mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 22:39:22 +00:00
Move many mods to Deprecated folder, fix spelling
This commit is contained in:
parent
5e822cec8d
commit
0042590aa6
539 changed files with 7475 additions and 3120 deletions
54
.Deprecated/PlaySpaceScaleFix/HarmonyPatches.cs
Normal file
54
.Deprecated/PlaySpaceScaleFix/HarmonyPatches.cs
Normal file
|
@ -0,0 +1,54 @@
|
|||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Core.Savior;
|
||||
using HarmonyLib;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.PlaySpaceScaleFix.HarmonyPatches;
|
||||
|
||||
class PlayerSetupPatches
|
||||
{
|
||||
/**
|
||||
|
||||
Store vrCamera position before vrRig is scaled.
|
||||
Use new vrCamera position after vrRig is scaled to get an offset.
|
||||
|
||||
Use offset on _PlayerLocal object to keep player in place.
|
||||
Calculate scale difference, use to scale the avatars local position to keep avatar in place.
|
||||
|
||||
**/
|
||||
|
||||
[HarmonyPrefix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.SetPlaySpaceScale))]
|
||||
static void Prefix_PlayerSetup_SetPlaySpaceScale(ref PlayerSetup __instance, ref Vector3 __state)
|
||||
{
|
||||
__state = __instance.vrCamera.transform.position;
|
||||
__state.y = __instance.transform.position.y;
|
||||
}
|
||||
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.SetPlaySpaceScale))]
|
||||
static void Postfix_PlayerSetup_SetPlaySpaceScale(ref PlayerSetup __instance, ref Vector3 __state)
|
||||
{
|
||||
// DesktopVRSwitch might allow an offset other than 0,0,0 for the vrCamera in Desktop
|
||||
// Safest to just not run this patch if in Desktop, as Desktop doesn't have an offset at all anyways
|
||||
if (!PlaySpaceScaleFix.EntryEnabled.Value || !MetaPort.Instance.isUsingVr)
|
||||
return;
|
||||
|
||||
Vector3 newPosition = __instance.vrCamera.transform.position;
|
||||
newPosition.y = __instance.transform.position.y;
|
||||
|
||||
Vector3 offset = newPosition - __state;
|
||||
|
||||
// Offset _PlayerLocal to keep player in place
|
||||
__instance.transform.position -= offset;
|
||||
|
||||
// Scale avatar local position to keep avatar in place
|
||||
if (__instance._avatar != null)
|
||||
{
|
||||
// This calculation done in PlayerSetup.CheckUpdateAvatarScaleToPlaySpaceRelation already, but using Initial scale.
|
||||
// We only need difference between last and current scale for scaling the localposition.
|
||||
Vector3 scaleDifferenceNotInitial = __instance.DivideVectors(__instance._avatar.transform.localScale, __instance.lastScale);
|
||||
__instance._avatar.transform.localPosition = Vector3.Scale(__instance._avatar.transform.localPosition, scaleDifferenceNotInitial);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue