyPartName, isEnabled);
}
}

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using BTKUILib;
using BTKUILib.UIObjects;
using System.Runtime.CompilerServices;
namespace NAK.AlternateIKSystem.Integrations;
public static class BTKUIAddon
{
#region Initialization
[MethodImpl(MethodImplOptions.NoInlining)]
public static void Initialize()
{
// Add mod to the Misc Menu
Page miscPage = QuickMenuAPI.MiscTabPage;
Category miscCategory = miscPage.AddCategory(ModSettings.SettingsCategory);
AddMelonToggle(ref miscCategory, ModSettings.EntryEnabled);
SetupGeneralIKConfigurationPage(ref miscCategory);
SetupDesktopIKConfigurationPage(ref miscCategory);
SetupHalfBodyIKConfigurationPage(ref miscCategory);
}
#endregion
#region Pages Setup
private static void SetupGeneralIKConfigurationPage(ref Category parentCategory)
{
Page generalIKPage = parentCategory.AddPage("General IK Settings", "", "Configure the settings for general IK.", ModSettings.SettingsCategory);
generalIKPage.MenuTitle = "General IK Settings";
Category generalIKCategory = generalIKPage.AddCategory(generalIKPage.MenuTitle);
// General Settings
AddMelonToggle(ref generalIKCategory, ModSettings.EntryPlantFeet);
// Calibration Settings
AddMelonToggle(ref generalIKCategory, ModSettings.EntryUseToesForVRIK);
// Fine-tuning Settings
AddMelonToggle(ref generalIKCategory, ModSettings.EntryResetFootstepsOnIdle);
// Fake root heading limit
AddMelonSlider(ref generalIKPage, ModSettings.EntryBodyHeadingLimit, 0, 90f, 0);
// Lerp Speed
AddMelonSlider(ref generalIKPage, ModSettings.EntryIKLerpSpeed, 0, 20f, 0);
}
private static void SetupDesktopIKConfigurationPage(ref Category parentCategory)
{
Page desktopIKPage = parentCategory.AddPage("Desktop IK Settings", "", "Configure the settings for desktop IK.", ModSettings.SettingsCategory);
desktopIKPage.MenuTitle = "Desktop IK Settings";
Category desktopIKCategory = desktopIKPage.AddCategory(desktopIKPage.MenuTitle);
// Funny Settings
AddMelonToggle(ref desktopIKCategory, ModSettings.EntryProneThrusting);
// Body Leaning Weight
AddMelonSlider(ref desktopIKPage, ModSettings.EntryBodyLeanWeight, 0, 1f, 1);
// Max Root Heading Limit & Weights
AddMelonSlider(ref desktopIKPage, ModSettings.EntryPelvisHeadingWeight, 0, 1f, 1);
AddMelonSlider(ref desktopIKPage, ModSettings.EntryChestHeadingWeight, 0, 1f, 1);
}
private static void SetupHalfBodyIKConfigurationPage(ref Category parentCategory)
{
Page halfBodyIKPage = parentCategory.AddPage("HalfBody IK Settings", "", "Configure the settings for halfbody IK.", ModSettings.SettingsCategory);
halfBodyIKPage.MenuTitle = "HalfBody IK Settings";
//Category halfBodyIKCategory = halfBodyIKPage.AddCategory(halfBodyIKPage.MenuTitle);
}
#endregion
#region Melon Pref Helpers
private static void AddMelonToggle(ref Category category, MelonLoader.MelonPreferences_Entry<bool> entry)
{
category.AddToggle(entry.DisplayName, entry.Description, entry.Value).OnValueUpdated += b => entry.Value = b;
}
private static void AddMelonSlider(ref Page page, MelonLoader.MelonPreferences_Entry<float> entry, float min, float max, int decimalPlaces = 2)
{
page.AddSlider(entry.DisplayName, entry.Description, entry.Value, min, max, decimalPlaces).OnValueUpdated += f => entry.Value = f;
}
#endregion
}

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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
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@ -0,0 +1,46 @@
using MelonLoader;
namespace NAK.AlternateIKSystem;
// IKManager is what the game talks to
// BodyControl is the master vrik tracking weights
// IKHandler is created by IKManager, specific to Desktop/VR
// It will look at BodyControl to manage its own vrik solver
// IKCalibrator will setup vrik & its settings
public class AlternateIKSystem : MelonMod
{
internal static MelonLogger.Instance Logger;
public override void OnInitializeMelon()
{
Logger = LoggerInstance;
ApplyPatches(typeof(HarmonyPatches.PlayerSetupPatches));
ApplyPatches(typeof(HarmonyPatches.IKSystemPatches));
}
private static void InitializeIntegration(string modName, Action integrationAction)
{
if (RegisteredMelons.All(it => it.Info.Name != modName))
return;
Logger.Msg($"Initializing {modName} integration.");
integrationAction.Invoke();
}
private void ApplyPatches(Type type)
{
try
{
HarmonyInstance.PatchAll(type);
}
catch (Exception e)
{
Logger.Msg($"Failed while patching {type.Name}!");
Logger.Error(e);
}
}
}

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@ -0,0 +1,60 @@
using MelonLoader;
namespace NAK.AlternateIKSystem;
public static class ModSettings
{
internal const string SettingsCategory = nameof(AlternateIKSystem);
public static readonly MelonPreferences_Category Category =
MelonPreferences.CreateCategory(SettingsCategory);
// Shared Settings
public static readonly MelonPreferences_Entry<bool> EntryEnabled =
Category.CreateEntry("Enabled", true,
description: "Toggle AlternateIKSystem entirely. Requires avatar reload.");
public static readonly MelonPreferences_Entry<bool> EntryUseToesForVRIK =
Category.CreateEntry("Use VRIK Toes", false,
description:
"Determines if VRIK uses humanoid toes for IK solving, which can cause feet to idle behind the avatar.");
public static readonly MelonPreferences_Entry<bool> EntryPlantFeet =
Category.CreateEntry("Enforce Plant Feet", false ,
description: "Forces VRIK Plant Feet enabled to prevent hovering when stopping movement.");
public static readonly MelonPreferences_Entry<bool> EntryResetFootstepsOnIdle =
Category.CreateEntry("Reset Footsteps on Idle", false,
description:
"Determines if the Locomotion Footsteps will be reset to their calibration position when entering idle.");
public static readonly MelonPreferences_Entry<float> EntryIKLerpSpeed =
Category.CreateEntry("IK Lerp Speed", 10f,
description: "Determines fast the IK & Locomotion weights blend after entering idle. Set to 0 to disable.");
// Desktop Settings
public static readonly MelonPreferences_Entry<float> EntryBodyLeanWeight =
Category.CreateEntry("Body Lean Weight", 0.5f,
description: "Adds rotational influence to the body solver when looking up/down. Set to 0 to disable.");
public static readonly MelonPreferences_Entry<float> EntryBodyHeadingLimit =
Category.CreateEntry("Body Heading Limit", 20f,
description:
"Specifies the maximum angle the lower body can have relative to the head when rotating. Set to 0 to disable.");
public static readonly MelonPreferences_Entry<float> EntryPelvisHeadingWeight =
Category.CreateEntry("Pelvis Heading Weight", 0.25f,
description:
"Determines how much the pelvis will face the Body Heading Limit. Set to 0 to align with head.");
public static readonly MelonPreferences_Entry<float> EntryChestHeadingWeight =
Category.CreateEntry("Chest Heading Weight", 0.75f,
description:
"Determines how much the chest will face the Body Heading Limit. Set to 0 to align with head.");
public static readonly MelonPreferences_Entry<bool> EntryProneThrusting =
Category.CreateEntry("Prone Thrusting", false,
description: "Allows Body Lean Weight to take effect while crouched or prone.");
}

View file

@ -0,0 +1,31 @@
using MelonLoader;
using NAK.AlternateIKSystem.Properties;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.AlternateIKSystem))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.AlternateIKSystem))]
[assembly: MelonInfo(
typeof(NAK.AlternateIKSystem.AlternateIKSystem),
nameof(NAK.AlternateIKSystem),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/AlternateIKSystem"
)]
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
[assembly: MelonOptionalDependencies("BTKUILib")]
[assembly: HarmonyDontPatchAll]
namespace NAK.AlternateIKSystem.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.0";
public const string Author = "NotAKidoS";
}

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## AlternateIKSystem
This is a super fucked mix of DesktopVRIK, StateBehaviours, IKFixes, & IKTweaks with general structure inspired by ChilloutVRs existing IKSystem.
It is a personal project that I am unsure how far I will go with. Currently only Desktop VRIK works as that was easiest to implement.
This mod is partially built off of [IKTweaks - GPLv3](https://github.com/knah/VRCMods/tree/master/IKTweaks):
(BodyHandling, MusclePoses)
With a mix of [DesktopVRIK](https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/DesktopVRIK):
(Desktop IK, VRIKHelpers, IKPose)
And a hint of [StateBehaviours](https://github.com/NotAKidoS/StateBehaviours/tree/main/Mod/StateBehaviours):
(BodyControl)
Then finally [IKFixes](https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/IKFixes):
(Solver Weight Helpers)
---
Here is the block of text where I tell you this mod is not affiliated or endorsed by ABI.
https://documentation.abinteractive.net/official/legal/tos/#7-modding-our-games
> This mod is an independent creation and is not affiliated with, supported by or approved by Alpha Blend Interactive.
> Use of this mod is done so at the user's own risk and the creator cannot be held responsible for any issues arising from its use.
> To the best of my knowledge, I have adhered to the Modding Guidelines established by Alpha Blend Interactive.

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{
"_id": 117,
"name": "AlternateIKSystem",
"modversion": "4.2.0",
"gameversion": "2022r170p1",
"loaderversion": "0.6.1",
"modtype": "Mod",
"author": "NotAKidoS",
"description": "Adds VRIK to Desktop avatars. No longer will you be a liveless sliding statue~!\nAdds the small feet stepping when looking around on Desktop.\n\nOptional BTKUILib integration.",
"searchtags": [
"desktop",
"vrik",
"ik",
"feet",
"fish"
],
"requirements": [
"BTKUILib"
],
"downloadlink": "https://github.com/NotAKidoS/NAK_CVR_Mods/releases/download/r5/AlternateIKSystem.dll",
"sourcelink": "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/AlternateIKSystem/",
"changelog": "- Fixed IK not being reset when teleporting/respawning/sitting.\n- Fixed IK Locomotion not being disabled while sitting.\n- Cleanup of VRIK Calibration & Configuration to make updating & debugging easier.\n- Added a temporary fix for DesktopVRSwitch BodySystem handling to ensure tracking is correctly enabled after switch.\n- Added \"NetIKPass\" after VRIK solving, which fixes many rotational errors that were only visible on the local client.\n- Removed Chest VRIK reference fix & find unmapped toe options as they didn't stream over NetIK.",
"embedcolor": "9b59b6"
}

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using ABI_RC.Core.InteractionSystem;
using HarmonyLib;
using MelonLoader;
using UnityEngine;
namespace NAK.WhereAmIPointing;
public class WhereAmIPointingMod : MelonMod
{
#region Melon Preferences
// cannot disable because then id need extra logic to reset the alpha :)
// private const string SettingsCategory = nameof(WhereAmIPointingMod);
//
// private static readonly MelonPreferences_Category Category =
// MelonPreferences.CreateCategory(SettingsCategory);
//
// private static readonly MelonPreferences_Entry<bool> Entry_Enabled =
// Category.CreateEntry("enabled", true, display_name: "Enabled",description: "Toggle WhereAmIPointingMod entirely.");
#endregion Melon Preferences
public override void OnInitializeMelon()
{
ApplyPatches(typeof(ControllerRay_Patches));
}
private void ApplyPatches(Type type)
{
try
{
HarmonyInstance.PatchAll(type);
}
catch (Exception e)
{
LoggerInstance.Msg($"Failed while patching {type.Name}!");
LoggerInstance.Error(e);
}
}
#region Patches
private static class ControllerRay_Patches
{
private const float ORIGINAL_ALPHA = 0.502f;
private const float INTERACTION_ALPHA = 0.1f;
private const float RAY_LENGTH = 1000f; // game normally raycasts to PositiveInfinity... -_-
[HarmonyPostfix]
[HarmonyPatch(typeof(ControllerRay), nameof(ControllerRay.LateUpdate))]
private static void Postfix_ControllerRay_LateUpdate(ref ControllerRay __instance)
{
if (__instance.isDesktopRay
|| !__instance.enabled
|| !__instance.IsTracking()
|| !__instance.lineRenderer)
return;
UpdateLineRendererAlpha(__instance);
if (__instance.lineRenderer.enabled
|| !ShouldOverrideLineRenderer(__instance))
return;
UpdateLineRendererPosition(__instance);
}
private static void UpdateLineRendererAlpha(ControllerRay instance)
{
Material material = instance.lineRenderer.material;
Color color = material.color;
bool anyMenuOpen = ViewManager.Instance.IsAnyMenuOpen;
float targetAlpha = (!anyMenuOpen || instance.uiActive) ? ORIGINAL_ALPHA : INTERACTION_ALPHA;
if (!(Math.Abs(color.a - targetAlpha) > float.Epsilon))
return;
color.a = targetAlpha;
material.color = color;
}
private static bool ShouldOverrideLineRenderer(ControllerRay instance)
{
if (!ViewManager.Instance.IsAnyMenuOpen)
return false;
if (CVR_MenuManager.Instance.IsQuickMenuOpen
&& instance.hand == CVR_MenuManager.Instance.SelectedQuickMenuHand)
return false;
return true;
}
private static void UpdateLineRendererPosition(ControllerRay instance)
{
Vector3 rayOrigin = instance.rayDirectionTransform.position;
Vector3 rayEnd = rayOrigin + instance.rayDirectionTransform.forward * RAY_LENGTH;
instance.lineRenderer.SetPosition(0, instance.lineRenderer.transform.InverseTransformPoint(rayOrigin));
instance.lineRenderer.SetPosition(1, instance.lineRenderer.transform.InverseTransformPoint(rayEnd));
instance.lineRenderer.enabled = true;
}
}
#endregion Patches
}

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using NAK.WhereAmIPointing.Properties;
using MelonLoader;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.WhereAmIPointing))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.WhereAmIPointing))]
[assembly: MelonInfo(
typeof(NAK.WhereAmIPointing.WhereAmIPointingMod),
nameof(NAK.WhereAmIPointing),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/WhereAmIPointing"
)]
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
[assembly: MelonColor(255, 246, 25, 99)] // red-pink
[assembly: MelonAuthorColor(255, 158, 21, 32)] // red
[assembly: HarmonyDontPatchAll]
namespace NAK.WhereAmIPointing.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.1";
public const string Author = "NotAKidoS";
}

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# WhereAmIPointing
Simple mod that makes your controller rays always visible when the menus are open. Useful for when you're trying to aim at something in the distance. Also visualizes which ray is being used for menu interaction.
---
Here is the block of text where I tell you this mod is not affiliated with or endorsed by ABI.
https://documentation.abinteractive.net/official/legal/tos/#7-modding-our-games
> This mod is an independent creation not affiliated with, supported by, or approved by Alpha Blend Interactive.
> Use of this mod is done so at the user's own risk and the creator cannot be held responsible for any issues arising from its use.
> To the best of my knowledge, I have adhered to the Modding Guidelines established by Alpha Blend Interactive.

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<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net48</TargetFramework>
</PropertyGroup>
</Project>

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{
"_id": 234,
"name": "WhereAmIPointing",
"modversion": "1.0.1",
"gameversion": "2024r175",
"loaderversion": "0.6.1",
"modtype": "Mod",
"author": "NotAKidoS",
"description": "Simple mod that makes your controller rays always visible when the menus are open. Useful for when you're trying to aim at something in the distance. Also visualizes which ray is being used for menu interaction.",
"searchtags": [
"controller",
"ray",
"line",
"tomato"
],
"requirements": [
"None"
],
"downloadlink": "https://github.com/NotAKidoS/NAK_CVR_Mods/releases/download/r40/WhereAmIPointing.dll",
"sourcelink": "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/WhereAmIPointing/",
"changelog": "- Fixed line renderer alpha not being reset when the menu is closed.",
"embedcolor": "#f61963"
}

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<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<NoWarn />
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<NoWarn />
</PropertyGroup>
<ItemGroup>
<None Remove="resources\menu.js" />
<None Remove="resources\nak_menu.css" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="resources\menu.js" />
<None Remove="resources\Icon_AvatarHeightConfig.png" />
<EmbeddedResource Include="resources\ASM_Icon_AvatarHeightConfig.png" />
<None Remove="resources\ASM_Icon_AvatarHeightCopy.png" />
<EmbeddedResource Include="resources\ASM_Icon_AvatarHeightCopy.png" />
</ItemGroup>
<ItemGroup>
<Reference Include="BTKUILib">
<HintPath>$(MsBuildThisFileDirectory)\..\.ManagedLibs\BTKUILib.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
</Project>

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using System.Collections;
using ABI_RC.Core.IO;
using ABI_RC.Core.Player;
using ABI_RC.Core.Player.AvatarTracking;
using ABI_RC.Core.UI;
using ABI_RC.Systems.GameEventSystem;
using NAK.AvatarScaleMod.Components;
using NAK.AvatarScaleMod.Networking;
using UnityEngine;
namespace NAK.AvatarScaleMod.AvatarScaling;
public class AvatarScaleManager : MonoBehaviour
{
public static AvatarScaleManager Instance { get; private set; }
private LocalScaler _localAvatarScaler;
private Dictionary<string, NetworkScaler> _networkedScalers;
private Coroutine _heightUpdateCoroutine;
private readonly YieldInstruction _heightUpdateYield = new WaitForEndOfFrame();
#region Universal Scaling Limits
// ReSharper disable MemberCanBePrivate.Global
// To match AvatarScaleTool: https://github.com/NotAKidoS/AvatarScaleTool/tree/main
public const float DefaultMinHeight = 0.25f;
public const float DefaultMaxHeight = 2.50f;
// ReSharper restore MemberCanBePrivate.Global
// Universal Scaling Limits
public static float MinHeight { get; private set; } = DefaultMinHeight;
public static float MaxHeight { get; private set; } = DefaultMaxHeight;
#endregion
#region Settings
private bool _settingUniversalScaling;
public bool Setting_UniversalScaling
{
get => _settingUniversalScaling;
set
{
if (_settingUniversalScaling == value)
return;
_settingUniversalScaling = value;
if (_localAvatarScaler != null)
_localAvatarScaler.UseTargetHeight = value;
}
}
private bool _settingAnimationClipScalingOverride;
public bool Setting_AnimationClipScalingOverride
{
get => _settingAnimationClipScalingOverride;
set
{
if (_settingAnimationClipScalingOverride == value)
return;
_settingAnimationClipScalingOverride = value;
if (_localAvatarScaler != null)
_localAvatarScaler.overrideAnimationHeight = value;
}
}
private bool _settingPersistentHeight;
public bool Setting_PersistentHeight
{
get => _settingPersistentHeight;
set
{
if (_settingPersistentHeight == value)
return;
_settingPersistentHeight = value;
// if (_localAvatarScaler != null)
// _localAvatarScaler.persistHeight = value;
}
}
private float _lastTargetHeight = -1f;
public float LastTargetHeight
{
get => _lastTargetHeight;
set
{
_lastTargetHeight = value;
ModSettings.EntryHiddenAvatarHeight.Value = _lastTargetHeight;
}
}
#endregion
#region Unity Events
private void Awake()
{
if (Instance != null
&& Instance != this)
{
DestroyImmediate(this);
return;
}
Instance = this;
_networkedScalers = new Dictionary<string, NetworkScaler>();
}
private void Start()
{
_localAvatarScaler = PlayerSetup.Instance.gameObject.AddComponent<LocalScaler>();
_localAvatarScaler.Initialize();
_settingUniversalScaling = ModSettings.EntryUseUniversalScaling.Value;
Setting_AnimationClipScalingOverride = ModSettings.EntryAnimationScalingOverride.Value;
Setting_PersistentHeight = ModSettings.EntryPersistentHeight.Value;
_lastTargetHeight = ModSettings.EntryPersistThroughRestart.Value
? ModSettings.EntryHiddenAvatarHeight.Value : -1f; // -1f is default
// listen for events
_localAvatarScaler.OnAnimatedHeightOverride += OnAnimationHeightOverride;
CVRGameEventSystem.Instance.OnConnected.AddListener(OnInstanceConnected);
}
private void OnEnable()
{
if (_heightUpdateCoroutine != null) StopCoroutine(_heightUpdateCoroutine);
_heightUpdateCoroutine = StartCoroutine(HeightUpdateCoroutine());
}
private void OnDisable()
{
if (_heightUpdateCoroutine != null) StopCoroutine(_heightUpdateCoroutine);
_heightUpdateCoroutine = null;
}
private void OnDestroy()
{
_heightUpdateCoroutine = null;
CVRGameEventSystem.Instance.OnConnected.RemoveListener(OnInstanceConnected);
if (_localAvatarScaler != null) Destroy(_localAvatarScaler);
_localAvatarScaler = null;
foreach (NetworkScaler scaler in _networkedScalers.Values) Destroy(scaler);
_networkedScalers.Clear();
if (Instance == this)
Instance = null;
}
// only update the height per scaler once per frame, to prevent spam & jitter
// this is to ensure that the height is also set at correct time during frame, no matter when it is called
private IEnumerator HeightUpdateCoroutine()
{
while (enabled) yield return _heightUpdateYield;
// ReSharper disable once IteratorNeverReturns
}
#endregion
#region Game Events
public void OnInstanceConnected(string instanceId)
{
// TODO: need to know if this causes issues when in a reconnection loop
SchedulerSystem.AddJob(ModNetwork.RequestHeightSync, 2f, 1f, 1);
}
#endregion
#region Local Methods
public void OnAvatarInstantiated(PlayerSetup playerSetup)
{
if (playerSetup._avatar == null)
return;
_localAvatarScaler.OnAvatarInstantiated(playerSetup._avatar, playerSetup._initialAvatarHeight,
playerSetup.initialScale);
if (!_settingUniversalScaling)
return;
SetTargetHeight(_lastTargetHeight);
}
public void OnAvatarDestroyed(PlayerSetup playerSetup)
{
if (_localAvatarScaler != null)
_localAvatarScaler.OnAvatarDestroyed();
}
public void SetTargetHeight(float targetHeight)
{
_lastTargetHeight = targetHeight; // save for persistent height
if (_localAvatarScaler == null)
return;
_localAvatarScaler.TargetHeight = _lastTargetHeight;
}
public float GetHeight()
{
if (_localAvatarScaler == null)
return PlayerAvatarPoint.DefaultAvatarHeight;
if (!_localAvatarScaler.IsForcingHeight())
return PlayerSetup.Instance.GetAvatarHeight();
return _localAvatarScaler.GetTargetHeight();
}
public float GetAnimationClipHeight()
{
if (_localAvatarScaler == null)
return PlayerAvatarPoint.DefaultAvatarHeight;
if (!_localAvatarScaler.IsForcingHeight())
return PlayerSetup.Instance.GetAvatarHeight();
return _localAvatarScaler.GetAnimatedHeight();
}
public float GetHeightForNetwork()
{
if (!_settingUniversalScaling)
return -1f;
if (_localAvatarScaler == null)
return -1f;
if (!_localAvatarScaler.IsForcingHeight())
return -1f;
return _localAvatarScaler.GetTargetHeight();
}
public float GetInitialHeight()
{
if (_localAvatarScaler == null)
return -1f;
return _localAvatarScaler.GetInitialHeight();
}
public bool IsHeightAdjustedFromInitial()
{
return _localAvatarScaler != null && _localAvatarScaler.IsForcingHeight();
}
#endregion
#region Network Methods
public bool DoesNetworkHeightScalerExist(string playerId)
=> _networkedScalers.ContainsKey(playerId);
public int GetNetworkHeightScalerCount()
=> _networkedScalers.Count;
public float GetNetworkHeight(string playerId)
{
if (_networkedScalers.TryGetValue(playerId, out NetworkScaler scaler))
if (scaler.IsForcingHeight()) return scaler.GetTargetHeight();
//doesn't have mod or has no custom height, get from player avatar directly
CVRPlayerEntity playerEntity = CVRPlayerManager.Instance.NetworkPlayers.Find((players) => players.Uuid == playerId);
if (playerEntity != null && playerEntity.PuppetMaster != null)
return playerEntity.PuppetMaster.netIkController.GetRemoteHeight();
// player is invalid???
return -1f;
}
// we will create a Universal Scaler for only users that send a height update
// this is sent at a rate of 10s locally!
internal void OnNetworkHeightUpdateReceived(string playerId, float targetHeight)
{
if (_networkedScalers.TryGetValue(playerId, out NetworkScaler scaler))
scaler.TargetHeight = targetHeight;
else
SetupHeightScalerForNetwork(playerId, targetHeight);
}
internal void OnNetworkAvatarInstantiated(PuppetMaster puppetMaster)
{
var playerId = puppetMaster._playerDescriptor.ownerId;
if (_networkedScalers.TryGetValue(playerId, out NetworkScaler scaler))
scaler.OnAvatarInstantiated(puppetMaster.avatarObject, puppetMaster.netIkController._initialHeight,
puppetMaster.netIkController._initialScale);
}
internal void OnNetworkAvatarDestroyed(PuppetMaster puppetMaster)
{
// on disconnect
if (puppetMaster == null || puppetMaster._playerDescriptor == null)
return;
var playerId = puppetMaster._playerDescriptor.ownerId;
if (_networkedScalers.TryGetValue(playerId, out NetworkScaler scaler))
scaler.OnAvatarDestroyed();
}
internal void RemoveNetworkHeightScaler(string playerId)
{
if (_networkedScalers.ContainsKey(playerId))
{
AvatarScaleMod.Logger.Msg(
$"Removed user height scaler! This is hopefully due to a disconnect or block. : {playerId}");
_networkedScalers.Remove(playerId);
return;
}
AvatarScaleMod.Logger.Msg(
$"Failed to remove a user height scaler! This shouldn't happen. : {playerId}");
}
private void SetupHeightScalerForNetwork(string playerId, float targetHeight)
{
CVRPlayerEntity playerEntity =
CVRPlayerManager.Instance.NetworkPlayers.Find(players => players.Uuid == playerId);
PuppetMaster puppetMaster = playerEntity?.PuppetMaster;
if (playerEntity == null || puppetMaster == null)
{
AvatarScaleMod.Logger.Error(
$"Attempted to set up height scaler for user which does not exist! : {playerId}");
return;
}
AvatarScaleMod.Logger.Msg(
$"Setting up new height scaler for user which has sent a height update! : {playerId}");
if (_networkedScalers.ContainsKey(playerId))
_networkedScalers.Remove(playerId); // ??
NetworkScaler scaler = puppetMaster.gameObject.AddComponent<NetworkScaler>();
scaler.Initialize(playerId);
scaler.OnAvatarInstantiated(puppetMaster.avatarObject, puppetMaster.netIkController._initialHeight,
puppetMaster.netIkController._initialScale);
_networkedScalers[playerId] = scaler;
scaler.TargetHeight = targetHeight;
}
#endregion
#region Manager Methods
// sometimes fun to play with via UE
public void SetUniversalScalingLimit(float min, float max)
{
const float HardCodedMinLimit = 0.01f;
const float HardCodedMaxLimit = 100f;
MinHeight = Mathf.Clamp(min, HardCodedMinLimit, HardCodedMaxLimit);
MaxHeight = Mathf.Clamp(max, HardCodedMinLimit, HardCodedMaxLimit);
AvatarScaleMod.Logger.Msg($"Universal Scaling Limits changed: {min} - {max}");
AvatarScaleMod.Logger.Warning("This will not network to other users unless they also have the same limits set!");
}
public void ResetUniversalScalingLimit()
{
MinHeight = DefaultMinHeight;
MaxHeight = DefaultMaxHeight;
AvatarScaleMod.Logger.Msg("Universal Scaling Limits reset to default!");
}
#endregion
#region Event Listeners
private static void OnAnimationHeightOverride(BaseScaler scaler)
{
AvatarScaleMod.Logger.Msg("AnimationClip-based avatar scaling detected. Disabling Universal Scaling.");
CohtmlHud.Instance.ViewDropTextImmediate("(Local) AvatarScaleMod", "Avatar Scale Changed!",
"Universal Scaling is now disabled in favor of built-in avatar scaling.");
}
#endregion
}

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using System.Diagnostics;
using ABI_RC.Core;
using ABI_RC.Core.Util.AnimatorManager;
using NAK.AvatarScaleMod.AvatarScaling;
using NAK.AvatarScaleMod.ScaledComponents;
using UnityEngine;
using UnityEngine.Animations;
namespace NAK.AvatarScaleMod.Components;
[DefaultExecutionOrder(-99999)] // before playersetup/puppetmaster but after animator
public class BaseScaler : MonoBehaviour
{
#region Constants
protected const string ScaleFactorParameterName = "ScaleFactor";
protected const string ScaleFactorParameterNameLocal = "#" + ScaleFactorParameterName;
#endregion
#region Events
// OnAnimatedHeightChanged
public delegate void AnimatedHeightChangedDelegate(BaseScaler scaler);
public event AnimatedHeightChangedDelegate OnAnimatedHeightChanged;
// OnAnimatedHeightOverride
public delegate void AnimatedHeightOverrideDelegate(BaseScaler scaler);
public event AnimatedHeightOverrideDelegate OnAnimatedHeightOverride;
// OnTargetHeightChanged
public delegate void TargetHeightChangedDelegate(BaseScaler scaler);
public event TargetHeightChangedDelegate OnTargetHeightChanged;
// OnHeightReset
public delegate void HeightResetDelegate(BaseScaler scaler);
public event HeightResetDelegate OnTargetHeightReset;
// ------------------------------------------------
protected void InvokeAnimatedHeightChanged()
=> OnAnimatedHeightChanged?.Invoke(this);
protected void InvokeAnimatedHeightOverride()
=> OnAnimatedHeightOverride?.Invoke(this);
protected void InvokeTargetHeightChanged()
=> OnTargetHeightChanged?.Invoke(this);
protected void InvokeTargetHeightReset()
=> OnTargetHeightReset?.Invoke(this);
#endregion
#region Variables
private float _targetHeight;
public float TargetHeight
{
get => _targetHeight;
set
{
if (value < float.Epsilon)
{
// reset to animated height
_targetHeight = _animatedHeight;
_targetScale = _animatedScale;
_scaleFactor = _animatedScaleFactor;
_targetHeightChanged = true;
return;
}
_targetHeight = Mathf.Clamp(value, AvatarScaleManager.MinHeight, AvatarScaleManager.MaxHeight);
_scaleFactor = Mathf.Max(_targetHeight / _initialHeight, 0.01f); //safety
_targetScale = _initialScale * _scaleFactor;
_targetHeightChanged = true;
}
}
protected bool _useTargetHeight;
public bool UseTargetHeight
{
get => _useTargetHeight;
set
{
if (_useTargetHeight == value)
return;
_useTargetHeight = value;
_targetHeightChanged = true;
}
}
// Config variables
public bool avatarIsHidden { get; set; }
public bool overrideAnimationHeight { get; set; }
// State variables
internal bool _isAvatarInstantiated;
private bool _shouldForceHeight => _useTargetHeight || avatarIsHidden;
private bool _targetHeightChanged;
// Avatar info
internal Transform _avatarTransform;
internal CVRAnimatorManager _animatorManager;
// Initial scaling
internal float _initialHeight;
internal Vector3 _initialScale;
// Forced scaling (Universal & Hidden Avatar)
internal Vector3 _targetScale = Vector3.one;
internal float _scaleFactor = 1f;
// AnimationClip-based scaling (Local Avatar)
internal float _animatedHeight;
internal Vector3 _animatedScale;
internal float _animatedScaleFactor = 1f;
#endregion
#region Avatar Events
public virtual void OnAvatarInstantiated(GameObject avatarObject, float initialHeight, Vector3 initialScale)
{
if (_isAvatarInstantiated) return;
_isAvatarInstantiated = true;
_initialHeight = _animatedHeight = Mathf.Clamp(initialHeight, 0.01f, 100f);
_initialScale = _animatedScale = initialScale;
_animatedScaleFactor = 1f;
if (!_shouldForceHeight) // not universal or hidden avatar
{
_targetHeight = _initialHeight;
_targetScale = _initialScale;
_scaleFactor = 1f;
}
_avatarTransform = avatarObject.transform;
Stopwatch stopwatch = new();
stopwatch.Start();
FindComponentsOfType(scalableComponentTypes);
stopwatch.Stop();
if (ModSettings.Debug_ComponentSearchTime.Value)
AvatarScaleMod.Logger.Msg($"({typeof(LocalScaler)}) Component search time for {avatarObject}: {stopwatch.ElapsedMilliseconds}ms");
}
public void OnAvatarDestroyed()
{
if (!_isAvatarInstantiated) return;
_isAvatarInstantiated = false;
_avatarTransform = null;
ClearComponentLists();
}
#endregion
#region Public Methods
public float GetInitialHeight() => _initialHeight;
public float GetTargetHeight() => _targetHeight;
public float GetAnimatedHeight() => _animatedHeight;
public bool IsForcingHeight() => _shouldForceHeight;
#endregion
#region Private Methods
public bool ApplyTargetHeight()
{
if (!_isAvatarInstantiated || _initialHeight == 0)
return false;
if (_avatarTransform == null)
return false;
_targetHeightChanged = false;
ScaleAvatarRoot();
UpdateAnimatorParameter();
ApplyComponentScaling();
InvokeTargetHeightChanged();
return true;
}
protected void ResetTargetHeight()
{
if (!_isAvatarInstantiated)
return;
if (_avatarTransform == null)
return;
_targetHeight = _initialHeight;
_targetScale = _initialScale;
_scaleFactor = 1f;
_targetHeightChanged = false;
ScaleAvatarRoot();
UpdateAnimatorParameter();
ApplyComponentScaling();
InvokeTargetHeightReset();
}
private void ScaleAvatarRoot()
{
if (_avatarTransform == null) return;
_avatarTransform.localScale = _targetScale;
}
protected virtual void UpdateAnimatorParameter()
{
// empty
}
#endregion
#region Unity Events
public virtual void LateUpdate()
{
if (!_isAvatarInstantiated)
return; // no avatar
if (!_shouldForceHeight)
return; // using built-in scaling
// called on state change
if (_targetHeightChanged)
{
if (_useTargetHeight)
ApplyTargetHeight();
else
ResetTargetHeight();
_targetHeightChanged = false;
InvokeTargetHeightChanged();
}
// called constantly when forcing change
if (_shouldForceHeight)
ScaleAvatarRoot();
}
internal virtual void OnDestroy()
{
ClearComponentLists();
}
#endregion
#region Component Scaling
internal static readonly Type[] scalableComponentTypes =
{
typeof(Light),
typeof(AudioSource),
typeof(ParticleSystem),
typeof(ParentConstraint),
typeof(PositionConstraint),
typeof(ScaleConstraint)
};
private readonly List<ScaledLight> _scaledLights = new();
private readonly List<ScaledAudioSource> _scaledAudioSources = new();
private readonly List<ScaledParentConstraint> _scaledParentConstraints = new();
private readonly List<ScaledPositionConstraint> _scaledPositionConstraints = new();
private readonly List<ScaledScaleConstraint> _scaledScaleConstraints = new();
private void ClearComponentLists()
{
_scaledLights.Clear();
_scaledAudioSources.Clear();
_scaledParentConstraints.Clear();
_scaledPositionConstraints.Clear();
_scaledScaleConstraints.Clear();
}
internal void FindComponentsOfType(Type[] types)
{
var components = _avatarTransform.gameObject.GetComponentsInChildren<Component>(true);
foreach (Component component in components)
{
if (this == null) break;
if (component == null) continue;
Type componentType = component.GetType();
if (types.Contains(componentType))
AddScaledComponent(componentType, component);
}
}
private void AddScaledComponent(Type type, Component component)
{
switch (type)
{
case not null when type == typeof(AudioSource):
_scaledAudioSources.Add(new ScaledAudioSource((AudioSource)component));
break;
case not null when type == typeof(Light):
_scaledLights.Add(new ScaledLight((Light)component));
break;
case not null when type == typeof(ParentConstraint):
_scaledParentConstraints.Add(new ScaledParentConstraint((ParentConstraint)component));
break;
case not null when type == typeof(PositionConstraint):
_scaledPositionConstraints.Add(new ScaledPositionConstraint((PositionConstraint)component));
break;
case not null when type == typeof(ScaleConstraint):
_scaledScaleConstraints.Add(new ScaledScaleConstraint((ScaleConstraint)component));
break;
}
}
private void ApplyComponentScaling()
{
// UpdateLightScales(); // might break dps
UpdateAudioSourceScales();
UpdateParentConstraintScales();
UpdatePositionConstraintScales();
UpdateScaleConstraintScales();
}
private void UpdateLightScales()
{
// Update range of each light component
foreach (ScaledLight light in _scaledLights)
light.Scale(_scaleFactor);
}
private void UpdateAudioSourceScales()
{
// Update min and max distance of each audio source component
foreach (ScaledAudioSource audioSource in _scaledAudioSources)
audioSource.Scale(_scaleFactor);
}
private void UpdateParentConstraintScales()
{
// Update translationAtRest and translationOffsets of each parent constraint component
foreach (ScaledParentConstraint parentConstraint in _scaledParentConstraints)
parentConstraint.Scale(_scaleFactor);
}
private void UpdatePositionConstraintScales()
{
// Update translationAtRest and translationOffset of each position constraint component
foreach (ScaledPositionConstraint positionConstraint in _scaledPositionConstraints)
positionConstraint.Scale(_scaleFactor);
}
private void UpdateScaleConstraintScales()
{
// Update scaleAtRest and scaleOffset of each scale constraint component
foreach (ScaledScaleConstraint scaleConstraint in _scaledScaleConstraints)
scaleConstraint.Scale(_scaleFactor);
}
#endregion
}

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using ABI_RC.Core;
using ABI_RC.Core.Player;
using ABI_RC.Core.UI;
using NAK.AvatarScaleMod.AvatarScaling;
using UnityEngine;
namespace NAK.AvatarScaleMod.Components;
public class LocalScaler : BaseScaler
{
#region Public Methods
public void Initialize()
{
_animatorManager = GetComponentInParent<PlayerSetup>().animatorManager;
_isAvatarInstantiated = false;
// listen for events
}
#endregion
#region Overrides
public override void OnAvatarInstantiated(GameObject avatarObject, float initialHeight, Vector3 initialScale)
{
if (avatarObject == null)
return;
base.OnAvatarInstantiated(avatarObject, initialHeight, initialScale);
}
protected override void UpdateAnimatorParameter()
{
if (_animatorManager == null)
return;
_animatorManager.SetParameter(ScaleFactorParameterName, _scaleFactor);
_animatorManager.SetParameter(ScaleFactorParameterNameLocal, _scaleFactor);
}
public override void LateUpdate()
{
if (!CheckForAnimationScaleChange())
base.LateUpdate();
}
#endregion
#region Private Methods
private bool CheckForAnimationScaleChange()
{
if (_avatarTransform == null)
return false;
Vector3 localScale = _avatarTransform.localScale;
// scale matches last recorded animation scale
if (localScale == _animatedScale)
return false;
// avatar may not have scale animation, check if it isn't equal to targetScale
if (localScale == _targetScale)
return false;
// this is the first time we've seen the avatar animated scale, record it!
if (_animatedScale == Vector3.zero)
{
_animatedScale = localScale;
return false;
}
// animation scale changed, record it!
Vector3 scaleDifference = CVRTools.DivideVectors(localScale - _initialScale, _initialScale);
_animatedScaleFactor = scaleDifference.y;
_animatedHeight = (_initialHeight * _animatedScaleFactor) + _initialHeight;
_animatedScale = localScale;
if (overrideAnimationHeight
|| !_useTargetHeight)
return false; // user has disabled animation height override or is not using universal scaling
// animation scale changed and now will override universal scaling
ResetTargetHeight();
InvokeAnimatedHeightOverride();
return true;
}
#endregion
}

