[DesktopVRSwitch] Nuke CohtmlUISystem Gamepad handling for now.

This commit is contained in:
NotAKidoS 2023-06-19 23:47:43 -05:00
parent 5f95755ad2
commit 0fb7c3d401
19 changed files with 146 additions and 21 deletions

View file

@ -1,4 +1,5 @@
using MelonLoader;

using MelonLoader;
using NAK.DesktopVRSwitch.VRModeTrackers;
using UnityEngine;
@ -28,7 +29,10 @@ public class DesktopVRSwitch : MelonMod
Category.CreateEntry("Enter Calibration on Switch", true, description: "Should you automatically be placed into calibration after switch if FBT is available? Overridden by Save Calibration IK setting.");
public static readonly MelonPreferences_Entry<bool> EntryUseTransitionOnSwitch =
Category.CreateEntry("Use Transition on Switch", true, description: "Should the world transition play on VRMode switch?");
Category.CreateEntry("Use Transition on Switch", true, description: "Should the world transition play on VRMode switch?");
public static readonly MelonPreferences_Entry<bool> EntryRenderVRGameView =
Category.CreateEntry("Render VR Game View", true, description: "Should the VR view be displayed in the game window?");
public override void OnInitializeMelon()
{
@ -40,10 +44,14 @@ public class DesktopVRSwitch : MelonMod
ApplyPatches(typeof(HarmonyPatches.CheckVRPatches));
// nameplate fixes
ApplyPatches(typeof(HarmonyPatches.CameraFacingObjectPatches));
// pickup fixes
ApplyPatches(typeof(HarmonyPatches.CVRPickupObjectPatches));
// lazy fix to reset iksystem
ApplyPatches(typeof(HarmonyPatches.IKSystemPatches));
// post processing fixes
ApplyPatches(typeof(HarmonyPatches.CVRWorldPatches));
// cohtml gamepad handling nuke
ApplyPatches(typeof(HarmonyPatches.CohtmlUISystemPatches));
}
public override void OnUpdate()