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NotAKidoS 2022-09-08 13:50:18 -05:00
parent 4183ecaa19
commit 4ed64d0f17
7 changed files with 581 additions and 0 deletions

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PickupPushPull/Main.cs Normal file
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using ABI.CCK.Components;
using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using HarmonyLib;
using MelonLoader;
using UnityEngine;
using Valve.VR;
namespace PickupPushPull;
public class PickupPushPull : MelonMod
{
private static MelonPreferences_Category m_categoryPickupPushPull;
private static MelonPreferences_Entry<float> m_entryPushPullSpeed;
private static MelonPreferences_Entry<float> m_entryRotateSpeed;
private static MelonPreferences_Entry<bool> m_entryEnableRotation;
//not sure if im gonna implement that switch hell for gamepad or mouse yet...
private static MelonPreferences_Entry<BindingOptionsVR> m_entryRotateBindsVR;
private static MelonPreferences_Entry<BindHandVR> m_entryRotateBindHandVR;
private enum BindHandVR
{
LeftHand,
RightHand
}
private enum BindingOptionsVR
{
ButtonATouch,
ButtonBTouch,
StickTouch,
TriggerTouch
}
public override void OnApplicationStart()
{
m_categoryPickupPushPull = MelonPreferences.CreateCategory(nameof(PickupPushPull));
m_entryPushPullSpeed = m_categoryPickupPushPull.CreateEntry("PushPullSpeed", 1f, description: "Up/down on right joystick for VR. Left bumper + Up/down on right joystick for Gamepad.");
m_entryRotateSpeed = m_categoryPickupPushPull.CreateEntry<float>("RotateSpeed", 1f);
m_entryEnableRotation = m_categoryPickupPushPull.CreateEntry<bool>("EnableRotation", false, description: "Hold left trigger in VR or right bumper on Gamepad.");
m_entryRotateBindHandVR = m_categoryPickupPushPull.CreateEntry("VR Hand", BindHandVR.LeftHand);
m_entryRotateBindsVR = m_categoryPickupPushPull.CreateEntry("VR Binding", BindingOptionsVR.ButtonATouch);
m_categoryPickupPushPull.SaveToFile(false);
m_entryPushPullSpeed.OnValueChangedUntyped += UpdateSettings;
m_entryRotateSpeed.OnValueChangedUntyped += UpdateSettings;
m_entryEnableRotation.OnValueChangedUntyped += UpdateSettings;
UpdateSettings();
}
private static void UpdateSettings()
{
HarmonyPatches.ppSpeed = m_entryPushPullSpeed.Value;
HarmonyPatches.rotSpeed = m_entryRotateSpeed.Value;
HarmonyPatches.enableRot = m_entryEnableRotation.Value;
HarmonyPatches.rotBindVR = m_entryRotateBindsVR.Value;
HarmonyPatches.rotHandVR = (SteamVR_Input_Sources)m_entryRotateBindHandVR.Value + 1;
}
[HarmonyPatch]
private class HarmonyPatches
{
//UpdateSettings() on app start immediatly overrides these :shrug:
public static float ppSpeed = m_entryPushPullSpeed.Value;
public static float rotSpeed = m_entryRotateSpeed.Value;
public static bool enableRot = m_entryEnableRotation.Value;
public static BindingOptionsVR rotBindVR = m_entryRotateBindsVR.Value;
public static SteamVR_Input_Sources rotHandVR = (SteamVR_Input_Sources)m_entryRotateBindHandVR.Value + 1;
private static float objectPitch = 0f;
private static float objectYaw = 0f;
private static bool lockedVRInput = false;
private static bool lockedFSInput = false;
private static CursorLockMode savedCursorLockState;
//uses code from https://github.com/ljoonal/CVR-Plugins/tree/main/RotateIt
//GPL-3.0 license - Thank you ljoonal for being smart brain :plead:
[HarmonyPostfix]
[HarmonyPatch(typeof(CVRPickupObject), "Update")]
public static void GrabbedObjectPatch(ref CVRPickupObject __instance)
{
// Need to only run when the object is grabbed by the local player
if (!__instance.IsGrabbedByMe()) return;
Quaternion originalRotation = __instance.transform.rotation;
Transform referenceTransform = __instance._controllerRay.transform;
__instance.transform.RotateAround(__instance.transform.position, referenceTransform.right, objectPitch * Time.deltaTime);
__instance.transform.RotateAround(__instance.transform.position, referenceTransform.up, objectYaw * Time.deltaTime);
// Add the new difference between the og rotation and our newly added rotation the the stored offset.
__instance.initialRotationalOffset *= Quaternion.Inverse(__instance.transform.rotation) * originalRotation;
}
//Reset object rotation input each frame
[HarmonyPrefix]
[HarmonyPatch(typeof(CVRInputManager), "Update")]
private static void BeforeUpdate()
{
objectPitch = 0f;
objectYaw = 0f;
}
//Gamepad & Desktop Input Patch
[HarmonyPostfix]
[HarmonyPatch(typeof(InputModuleGamepad), "UpdateInput")]
private static void AfterUpdateInput(ref bool ___enableGamepadInput)
{
bool button1 = Input.GetButton("Controller Left Button") || Input.GetKey(KeyCode.Mouse4) || Input.GetKey(KeyCode.Mouse3);
bool button2 = Input.GetButton("Controller Right Button") || Input.GetKey(KeyCode.Mouse3);
if (button1)
{
if (!lockedFSInput)
{
lockedFSInput = true;
savedCursorLockState = Cursor.lockState;
Cursor.lockState = CursorLockMode.None;
PlayerSetup.Instance._movementSystem.disableCameraControl = true;
}
if (button2 && enableRot)
{
objectPitch += rotSpeed * CVRInputManager.Instance.rawLookVector.y * -1;
objectYaw += rotSpeed * CVRInputManager.Instance.rawLookVector.x;
}
else
{
CVRInputManager.Instance.objectPushPull += CVRInputManager.Instance.rawLookVector.y * ppSpeed * Time.deltaTime;
}
}
else if (lockedFSInput)
{
lockedFSInput = false;
Cursor.lockState = savedCursorLockState;
PlayerSetup.Instance._movementSystem.disableCameraControl = false;
}
}
//VR Input Patch
[HarmonyPostfix]
[HarmonyPatch(typeof(InputModuleSteamVR), "UpdateInput")]
private static void AfterUpdateInputprivate(ref SteamVR_Action_Boolean ___steamVrButtonATouch, ref SteamVR_Action_Boolean ___steamVrButtonBTouch, ref SteamVR_Action_Boolean ___steamVrStickTouch, ref SteamVR_Action_Boolean ___steamVrTriggerTouch)
{
if (!MetaPort.Instance.isUsingVr) return;
bool button = false;
//not really sure this is optimal, i dont know all the cool c# tricks yet
switch (rotBindVR)
{
case BindingOptionsVR.ButtonATouch:
button = ___steamVrButtonATouch.GetState(rotHandVR);
return;
case BindingOptionsVR.ButtonBTouch:
button = ___steamVrButtonBTouch.GetState(rotHandVR);
return;
case BindingOptionsVR.StickTouch:
button = ___steamVrStickTouch.GetState(rotHandVR);
return;
case BindingOptionsVR.TriggerTouch:
button = ___steamVrTriggerTouch.GetState(rotHandVR);
return;
default: break;
}
if (button && enableRot)
{
if (!lockedVRInput)
{
lockedVRInput = true;
PlayerSetup.Instance._movementSystem.canRot = false;
PlayerSetup.Instance._movementSystem.disableCameraControl = true;
}
objectPitch += rotSpeed * (CVRInputManager.Instance.floatDirection / 2f * -1);
objectYaw += rotSpeed * CVRInputManager.Instance.rawLookVector.x;
return;
}
else if (lockedVRInput)
{
lockedVRInput = false;
PlayerSetup.Instance._movementSystem.canRot = true;
PlayerSetup.Instance._movementSystem.disableCameraControl = false;
}
CVRInputManager.Instance.objectPushPull += CVRInputManager.Instance.floatDirection * ppSpeed * Time.deltaTime;
}
}
}