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using System.Diagnostics;
using ABI_RC.Core.Player;
using NAK.AvatarScaleMod.AvatarScaling;
using UnityEngine;
namespace NAK.AvatarScaleMod.Components;
public class NetworkScaler : BaseScaler
{
private string playerGuid;
#region Public Methods
public void Initialize(string playerId)
{
playerGuid = playerId;
_animatorManager = GetComponentInParent<PuppetMaster>().animatorManager;
_isAvatarInstantiated = false;
}
#endregion
#region Overrides
public override void OnAvatarInstantiated(GameObject avatarObject, float initialHeight, Vector3 initialScale)
{
if (avatarObject == null)
return;
base.OnAvatarInstantiated(avatarObject, initialHeight, initialScale);
Stopwatch stopwatch = new();
stopwatch.Start();
FindComponentsOfType(scalableComponentTypes);
stopwatch.Stop();
if (ModSettings.Debug_ComponentSearchTime.Value)
AvatarScaleMod.Logger.Msg($"({typeof(NetworkScaler)}) Component search time for {avatarObject}: {stopwatch.ElapsedMilliseconds}ms");
// TODO: why did i do this? height is never set prior to this method being called
// if (_isHeightAdjustedFromInitial && heightNeedsUpdate)
// UpdateScaleIfInstantiated();
}
protected override void UpdateAnimatorParameter()
{
_animatorManager?.SetParameter(ScaleFactorParameterNameLocal, _scaleFactor);
}
internal override void OnDestroy()
{
AvatarScaleManager.Instance.RemoveNetworkHeightScaler(playerGuid);
base.OnDestroy();
}
#endregion
}

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using NAK.AvatarScaleMod.Components;
namespace NAK.AvatarScaleMod.AvatarScaling;
public static class AvatarScaleEvents
{
#region Local Avatar Scaling Events
/// <summary>
/// Invoked when the local avatar's height changes for any reason.
/// </summary>
public static readonly AvatarScaleEvent<LocalScaler> OnLocalAvatarHeightChanged = new();
/// <summary>
/// Invoked when the local avatar's animated height changes.
/// </summary>
public static readonly AvatarScaleEvent<LocalScaler> OnLocalAvatarAnimatedHeightChanged = new();
/// <summary>
/// Invoked when the local avatar's target height changes.
/// </summary>
public static readonly AvatarScaleEvent<LocalScaler> OnLocalAvatarTargetHeightChanged = new();
/// <summary>
/// Invoked when the local avatar's height is reset.
/// </summary>
public static readonly AvatarScaleEvent<LocalScaler> OnLocalAvatarHeightReset = new();
#endregion
#region Avatar Scaling Events
/// <summary>
/// Invoked when a remote avatar's height changes.
/// </summary>
public static readonly AvatarScaleEvent<string, NetworkScaler> OnRemoteAvatarHeightChanged = new();
/// <summary>
/// Invoked when a remote avatar's height is reset.
/// </summary>
public static readonly AvatarScaleEvent<string, NetworkScaler> OnRemoteAvatarHeightReset = new();
#endregion
#region Event Classes
public class AvatarScaleEvent<T>
{
private Action<T> _listener = arg => { };
public void AddListener(Action<T> listener) => _listener += listener;
public void RemoveListener(Action<T> listener) => _listener -= listener;
public void Invoke(T arg)
{
var invokeList = _listener.GetInvocationList();
foreach (Delegate method in invokeList)
{
if (method is not Action<T> action)
continue;
try
{
action(arg);
}
catch (Exception e)
{
AvatarScaleMod.Logger.Error($"Unable to invoke listener, an exception was thrown and not handled: {e}.");
}
}
}
}
public class AvatarScaleEvent<T1, T2>
{
private Action<T1, T2> _listener = (arg1, arg2) => { };
public void AddListener(Action<T1, T2> listener) => _listener += listener;
public void RemoveListener(Action<T1, T2> listener) => _listener -= listener;
public void Invoke(T1 arg1, T2 arg2)
{
var invokeList = _listener.GetInvocationList();
foreach (Delegate method in invokeList)
{
if (method is not Action<T1, T2> action)
continue;
try
{
action(arg1, arg2);
}
catch (Exception e)
{
AvatarScaleMod.Logger.Error($"Unable to invoke listener, an exception was thrown and not handled: {e}.");
}
}
}
}
#endregion
}

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using UnityEngine;
using UnityEngine.Animations;
namespace NAK.AvatarScaleMod.ScaledComponents;
public class ScaledAudioSource
{
private readonly AudioSource Component;
private readonly float InitialMinDistance;
private readonly float InitialMaxDistance;
public ScaledAudioSource(AudioSource component)
{
Component = component;
InitialMinDistance = component.minDistance;
InitialMaxDistance = component.maxDistance;
}
public void Scale(float scaleFactor)
{
Component.minDistance = InitialMinDistance * scaleFactor;
Component.maxDistance = InitialMaxDistance * scaleFactor;
}
public void Reset()
{
Component.minDistance = InitialMinDistance;
Component.maxDistance = InitialMaxDistance;
}
}
public class ScaledLight
{
private readonly Light Component;
private readonly float InitialRange;
public ScaledLight(Light component)
{
Component = component;
InitialRange = component.range;
}
public void Scale(float scaleFactor)
{
Component.range = InitialRange * scaleFactor;
}
public void Reset()
{
Component.range = InitialRange;
}
}
public class ScaledPositionConstraint
{
private readonly PositionConstraint Component;
private readonly Vector3 InitialTranslationAtRest;
private readonly Vector3 InitialTranslationOffset;
public ScaledPositionConstraint(PositionConstraint component)
{
Component = component;
InitialTranslationAtRest = component.translationAtRest;
InitialTranslationOffset = component.translationOffset;
}
public void Scale(float scaleFactor)
{
Component.translationAtRest = InitialTranslationAtRest * scaleFactor;
Component.translationOffset = InitialTranslationOffset * scaleFactor;
}
public void Reset()
{
Component.translationAtRest = InitialTranslationAtRest;
Component.translationOffset = InitialTranslationOffset;
}
}
public class ScaledParentConstraint
{
private readonly ParentConstraint Component;
private readonly Vector3 InitialTranslationAtRest;
private readonly List<Vector3> InitialTranslationOffsets;
public ScaledParentConstraint(ParentConstraint component)
{
Component = component;
InitialTranslationAtRest = component.translationAtRest;
InitialTranslationOffsets = component.translationOffsets.ToList();
}
public void Scale(float scaleFactor)
{
Component.translationAtRest = InitialTranslationAtRest * scaleFactor;
for (int i = 0; i < InitialTranslationOffsets.Count; i++)
Component.translationOffsets[i] = InitialTranslationOffsets[i] * scaleFactor;
}
public void Reset()
{
Component.translationAtRest = InitialTranslationAtRest;
for (int i = 0; i < InitialTranslationOffsets.Count; i++)
Component.translationOffsets[i] = InitialTranslationOffsets[i];
}
}
public class ScaledScaleConstraint
{
private readonly ScaleConstraint Component;
private readonly Vector3 InitialScaleAtRest;
private readonly Vector3 InitialScaleOffset;
public ScaledScaleConstraint(ScaleConstraint component)
{
Component = component;
InitialScaleAtRest = component.scaleAtRest;
InitialScaleOffset = component.scaleOffset;
}
public void Scale(float scaleFactor)
{
Component.scaleAtRest = InitialScaleAtRest * scaleFactor;
// Component.scaleOffset = InitialScaleOffset * scaleFactor;
}
public void Reset()
{
Component.scaleAtRest = InitialScaleAtRest;
Component.scaleOffset = InitialScaleOffset;
}
}

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using ABI_RC.Core.Player;
using HarmonyLib;
using NAK.AvatarScaleMod.AvatarScaling;
using NAK.AvatarScaleMod.GestureReconizer;
using UnityEngine;
using Object = UnityEngine.Object;
namespace NAK.AvatarScaleMod.HarmonyPatches;
internal class PlayerSetupPatches
{
[HarmonyPostfix]
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.Start))]
private static void Postfix_PlayerSetup_Start()
{
try
{
GameObject scaleManager = new (nameof(AvatarScaleManager), typeof(AvatarScaleManager));
Object.DontDestroyOnLoad(scaleManager);
}
catch (Exception e)
{
AvatarScaleMod.Logger.Error($"Error during the patched method {nameof(Postfix_PlayerSetup_Start)}");
AvatarScaleMod.Logger.Error(e);
}
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.SetupAvatar))]
private static void Postfix_PlayerSetup_SetupAvatar(ref PlayerSetup __instance)
{
try
{
AvatarScaleManager.Instance.OnAvatarInstantiated(__instance);
}
catch (Exception e)
{
AvatarScaleMod.Logger.Error($"Error during the patched method {nameof(Postfix_PlayerSetup_SetupAvatar)}");
AvatarScaleMod.Logger.Error(e);
}
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.ClearAvatar))]
private static void Postfix_PlayerSetup_ClearAvatar(ref PlayerSetup __instance)
{
try
{
if (__instance == null) return; // this is called when the game is closed
AvatarScaleManager.Instance.OnAvatarDestroyed(__instance);
}
catch (Exception e)
{
AvatarScaleMod.Logger.Error($"Error during the patched method {nameof(Postfix_PlayerSetup_ClearAvatar)}");
AvatarScaleMod.Logger.Error(e);
}
}
}
internal class PuppetMasterPatches
{
[HarmonyPostfix]
[HarmonyPatch(typeof(PuppetMaster), nameof(PuppetMaster.AvatarInstantiated))]
private static void Postfix_PuppetMaster_AvatarInstantiated(ref PuppetMaster __instance)
{
try
{
AvatarScaleManager.Instance.OnNetworkAvatarInstantiated(__instance);
}
catch (Exception e)
{
AvatarScaleMod.Logger.Error(
$"Error during the patched method {nameof(Postfix_PuppetMaster_AvatarInstantiated)}");
AvatarScaleMod.Logger.Error(e);
}
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PuppetMaster), nameof(PuppetMaster.AvatarDestroyed))]
private static void Postfix_PuppetMaster_AvatarDestroyed(ref PuppetMaster __instance)
{
try
{
if (__instance == null) return; // this is called when the game is closed
AvatarScaleManager.Instance.OnNetworkAvatarDestroyed(__instance);
}
catch (Exception e)
{
AvatarScaleMod.Logger.Error(
$"Error during the patched method {nameof(Postfix_PuppetMaster_AvatarDestroyed)}");
AvatarScaleMod.Logger.Error(e);
}
}
}
internal class GesturePlaneTestPatches
{
[HarmonyPostfix]
[HarmonyPatch(typeof(GesturePlaneTest), nameof(GesturePlaneTest.Start))]
private static void Postfix_GesturePlaneTest_Start()
{
try
{
// nicked from Kafe >:))))
ScaleReconizer.Initialize();
}
catch (Exception e)
{
AvatarScaleMod.Logger.Error($"Error during the patched method {nameof(Postfix_GesturePlaneTest_Start)}");
AvatarScaleMod.Logger.Error(e);
}
}
}

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using NAK.AvatarScaleMod.AvatarScaling;
using UnityEngine;
namespace NAK.AvatarScaleMod.InputHandling;
internal static class DebugKeybinds
{
private const float Step = 0.1f;
internal static void DoDebugInput()
{
if (AvatarScaleManager.Instance == null)
return;
if (Input.GetKeyDown(KeyCode.Equals) || Input.GetKeyDown(KeyCode.KeypadPlus))
{
AdjustHeight(Step);
}
else if (Input.GetKeyDown(KeyCode.Minus) || Input.GetKeyDown(KeyCode.KeypadMinus))
{
AdjustHeight(-Step);
}
else if (Input.GetKeyDown(KeyCode.Backspace))
{
ResetHeight();
}
}
private static void AdjustHeight(float adjustment)
{
float currentHeight = AvatarScaleManager.Instance.GetHeight() + adjustment;
currentHeight = Mathf.Max(0f, currentHeight);
AvatarScaleManager.Instance.SetTargetHeight(currentHeight);
AvatarScaleMod.Logger.Msg($"[Debug] Setting height: {currentHeight}");
}
private static void ResetHeight()
{
AvatarScaleManager.Instance.Setting_UniversalScaling = false;
AvatarScaleMod.Logger.Msg("[Debug] Resetting height.");
}
}

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using ABI_RC.Core.Savior;
using ABI_RC.Systems.InputManagement;
using NAK.AvatarScaleMod.AvatarScaling;
using UnityEngine;
namespace NAK.AvatarScaleMod.GestureReconizer;
public static class ScaleReconizer
{
public static bool Enabled = true;
// Require triggers to be down while doing fist - Exteratta
public static bool RequireTriggers = true;
// Initial values when scale gesture is started
private static float _initialModifier;
private static float _initialTargetHeight;
public static void Initialize()
{
// This requires arms far outward- pull inward with fist and triggers.
// Release triggers while still holding fist to readjust.
CVRGesture gesture = new CVRGesture
{
name = "avatarScaleIn",
type = CVRGesture.GestureType.Hold
};
gesture.steps.Add(new CVRGestureStep
{
firstGesture = CVRGestureStep.Gesture.Fist,
secondGesture = CVRGestureStep.Gesture.Fist,
startDistance = 1f,
endDistance = 0.25f,
direction = CVRGestureStep.GestureDirection.MovingIn,
needsToBeInView = true,
});
gesture.onStart.AddListener(OnScaleStart);
gesture.onStay.AddListener(OnScaleStay);
gesture.onEnd.AddListener(OnScaleEnd);
CVRGestureRecognizer.Instance.gestures.Add(gesture);
gesture = new CVRGesture
{
name = "avatarScaleOut",
type = CVRGesture.GestureType.Hold
};
gesture.steps.Add(new CVRGestureStep
{
firstGesture = CVRGestureStep.Gesture.Fist,
secondGesture = CVRGestureStep.Gesture.Fist,
startDistance = 0.25f,
endDistance = 1f,
direction = CVRGestureStep.GestureDirection.MovingOut,
needsToBeInView = true,
});
gesture.onStart.AddListener(OnScaleStart);
gesture.onStay.AddListener(OnScaleStay);
gesture.onEnd.AddListener(OnScaleEnd);
CVRGestureRecognizer.Instance.gestures.Add(gesture);
}
private static void OnScaleStart(float modifier, Transform transform1, Transform transform2)
{
if (!Enabled)
return;
// Store initial modifier so we can get difference later
_initialModifier = Mathf.Max(modifier, 0.01f); // no zero
_initialTargetHeight = AvatarScaleManager.Instance.GetHeight();
}
private static void OnScaleStay(float modifier, Transform transform1, Transform transform2)
{
if (!Enabled)
return;
modifier = Mathf.Max(modifier, 0.01f); // no zero
// Allow user to release triggers to reset "world grip"
if (RequireTriggers && !AreBothTriggersDown())
{
_initialModifier = modifier;
_initialTargetHeight = AvatarScaleManager.Instance.GetHeight();
return;
}
// Invert so the gesture is more of a world squish instead of happy hug
float modifierRatio = 1f / (modifier / _initialModifier);
// Determine the adjustment factor for the height, this will be >1 if scaling up, <1 if scaling down.
float heightAdjustmentFactor = (modifierRatio > 1) ? 1 + (modifierRatio - 1) : 1 - (1 - modifierRatio);
// Apply the adjustment to the target height
AvatarScaleManager.Instance.SetTargetHeight(_initialTargetHeight * heightAdjustmentFactor);
}
private static void OnScaleEnd(float modifier, Transform transform1, Transform transform2)
{
// Unused, needed for mod network?
}
private static bool AreBothTriggersDown()
{
// Maybe it should be one trigger? Imagine XSOverlay scaling but for player.
return CVRInputManager.Instance.interactLeftValue > 0.75f && CVRInputManager.Instance.interactRightValue > 0.75f;
}
}

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using ABI_RC.Core.Player;
using BTKUILib;
using BTKUILib.UIObjects;
using NAK.AvatarScaleMod.AvatarScaling;
namespace NAK.AvatarScaleMod.Integrations;
public static partial class BtkUiAddon
{
private static Page _asmRootPage;
private static string _rootPageElementID;
public static void Initialize()
{
Prepare_Icons();
Setup_AvatarScaleModTab();
Setup_PlayerSelectPage();
}
#region Initialization
private static void Prepare_Icons()
{
QuickMenuAPI.PrepareIcon(ModSettings.ModName, "ASM_Icon_AvatarHeightConfig",
GetIconStream("ASM_Icon_AvatarHeightConfig.png"));
QuickMenuAPI.PrepareIcon(ModSettings.ModName, "ASM_Icon_AvatarHeightCopy",
GetIconStream("ASM_Icon_AvatarHeightCopy.png"));
}
private static void Setup_AvatarScaleModTab()
{
_asmRootPage = new Page(ModSettings.ModName, ModSettings.ASM_SettingsCategory, true, "ASM_Icon_AvatarHeightConfig")
{
MenuTitle = ModSettings.ASM_SettingsCategory,
MenuSubtitle = "Everything Avatar Scaling!"
};
_rootPageElementID = _asmRootPage.ElementID;
QuickMenuAPI.OnTabChange += OnTabChange;
QuickMenuAPI.UserJoin += OnUserJoinLeave;
QuickMenuAPI.UserLeave += OnUserJoinLeave;
QuickMenuAPI.OnWorldLeave += OnWorldLeave;
// Avatar Scale Mod
Setup_AvatarScaleModCategory(_asmRootPage);
// Avatar Scale Tool
Setup_AvatarScaleToolCategory(_asmRootPage);
// Universal Scaling Settings
Setup_UniversalScalingSettings(_asmRootPage);
// Debug Options
Setup_DebugOptionsCategory(_asmRootPage);
}
#endregion
#region Player Count Display
private static void OnWorldLeave()
=> UpdatePlayerCountDisplay();
private static void OnUserJoinLeave(CVRPlayerEntity _)
=> UpdatePlayerCountDisplay();
private static void UpdatePlayerCountDisplay()
{
if (_asmRootPage == null)
return;
int modUserCount = AvatarScaleManager.Instance.GetNetworkHeightScalerCount();
int playerCount = CVRPlayerManager.Instance.NetworkPlayers.Count;
_asmRootPage.MenuSubtitle = $"Everything Avatar Scaling! :: ({modUserCount}/{playerCount} players using ASM)";
}
#endregion
#region Double-Click Reset Height
private static DateTime lastTime = DateTime.Now;
private static void OnTabChange(string newTab, string previousTab)
{
if (newTab == _rootPageElementID)
{
UpdatePlayerCountDisplay();
TimeSpan timeDifference = DateTime.Now - lastTime;
if (timeDifference.TotalSeconds <= 0.5)
{
AvatarScaleManager.Instance.Setting_UniversalScaling = false;
return;
}
}
lastTime = DateTime.Now;
}
#endregion
}

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using BTKUILib.UIObjects;
namespace NAK.AvatarScaleMod.Integrations;
public static partial class BtkUiAddon
{
private static void Setup_AvatarScaleModCategory(Page page)
{
Category avScaleModCategory = AddMelonCategory(ref page, ModSettings.Hidden_Foldout_ASM_SettingsCategory);
AddMelonToggle(ref avScaleModCategory, ModSettings.EntryScaleGestureEnabled);
AddMelonToggle(ref avScaleModCategory, ModSettings.EntryScaleKeybindingsEnabled);
AddMelonToggle(ref avScaleModCategory, ModSettings.EntryPersistentHeight);
AddMelonToggle(ref avScaleModCategory, ModSettings.EntryPersistThroughRestart);
}
}

