why is it fucking (literally()

fucking one line
This commit is contained in:
NotAKidoS 2023-01-14 02:52:08 -06:00
parent 6c3a1797b5
commit 41068ce3fb
4 changed files with 16 additions and 8 deletions

View file

@ -18,6 +18,7 @@ public class DesktopVRIK : MonoBehaviour
Setting_EmoteVRIK,
Setting_EmoteLookAtIK;
public static float Setting_EmulateVRChatHipMovementWeight;
public static float Setting_HipThrustMultiplier = 0.1f;
public Transform viewpoint;
public Vector3 initialCamPos;
@ -60,12 +61,15 @@ public class DesktopVRIK : MonoBehaviour
IKSystem.vrik.transform.localPosition = Vector3.zero;
IKSystem.vrik.transform.localRotation = Quaternion.identity;
float movementVector = (1 - MovementSystem.Instance.movementVector.magnitude);
IKSystem.vrik.solver.spine.positionWeight = Setting_HipThrustMultiplier * movementVector;
//VRChat hip movement emulation
if (Setting_EmulateVRChatHipMovementWeight != 0)
{
float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x;
if (angle > 180) angle -= 360;
float leanAmount = angle * (1 - MovementSystem.Instance.movementVector.magnitude) * Setting_EmulateVRChatHipMovementWeight;
float leanAmount = angle * movementVector * Setting_EmulateVRChatHipMovementWeight;
Quaternion rotation = Quaternion.AngleAxis(leanAmount, IKSystem.Instance.avatar.transform.right);
IKSystem.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
}
@ -110,9 +114,13 @@ public class DesktopVRIK : MonoBehaviour
vrik.solver.locomotion.angleThreshold = 30f;
vrik.solver.locomotion.maxLegStretch = 0.75f;
//nuke weights
vrik.solver.spine.headClampWeight = 0f;
vrik.solver.spine.headClampWeight = 1f;
vrik.solver.spine.minHeadHeight = 0f;
//vrik.solver.spine.pelvisPositionWeight = 0f;
//calm ur ass
vrik.solver.spine.positionWeight = 0.1f;
vrik.solver.spine.pelvisPositionWeight = 0f;
vrik.solver.leftArm.positionWeight = 0f;
vrik.solver.leftArm.rotationWeight = 0f;
vrik.solver.rightArm.positionWeight = 0f;
@ -128,6 +136,7 @@ public class DesktopVRIK : MonoBehaviour
BodySystem.TrackingRightArmEnabled = false;
BodySystem.TrackingLeftLegEnabled = false;
BodySystem.TrackingRightLegEnabled = false;
BodySystem.TrackingPositionWeight = 0f;
IKSystem.Instance.headAnchorRotationOffset = Vector3.zero;
IKSystem.Instance.headAnchorPositionOffset = Vector3.zero;