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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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idk
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parent
83c101f5ee
commit
1acf58d161
5 changed files with 88 additions and 38 deletions
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@ -5,34 +5,30 @@ namespace NAK.Melons.BadAnimatorFix;
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public class BadAnimatorFix : MonoBehaviour
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{
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private float stateLimit = 20f;
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private float stateLimit = 50f;
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private Animator animator;
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private Playable playable;
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private void Start()
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void Start()
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{
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animator = GetComponent<Animator>();
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playable = animator.playableGraph.GetRootPlayable(0);
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BadAnimatorFixManager.Add(this);
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}
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private void Update()
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void OnDestroy()
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{
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if (!BadAnimatorFixMod.EntryEnabled.Value) return;
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if (playable.IsValid() && GetTime() > BadAnimatorFixMod.EntryPlayableTimeLimit.Value)
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{
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RewindAnimator();
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BadAnimatorFixMod.Logger.Msg($"Rewound animator and playable {animator}.");
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}
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BadAnimatorFixManager.Remove(this);
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}
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private double GetTime()
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public double GetTime()
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{
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return PlayableExtensions.IsValid<Playable>(playable) ? PlayableExtensions.GetTime<Playable>(playable) : -1;
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}
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private void RewindAnimator()
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public void AttemptRewindAnimator()
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{
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PlayableExtensions.SetTime<Playable>(playable, 0);
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bool rewound = false;
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for (int i = 0; i < animator.layerCount; i++)
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{
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AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(i);
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@ -42,31 +38,14 @@ public class BadAnimatorFix : MonoBehaviour
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// Skip if anim doesn't loop, or hasn't looped enough
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if (stateInfo.normalizedTime <= stateLimit) continue;
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// Rewind state, with 10f as buffer, to account for reasonable use of ExitTime
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rewound = true;
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float offset = 10f + (stateInfo.normalizedTime % 1f);
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animator.Play(stateInfo.fullPathHash, i, offset);
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}
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}
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private float GetNormalizedTime()
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if (rewound)
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{
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float time = 0f;
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for (int i = 0; i < animator.layerCount; i++)
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{
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AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(i);
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time += stateInfo.normalizedTime;
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PlayableExtensions.SetTime<Playable>(playable, 0);
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BadAnimatorFixMod.Logger.Msg($"Rewound animator and playable {animator}.");
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}
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return time;
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}
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private float GetMaxNormalizedTime()
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{
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float time = 0f;
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for (int i = 0; i < animator.layerCount; i++)
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{
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AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(i);
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if (time < stateInfo.normalizedTime)
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time = stateInfo.normalizedTime;
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}
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return time;
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}
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}
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@ -6,6 +6,7 @@
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<ImplicitUsings>enable</ImplicitUsings>
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<LangVersion>latest</LangVersion>
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<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
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<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
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</PropertyGroup>
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<ItemGroup>
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@ -13,7 +14,7 @@
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\0Harmony.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp.dll</HintPath>
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<HintPath>..\..\FuckCohtml\FuckMetrics\ManagedLibs\Assembly-CSharp.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp-firstpass">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp-firstpass.dll</HintPath>
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54
BadAnimatorFix/BadAnimatorFixManager.cs
Normal file
54
BadAnimatorFix/BadAnimatorFixManager.cs
Normal file
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@ -0,0 +1,54 @@
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using ABI_RC.Core.IO;
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namespace NAK.Melons.BadAnimatorFix;
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public static class BadAnimatorFixManager
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{
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public static List<BadAnimatorFix> badAnimatorFixes = new List<BadAnimatorFix>();
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private static int currentIndex = 0;
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public static void Add(BadAnimatorFix bad)
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{
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if (!badAnimatorFixes.Contains(bad))
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{
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badAnimatorFixes.Add(bad);
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}
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}
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public static void Remove(BadAnimatorFix bad)
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{
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if (badAnimatorFixes.Contains(bad))
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{
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badAnimatorFixes.Remove(bad);
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}
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}
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// Runs every 5 seconds to see if an animator has played longer than PlayableTimeLimit
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public static void CheckNextAnimator()
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{
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if (badAnimatorFixes.Count == 0) return;
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if (currentIndex >= badAnimatorFixes.Count) currentIndex = 0;
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BadAnimatorFix currentAnimatorFix = badAnimatorFixes[currentIndex];
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if (currentAnimatorFix.GetTime() > BadAnimatorFixMod.EntryPlayableTimeLimit.Value)
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{
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currentAnimatorFix.AttemptRewindAnimator();
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}
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currentIndex++;
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}
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public static void ToggleJob(bool enable)
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{
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var job = SchedulerSystem.Instance.activeJobs.FirstOrDefault(pair => pair.Job.Method.Name == "CheckNextAnimator").Job;
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if (enable && job == null)
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{
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SchedulerSystem.AddJob(new SchedulerSystem.Job(BadAnimatorFixManager.CheckNextAnimator), 0f, 5f, -1);
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}
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else if (!enable && job != null)
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{
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SchedulerSystem.RemoveJob(job);
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}
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}
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}
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@ -2,6 +2,7 @@
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using ABI_RC.Core.InteractionSystem;
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using HarmonyLib;
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using UnityEngine;
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using ABI_RC.Core.IO;
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namespace NAK.Melons.BadAnimatorFix.HarmonyPatches;
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@ -51,7 +52,7 @@ internal class AnimatorPatches
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private static void AddBadAnimatorFixComponentIfAnimatorExists(GameObject gameObject)
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{
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if (!BadAnimatorFixMod.EntryEnabled.Value) return;
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//if (!BadAnimatorFixMod.EntryEnabled.Value) return;
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Animator[] animators = gameObject.GetComponentsInChildren<Animator>();
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foreach (Animator animator in animators.Where(a => a.gameObject.GetComponent<BadAnimatorFix>() == null))
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{
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@ -60,4 +61,3 @@ internal class AnimatorPatches
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}
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}
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}
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@ -1,4 +1,6 @@
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using MelonLoader;
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using System.Collections;
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using ABI_RC.Core.Player;
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namespace NAK.Melons.BadAnimatorFix;
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@ -29,7 +31,21 @@ public class BadAnimatorFixMod : MelonMod
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public override void OnInitializeMelon()
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{
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Logger = LoggerInstance;
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EntryEnabled.OnEntryValueChangedUntyped.Subscribe(OnEnabled);
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ApplyPatches(typeof(HarmonyPatches.AnimatorPatches));
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MelonCoroutines.Start(WaitForLocalPlayer());
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}
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private IEnumerator WaitForLocalPlayer()
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{
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while (PlayerSetup.Instance == null)
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yield return null;
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BadAnimatorFixManager.ToggleJob(EntryEnabled.Value);
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}
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private void OnEnabled(object arg1, object arg2)
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{
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BadAnimatorFixManager.ToggleJob(EntryEnabled.Value);
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}
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private void ApplyPatches(Type type)
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