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using BTKUILib.UIObjects;
using BTKUILib.UIObjects.Components;
namespace NAK.AvatarScaleMod.Integrations;
public static partial class BtkUiAddon
{
private static void Setup_AvatarScaleToolCategory(Page page)
{
Category avScaleToolCategory = AddMelonCategory(ref page, ModSettings.Hidden_Foldout_AST_SettingsCategory);
AddMelonStringInput(ref avScaleToolCategory, ModSettings.EntryASTScaleParameter, "icon");
AddMelonNumberInput(ref avScaleToolCategory, ModSettings.EntryASTMinHeight, "icon");
AddMelonNumberInput(ref avScaleToolCategory, ModSettings.EntryASTMaxHeight, "icon");
avScaleToolCategory.AddButton("Reset Overrides", "", "Reset to Avatar Scale Tool default values.", ButtonStyle.TextOnly)
.OnPress += () =>{
ModSettings.EntryASTScaleParameter.ResetToDefault();
ModSettings.EntryASTMinHeight.ResetToDefault();
ModSettings.EntryASTMaxHeight.ResetToDefault();
};
}
}

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using BTKUILib.UIObjects;
namespace NAK.AvatarScaleMod.Integrations;
public static partial class BtkUiAddon
{
private static void Setup_DebugOptionsCategory(Page page)
{
Category debugCategory = AddMelonCategory(ref page, ModSettings.Hidden_Foldout_DEBUG_SettingsCategory);
AddMelonToggle(ref debugCategory, ModSettings.Debug_NetworkInbound);
AddMelonToggle(ref debugCategory, ModSettings.Debug_NetworkOutbound);
AddMelonToggle(ref debugCategory, ModSettings.Debug_ComponentSearchTime);
}
}

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using BTKUILib;
using BTKUILib.UIObjects;
using BTKUILib.UIObjects.Components;
using NAK.AvatarScaleMod.AvatarScaling;
using System.Collections.Generic; // Added for list support
namespace NAK.AvatarScaleMod.Integrations;
public static partial class BtkUiAddon
{
private static readonly List<QMUIElement> USM_QmUiElements = new();
private static void Setup_UniversalScalingSettings(Page page)
{
Category uniScalingCategory = AddMelonCategory(ref page, ModSettings.Hidden_Foldout_USM_SettingsCategory);
SliderFloat scaleSlider = AddMelonSlider(ref uniScalingCategory, ModSettings.EntryHiddenAvatarHeight, AvatarScaleManager.DefaultMinHeight, AvatarScaleManager.DefaultMaxHeight);
Button resetHeightButton = uniScalingCategory.AddButton(ModSettings.EntryUseUniversalScaling.DisplayName, "icon", ModSettings.EntryUseUniversalScaling.Description, ButtonStyle.TextOnly);
resetHeightButton.OnPress += () =>
{
if (ModSettings.EntryUseUniversalScaling.Value)
{
ModSettings.EntryUseUniversalScaling.Value = false;
return;
}
QuickMenuAPI.ShowConfirm("Use Universal Scaling?",
"Universal scaling only works when other users also have the mod! Are you sure you want to use Universal Scaling?",
() => ModSettings.EntryUseUniversalScaling.Value = true);
};
// Elements that should be disabled when universal scaling is disabled
USM_QmUiElements.AddRange(new QMUIElement[]
{
scaleSlider,
AddMelonToggle(ref uniScalingCategory, ModSettings.EntryScaleComponents),
AddMelonToggle(ref uniScalingCategory, ModSettings.EntryAnimationScalingOverride)
});
// Events for the slider
scaleSlider.OnValueUpdated += OnAvatarHeightSliderChanged;
scaleSlider.OnSliderReset += OnAvatarHeightSliderReset;
AvatarScaleEvents.OnLocalAvatarAnimatedHeightChanged.AddListener((scaler) =>
{
scaleSlider.SetSliderValue(scaler.GetTargetHeight());
scaleSlider.DefaultValue = scaler.GetAnimatedHeight();
});
// Initial values
OnUniversalScalingChanged(ModSettings.EntryUseUniversalScaling.Value);
ModSettings.EntryUseUniversalScaling.OnEntryValueChanged.Subscribe((_, newValue) => OnUniversalScalingChanged(newValue));
}
private static void OnUniversalScalingChanged(bool value)
{
foreach (QMUIElement uiElement in USM_QmUiElements)
uiElement.Disabled = !value;
}
#region Slider Events
private static void OnAvatarHeightSliderChanged(float height)
{
AvatarScaleManager.Instance.SetTargetHeight(height);
}
private static void OnAvatarHeightSliderReset()
{
AvatarScaleManager.Instance.Setting_UniversalScaling = false;
}
#endregion
}

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using BTKUILib;
using BTKUILib.UIObjects;
using BTKUILib.UIObjects.Components;
using NAK.AvatarScaleMod.AvatarScaling;
namespace NAK.AvatarScaleMod.Integrations;
public static partial class BtkUiAddon
{
private static Button _playerHasModElement;
private static string _selectedPlayer;
private static void Setup_PlayerSelectPage()
{
QuickMenuAPI.OnPlayerSelected += OnPlayerSelected;
Category category = QuickMenuAPI.PlayerSelectPage.AddCategory(ModSettings.ASM_SettingsCategory, ModSettings.ModName);
_playerHasModElement = category.AddButton("PLAYER_HAS_MOD", "ASM_Icon_AvatarHeightCopy", "PLAYER_HAS_MOD_TOOLTIP");
Button button = category.AddButton("Copy Height", "ASM_Icon_AvatarHeightCopy", "Copy selected players Eye Height.");
button.OnPress += OnCopyPlayerHeight;
}
#region QM Events
private static void OnPlayerSelected(string _, string id)
{
_selectedPlayer = id;
UpdatePlayerHasModIcon();
}
private static void OnCopyPlayerHeight()
{
float networkHeight = AvatarScaleManager.Instance.GetNetworkHeight(_selectedPlayer);
if (networkHeight < 0) return;
AvatarScaleManager.Instance.SetTargetHeight(networkHeight);
}
#endregion
#region Private Methods
private static void UpdatePlayerHasModIcon()
{
if (_playerHasModElement == null)
return;
if (AvatarScaleManager.Instance.DoesNetworkHeightScalerExist(_selectedPlayer))
{
_playerHasModElement.ButtonIcon = "ASM_Icon_AvatarHeightCopy";
_playerHasModElement.ButtonText = "Player Has Mod";
_playerHasModElement.ButtonTooltip = "This player has the Avatar Scale Mod installed!";
}
else
{
_playerHasModElement.ButtonIcon = "ASM_Icon_AvatarHeightConfig";
_playerHasModElement.ButtonText = "Player Does Not Have Mod";
_playerHasModElement.ButtonTooltip = "This player does not have the Avatar Scale Mod installed!";
}
}
#endregion
}

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using System.Reflection;
using BTKUILib;
using BTKUILib.UIObjects;
using BTKUILib.UIObjects.Components;
using MelonLoader;
using UnityEngine;
namespace NAK.AvatarScaleMod.Integrations;
public static partial class BtkUiAddon
{
#region Melon Preference Helpers
private static ToggleButton AddMelonToggle(ref Category category, MelonPreferences_Entry<bool> entry)
{
ToggleButton toggle = category.AddToggle(entry.DisplayName, entry.Description, entry.Value);
toggle.OnValueUpdated += b => entry.Value = b;
return toggle;
}
private static SliderFloat AddMelonSlider(ref Category category, MelonPreferences_Entry<float> entry, float min,
float max, int decimalPlaces = 2, bool allowReset = true)
{
SliderFloat slider = category.AddSlider(entry.DisplayName, entry.Description,
Mathf.Clamp(entry.Value, min, max), min, max, decimalPlaces, entry.DefaultValue, allowReset);
slider.OnValueUpdated += f => entry.Value = f;
return slider;
}
private static Button AddMelonStringInput(ref Category category, MelonPreferences_Entry<string> entry, string buttonIcon = "", ButtonStyle buttonStyle = ButtonStyle.TextOnly)
{
Button button = category.AddButton(entry.DisplayName, buttonIcon, entry.Description, buttonStyle);
button.OnPress += () => QuickMenuAPI.OpenKeyboard(entry.Value, s => entry.Value = s);
return button;
}
private static Button AddMelonNumberInput(ref Category category, MelonPreferences_Entry<float> entry, string buttonIcon = "", ButtonStyle buttonStyle = ButtonStyle.TextOnly)
{
Button button = category.AddButton(entry.DisplayName, buttonIcon, entry.Description, buttonStyle);
button.OnPress += () => QuickMenuAPI.OpenNumberInput(entry.DisplayName, entry.Value, f => entry.Value = f);
return button;
}
// private static SliderFloat AddMelonSlider(ref Page page, MelonPreferences_Entry<float> entry, float min, float max, int decimalPlaces = 2, bool allowReset = true)
// {
// SliderFloat slider = page.AddSlider(entry.DisplayName, entry.Description, Mathf.Clamp(entry.Value, min, max), min, max, decimalPlaces, entry.DefaultValue, allowReset);
// slider.OnValueUpdated += f => entry.Value = f;
// return slider;
// }
/// <summary>
/// Helper method to create a category that saves its collapsed state to a MelonPreferences entry.
/// </summary>
/// <param name="page"></param>
/// <param name="entry"></param>
/// <param name="showHeader"></param>
/// <returns></returns>
private static Category AddMelonCategory(ref Page page, MelonPreferences_Entry<bool> entry, bool showHeader = true)
{
Category category = page.AddCategory(entry.DisplayName, showHeader, true, entry.Value);
category.OnCollapse += b => entry.Value = b;
return category;
}
#endregion
#region Icon Utils
private static Stream GetIconStream(string iconName)
{
Assembly assembly = Assembly.GetExecutingAssembly();
string assemblyName = assembly.GetName().Name;
return assembly.GetManifestResourceStream($"{assemblyName}.resources.{iconName}");
}
#endregion
}

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using MelonLoader;
using NAK.AvatarScaleMod.InputHandling;
using NAK.AvatarScaleMod.Networking;
namespace NAK.AvatarScaleMod;
public class AvatarScaleMod : MelonMod
{
internal static MelonLogger.Instance Logger;
public override void OnInitializeMelon()
{
Logger = LoggerInstance;
ModNetwork.Subscribe();
ModSettings.Initialize();
ApplyPatches(typeof(HarmonyPatches.PlayerSetupPatches));
ApplyPatches(typeof(HarmonyPatches.PuppetMasterPatches));
ApplyPatches(typeof(HarmonyPatches.GesturePlaneTestPatches));
InitializeIntegration("BTKUILib", Integrations.BtkUiAddon.Initialize);
}
public override void OnUpdate()
{
ModNetwork.Update();
DebugKeybinds.DoDebugInput();
}
private static void InitializeIntegration(string modName, Action integrationAction)
{
if (RegisteredMelons.All(it => it.Info.Name != modName))
return;
Logger.Msg($"Initializing {modName} integration.");
integrationAction.Invoke();
}
private void ApplyPatches(Type type)
{
try
{
HarmonyInstance.PatchAll(type);
}
catch (Exception e)
{
LoggerInstance.Msg($"Failed while patching {type.Name}!");
LoggerInstance.Error(e);
}
}
}

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using MelonLoader;
using NAK.AvatarScaleMod.AvatarScaling;
using NAK.AvatarScaleMod.Networking;
namespace NAK.AvatarScaleMod;
// i like this
internal static class ModSettings
{
// Constants
internal const string ModName = nameof(AvatarScaleMod);
internal const string ASM_SettingsCategory = "Avatar Scale Mod";
internal const string AST_SettingsCategory = "Avatar Scale Tool Support";
internal const string USM_SettingsCategory = "Universal Scaling (Mod Network)";
internal const string DEBUG_SettingsCategory = "Debug Options";
private static readonly MelonPreferences_Category Category =
MelonPreferences.CreateCategory(ModName);
#region Hidden Foldout Entries
// Avatar Scale Mod Foldout
internal static readonly MelonPreferences_Entry<bool> Hidden_Foldout_ASM_SettingsCategory =
Category.CreateEntry("hidden_foldout_asm", true, is_hidden: true, display_name: ASM_SettingsCategory, description: "Foldout state for Avatar Scale Mod settings.");
// Avatar Scale Tool Foldout
internal static readonly MelonPreferences_Entry<bool> Hidden_Foldout_AST_SettingsCategory =
Category.CreateEntry("hidden_foldout_ast", false, is_hidden: true, display_name: AST_SettingsCategory, description: "Foldout state for Avatar Scale Tool settings.");
// Universal Scaling (Mod Network) Foldout
internal static readonly MelonPreferences_Entry<bool> Hidden_Foldout_USM_SettingsCategory =
Category.CreateEntry("hidden_foldout_usm", false, is_hidden: true, display_name: USM_SettingsCategory, description: "Foldout state for Universal Scaling (Mod Network) settings.");
// Debug Options Foldout
internal static readonly MelonPreferences_Entry<bool> Hidden_Foldout_DEBUG_SettingsCategory =
Category.CreateEntry("hidden_foldout_debug", false, is_hidden: true, display_name: DEBUG_SettingsCategory, description: "Foldout state for Debug Options settings.");
// Player Select Page Foldout
internal static readonly MelonPreferences_Entry<bool> Hidden_Foldout_PlayerSelectPage =
Category.CreateEntry("hidden_foldout_player_select_page", true, is_hidden: true, display_name: ASM_SettingsCategory, description: "Foldout state for Player Select Page.");
#endregion
#region Avatar Scale Mod Settings
public static readonly MelonPreferences_Entry<bool> EntryScaleGestureEnabled =
Category.CreateEntry("scale_gesture_enabled", true, display_name: "Scale Gesture", description: "Enable or disable scale gesture.");
public static readonly MelonPreferences_Entry<bool> EntryScaleKeybindingsEnabled =
Category.CreateEntry("scale_keybindings_enabled", true, display_name: "Scale Keybindings", description: "Enable or disable scale keybindings.");
public static readonly MelonPreferences_Entry<bool> EntryPersistentHeight =
Category.CreateEntry("persistent_height", false, display_name: "Persistent Height", description: "Should the avatar height persist between avatar switches?");
public static readonly MelonPreferences_Entry<bool> EntryPersistThroughRestart =
Category.CreateEntry("persistent_height_through_restart", false, display_name: "Persist Through Restart", description: "Should the avatar height persist between game restarts?");
// stores the last avatar height as a melon pref
public static readonly MelonPreferences_Entry<float> EntryHiddenAvatarHeight =
Category.CreateEntry("hidden_avatar_height", -2f, is_hidden: true, display_name: "Avatar Height", description: "Set your avatar height.");
#endregion
#region Avatar Scale Tool Settings
public static readonly MelonPreferences_Entry<string> EntryASTScaleParameter =
Category.CreateEntry("override_scale_parameter", "AvatarScale", display_name: "Override Scale Parameter", description: "Override the scale parameter on the avatar.");
public static readonly MelonPreferences_Entry<float> EntryASTMinHeight =
Category.CreateEntry("override_min_height", 0.25f, display_name: "Override Min Height", description: "Override the minimum height.");
public static readonly MelonPreferences_Entry<float> EntryASTMaxHeight =
Category.CreateEntry("override_max_height", 2.5f, display_name: "Override Max Height", description: "Override the maximum height.");
#endregion
#region Universal Scaling Settings
public static readonly MelonPreferences_Entry<bool> EntryUseUniversalScaling =
Category.CreateEntry("use_universal_scaling", false, display_name: "Use Universal Scaling", description: "Enable or disable universal scaling. This allows scaling to work on any avatar as well as networking via Mod Network.");
public static readonly MelonPreferences_Entry<bool> EntryScaleComponents =
Category.CreateEntry("scale_components", true, display_name: "Scale Components", description: "Scale components on the avatar. (Constraints, Audio Sources, etc.)");
public static readonly MelonPreferences_Entry<bool> EntryAnimationScalingOverride =
Category.CreateEntry("allow_anim_clip_scale_override", true, display_name: "Animation-Clip Scaling Override", description: "Allow animation-clip scaling to override universal scaling.");
#endregion
#region Debug Settings
public static readonly MelonPreferences_Entry<bool> Debug_NetworkInbound =
Category.CreateEntry("debug_inbound", false, display_name: "Debug Inbound", description: "Log inbound Mod Network height updates.");
public static readonly MelonPreferences_Entry<bool> Debug_NetworkOutbound =
Category.CreateEntry("debug_outbound", false, display_name: "Debug Outbound", description: "Log outbound Mod Network height updates.");
public static readonly MelonPreferences_Entry<bool> Debug_ComponentSearchTime =
Category.CreateEntry("debug_component_search_time", false, display_name: "Debug Search Time", description: "Log component search time.");
#endregion
public static void Initialize()
{
// subscribe to all bool settings that aren't hidden
foreach (MelonPreferences_Entry entry in Category.Entries.Where(entry => entry.GetReflectedType() == typeof(bool) && !entry.IsHidden))
entry.OnEntryValueChangedUntyped.Subscribe(OnSettingsBoolChanged);
}
private static void OnSettingsBoolChanged(object _, object __)
{
GestureReconizer.ScaleReconizer.Enabled = EntryScaleGestureEnabled.Value;
ModNetwork.Debug_NetworkInbound = Debug_NetworkInbound.Value;
ModNetwork.Debug_NetworkOutbound = Debug_NetworkOutbound.Value;
if (AvatarScaleManager.Instance == null) return;
AvatarScaleManager.Instance.Setting_UniversalScaling = EntryUseUniversalScaling.Value;
AvatarScaleManager.Instance.Setting_AnimationClipScalingOverride = EntryAnimationScalingOverride.Value;
AvatarScaleManager.Instance.Setting_PersistentHeight = EntryPersistentHeight.Value;
}
}

