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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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not really sure
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1acf58d161
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5 changed files with 77 additions and 83 deletions
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@ -2,50 +2,49 @@
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using UnityEngine.Playables;
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namespace NAK.Melons.BadAnimatorFix;
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public class BadAnimatorFix : MonoBehaviour
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{
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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 const float StateLimit = 20f;
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void Start()
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private Animator animator;
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private 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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void OnDestroy()
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{
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BadAnimatorFixManager.Remove(this);
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}
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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 OnEnable() => BadAnimatorFixManager.Add(this);
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private void OnDisable() => BadAnimatorFixManager.Remove(this);
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public void AttemptRewindAnimator()
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{
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if (animator == null) return;
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bool rewound = false;
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for (int i = 0; i < animator.layerCount; i++)
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for (int layerIndex = 0; layerIndex < animator.layerCount; layerIndex++)
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{
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AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(i);
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AnimatorTransitionInfo transitionInfo = animator.GetAnimatorTransitionInfo(i);
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// Skip if mid-transition
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if (transitionInfo.fullPathHash != 0) continue;
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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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AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(layerIndex);
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AnimatorTransitionInfo transitionInfo = animator.GetAnimatorTransitionInfo(layerIndex);
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bool shouldSkipState = !stateInfo.loop || transitionInfo.fullPathHash != 0;
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if (shouldSkipState) continue;
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bool shouldRewindState = stateInfo.normalizedTime >= StateLimit;
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if (shouldRewindState)
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{
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float rewindOffset = (stateInfo.normalizedTime % 1f) + 10f;
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animator.Play(stateInfo.fullPathHash, layerIndex, rewindOffset);
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rewound = true;
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}
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}
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if (rewound)
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{
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PlayableExtensions.SetTime<Playable>(playable, 0);
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BadAnimatorFixMod.Logger.Msg($"Rewound animator and playable {animator}.");
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var rootPlayable = animator.playableGraph.GetRootPlayable(0);
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PlayableExtensions.SetTime<Playable>(rootPlayable, 0);
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if (BadAnimatorFixMod.EntryLogging.Value)
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BadAnimatorFixMod.Logger.Msg($"Rewound animator and playable {animator}.");
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}
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}
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}
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@ -1,50 +1,58 @@
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using ABI_RC.Core.IO;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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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 List<BadAnimatorFix> badAnimatorFixes = new List<BadAnimatorFix>();
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private static int currentIndex = 0;
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private static float checkInterval = 5f;
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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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public static void OnSceneInitialized(string sceneName)
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{
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// Get all the animators in the loaded world
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var allAnimators = SceneManager.GetSceneByName(sceneName).GetRootGameObjects()
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.SelectMany(x => x.GetComponentsInChildren<Animator>(true));
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foreach (var animator in allAnimators)
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{
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// Ignore objects that have our "fix", this shouldn't be needed but eh
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if (!animator.TryGetComponent<BadAnimatorFix>(out _))
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{
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animator.gameObject.AddComponent<BadAnimatorFix>();
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}
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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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private 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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currentIndex = (currentIndex + 1) % badAnimatorFixes.Count;
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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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currentAnimatorFix.AttemptRewindAnimator();
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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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SchedulerSystem.AddJob(new SchedulerSystem.Job(CheckNextAnimator), 0f, checkInterval, -1);
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}
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else if (!enable && job != null)
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{
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@ -2,11 +2,10 @@
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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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internal class AnimatorPatches
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internal static class AnimatorPatches
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{
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[HarmonyPostfix]
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[HarmonyPatch(typeof(CVRAvatar), "Start")]
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@ -24,24 +23,16 @@ internal class AnimatorPatches
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AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(CVRWorld), "Start")]
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private static void Post_CVRWorld_Start(CVRWorld __instance)
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{
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if (!BadAnimatorFixMod.EntryCVRWorld.Value) return;
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AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
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}