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using ABI_RC.Core.Networking;
using ABI_RC.Systems.ModNetwork;
using DarkRift;
using NAK.AvatarScaleMod.AvatarScaling;
using UnityEngine;
namespace NAK.AvatarScaleMod.Networking;
// overcomplicated, but functional
// a
public static class ModNetwork
{
public static bool Debug_NetworkInbound = false;
public static bool Debug_NetworkOutbound = false;
private static bool _isSubscribedToModNetwork;
#region Constants
private const string ModId = "MelonMod.NAK.AvatarScaleMod";
private const float SendRateLimit = 0.25f;
private const float ReceiveRateLimit = 0.2f;
private const int MaxWarnings = 2;
private const float TimeoutDuration = 10f;
private class QueuedMessage
{
public MessageType Type { get; set; }
public float Height { get; set; }
public string TargetPlayer { get; set; }
public string Sender { get; set; }
}
#endregion
#region Private State
private static readonly Dictionary<string, QueuedMessage> OutboundQueue = new();
private static float LastSentTime;
private static readonly Dictionary<string, QueuedMessage> InboundQueue = new();
private static readonly Dictionary<string, float> LastReceivedTimes = new();
private static readonly Dictionary<string, int> UserWarnings = new();
private static readonly Dictionary<string, float> UserTimeouts = new();
#endregion
#region Enums
private enum MessageType : byte
{
SyncHeight = 0, // just send height
RequestHeight = 1 // send height, request height back
}
#endregion
#region Mod Network Internals
internal static void Subscribe()
{
ModNetworkManager.Subscribe(ModId, OnMessageReceived);
_isSubscribedToModNetwork = ModNetworkManager.IsSubscribed(ModId);
if (!_isSubscribedToModNetwork)
AvatarScaleMod.Logger.Error("Failed to subscribe to Mod Network! This is a critical error! Please report this to the mod author! (NAK) (ModNetwork.cs) (Subscribe) (Line 150) (AvatarScaleMod) (AvatarScale) (MelonLoader) (MelonLoader.Mods) (MelonLoader.Mods.MelonMod) (MelonLoader.MelonMod) (MelonLoader.MelonMod.MelonBaseMod) (MelonLoader.MelonMod.MelonMod) (MelonLoader.MelonMod.MelonModBase) (MelonLoader.MelonMod.MelonModBase`1) (MelonLoader.MelonMod.MelonModBase`1[[NAK.AvatarScaleMod.AvatarScaling.AvatarScaleMod, NAK.AvatarScaleMod, Version=123");
AvatarScaleEvents.OnLocalAvatarHeightChanged.AddListener(scaler => SendNetworkHeight(scaler.GetTargetHeight()));
}
internal static void Update()
{
if (!_isSubscribedToModNetwork)
return;
ProcessOutboundQueue();
ProcessInboundQueue();
}
private static void SendMessage(MessageType messageType, float height, string playerId = null)
{
if (!IsConnectedToGameNetwork())
return;
if (!Enum.IsDefined(typeof(MessageType), messageType))
return;
if (!string.IsNullOrEmpty(playerId))
{
// to specific user
using ModNetworkMessage modMsg = new(ModId, playerId);
modMsg.Write((byte)messageType);
modMsg.Write(height);
modMsg.Send();
}
else
{
// to all users
using ModNetworkMessage modMsg = new(ModId);
modMsg.Write((byte)messageType);
modMsg.Write(height);
modMsg.Send();
}
}
private static void OnMessageReceived(ModNetworkMessage msg)
{
msg.Read(out byte msgTypeRaw);
msg.Read(out float receivedHeight);
if (!Enum.IsDefined(typeof(MessageType), msgTypeRaw))
return;
// User is in timeout
if (UserTimeouts.TryGetValue(msg.Sender, out var timeoutEnd) && Time.time < timeoutEnd)
return;
if (IsRateLimited(msg.Sender))
return;
QueuedMessage inboundMessage = new()
{
Type = (MessageType)msgTypeRaw,
Height = receivedHeight,
Sender = msg.Sender
};
InboundQueue[msg.Sender] = inboundMessage;
}
#endregion
#region Public Methods
public static void SendNetworkHeight(float newHeight)
{
OutboundQueue["global"] = new QueuedMessage { Type = MessageType.SyncHeight, Height = newHeight };
}
public static void RequestHeightSync()
{
var myCurrentHeight = AvatarScaleManager.Instance.GetHeightForNetwork();
OutboundQueue["global"] = new QueuedMessage { Type = MessageType.RequestHeight, Height = myCurrentHeight };
}
#endregion
#region Outbound Height Queue
private static void ProcessOutboundQueue()
{
if (OutboundQueue.Count == 0 || Time.time - LastSentTime < SendRateLimit)
return;
foreach (QueuedMessage message in OutboundQueue.Values)
{
SendMessage(message.Type, message.Height, message.TargetPlayer);
if (Debug_NetworkOutbound)
AvatarScaleMod.Logger.Msg(
$"Sending message {message.Type.ToString()} to {(string.IsNullOrEmpty(message.TargetPlayer) ? "ALL" : message.TargetPlayer)}: {message.Height}");
}
OutboundQueue.Clear();
LastSentTime = Time.time;
}
#endregion
#region Inbound Height Queue
private static bool IsRateLimited(string userId)
{
// Rate-limit checking
if (LastReceivedTimes.TryGetValue(userId, out var lastReceivedTime) &&
Time.time - lastReceivedTime < ReceiveRateLimit)
{
if (UserWarnings.TryGetValue(userId, out var warnings))
{
warnings++;
UserWarnings[userId] = warnings;
if (warnings >= MaxWarnings)
{
UserTimeouts[userId] = Time.time + TimeoutDuration;
AvatarScaleMod.Logger.Warning($"User is sending height updates too fast! Applying 10s timeout... : {userId}");
return true;
}
}
else
{
UserWarnings[userId] = 1;
}
return true;
}
LastReceivedTimes[userId] = Time.time;
UserWarnings.Remove(userId); // Reset warnings
return false;
}
private static void ProcessInboundQueue()
{
foreach (QueuedMessage message in InboundQueue.Values)
{
switch (message.Type)
{
case MessageType.RequestHeight:
{
var myNetworkHeight = AvatarScaleManager.Instance.GetHeightForNetwork();
OutboundQueue[message.Sender] = new QueuedMessage
{
Type = MessageType.SyncHeight,
Height = myNetworkHeight,
TargetPlayer = message.Sender
};
AvatarScaleManager.Instance.OnNetworkHeightUpdateReceived(message.Sender, message.Height);
break;
}
case MessageType.SyncHeight:
AvatarScaleManager.Instance.OnNetworkHeightUpdateReceived(message.Sender, message.Height);
break;
default:
AvatarScaleMod.Logger.Error($"Invalid message type received from: {message.Sender}");
break;
}
if (Debug_NetworkInbound)
AvatarScaleMod.Logger.Msg($"Received message {message.Type.ToString()} from {message.Sender}: {message.Height}");
}
InboundQueue.Clear();
}
#endregion
#region Private Methods
private static bool IsConnectedToGameNetwork()
{
return NetworkManager.Instance != null
&& NetworkManager.Instance.GameNetwork != null
&& NetworkManager.Instance.GameNetwork.ConnectionState == ConnectionState.Connected;
}
#endregion
#region Messages
private class AvatarHeightMessage
{
public float Height { get; set; }
public bool IsUniversal { get; set; }
}
private static void AddAvatarHeightMessageConverter()
{
ModNetworkMessage.AddConverter(Reader, Writer);
return;
AvatarHeightMessage Reader(ModNetworkMessage msg)
{
AvatarHeightMessage avatarHeightMessage = new();
msg.Read(out float height);
avatarHeightMessage.Height = height;
msg.Read(out bool isUniversal);
avatarHeightMessage.IsUniversal = isUniversal;
return avatarHeightMessage;
}
void Writer(ModNetworkMessage msg, AvatarHeightMessage value)
{
msg.Write(value.Height);
msg.Write(value.IsUniversal);
}
}
#endregion
}

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using MelonLoader;
using NAK.AvatarScaleMod.Properties;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.AvatarScaleMod))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.AvatarScaleMod))]
[assembly: MelonInfo(
typeof(NAK.AvatarScaleMod.AvatarScaleMod),
nameof(NAK.AvatarScaleMod),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/AvatarScale"
)]
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
[assembly: MelonOptionalDependencies("Action Menu")]
[assembly: MelonColor(255, 241, 200, 82)]
[assembly: MelonAuthorColor(255, 114, 17, 25)]
[assembly: HarmonyDontPatchAll]
namespace NAK.AvatarScaleMod.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.0";
public const string Author = "NotAKidoS";
}

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# AvatarScaleMod
Proof of concept mod to add Avatar Scaling to any avatar. This is local-only, but I may toy with using Mod Network.
Legit threw this together in three hours. ChilloutVR handles all the hard stuff already with its existing animation-clip-based Avatar Scaling.
https://github.com/NotAKidoS/NAK_CVR_Mods/assets/37721153/7405cef5-fd68-4103-8c18-b3164029eab1
## Notes:
* Constraint scaling partially conflicts with avatars run through my [Avatar Scale Tool](https://github.com/NotAKidoS/AvatarScaleTool).
* This is local-only, at least unless I bother with Mod Network.
* The entire thing is pretty messy and I am unsure of the performance impact, especially with scaling all lights, audio, & constraints.
## Relevant Feedback Posts:
https://feedback.abinteractive.net/p/built-in-avatar-scaling-system
This mod is me creating the system I wanted when I wrote the above feedback post.
---
Here is the block of text where I tell you this mod is not affiliated with or endorsed by ABI.
https://documentation.abinteractive.net/official/legal/tos/#7-modding-our-games
> This mod is an independent creation not affiliated with, supported by, or approved by Alpha Blend Interactive.
> Use of this mod is done so at the user's own risk and the creator cannot be held responsible for any issues arising from its use.
> To the best of my knowledge, I have adhered to the Modding Guidelines established by Alpha Blend Interactive.

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using System;
using System.IO;
using System.Reflection;
// https://github.com/SDraw/ml_mods_cvr/blob/master/ml_amt/Scripts.cs
namespace NAK.AvatarScaleMod;
static class Scripts
{
public static string GetEmbeddedScript(string p_name)
{
string l_result = "";
Assembly l_assembly = Assembly.GetExecutingAssembly();
string l_assemblyName = l_assembly.GetName().Name;
try
{
Stream l_libraryStream = l_assembly.GetManifestResourceStream(l_assemblyName + ".resources." + p_name);
StreamReader l_streadReader = new StreamReader(l_libraryStream);
l_result = l_streadReader.ReadToEnd();
}
catch(Exception) { }
return l_result;
}
}

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{
"_id": 126,
"name": "AvatarScale",
"modversion": "1.0.5",
"gameversion": "2022r170p1",
"loaderversion": "0.6.1",
"modtype": "Mod",
"author": "NotAKidoS",
"description": "Fixes two issues with the Avatar Advanced Settings buffers when loading remote avatars. In simple terms, it means 'fewer wardrobe malfunctions'.\n\nEmpty buffer (all 0/false) will no longer be applied on load.\nReceived AAS data is ignored until the wearer has loaded into the expected avatar.\n(The avatar will sit in its default state until the wearer has loaded and started syncing correct AAS)\nAAS will no longer be sent while switching avatar.\n\nPlease view the GitHub README for links to relevant feedback posts.",
"searchtags": [
"aas",
"sync",
"naked",
"buffer"
],
"requirements": [
"None"
],
"downloadlink": "https://github.com/NotAKidoS/NAK_CVR_Mods/releases/download/r3/AvatarScale.dll",
"sourcelink": "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/AvatarScale/",
"changelog": "",
"embedcolor": "9b59b6"
}

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(function() {
/* -------------------------------
* CSS Embedding
* ------------------------------- */
function injectCSS() {
const embeddedCSS = `
// ass stands for Avatar Scale Slider
/* Container styles */
.ass-flex-container {
display: flex;
justify-content: space-between;
align-items: center;
}
/* ass Slider styles */
.ass-slider-container {
width: 100%;
}
.ass-slider-base {
height: 3.25em;
position: relative;
background: #555;
border-radius: 1.5em;
cursor: pointer;
overflow: hidden;
}
.ass-slider-inner {
height: 100%;
background: #a9a9a9;
position: absolute;
top: 0;
left: 0;
}
.ass-snap-point {
height: 100%;
width: 2px;
background: white;
position: absolute;
top: 0;
}
.ass-slider-value {
font-size: 2em;
position: relative;
left: 0.5em;
color: #fff;
white-space: nowrap;
}
/* Category (label) styles */
.ass-category-label {
font-size: 2.2em;
position: relative;
left: 0.5em;
color: #fff;
white-space: nowrap;
margin-right: 1em;
}
/* Circle Button styles */
.ass-circle-button {
height: 2em;
width: 2em;
border-radius: 50%;
background-color: #555;
border: none;
cursor: pointer;
color: #fff;
font-size: 1.75em;
display: flex;
align-items: center;
justify-content: center;
transition: background-color 0.3s;
}
.ass-circle-button:hover {
background-color: #777;
}
/* Custom Toggle styles */
.ass-custom-toggle {
width: 5em;
height: 2.5em;
background-color: #555;
border-radius: 1.25em;
position: absolute;
top: 50%;
transform: translateY(-65%);
right: 0;
cursor: pointer;
transition: background-color 0.3s;
}
.ass-toggle-circle {
width: 2.5em;
height: 2.5em;
background-color: #a9a9a9;
border-radius: 50%;
position: absolute;
top: 0;
left: 0;
transition: left 0.3s;
}
.ass-custom-toggle.active .ass-toggle-circle {
left: 50%;
}
/* Label styles */
.ass-label {
font-size: 2em;
white-space: nowrap;
overflow: hidden;
text-overflow: ellipsis;
position: relative;
z-index: 0;
}
.ass-toggle-setting {
position: relative;
height: 3.5em;
}
`;
const styleElement = document.createElement('style');
styleElement.type = 'text/css';
styleElement.innerHTML = embeddedCSS;
document.head.appendChild(styleElement);
}
/* -------------------------------
* Main Content Element
* ------------------------------- */
class MainContent {
constructor(targetId) {
this.element = document.createElement('div');
this.element.id = "AvatarScaleModContainer";
const targetElement = document.getElementById(targetId);
if (targetElement) {
targetElement.appendChild(this.element);
} else {
console.warn(`Target element "${targetId}" not found!`);
}
}
}
/* -------------------------------
* Generic Element Class
* ------------------------------- */
class Element {
constructor(tagName, parentElement) {
this.element = document.createElement(tagName);
parentElement.appendChild(this.element);
}
}
/* -------------------------------
* Container Object
* ------------------------------- */
class Container extends Element {
constructor(parentElement, {
width = '100%',
padding = '0em',
paddingTop = null,
paddingRight = null,
paddingBottom = null,
paddingLeft = null,
margin = '0em',
marginTop = null,
marginRight = null,
marginBottom = null,
marginLeft = null
} = {}) {
super('div', parentElement);
this.element.className = "ass-container";
this.element.style.width = width;
this.element.style.padding = padding;
this.element.style.margin = margin;
// padding values
if (paddingTop) this.element.style.paddingTop = paddingTop;
if (paddingRight) this.element.style.paddingRight = paddingRight;
if (paddingBottom) this.element.style.paddingBottom = paddingBottom;
if (paddingLeft) this.element.style.paddingLeft = paddingLeft;
// margin values
if (marginTop) this.element.style.marginTop = marginTop;
if (marginRight) this.element.style.marginRight = marginRight;
if (marginBottom) this.element.style.marginBottom = marginBottom;
if (marginLeft) this.element.style.marginLeft = marginLeft;
this.flexContainer = new Element('div', this.element);
this.flexContainer.element.className = "ass-flex-container";
}
appendElementToFlex(element) {
this.flexContainer.element.appendChild(element);
}
appendElement(element) {
this.element.appendChild(element);
}
}
/* -------------------------------
* Category (label) Class
* ------------------------------- */
class Category extends Element {
constructor(parentElement, text) {
super('span', parentElement);
this.element.className = "ass-category-label";
this.element.textContent = text;
}
}
/* -------------------------------
* Circle Button Class
* ------------------------------- */
class CircleButton extends Element {
constructor(parentElement, text) {
super('button', parentElement);
this.element.className = "ass-circle-button";
this.element.textContent = text;
}
}
/* -------------------------------
* Custom Toggle Class
* ------------------------------- */
class CustomToggle extends Element {
constructor(parentElement) {
super('div', parentElement);
this.element.className = "ass-custom-toggle";
this.toggleCircle = new Element('div', this.element);
this.toggleCircle.element.className = "ass-toggle-circle";
this.state = false;
this.element.addEventListener('click', () => {
this.toggle();
});
}
toggle() {
this.state = !this.state;
if (this.state) {
this.toggleCircle.element.style.left = '50%';
} else {
this.toggleCircle.element.style.left = '0';
}
}
}
/* -------------------------------
* Label Class
* ------------------------------- */
class Label extends Element {
constructor(parentElement, text) {
super('span', parentElement);
this.element.className = "ass-label";
this.element.textContent = text;
}
}
/* -------------------------------
* ToggleSetting Class
* ------------------------------- */
class ToggleSetting extends Element {
constructor(parentElement, labelText) {
super('div', parentElement);
this.element.className = "ass-toggle-setting";
const label = new Label(this.element, labelText);
this.toggle = new CustomToggle(this.element);
}
}
/* -------------------------------
* Slider Object
* ------------------------------- */
class Slider extends Element {
constructor(parentElement, min = 0.1, max = 5, initialValue = 1.8) {
super('div', parentElement);
this.element.className = "ass-slider-container";
this.min = min;
this.max = max;
// Value display
this.valueDisplay = new Element('span', this.element);
this.valueDisplay.element.className = "ass-slider-value";
// Slider content
this.sliderBase = new Element('div', this.element);
this.sliderBase.element.className = "ass-slider-base";
this.trackInner = new Element('div', this.sliderBase.element);
this.trackInner.element.className = "ass-slider-inner";
this.addEventListeners();
this.setInitialValue(initialValue);
}
setInitialValue(value) {
const percentage = (value - this.min) / (this.max - this.min);
this.trackInner.element.style.width = `${percentage * 100}%`;
this.valueDisplay.element.textContent = value.toFixed(2) + "m";
this.addSnapPoint(percentage);
}
addEventListeners() {
this.snapPoints = [];
let isDragging = false;
this.element.addEventListener('mousedown', (e) => {
isDragging = true;
this.updateTrackWidth(e.clientX);
});
window.addEventListener('mousemove', (e) => {
if (!isDragging) return;
this.updateTrackWidth(e.clientX);
});
window.addEventListener('mouseup', () => {
isDragging = false;
});
}
updateTrackWidth(clientX) {
const rect = this.element.getBoundingClientRect();
const paddingLeft = parseFloat(getComputedStyle(this.element).paddingLeft);
const paddingRight = parseFloat(getComputedStyle(this.element).paddingRight);
const effectiveWidth = rect.width - paddingLeft - paddingRight;
let x = clientX - rect.left - paddingLeft;
x = Math.min(Math.max(0, x), effectiveWidth);
let percentage = x / effectiveWidth;
const closestSnap = this.snapPoints.reduce((closest, snap) => {
return Math.abs(closest - percentage) < Math.abs(snap - percentage) ? closest : snap;
}, 1);
const SNAP_TOLERANCE = 0.01;
if (Math.abs(closestSnap - percentage) <= SNAP_TOLERANCE) {
x = closestSnap * effectiveWidth;
percentage = closestSnap;
}
this.trackInner.element.style.width = `${x}px`;
const value = this.min + (this.max - this.min) * percentage;
this.valueDisplay.element.textContent = value.toFixed(2) + "m";
engine.call("asm-AvatarHeightUpdated", value);
}
addSnapPoint(percentage) {
if (percentage < 0 || percentage > 1) return;
const snap = new Element('div', this.sliderBase.element);
snap.element.className = 'ass-snap-point';
snap.element.style.left = `${percentage * 100}%`;
this.snapPoints.push(percentage);
}
addEvenSnapPoints(count) {
for (let i = 1; i <= count; i++) {
this.addSnapPoint(i / (count + 1));
}
}
}
// Initialization
injectCSS();
const mainContent = new MainContent('btkUI-AvatarScaleMod-MainPage');
if (mainContent.element) {
const mainContainer = new Container(mainContent.element, {
width: '75%',
marginTop: '2em',
marginLeft: '2em',
marginBottom: '1em'
});
const slider = new Slider(mainContainer.flexContainer.element, 0.1, 3);
const buttonContainer = new Container(mainContainer.flexContainer.element, {
width: '20%',
marginTop: '2.5em',
marginLeft: '1em',
});
const circleButton1 = new CircleButton(buttonContainer.flexContainer.element, "+");
const circleButton2 = new CircleButton(buttonContainer.flexContainer.element, "-");
const settingsContainer = new Container(mainContent.element, {
width: '100%',
marginTop: '1em',
marginLeft: '1em',
});
const categoryLabel = new Category(settingsContainer.element, "Universal Scaling Settings:");
const settingsContainerInner = new Container(mainContent.element, {
width: '90%',
marginTop: '1em',
marginLeft: '3em',
});
const toggleSetting = new ToggleSetting(settingsContainerInner.element, "Universal Scaling (Mod Network)");
const toggleSetting2 = new ToggleSetting(settingsContainerInner.element, "Recognize Scale Gesture");
const toggleSetting3 = new ToggleSetting(settingsContainerInner.element, "Scale Components");
}
})();

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<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk"/>

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using ABI_RC.Core.IO;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace NAK.BadAnimatorFix;
public static class BadAnimatorFixManager
{
private static List<BadAnimatorFixer> _animatorFixers = new List<BadAnimatorFixer>();
private static readonly float _checkInterval = 5f;
private static int _currentIndex = 0;
public static void Add(BadAnimatorFixer bad)
{
if (!_animatorFixers.Contains(bad))
_animatorFixers.Add(bad);
}
public static void Remove(BadAnimatorFixer bad)
{
if (_animatorFixers.Contains(bad))
_animatorFixers.Remove(bad);
}
public static void OnPlayerLoaded()
{
SchedulerSystem.AddJob(new SchedulerSystem.Job(CheckNextAnimator), 0f, _checkInterval, -1);
}
public static void OnSceneInitialized(string sceneName)
{
// Get all the animators in the loaded world
var allAnimators = SceneManager.GetSceneByName(sceneName).GetRootGameObjects()
.SelectMany(x => x.GetComponentsInChildren<Animator>(true));
foreach (var animator in allAnimators)
{
// Ignore objects that have our "fix", this shouldn't be needed but eh
if (!animator.TryGetComponent<BadAnimatorFixer>(out _))
animator.gameObject.AddComponent<BadAnimatorFixer>();
}
}
private static void CheckNextAnimator()
{
if (!BadAnimatorFix.EntryEnabled.Value)
return;
if (_animatorFixers.Count == 0)
return;
_currentIndex = (_currentIndex + 1) % _animatorFixers.Count;
_animatorFixers[_currentIndex].AttemptRewindAnimator();
}
}

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using UnityEngine;
using UnityEngine.Playables;
namespace NAK.BadAnimatorFix;
public class BadAnimatorFixer : MonoBehaviour
{
private const float StateLimit = 20f;
private Animator animator;
private void Start() => animator = GetComponent<Animator>();
private void OnEnable() => BadAnimatorFixManager.Add(this);
private void OnDisable() => BadAnimatorFixManager.Remove(this);
public void AttemptRewindAnimator()
{
bool rewound = false;
if (animator != null && animator.isActiveAndEnabled)
{
for (int layerIndex = 0; layerIndex < animator.layerCount; layerIndex++)
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(layerIndex);
AnimatorTransitionInfo transitionInfo = animator.GetAnimatorTransitionInfo(layerIndex);
// Skip if mid-transition
if (transitionInfo.fullPathHash != 0) continue;
// Skip if anim doesn't loop, or hasn't looped enough
if (!stateInfo.loop || stateInfo.normalizedTime < StateLimit) continue;
// Rewind state, with 10f as buffer, to account for reasonable use of ExitTime
float offset = 10f + (stateInfo.normalizedTime % 1f);
animator.Play(stateInfo.fullPathHash, layerIndex, offset);
rewound = true;
}
if (rewound)
PlayableExtensions.SetTime<Playable>(animator.playableGraph.GetRootPlayable(0), 0);
}
if (BadAnimatorFix.EntryLogging.Value)
{
string message = rewound ? $"Rewound animator and playable {animator}." : $"Animator did not meet criteria to rewind {animator}.";
BadAnimatorFix.Logger.Msg(message);
}
}
}

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using ABI.CCK.Components;
using ABI_RC.Core.InteractionSystem;
using ABI_RC.Core.Player;
using HarmonyLib;
using UnityEngine;
namespace NAK.BadAnimatorFix.HarmonyPatches;
internal static class AnimatorPatches
{
[HarmonyPostfix]
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.Start))]
private static void Postfix_PlayerSetup_Start()
{
BadAnimatorFixManager.OnPlayerLoaded();
}
[HarmonyPostfix]
[HarmonyPatch(typeof(CVRAvatar), nameof(CVRAvatar.Start))]
private static void Postfix_CVRAvatar_Start(CVRAvatar __instance)
{
if (!BadAnimatorFix.EntryCVRAvatar.Value) return;
AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
}
[HarmonyPostfix]
[HarmonyPatch(typeof(CVRSpawnable), nameof(CVRSpawnable.Start))]
private static void Postfix_CVRSpawnable_Start(CVRSpawnable __instance)
{
if (!BadAnimatorFix.EntryCVRSpawnable.Value) return;
AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
}
private static void AddBadAnimatorFixComponentIfAnimatorExists(GameObject gameObject)
{
Animator[] animators = gameObject.GetComponentsInChildren<Animator>(true);
foreach (Animator animator in animators)
{
if (!animator.TryGetComponent<BadAnimatorFixer>(out _))
{
animator.gameObject.AddComponent<BadAnimatorFixer>();
}
}
}
}

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using MelonLoader;
namespace NAK.BadAnimatorFix;
public class BadAnimatorFix : MelonMod
{
internal static MelonLogger.Instance Logger;
public static readonly MelonPreferences_Category Category =
MelonPreferences.CreateCategory(nameof(BadAnimatorFix));
public static readonly MelonPreferences_Entry<bool> EntryEnabled =
Category.CreateEntry("Enabled", true, description: "Toggle BadAnimatorFix entirely. Requires avatar/spawnable/world reload.");
public static readonly MelonPreferences_Entry<bool> EntryCVRAvatar =
Category.CreateEntry("Add to CVRAvatar", true, description: "Should BadAnimatorFix run for CVRAvatar? Requires avatar reload.");
public static readonly MelonPreferences_Entry<bool> EntryCVRSpawnable =
Category.CreateEntry("Add to CVRSpawnable", true, description: "Should BadAnimatorFix run for CVRSpawnable? Requires spawnable reload.");
public static readonly MelonPreferences_Entry<bool> EntryCVRWorld =
Category.CreateEntry("Add to CVRWorld", true, description: "Should BadAnimatorFix run for CVRWorld? Requires world reload.");
public static readonly MelonPreferences_Entry<bool> EntryLogging =
Category.CreateEntry("Debugging", false, description: "Toggle to log each rewind if successful. Only needed for debugging.");
public override void OnInitializeMelon()
{
Logger = LoggerInstance;
ApplyPatches(typeof(HarmonyPatches.AnimatorPatches));
}
public override void OnSceneWasInitialized(int buildIndex, string sceneName)
{
if (!EntryCVRWorld.Value) return;
if (buildIndex < 0) // -1 is custom world: 0 to 3 is game login, init, hq
BadAnimatorFixManager.OnSceneInitialized(sceneName);
}
private void ApplyPatches(Type type)
{
try
{
HarmonyInstance.PatchAll(type);
}
catch (Exception e)
{
Logger.Msg($"Failed while patching {type.Name}!");
Logger.Error(e);
}
}
}

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using MelonLoader;
using NAK.BadAnimatorFix.Properties;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.BadAnimatorFix))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.BadAnimatorFix))]
[assembly: MelonInfo(
typeof(NAK.BadAnimatorFix.BadAnimatorFix),
nameof(NAK.BadAnimatorFix),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/BadAnimatorFix"
)]
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
[assembly: MelonColor(255, 226, 83, 82)]
[assembly: MelonAuthorColor(255, 158, 21, 32)]
[assembly: HarmonyDontPatchAll]
namespace NAK.BadAnimatorFix.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.3";
public const string Author = "NotAKidoS";
}

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{
"_id": 152,
"name": "BadAnimatorFix",
"modversion": "1.0.3",
"gameversion": "2023r171",
"loaderversion": "0.6.1",
"modtype": "Mod",
"author": "NotAKidoS",
"description": "This mod periodically rewinds looping animation states.\nIt resolves issues with locomotion animations freezing after extended AFK periods.\nIf you aren't AFK frequently, this mod might not be essential for you.",
"searchtags": [
"bad",
"fix",
"animator",
"loop"
],
"requirements": [
"None"
],
"downloadlink": "https://github.com/NotAKidoS/NAK_CVR_Mods/releases/download/r18/BadAnimatorFix.dll",
"sourcelink": "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/BadAnimatorFix/",
"changelog": "- No longer rewinds states without loop specifically enabled.\n- Removed performance improvement claim, which has seemingly been fixed in 2021.\n- Fixed not being able to disable mod with the Enabled button.",
"embedcolor": "#e25352"
}

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using System.Reflection;
using UnityEngine;
namespace NAK.Blackout;
/*
Kindly stolen from SDraw's leap motion mod. (MIT)
https://github.com/SDraw/ml_mods_cvr/blob/master/ml_lme/AssetsHandler.cs
*thank u sdraw, i wont be murderer now*
*/
internal static class AssetsHandler
{
private static readonly List<string> ms_assets = new List<string>()
{
"blackout_controller.asset"
};
private static Dictionary<string, AssetBundle> ms_loadedAssets = new Dictionary<string, AssetBundle>();
private static Dictionary<string, GameObject> ms_loadedObjects = new Dictionary<string, GameObject>();
public static void Load()
{
Assembly l_assembly = Assembly.GetExecutingAssembly();
string l_assemblyName = l_assembly.GetName().Name;
foreach (string l_assetName in ms_assets)
{
try
{
Stream l_assetStream = l_assembly.GetManifestResourceStream(l_assemblyName + ".resources." + l_assetName);
if (l_assetStream != null)
{
MemoryStream l_memorySteam = new MemoryStream((int)l_assetStream.Length);
l_assetStream.CopyTo(l_memorySteam);
AssetBundle l_assetBundle = AssetBundle.LoadFromMemory(l_memorySteam.ToArray(), 0);
if (l_assetBundle != null)
{
l_assetBundle.hideFlags |= HideFlags.DontUnloadUnusedAsset;
ms_loadedAssets.Add(l_assetName, l_assetBundle);
}
else
Blackout.Logger.Warning("Unable to load bundled '" + l_assetName + "' asset");
}
else
Blackout.Logger.Warning("Unable to get bundled '" + l_assetName + "' asset stream");
}
catch (System.Exception e)
{
Blackout.Logger.Warning("Unable to load bundled '" + l_assetName + "' asset, reason: " + e.Message);
}
}
}
public static GameObject GetAsset(string p_name)
{
GameObject l_result = null;
if (ms_loadedObjects.ContainsKey(p_name))
{
l_result = UnityEngine.Object.Instantiate(ms_loadedObjects[p_name]);
l_result.SetActive(true);
l_result.hideFlags |= HideFlags.DontUnloadUnusedAsset;
}
else
{
foreach (var l_pair in ms_loadedAssets)
{
if (l_pair.Value.Contains(p_name))
{
GameObject l_bundledObject = (GameObject)l_pair.Value.LoadAsset(p_name, typeof(GameObject));
if (l_bundledObject != null)
{
ms_loadedObjects.Add(p_name, l_bundledObject);
l_result = UnityEngine.Object.Instantiate(l_bundledObject);
l_result.SetActive(true);
l_result.hideFlags |= HideFlags.DontUnloadUnusedAsset;
}
break;
}
}
}
return l_result;
}
public static void Unload()
{
foreach (var l_pair in ms_loadedAssets)
UnityEngine.Object.Destroy(l_pair.Value);
ms_loadedAssets.Clear();
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk">
<ItemGroup>
<EmbeddedResource Include="resources\blackout_controller.asset"/>
</ItemGroup>
<ItemGroup>
<Compile Update="Resource1.Designer.cs">
<DesignTime>True</DesignTime>
<AutoGen>True</AutoGen>
<DependentUpon>Resource1.resx</DependentUpon>
</Compile>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Update="Resource1.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resource1.Designer.cs</LastGenOutput>
</EmbeddedResource>
</ItemGroup>
</Project>

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using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using ABI_RC.Core.UI;
using MelonLoader;
using System.Text;
using UnityEngine;
namespace NAK.Blackout;
/*
Functionality heavily inspired by VRSleeper on Booth: https://booth.pm/ja/items/2151940
There are three states of "blackout":
0 - Awake (no effect)
1 - Drowsy (partial effect)
2 - Sleep (full effect)
After staying still for DrowsyModeTimer (minutes), you enter DrowsyMode.
This mode dims the screen to your selected dimming strength.
After continuing to stay still for SleepModeTimer (seconds), you enter SleepMode.
This mode overrenders mostly everything with black.
Slight movement while in SleepMode will place you in DrowsyMode until SleepModeTimer is reached again.
Hard movement once entering DrowsyMode will fully wake you and return complete vision.
*/
public class BlackoutController : MonoBehaviour
{
public static BlackoutController Instance;
// The current state of the player's consciousness.
public BlackoutState CurrentState = BlackoutState.Awake;
// Should the states automatically change based on time?
public bool AutomaticStateChange = true;
// Should the sleep state be automatically transitioned to? Some may prefer drowsy state only due to dimming.
public bool AutoSleepState = true;
// The minimum amount of movement required to partially restore vision.
public float drowsyThreshold = 2f;
// The minimum amount of movement required to fully restore vision.
public float wakeThreshold = 4f;
// The amount of time the player must remain still to enter drowsy state (in minutes).
public float DrowsyModeTimer = 3f;
// The amount of time the player must remain in drowsy state before entering sleep state (in seconds).
public float SleepModeTimer = 10f;
// The amount by which DrowsyMode affects the screen.
public float DrowsyDimStrength = 0.6f;
// Should DrowsyDimStrength be affected by velocity?
public bool DrowsyVelocityMultiplier = true;
// Whether to display HUD messages.
public bool HudMessages = true;
// Whether to lower the frame rate while in sleep mode.
public bool DropFPSOnSleep = false;
// The available states of consciousness.
public enum BlackoutState
{
Awake = 0,
Drowsy,
Sleeping,
}
private Camera activeModeCam;
private Vector3 headVelocity = Vector3.zero;
private Vector3 lastHeadPos = Vector3.zero;
private float curTime = 0f;
private float lastAwakeTime = 0f;
private Animator blackoutAnimator;
private int targetFPS;
public void ChangeBlackoutStateFromInt(int state) => ChangeBlackoutState((BlackoutState)state);
// Changes the player's state of consciousness.
public void ChangeBlackoutState(BlackoutState newState)
{
if (!blackoutAnimator) return;
if (newState == CurrentState) return;
lastAwakeTime = curTime;
// Update the blackout animator based on the new state.
switch (newState)
{
case BlackoutState.Awake:
blackoutAnimator.SetBool("BlackoutState.Drowsy", false);
blackoutAnimator.SetBool("BlackoutState.Sleeping", false);
drowsyMagnitude = 0f;
break;
case BlackoutState.Drowsy:
blackoutAnimator.SetBool("BlackoutState.Drowsy", true);
blackoutAnimator.SetBool("BlackoutState.Sleeping", false);
drowsyMagnitude = 0f;
break;
case BlackoutState.Sleeping:
blackoutAnimator.SetBool("BlackoutState.Drowsy", false);
blackoutAnimator.SetBool("BlackoutState.Sleeping", true);
drowsyMagnitude = 1f;
break;
default:
break;
}
// Update the current state and send a HUD message if enabled.
BlackoutState prevState = CurrentState;
CurrentState = newState;
SendHUDMessage($"Exiting {prevState} and entering {newState} state.");
ChangeTargetFPS();
}
public void AdjustDrowsyDimStrength(float multiplier = 1f)
{
blackoutAnimator.SetFloat("BlackoutSetting.DrowsyStrength", DrowsyDimStrength * multiplier);
}
// Initialize the BlackoutInstance object.
private void Start()
{
Instance = this;
// Get the blackout asset and instantiate it.
GameObject blackoutAsset = AssetsHandler.GetAsset("Assets/BundledAssets/Blackout/Blackout.prefab");
GameObject blackoutGO = Instantiate(blackoutAsset, new Vector3(0, 0, 0), Quaternion.identity);
blackoutGO.name = "BlackoutInstance";
// Get the blackout animator component.
blackoutAnimator = blackoutGO.GetComponent<Animator>();
if (!blackoutAnimator)
{
Blackout.Logger.Error("Blackout: Could not find blackout animator component!");
return;
}
SetupBlackoutInstance();
//we dont want this to ever disable
Camera.onPreRender += OnPreRender;
Camera.onPostRender += OnPostRender;
}
//Automatic State Change
private void Update()
{
//get the current position of the player's head
Vector3 curHeadPos = activeModeCam.transform.position;
//calculate the player's head velocity by taking the difference in position
headVelocity = (curHeadPos - lastHeadPos) / Time.deltaTime;
//store the current head position for use in the next frame
lastHeadPos = curHeadPos;
if (AutomaticStateChange)
{
curTime = Time.time;
//handle current state
switch (CurrentState)
{
case BlackoutState.Awake:
HandleAwakeState();
break;
case BlackoutState.Drowsy:
HandleDrowsyState();
break;
case BlackoutState.Sleeping:
HandleSleepingState();
break;
default:
break;
}
}
else
{
CalculateDimmingMultiplier();
}
}
public void OnEnable()
{
curTime = Time.time;
lastAwakeTime = curTime;
}
public void OnDisable()
{
ChangeBlackoutState(BlackoutState.Awake);
}
private void OnPreRender(Camera cam)
{
if (cam == activeModeCam) return;
blackoutAnimator.transform.localScale = Vector3.zero;
}
private void OnPostRender(Camera cam)
{
blackoutAnimator.transform.localScale = Vector3.one;
}
public void SetupBlackoutInstance()
{
activeModeCam = PlayerSetup.Instance.GetActiveCamera().GetComponent<Camera>();
blackoutAnimator.transform.parent = activeModeCam.transform;
blackoutAnimator.transform.localPosition = Vector3.zero;
blackoutAnimator.transform.localRotation = Quaternion.identity;
blackoutAnimator.transform.localScale = Vector3.one;
}
private float GetNextStateTimer()
{
switch (CurrentState)
{
case BlackoutState.Awake:
return (lastAwakeTime + DrowsyModeTimer * 60 - curTime);
case BlackoutState.Drowsy:
return (lastAwakeTime + SleepModeTimer - curTime);
case BlackoutState.Sleeping:
return 0f;
default:
return 0f;
}
}
//broken, needs to run next frame
private void SendHUDMessage(string message)
{
Blackout.Logger.Msg(message);
if (!CohtmlHud.Instance || !HudMessages) return;
StringBuilder secondmessage = new StringBuilder();
if (AutomaticStateChange)
{
if (CurrentState == BlackoutState.Drowsy && !AutoSleepState)
{
secondmessage = new StringBuilder("AutoSleepState is disabled. Staying in Drowsy State.");
}
else
{
secondmessage = new StringBuilder(GetNextStateTimer().ToString() + " seconds till next state change.");
}
}
CohtmlHud.Instance.ViewDropTextImmediate("Blackout", message, secondmessage.ToString());
}
private void ChangeTargetFPS()
{
if (!DropFPSOnSleep) return;
//store target FPS to restore, i check each time just in case it changed
targetFPS = MetaPort.Instance.settings.GetSettingInt("GraphicsFramerateTarget", 0);
Application.targetFrameRate = (CurrentState == BlackoutState.Sleeping) ? 5 : targetFPS;
}
private void HandleAwakeState()
{
//small movement should reset sleep timer
if (headVelocity.magnitude > drowsyThreshold)
{
lastAwakeTime = curTime;
}
//enter drowsy mode after few minutes
if (curTime > lastAwakeTime + DrowsyModeTimer * 60)
{
ChangeBlackoutState(BlackoutState.Drowsy);
}
}
public float fadeSpeed = 0.8f; // The speed at which the value fades back to 0 or increases
public float minimumThreshold = 0.5f; // The minimum value that the drowsy magnitude can have
public float drowsyMagnitude = 0f;
private void CalculateDimmingMultiplier()
{
if (!DrowsyVelocityMultiplier)
{
AdjustDrowsyDimStrength();
return;
}
float normalizedMagnitude = headVelocity.magnitude / wakeThreshold;
float targetMagnitude = 1f - normalizedMagnitude;
targetMagnitude = Mathf.Max(targetMagnitude, minimumThreshold);
drowsyMagnitude = Mathf.Lerp(drowsyMagnitude, targetMagnitude, fadeSpeed * Time.deltaTime);
AdjustDrowsyDimStrength(drowsyMagnitude);
}
private void HandleDrowsyState()
{
//hard movement should exit drowsy state
if (headVelocity.magnitude > wakeThreshold)
{
ChangeBlackoutState(BlackoutState.Awake);
return;
}
//small movement should reset sleep timer
if (headVelocity.magnitude > drowsyThreshold)
{
lastAwakeTime = curTime;
}
//enter full sleep mode
if (AutoSleepState && curTime > lastAwakeTime + SleepModeTimer)
{
ChangeBlackoutState(BlackoutState.Sleeping);
}
CalculateDimmingMultiplier();
}
private void HandleSleepingState()
{
//small movement should enter drowsy state
if (headVelocity.magnitude > drowsyThreshold)
{
ChangeBlackoutState(BlackoutState.Drowsy);
}
}
}