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//Set QM stuff
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// Set QM stuff
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[HarmonyPostfix]
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[HarmonyPatch(typeof(CVR_MenuManager), "Start")]
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private static void Postfix_CVR_MenuManager_Start(ref CVR_MenuManager __instance, ref GameObject ____leftVrAnchor)
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private static void Postfix_CVR_MenuManager_Start(ref CVR_MenuManager __instance)
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{
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if (!BadAnimatorFixMod.EntryMenus.Value) return;
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AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
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}
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//Set MM stuff
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// Set MM stuff
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[HarmonyPostfix]
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[HarmonyPatch(typeof(ViewManager), "Start")]
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private static void Postfix_ViewManager_Start(ref ViewManager __instance)
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@ -52,12 +43,12 @@ 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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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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Animator[] animators = gameObject.GetComponentsInChildren<Animator>(true);
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foreach (Animator animator in animators)
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{
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if (animator.gameObject.GetComponent<BadAnimatorFix>() != null) continue;
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if (animator.runtimeAnimatorController != null)
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animator.gameObject.AddComponent<BadAnimatorFix>();
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}
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}
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}
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}
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@ -1,6 +1,4 @@
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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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@ -17,30 +15,28 @@ public class BadAnimatorFixMod : MelonMod
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CategoryBadAnimatorFix.CreateEntry("Add to CVRAvatar", true, description: "Should BadAnimatorFix run for CVRAvatar? Requires avatar reload.");
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public static readonly MelonPreferences_Entry<bool> EntryCVRSpawnable =
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CategoryBadAnimatorFix.CreateEntry("Add to CVRSpawnable", false, description: "Should BadAnimatorFix run for CVRSpawnable? Requires spawnable reload.");
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CategoryBadAnimatorFix.CreateEntry("Add to CVRSpawnable", true, description: "Should BadAnimatorFix run for CVRSpawnable? Requires spawnable reload.");
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public static readonly MelonPreferences_Entry<bool> EntryCVRWorld =
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CategoryBadAnimatorFix.CreateEntry("Add to CVRWorld", false, description: "Should BadAnimatorFix run for CVRWorld? Requires world reload.");
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CategoryBadAnimatorFix.CreateEntry("Add to CVRWorld", true, description: "Should BadAnimatorFix run for CVRWorld? Requires world reload.");
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public static readonly MelonPreferences_Entry<bool> EntryMenus =
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CategoryBadAnimatorFix.CreateEntry("Add to Menus", false, description: "Should BadAnimatorFix run for QM & MM? Requires game restart.");
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CategoryBadAnimatorFix.CreateEntry("Add to Menus", true, description: "Should BadAnimatorFix run for QM & MM? Requires game restart.");
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public static readonly MelonPreferences_Entry<float> EntryPlayableTimeLimit =
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CategoryBadAnimatorFix.CreateEntry("Playable Time Limit", 600f, description: "How long in seconds can a Playable play for before rewinding its states.");
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public static readonly MelonPreferences_Entry<bool> EntryLogging =
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CategoryBadAnimatorFix.CreateEntry("Logging", false, description: "Toggle to log each rewind if successful. Only needed for debugging.");
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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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public override void OnSceneWasInitialized(int buildIndex, string sceneName)
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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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if (!EntryCVRWorld.Value) return;
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BadAnimatorFixManager.OnSceneInitialized(sceneName);
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}
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private void OnEnabled(object arg1, object arg2)
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@ -1,23 +1,23 @@
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{
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"_id": -1,
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"name": "TrackedControllerFix",
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"name": "BadAnimatorFix",
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"modversion": "1.0.0",
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"gameversion": "2022r170",
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"loaderversion": "0.5.7",
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"modtype": "Mod",
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"author": "NotAKidoS",
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"description": "Allows your controllers to track while the SteamVR overlay is open. This also fixes Quest/Touch controllers feeling slow during fast movements.",
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"description": "This mod occasionally rewinds animation states that have loop enabled.\n\nUnity seems to have a weird quirk where animations with loop cause performance issues after running for a long long time.\nYou'll only start to notice this after a few hours to a few days of idling.\n\nDisable loop on your 2-frame toggle clips! They cycle insanely fast and heavily contribute to this issue.",
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"searchtags": [
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"vr",
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"quest",
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"controller",
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"tracking"
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"bad",
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"fix",
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"animator",
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"loop"
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],
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"requirements": [
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"None"
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],
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"downloadlink": "https://github.com/NotAKidOnSteam/TrackedControllerFix/releases/download/v1.0.0/TrackedControllerFix.dll",
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"sourcelink": "https://github.com/NotAKidOnSteam/TrackedControllerFix/",
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"downloadlink": "https://github.com/NotAKidOnSteam/BadAnimatorFix/releases/download/v1.0.0/BadAnimatorFix.dll",
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"sourcelink": "https://github.com/NotAKidOnSteam/BadAnimatorFix/",
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"changelog": "Initial Release",
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"embedcolor": "3498db"
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"embedcolor": "7F3F99"
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}
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