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using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using HarmonyLib;
namespace NAK.Blackout.HarmonyPatches;
[HarmonyPatch]
internal class HarmonyPatches
{
//Support for changing VRMode during runtime.
[HarmonyPostfix]
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.CalibrateAvatar))]
private static void CheckVRModeOnSwitch()
{
if (Blackout.inVR != MetaPort.Instance.isUsingVr)
{
Blackout.Logger.Msg("VRMode change detected! Reinitializing Blackout Instance...");
Blackout.inVR = MetaPort.Instance.isUsingVr;
BlackoutController.Instance.SetupBlackoutInstance();
BlackoutController.Instance.ChangeBlackoutState(BlackoutController.BlackoutState.Awake);
}
}
}

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using BTKUILib;
using BTKUILib.UIObjects;
using System.Runtime.CompilerServices;
namespace NAK.Blackout;
public static class BTKUIAddon
{
[MethodImpl(MethodImplOptions.NoInlining)]
public static void Init()
{
//Add myself to the Misc Menu
Page miscPage = QuickMenuAPI.MiscTabPage;
Category miscCategory = miscPage.AddCategory(Blackout.SettingsCategory);
AddMelonToggle(ref miscCategory, Blackout.EntryEnabled);
//Add my own page to not clog up Misc Menu
Page blackoutPage = miscCategory.AddPage("Blackout Settings", "", "Configure the settings for Blackout.", "Blackout");
blackoutPage.MenuTitle = "Blackout Settings";
blackoutPage.MenuSubtitle = "Dim screen after set time of sitting still, or configure with manual control. Should be nice for VR sleeping.";
Category blackoutCategory = blackoutPage.AddCategory("Blackout");
AddMelonToggle(ref blackoutCategory, Blackout.EntryEnabled);
//manual state changing
var state_Awake = blackoutCategory.AddButton("Awake State", null, "Enter the Awake State.");
state_Awake.OnPress += () => BlackoutController.Instance?.ChangeBlackoutState(BlackoutController.BlackoutState.Awake);
var state_Drowsy = blackoutCategory.AddButton("Drowsy State", null, "Enter the Drowsy State.");
state_Drowsy.OnPress += () => BlackoutController.Instance?.ChangeBlackoutState(BlackoutController.BlackoutState.Drowsy);
var state_Sleeping = blackoutCategory.AddButton("Sleeping State", null, "Enter the Sleeping State.");
state_Sleeping.OnPress += () => BlackoutController.Instance?.ChangeBlackoutState(BlackoutController.BlackoutState.Sleeping);
//dimming strength
AddMelonSlider(ref blackoutPage, Blackout.EntryDrowsyDimStrength, 0f, 1f);
//velocity dim multiplier
AddMelonToggle(ref blackoutCategory, Blackout.EntryDrowsyVelocityMultiplier);
//hud messages
AddMelonToggle(ref blackoutCategory, Blackout.EntryHudMessages);
//lower fps while sleep (desktop)
AddMelonToggle(ref blackoutCategory, Blackout.EntryDropFPSOnSleep);
//auto sleep state
AddMelonToggle(ref blackoutCategory, Blackout.EntryAutoSleepState);
//i will add the rest of the settings once BTKUILib supports int input
}
private static void AddMelonToggle(ref Category category, MelonLoader.MelonPreferences_Entry<bool> entry)
{
category.AddToggle(entry.DisplayName, entry.Description, entry.Value).OnValueUpdated += b => entry.Value = b;
}
private static void AddMelonSlider(ref Page page, MelonLoader.MelonPreferences_Entry<float> entry, float min, float max)
{
page.AddSlider(entry.DisplayName, entry.Description, entry.Value, min, max).OnValueUpdated += f => entry.Value = f;
}
}

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using System.Runtime.CompilerServices;
using UIExpansionKit.API;
namespace NAK.Blackout;
public static class UIExpansionKitAddon
{
[MethodImpl(MethodImplOptions.NoInlining)]
public static void Init()
{
/**
ive spent hours debugging this, and no matter what the buttons wont actually call the actions
from logging shit to straight up closing the game, nothing
implementing btkuilib support, but gonna leave this shit as a reminder why to not use uiexpansionkit
also because it **used to work**... a game update broke it and uiexpansionkit hasnt updated since
what pisses me off more, is that DesktopVRSwitch works, and that was originally copied from Blackout -_-
**/
var settings = ExpansionKitApi.GetSettingsCategory(Blackout.SettingsCategory);
settings.AddSimpleButton("Awake State", AwakeState);
settings.AddSimpleButton("Drowsy State", DrowsyState);
settings.AddSimpleButton("Sleep State", SleepingState);
}
//UIExpansionKit actions
internal static void AwakeState() => BlackoutController.Instance?.ChangeBlackoutState(BlackoutController.BlackoutState.Awake);
internal static void DrowsyState() => BlackoutController.Instance?.ChangeBlackoutState(BlackoutController.BlackoutState.Drowsy);
internal static void SleepingState() => BlackoutController.Instance?.ChangeBlackoutState(BlackoutController.BlackoutState.Sleeping);
}

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using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using MelonLoader;
namespace NAK.Blackout;
public class Blackout : MelonMod
{
internal static bool inVR;
internal static MelonLogger.Instance Logger;
internal const string SettingsCategory = nameof(Blackout);
public static readonly MelonPreferences_Category CategoryBlackout =
MelonPreferences.CreateCategory(SettingsCategory);
public static readonly MelonPreferences_Entry<bool> EntryEnabled =
CategoryBlackout.CreateEntry("Automatic State Change", true, description: "Should the screen automatically dim if head is still for enough time?");
public static readonly MelonPreferences_Entry<bool> EntryHudMessages =
CategoryBlackout.CreateEntry("Hud Messages", true, description: "Notify on state change.");
public static readonly MelonPreferences_Entry<bool> EntryDropFPSOnSleep =
CategoryBlackout.CreateEntry("Limit FPS While Sleep", false, description: "Limits FPS to 5 while in Sleep State. This only works in Desktop, as SteamVR/HMD handles VR FPS.");
public static readonly MelonPreferences_Entry<bool> EntryDrowsyVelocityMultiplier =
CategoryBlackout.CreateEntry("Drowsy Velocity Multiplier", true, description: "Should head velocity act as a multiplier to Drowsy Dim Strength?");
public static readonly MelonPreferences_Entry<bool> EntryAutoSleepState =
CategoryBlackout.CreateEntry("Auto Sleep State", true, description: "Should the sleep state be used during Automatic State Change?");
public static readonly MelonPreferences_Entry<float> EntryDrowsyThreshold =
CategoryBlackout.CreateEntry("Drowsy Threshold", 2f, description: "Velocity to return partial vision.");
public static readonly MelonPreferences_Entry<float> EntryAwakeThreshold =
CategoryBlackout.CreateEntry("Awake Threshold", 4f, description: "Velocity to return full vision.");
public static readonly MelonPreferences_Entry<float> EntryDrowsyModeTimer =
CategoryBlackout.CreateEntry("Enter Drowsy Time (Minutes)", 3f, description: "How many minutes without movement until enter drowsy mode.");
public static readonly MelonPreferences_Entry<float> EntrySleepModeTimer =
CategoryBlackout.CreateEntry("Enter Sleep Time (Seconds)", 10f, description: "How many seconds without movement until enter sleep mode.");
public static readonly MelonPreferences_Entry<float> EntryDrowsyDimStrength =
CategoryBlackout.CreateEntry("Drowsy Dim Strength", 0.6f, description: "How strong of a dimming effect should drowsy mode have.");
public override void OnInitializeMelon()
{
Logger = LoggerInstance;
EntryEnabled.OnEntryValueChangedUntyped.Subscribe(OnUpdateEnabled);
foreach (var entry in CategoryBlackout.Entries)
{
if (entry != EntryEnabled && !entry.OnEntryValueChangedUntyped.GetSubscribers().Any())
{
entry.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings);
}
}
//UIExpansionKit addon
if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "UI Expansion Kit"))
{
Logger.Msg("Initializing UIExpansionKit support.");
UIExpansionKitAddon.Init();
}
//BTKUILib addon
if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "BTKUILib"))
{
Logger.Msg("Initializing BTKUILib support.");
BTKUIAddon.Init();
}
MelonLoader.MelonCoroutines.Start(WaitForLocalPlayer());
}
private System.Collections.IEnumerator WaitForLocalPlayer()
{
//load blackout_controller.asset
AssetsHandler.Load();
while (PlayerSetup.Instance == null)
yield return null;
inVR = MetaPort.Instance.isUsingVr;
PlayerSetup.Instance.gameObject.AddComponent<BlackoutController>();
//update BlackoutController settings after it initializes
while (BlackoutController.Instance == null)
yield return null;
UpdateAllSettings();
OnEnabled();
}
private void OnEnabled()
{
if (!BlackoutController.Instance) return;
if (EntryEnabled.Value)
{
BlackoutController.Instance.OnEnable();
}
else
{
BlackoutController.Instance.OnDisable();
}
BlackoutController.Instance.AutomaticStateChange = EntryEnabled.Value;
}
private void UpdateAllSettings()
{
if (!BlackoutController.Instance) return;
BlackoutController.Instance.HudMessages = EntryHudMessages.Value;
BlackoutController.Instance.AutoSleepState = EntryAutoSleepState.Value;
BlackoutController.Instance.DropFPSOnSleep = EntryDropFPSOnSleep.Value;
BlackoutController.Instance.drowsyThreshold = EntryDrowsyThreshold.Value;
BlackoutController.Instance.wakeThreshold = EntryAwakeThreshold.Value;
BlackoutController.Instance.DrowsyModeTimer = EntryDrowsyModeTimer.Value;
BlackoutController.Instance.SleepModeTimer = EntrySleepModeTimer.Value;
BlackoutController.Instance.DrowsyDimStrength = EntryDrowsyDimStrength.Value;
BlackoutController.Instance.DrowsyVelocityMultiplier = EntryDrowsyVelocityMultiplier.Value;
}
private void OnUpdateEnabled(object arg1, object arg2) => OnEnabled();
private void OnUpdateSettings(object arg1, object arg2) => UpdateAllSettings();
}

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using MelonLoader;
using NAK.Blackout.Properties;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.Blackout))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.Blackout))]
[assembly: MelonInfo(
typeof(NAK.Blackout.Blackout),
nameof(NAK.Blackout),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/Blackout"
)]
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
[assembly: MelonOptionalDependencies("UIExpansionKit", "BTKUILib")]
namespace NAK.Blackout.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "2.0.0";
public const string Author = "NotAKidoS";
}

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@ -0,0 +1,73 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace NAK.Blackout {
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "17.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resource1 {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resource1() {
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Blackout.Resource1", typeof(Resource1).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] blackout_controller {
get {
object obj = ResourceManager.GetObject("blackout_controller", resourceCulture);
return ((byte[])(obj));
}
}
}
}

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@ -0,0 +1,124 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
<data name="blackout_controller" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>Resources\blackout_controller.asset;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
</root>

View file

@ -0,0 +1,24 @@
{
"_id": 106,
"name": "Blackout",
"modversion": "2.0.0",
"gameversion": "2022r170p1",
"loaderversion": "0.6.1",
"modtype": "Mod",
"author": "NotAKidoS",
"description": "Dim screen after set time of sitting still. Should be nice for VR sleeping.\n\nNotable Options:\n Cap FPS while sleeping.\nManual control via BTKUILib\nConfigurable dimming strength.",
"searchtags": [
"black",
"dimmer",
"sleeping",
"sleeper"
],
"requirements": [
"BTKUILib",
"UIExpansionKit"
],
"downloadlink": "https://github.com/NotAKidoS/NAK_CVR_Mods/releases/download/r3/Blackout.dll",
"sourcelink": "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/Blackout/",
"changelog": "- Added BTKUILib support.\n- Added dimming strength velocity multiplier option.\n- Added option to not use Automatic Sleep State.\n- Dimming strengh now updates in realtime when configuring.",
"embedcolor": "#161b22"
}

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@ -0,0 +1,11 @@
<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net48</TargetFramework>
</PropertyGroup>
<ItemGroup>
<Reference Include="TheClapper">
<HintPath>..\.ManagedLibs\TheClapper.dll</HintPath>
</Reference>
</ItemGroup>
</Project>

View file

@ -0,0 +1,244 @@
using System.Reflection;
using HarmonyLib;
using MelonLoader;
using UnityEngine;
namespace NAK.BullshitWatcher;
// Slapped together to log where bullshit values are coming from,
// instead of creating the same Unity Explorer patch for the 100th time
public class BullshitWatcherMod : MelonMod
{
#region Initialize
public override void OnInitializeMelon()
{
#region Transform Patches
Type transformType = typeof(Transform);
// Properties
PatchProperty(transformType, nameof(Transform.position));
PatchProperty(transformType, nameof(Transform.localPosition));
PatchProperty(transformType, nameof(Transform.rotation));
PatchProperty(transformType, nameof(Transform.localRotation));
PatchProperty(transformType, nameof(Transform.localScale));
PatchProperty(transformType, nameof(Transform.right));
PatchProperty(transformType, nameof(Transform.up));
PatchProperty(transformType, nameof(Transform.forward));
// Methods
PatchMethod(transformType, nameof(Transform.SetPositionAndRotation));
PatchMethod(transformType, nameof(Transform.SetLocalPositionAndRotation));
PatchMethod(transformType, nameof(Transform.Translate), new[] { typeof(Vector3), typeof(Space) });
PatchMethod(transformType, nameof(Transform.Translate), new[] { typeof(Vector3) });
PatchMethod(transformType, nameof(Transform.Translate), new[] { typeof(Vector3), typeof(Transform) });
PatchMethod(transformType, nameof(Transform.Rotate), new[] { typeof(Vector3), typeof(Space) });
PatchMethod(transformType, nameof(Transform.Rotate), new[] { typeof(Vector3) });
PatchMethod(transformType, nameof(Transform.Rotate), new[] { typeof(Vector3), typeof(float), typeof(Space) });
PatchMethod(transformType, nameof(Transform.RotateAround));
PatchMethod(transformType, nameof(Transform.LookAt), new[] { typeof(Vector3), typeof(Vector3) });
#endregion
#region Rigidbody Patches
Type rigidbodyType = typeof(Rigidbody);
// Properties
PatchProperty(rigidbodyType, nameof(Rigidbody.position));
PatchProperty(rigidbodyType, nameof(Rigidbody.rotation));
PatchProperty(rigidbodyType, nameof(Rigidbody.velocity));
PatchProperty(rigidbodyType, nameof(Rigidbody.angularVelocity));
PatchProperty(rigidbodyType, nameof(Rigidbody.centerOfMass));
// Methods
PatchMethod(rigidbodyType, nameof(Rigidbody.MovePosition));
PatchMethod(rigidbodyType, nameof(Rigidbody.MoveRotation));
PatchMethod(rigidbodyType, nameof(Rigidbody.AddForce), new[] { typeof(Vector3), typeof(ForceMode) });
PatchMethod(rigidbodyType, nameof(Rigidbody.AddRelativeForce), new[] { typeof(Vector3), typeof(ForceMode) });
PatchMethod(rigidbodyType, nameof(Rigidbody.AddTorque), new[] { typeof(Vector3), typeof(ForceMode) });
PatchMethod(rigidbodyType, nameof(Rigidbody.AddRelativeTorque), new[] { typeof(Vector3), typeof(ForceMode) });
PatchMethod(rigidbodyType, nameof(Rigidbody.AddForceAtPosition), new[] { typeof(Vector3), typeof(Vector3), typeof(ForceMode) });
#endregion
}
private void PatchProperty(Type type, string propertyName)
{
PropertyInfo property = type.GetProperty(propertyName);
if (property!.SetMethod != null)
{
HarmonyInstance.Patch(
property.SetMethod,
prefix: new HarmonyMethod(typeof(BullshitWatcherMod).GetMethod(nameof(OnSetValue),
BindingFlags.NonPublic | BindingFlags.Static))
);
}
}
private void PatchMethod(Type type, string methodName, Type[] parameters = null)
{
MethodInfo method;
if (parameters != null)
{
method = type.GetMethod(methodName,
BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy,
null,
parameters,
null);
}
else
{
var methods = type.GetMethods()
.Where(m => m.Name == methodName && !m.IsGenericMethod)
.ToArray();
// If there's only one method with this name, use it
if (methods.Length == 1)
{
method = methods[0];
}
else
{
// This is fine :)
LoggerInstance.Error($"Multiple methods found for {type.Name}.{methodName}, skipping ambiguous patch");
return;
}
}
if (method != null)
{
HarmonyInstance.Patch(
method,
prefix: new HarmonyMethod(typeof(BullshitWatcherMod).GetMethod(nameof(OnMethodCall),
BindingFlags.NonPublic | BindingFlags.Static))
);
}
else
{
MelonLogger.Warning($"Could not find method {type.Name}.{methodName}");
}
}
#endregion
#region Validation Methods
private static bool ContainsBullshitValue(Vector3 vector)
{
return float.IsNaN(vector.x) || float.IsNaN(vector.y) || float.IsNaN(vector.z) ||
float.IsInfinity(vector.x) || float.IsInfinity(vector.y) || float.IsInfinity(vector.z) ||
float.IsNegativeInfinity(vector.x) || float.IsNegativeInfinity(vector.y) || float.IsNegativeInfinity(vector.z);
}
private static bool ContainsBullshitValue(Quaternion quaternion)
{
return float.IsNaN(quaternion.x) || float.IsNaN(quaternion.y) || float.IsNaN(quaternion.z) || float.IsNaN(quaternion.w) ||
float.IsInfinity(quaternion.x) || float.IsInfinity(quaternion.y) || float.IsInfinity(quaternion.z) || float.IsInfinity(quaternion.w) ||
float.IsNegativeInfinity(quaternion.x) || float.IsNegativeInfinity(quaternion.y) ||
float.IsNegativeInfinity(quaternion.z) || float.IsNegativeInfinity(quaternion.w);
}
private static bool ContainsBullshitValue(float value)
{
return float.IsNaN(value) || float.IsInfinity(value) || float.IsNegativeInfinity(value);
}
private static bool ContainsBullshitValues(object[] values)
{
foreach (var value in values)
{
if (value == null) continue;
switch (value)
{
case Vector3 v3:
if (ContainsBullshitValue(v3)) return true;
break;
case Quaternion q:
if (ContainsBullshitValue(q)) return true;
break;
case float f:
if (ContainsBullshitValue(f)) return true;
break;
}
}
return false;
}
#endregion
#region Logging Methods
private static void LogBullshitValue(string componentType, string propertyName, Component component, object value)
{
MelonLogger.Error($"Bullshit {componentType}.{propertyName} value detected on GameObject '{GetGameObjectPath(component.gameObject)}': {value}");
MelonLogger.Error(Environment.StackTrace);
}
private static void LogBullshitMethod(string componentType, string methodName, Component component, object[] parameters)
{
MelonLogger.Error($"Bullshit parameters in {componentType}.{methodName} call on GameObject '{GetGameObjectPath(component.gameObject)}'");
for (int i = 0; i < parameters.Length; i++)
{
if (parameters[i] != null)
MelonLogger.Error($" Parameter {i}: {parameters[i]}");
}
MelonLogger.Error(Environment.StackTrace);
}
private static string GetGameObjectPath(GameObject obj)
{
string path = obj.name;
Transform parent = obj.transform.parent;
while (parent != null)
{
path = $"{parent.name}/{path}";
parent = parent.parent;
}
return path;
}
#endregion
#region Harmony Patches
private static void OnSetValue(object value, Component __instance)
{
if (value == null) return;
var componentType = __instance.GetType().Name;
var propertyName = new System.Diagnostics.StackTrace().GetFrame(1).GetMethod().Name.Replace("set_", "");
switch (value)
{
case Vector3 v3 when ContainsBullshitValue(v3):
LogBullshitValue(componentType, propertyName, __instance, v3);
break;
case Quaternion q when ContainsBullshitValue(q):
LogBullshitValue(componentType, propertyName, __instance, q);
break;
case float f when ContainsBullshitValue(f):
LogBullshitValue(componentType, propertyName, __instance, f);
break;
}
}
private static void OnMethodCall(object[] __args, Component __instance)
{
if (__args == null || __args.Length == 0) return;
if (ContainsBullshitValues(__args))
{
var componentType = __instance.GetType().Name;
var methodName = new System.Diagnostics.StackTrace().GetFrame(1).GetMethod().Name;
LogBullshitMethod(componentType, methodName, __instance, __args);
}
}
#endregion
}

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using NAK.BullshitWatcher.Properties;
using MelonLoader;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.BullshitWatcher))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.BullshitWatcher))]
[assembly: MelonInfo(
typeof(NAK.BullshitWatcher.BullshitWatcherMod),
nameof(NAK.BullshitWatcher),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/BullshitWatcher"
)]
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
[assembly: MelonColor(255, 246, 25, 99)] // red-pink
[assembly: MelonAuthorColor(255, 158, 21, 32)] // red
[assembly: HarmonyDontPatchAll]
namespace NAK.BullshitWatcher.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.0";
public const string Author = "NotAKidoS";
}

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using NAK.CVRGizmos.GismoTypes;
using UnityEngine;
using Gizmos = Popcron.Gizmos;
namespace NAK.CVRGizmos;
public class CVRGizmoManager : MonoBehaviour
{
public static CVRGizmoManager Instance;
public bool g_enabled = false;
public bool g_localOnly = false;
public MonoBehaviour[] managed;
public System.Type[] GizmoTypes = {
typeof(CVRGizmos_Pointer),
typeof(CVRGizmos_AdvancedAvatarSettingsTrigger),
typeof(CVRGizmos_SpawnableTrigger),
typeof(CVRGizmos_AdvancedAvatarSettingsPointer),
typeof(CVRGizmos_DistanceLod),
typeof(CVRGizmos_HapticZone),
typeof(CVRGizmos_HapticAreaChest),
typeof(CVRGizmos_ToggleStateTrigger),
typeof(CVRGizmos_Avatar),
typeof(CVRGizmos_AvatarPickupMarker),
typeof(CVRGizmos_DistanceConstrain),
typeof(CVRGizmos_BoxCollider),
typeof(CVRGizmos_SphereCollider),
typeof(CVRGizmos_CapsuleCollider),
};
private void Start()
{
CVRGizmoManager.Instance = this;
managed = new MonoBehaviour[GizmoTypes.Count()];
for (int i = 0; i < GizmoTypes.Count(); i++)
{
managed[i] = gameObject.AddComponent(GizmoTypes[i]) as MonoBehaviour;
}
}
public void EnableGizmos(bool able)
{
for (int i = 0; i < GizmoTypes.Count(); i++)
{
managed[i].enabled = able;
Gizmos.Enabled = able;
}
RefreshGizmos();
}
public void RefreshGizmos()
{
for (int i = 0; i < GizmoTypes.Count(); i++)
{
managed[i].Invoke("CacheGizmos", 0f);
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk" />

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using ABI.CCK.Components;
using UnityEngine;
using Gizmos = Popcron.Gizmos;
/**
CVRAdvancedAvatarSettingsPointer shouldn't really be used at this point. Only including because it still exists in the CCK/Game.
**/
namespace NAK.CVRGizmos.GismoTypes;
public class CVRGizmos_AdvancedAvatarSettingsPointer : CVRGizmoBase
{
public static CVRAdvancedAvatarSettingsPointer[] references;
public override void CacheGizmos()
{
var found = Resources.FindObjectsOfTypeAll(typeof(CVRAdvancedAvatarSettingsPointer)) as CVRAdvancedAvatarSettingsPointer[];
if (CVRGizmoManager.Instance.g_localOnly)
{
references = Array.ConvertAll(GetLocalOnly(found), item => (CVRAdvancedAvatarSettingsPointer)item);
}
else
{
references = found;
}
}
public override void DrawGizmos()
{
for (int i = 0; i < references.Count(); i++)
{
if (references[i] == null)
{
CacheGizmos();
break;
}
if (references[i].isActiveAndEnabled)
{
Gizmos.Color = Color.cyan;
Gizmos.Matrix = Matrix4x4.TRS(references[i].transform.position, references[i].transform.rotation, references[i].transform.lossyScale);
Gizmos.Sphere(Vector3.zero, 0.015f);
}
}
}
}

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using ABI.CCK.Components;
using ABI_RC.Core.Player;
using UnityEngine;
using Gizmos = Popcron.Gizmos;
namespace NAK.CVRGizmos.GismoTypes;
public class CVRGizmos_AdvancedAvatarSettingsTrigger : CVRGizmoBase
{
public static CVRAdvancedAvatarSettingsTrigger[] references;
public override void CacheGizmos()
{
var found = Resources.FindObjectsOfTypeAll(typeof(CVRAdvancedAvatarSettingsTrigger)) as CVRAdvancedAvatarSettingsTrigger[];
if (CVRGizmoManager.Instance.g_localOnly)
{
references = Array.ConvertAll(GetLocalOnly(found), item => (CVRAdvancedAvatarSettingsTrigger)item);
}
else
{
references = found;
}
}
public override void DrawGizmos()
{
for (int i = 0; i < references.Count(); i++)
{
if (references[i] == null)
{
CacheGizmos();
break;
}
if (references[i].isActiveAndEnabled)
{
Gizmos.Color = Color.cyan;
Gizmos.Matrix = Matrix4x4.TRS(references[i].transform.position, references[i].transform.rotation, references[i].transform.lossyScale);
Gizmos.Cube(references[i].areaOffset, Quaternion.identity, references[i].areaSize);
if (references[i].stayTasks.Count > 0)
{
for (int ii = 0; ii < references[i].stayTasks.Count(); ii++)
{
var stayTask = references[i].stayTasks[ii];
float num = PlayerSetup.Instance.GetAnimatorParam(stayTask.settingName);
switch (stayTask.updateMethod)
{
case CVRAdvancedAvatarSettingsTriggerTaskStay.UpdateMethod.SetFromPosition:
{
num = Mathf.InverseLerp(stayTask.minValue, stayTask.maxValue, num);
Gizmos.Color = new Color(2.0f * num, 2.0f * (1 - num), 0);
break;
}
case CVRAdvancedAvatarSettingsTriggerTaskStay.UpdateMethod.Add:
num = num + stayTask.minValue / 60f;
Gizmos.Color = new Color(2.0f * num, 2.0f * (1 - num), 0);
break;
case CVRAdvancedAvatarSettingsTriggerTaskStay.UpdateMethod.Subtract:
num = num - stayTask.minValue / 60f;
Gizmos.Color = new Color(2.0f * num, 2.0f * (1 - num), 0);
break;
default:
return;
}
}
Vector3 vector = new Vector3(references[i].areaSize.x * 0.5f, references[i].areaSize.y * 0.5f, references[i].areaSize.z * 0.5f);
switch (references[i].sampleDirection)
{
case CVRAdvancedAvatarSettingsTrigger.SampleDirection.XPositive:
Gizmos.Line(new Vector3(-vector.x, vector.y, vector.z) + references[i].areaOffset, new Vector3(vector.x, 0f, vector.z) + references[i].areaOffset);
Gizmos.Line(new Vector3(-vector.x, -vector.y, vector.z) + references[i].areaOffset, new Vector3(vector.x, 0f, vector.z) + references[i].areaOffset);
Gizmos.Line(new Vector3(-vector.x, vector.y, vector.z) + references[i].areaOffset, new Vector3(vector.x, vector.y, 0f) + references[i].areaOffset);
Gizmos.Line(new Vector3(-vector.x, vector.y, -vector.z) + references[i].areaOffset, new Vector3(vector.x, vector.y, 0f) + references[i].areaOffset);
break;
case CVRAdvancedAvatarSettingsTrigger.SampleDirection.XNegative:
Gizmos.Line(new Vector3(vector.x, vector.y, vector.z) + references[i].areaOffset, new Vector3(-vector.x, 0f, vector.z) + references[i].areaOffset);
Gizmos.Line(new Vector3(vector.x, -vector.y, vector.z) + references[i].areaOffset, new Vector3(-vector.x, 0f, vector.z) + references[i].areaOffset);
Gizmos.Line(new Vector3(vector.x, vector.y, vector.z) + references[i].areaOffset, new Vector3(-vector.x, vector.y, 0f) + references[i].areaOffset);
Gizmos.Line(new Vector3(vector.x, vector.y, -vector.z) + references[i].areaOffset, new Vector3(-vector.x, vector.y, 0f) + references[i].areaOffset);
break;
case CVRAdvancedAvatarSettingsTrigger.SampleDirection.YPositive:
Gizmos.Line(new Vector3(-vector.x, -vector.y, vector.z) + references[i].areaOffset, new Vector3(0f, vector.y, vector.z) + references[i].areaOffset);
Gizmos.Line(new Vector3(vector.x, -vector.y, vector.z) + references[i].areaOffset, new Vector3(0f, vector.y, vector.z) + references[i].areaOffset);
Gizmos.Line(new Vector3(-vector.x, -vector.y, -vector.z) + references[i].areaOffset, new Vector3(-vector.x, vector.y, 0f) + references[i].areaOffset);
Gizmos.Line(new Vector3(-vector.x, -vector.y, vector.z) + references[i].areaOffset, new Vector3(-vector.x, vector.y, 0f) + references[i].areaOffset);
break;
case CVRAdvancedAvatarSettingsTrigger.SampleDirection.YNegative:
Gizmos.Line(new Vector3(-vector.x, vector.y, vector.z) + references[i].areaOffset, new Vector3(0f, -vector.y, vector.z) + references[i].areaOffset);
Gizmos.Line(new Vector3(vector.x, vector.y, vector.z) + references[i].areaOffset, new Vector3(0f, -vector.y, vector.z) + references[i].areaOffset);
Gizmos.Line(new Vector3(-vector.x, vector.y, -vector.z) + references[i].areaOffset, new Vector3(-vector.x, -vector.y, 0f) + references[i].areaOffset);
Gizmos.Line(new Vector3(-vector.x, vector.y, vector.z) + references[i].areaOffset, new Vector3(-vector.x, -vector.y, 0f) + references[i].areaOffset);
break;
case CVRAdvancedAvatarSettingsTrigger.SampleDirection.ZPositive:
Gizmos.Line(new Vector3(-vector.x, vector.y, -vector.z) + references[i].areaOffset, new Vector3(0f, vector.y, vector.z) + references[i].areaOffset);
Gizmos.Line(new Vector3(vector.x, vector.y, -vector.z) + references[i].areaOffset, new Vector3(0f, vector.y, vector.z) + references[i].areaOffset);
Gizmos.Line(new Vector3(-vector.x, vector.y, -vector.z) + references[i].areaOffset, new Vector3(-vector.x, 0f, vector.z) + references[i].areaOffset);
Gizmos.Line(new Vector3(-vector.x, -vector.y, -vector.z) + references[i].areaOffset, new Vector3(-vector.x, 0f, vector.z) + references[i].areaOffset);
break;
case CVRAdvancedAvatarSettingsTrigger.SampleDirection.ZNegative:
Gizmos.Line(new Vector3(-vector.x, vector.y, vector.z) + references[i].areaOffset, new Vector3(0f, vector.y, -vector.z) + references[i].areaOffset);
Gizmos.Line(new Vector3(vector.x, vector.y, vector.z) + references[i].areaOffset, new Vector3(0f, vector.y, -vector.z) + references[i].areaOffset);
Gizmos.Line(new Vector3(-vector.x, vector.y, vector.z) + references[i].areaOffset, new Vector3(-vector.x, 0f, -vector.z) + references[i].areaOffset);
Gizmos.Line(new Vector3(-vector.x, -vector.y, vector.z) + references[i].areaOffset, new Vector3(-vector.x, 0f, -vector.z) + references[i].areaOffset);
break;
default:
break;
}
}
}
}
}
}

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using ABI.CCK.Components;
using UnityEngine;
using Gizmos = Popcron.Gizmos;
namespace NAK.CVRGizmos.GismoTypes;
public class CVRGizmos_Avatar : CVRGizmoBase
{
public static CVRAvatar[] references;
public override void CacheGizmos()
{
var found = Resources.FindObjectsOfTypeAll(typeof(CVRAvatar)) as CVRAvatar[];
if (CVRGizmoManager.Instance.g_localOnly)
{
references = Array.ConvertAll(GetLocalOnly(found), item => (CVRAvatar)item);
}
else
{
references = found;
}
}
public override void DrawGizmos()
{
for (int i = 0; i < references.Count(); i++)
{
if (references[i] == null)
{
CacheGizmos();
break;
}
if (references[i].isActiveAndEnabled)
{
//viewPosition & voicePosition seem to be rounded... not good, may be why viewpoint drift is bad on scale
Gizmos.Color = Color.green;
Gizmos.Matrix = Matrix4x4.TRS(references[i].transform.position, references[i].transform.rotation, references[i].transform.localScale);
Gizmos.Sphere(references[i].viewPosition, 0.01f);
Gizmos.Line(references[i].viewPosition, references[i].viewPosition + Vector3.forward * 0.05f);
Gizmos.Line(references[i].viewPosition, references[i].viewPosition + Vector3.right * 0.05f);
Gizmos.Color = Color.red;
Gizmos.Sphere(references[i].voicePosition, 0.01f);
Gizmos.Line(references[i].voicePosition, references[i].voicePosition + Vector3.forward * 0.05f);
Gizmos.Line(references[i].voicePosition, references[i].voicePosition + Vector3.right * 0.05f);
}
}
}
}

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using ABI.CCK.Components;
using UnityEngine;
using Gizmos = Popcron.Gizmos;
namespace NAK.CVRGizmos.GismoTypes;
public class CVRGizmos_AvatarPickupMarker : CVRGizmoBase
{
public static CVRAvatarPickupMarker[] references;
public override void CacheGizmos()
{
var found = Resources.FindObjectsOfTypeAll(typeof(CVRAvatarPickupMarker)) as CVRAvatarPickupMarker[];
if (CVRGizmoManager.Instance.g_localOnly)
{
references = Array.ConvertAll(GetLocalOnly(found), item => (CVRAvatarPickupMarker)item);
}
else
{
references = found;
}
}
public override void DrawGizmos()
{
for (int i = 0; i < references.Count(); i++)
{
if (references[i] == null)
{
CacheGizmos();
break;
}
if (references[i].isActiveAndEnabled)
{
Gizmos.Color = Color.magenta;
Gizmos.Matrix = Matrix4x4.TRS(references[i].transform.position, references[i].transform.rotation, references[i].transform.lossyScale);
Gizmos.Cube(new Vector3(0f, 0.75f, 0f), Quaternion.identity, new Vector3(1f, 1.5f, 0f));
Gizmos.Cube(new Vector3(0f, 0.7f, 0f), Quaternion.identity, new Vector3(0.8f, 0.1f, 0f));
Gizmos.Cube(new Vector3(0f, 0.615f, 0f), Quaternion.identity, new Vector3(0.6f, 0.07f, 0f));
Gizmos.Cube(new Vector3(0.24f, 0.28f, 0f), Quaternion.identity, new Vector3(0.32f, 0.42f, 0f));
Gizmos.Cube(new Vector3(-0.24f, 0.28f, 0f), Quaternion.identity, new Vector3(0.32f, 0.42f, 0f));
Vector3 lossyScale = references[i].transform.lossyScale;
lossyScale.Scale(new Vector3(1f, 1f, 0f));
Gizmos.Matrix = Matrix4x4.TRS(references[i].transform.position, references[i].transform.rotation, lossyScale);
Gizmos.Sphere(new Vector3(0f, 1.11f, 0f), 0.31f);
}
}
}
}

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using ABI.CCK.Components;
using UnityEngine;
using Gizmos = Popcron.Gizmos;
namespace NAK.CVRGizmos.GismoTypes;
public class CVRGizmos_DistanceConstrain : CVRGizmoBase
{
public static CVRDistanceConstrain[] references;
public override void CacheGizmos()
{
var found = Resources.FindObjectsOfTypeAll(typeof(CVRDistanceConstrain)) as CVRDistanceConstrain[];
if (CVRGizmoManager.Instance.g_localOnly)
{
references = Array.ConvertAll(GetLocalOnly(found), item => (CVRDistanceConstrain)item);
}
else
{
references = found;
}
}
public override void DrawGizmos()
{
for (int i = 0; i < references.Count(); i++)
{
if (references[i] == null)
{
CacheGizmos();
break;
}
if (references[i].target == null)
{
break;
}
if (references[i].maxDistance < references[i].minDistance && references[i].maxDistance != 0f)
{
break;
}
Vector3 normalized = (references[i].transform.position - references[i].target.position).normalized;
//BUG: Matrix addition isn't reset, other gizmo types Matrix will persist.
//This gizmo type could be a bit fucked, but I don't have the time to test.
Gizmos.Matrix = Matrix4x4.identity;
if (references[i].minDistance == 0f)
{
if (references[i].maxDistance == 0f)
{
Gizmos.Color = Color.green;
Gizmos.Line(references[i].target.position, normalized * 9999f);
break;
}
Gizmos.Color = Color.green;
Gizmos.Line(references[i].target.position, references[i].target.position + normalized * references[i].maxDistance);
break;
}
else
{
if (references[i].maxDistance == 0f)
{
Gizmos.Color = Color.red;
Gizmos.Line(references[i].target.position, references[i].target.position + normalized * references[i].minDistance);
Gizmos.Color = Color.green;
Gizmos.Line(references[i].target.position + normalized * references[i].minDistance, normalized * 9999f);
break;
}
Gizmos.Color = Color.red;
Gizmos.Line(references[i].target.position, references[i].target.position + normalized * references[i].minDistance);
Gizmos.Color = Color.green;
Gizmos.Line(references[i].target.position + normalized * references[i].minDistance, references[i].target.position + normalized * references[i].maxDistance);
break;
}
}
}
}

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using ABI.CCK.Components;
using UnityEngine;
using Gizmos = Popcron.Gizmos;
namespace NAK.CVRGizmos.GismoTypes;
public class CVRGizmos_DistanceLod : CVRGizmoBase
{
public static CVRDistanceLod[] references;
private static Color[] _gizmoColors = new Color[]
{
Color.green,
Color.yellow,
Color.red,
Color.white
};
public override void CacheGizmos()
{
var found = Resources.FindObjectsOfTypeAll(typeof(CVRDistanceLod)) as CVRDistanceLod[];
if (CVRGizmoManager.Instance.g_localOnly)
{
references = Array.ConvertAll(GetLocalOnly(found), item => (CVRDistanceLod)item);
}
else
{
references = found;
}
}
public override void DrawGizmos()
{
for (int i = 0; i < references.Count(); i++)
{
if (references[i] == null)
{
CacheGizmos();
break;
}
if (!references[i].distance3D)
{
Gizmos.Matrix = Matrix4x4.TRS(references[i].transform.position, Quaternion.identity, new Vector3(1f, 0f, 1f));
}
else
{
Gizmos.Matrix = Matrix4x4.TRS(references[i].transform.position, Quaternion.identity, Vector3.one);
}
float num = 0;
foreach (CVRDistanceLodGroup cvrdistanceLodGroup in references[i].Groups)
{
//Gizmos.Color = _gizmoColors[Math.Min(num, 3)];
num = Mathf.InverseLerp(0, references[i].Groups.Count, num);
Gizmos.Color = new Color(2.0f * num, 2.0f * (1 - num), 0);
Gizmos.Sphere(Vector3.zero, cvrdistanceLodGroup.MaxDistance);
num++;
}
}
}
}

View file

@ -0,0 +1,36 @@
using UnityEngine;
namespace NAK.CVRGizmos.GismoTypes;
public class CVRGizmoBase : MonoBehaviour
{
public Component[] GetLocalOnly(Component[] input)
{
return input.Where(c => c.gameObject.scene.name == "DontDestroyOnLoad").ToArray();
}
public virtual void OnEnable()
{
CacheGizmos();
// register the callback when enabling object
Camera.onPreRender += RenderGizmos;
}
public virtual void OnDisable()
{
// remove the callback when disabling object
Camera.onPreRender -= RenderGizmos;
}
public virtual void RenderGizmos(Camera cam)
{
DrawGizmos();
}
public virtual void CacheGizmos()
{
}
public virtual void DrawGizmos()
{
}
}

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