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191
PickupPushPull/Main.cs
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191
PickupPushPull/Main.cs
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using ABI.CCK.Components;
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using ABI_RC.Core.Player;
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using ABI_RC.Core.Savior;
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using HarmonyLib;
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using MelonLoader;
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using UnityEngine;
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using Valve.VR;
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namespace PickupPushPull;
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public class PickupPushPull : MelonMod
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{
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private static MelonPreferences_Category m_categoryPickupPushPull;
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private static MelonPreferences_Entry<float> m_entryPushPullSpeed;
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private static MelonPreferences_Entry<float> m_entryRotateSpeed;
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private static MelonPreferences_Entry<bool> m_entryEnableRotation;
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//not sure if im gonna implement that switch hell for gamepad or mouse yet...
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private static MelonPreferences_Entry<BindingOptionsVR> m_entryRotateBindsVR;
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private static MelonPreferences_Entry<BindHandVR> m_entryRotateBindHandVR;
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private enum BindHandVR
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{
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LeftHand,
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RightHand
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}
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private enum BindingOptionsVR
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{
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ButtonATouch,
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ButtonBTouch,
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StickTouch,
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TriggerTouch
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}
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public override void OnApplicationStart()
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{
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m_categoryPickupPushPull = MelonPreferences.CreateCategory(nameof(PickupPushPull));
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m_entryPushPullSpeed = m_categoryPickupPushPull.CreateEntry("PushPullSpeed", 1f, description: "Up/down on right joystick for VR. Left bumper + Up/down on right joystick for Gamepad.");
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m_entryRotateSpeed = m_categoryPickupPushPull.CreateEntry<float>("RotateSpeed", 1f);
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m_entryEnableRotation = m_categoryPickupPushPull.CreateEntry<bool>("EnableRotation", false, description: "Hold left trigger in VR or right bumper on Gamepad.");
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m_entryRotateBindHandVR = m_categoryPickupPushPull.CreateEntry("VR Hand", BindHandVR.LeftHand);
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m_entryRotateBindsVR = m_categoryPickupPushPull.CreateEntry("VR Binding", BindingOptionsVR.ButtonATouch);
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m_categoryPickupPushPull.SaveToFile(false);
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m_entryPushPullSpeed.OnValueChangedUntyped += UpdateSettings;
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m_entryRotateSpeed.OnValueChangedUntyped += UpdateSettings;
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m_entryEnableRotation.OnValueChangedUntyped += UpdateSettings;
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UpdateSettings();
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}
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private static void UpdateSettings()
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{
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HarmonyPatches.ppSpeed = m_entryPushPullSpeed.Value;
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HarmonyPatches.rotSpeed = m_entryRotateSpeed.Value;
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HarmonyPatches.enableRot = m_entryEnableRotation.Value;
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HarmonyPatches.rotBindVR = m_entryRotateBindsVR.Value;
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HarmonyPatches.rotHandVR = (SteamVR_Input_Sources)m_entryRotateBindHandVR.Value + 1;
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}
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[HarmonyPatch]
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private class HarmonyPatches
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{
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//UpdateSettings() on app start immediatly overrides these :shrug:
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public static float ppSpeed = m_entryPushPullSpeed.Value;
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public static float rotSpeed = m_entryRotateSpeed.Value;
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public static bool enableRot = m_entryEnableRotation.Value;
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public static BindingOptionsVR rotBindVR = m_entryRotateBindsVR.Value;
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public static SteamVR_Input_Sources rotHandVR = (SteamVR_Input_Sources)m_entryRotateBindHandVR.Value + 1;
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private static float objectPitch = 0f;
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private static float objectYaw = 0f;
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private static bool lockedVRInput = false;
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private static bool lockedFSInput = false;
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private static CursorLockMode savedCursorLockState;
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//uses code from https://github.com/ljoonal/CVR-Plugins/tree/main/RotateIt
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//GPL-3.0 license - Thank you ljoonal for being smart brain :plead:
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[HarmonyPostfix]
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[HarmonyPatch(typeof(CVRPickupObject), "Update")]
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public static void GrabbedObjectPatch(ref CVRPickupObject __instance)
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{
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// Need to only run when the object is grabbed by the local player
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if (!__instance.IsGrabbedByMe()) return;
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Quaternion originalRotation = __instance.transform.rotation;
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Transform referenceTransform = __instance._controllerRay.transform;
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__instance.transform.RotateAround(__instance.transform.position, referenceTransform.right, objectPitch * Time.deltaTime);
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__instance.transform.RotateAround(__instance.transform.position, referenceTransform.up, objectYaw * Time.deltaTime);
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// Add the new difference between the og rotation and our newly added rotation the the stored offset.
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__instance.initialRotationalOffset *= Quaternion.Inverse(__instance.transform.rotation) * originalRotation;
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}
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//Reset object rotation input each frame
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[HarmonyPrefix]
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[HarmonyPatch(typeof(CVRInputManager), "Update")]
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private static void BeforeUpdate()
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{
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objectPitch = 0f;
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objectYaw = 0f;
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}
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//Gamepad & Desktop Input Patch
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[HarmonyPostfix]
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[HarmonyPatch(typeof(InputModuleGamepad), "UpdateInput")]
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private static void AfterUpdateInput(ref bool ___enableGamepadInput)
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{
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bool button1 = Input.GetButton("Controller Left Button") || Input.GetKey(KeyCode.Mouse4) || Input.GetKey(KeyCode.Mouse3);
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bool button2 = Input.GetButton("Controller Right Button") || Input.GetKey(KeyCode.Mouse3);
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if (button1)
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{
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if (!lockedFSInput)
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{
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lockedFSInput = true;
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savedCursorLockState = Cursor.lockState;
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Cursor.lockState = CursorLockMode.None;
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PlayerSetup.Instance._movementSystem.disableCameraControl = true;
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}
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if (button2 && enableRot)
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{
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objectPitch += rotSpeed * CVRInputManager.Instance.rawLookVector.y * -1;
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objectYaw += rotSpeed * CVRInputManager.Instance.rawLookVector.x;
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}
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else
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{
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CVRInputManager.Instance.objectPushPull += CVRInputManager.Instance.rawLookVector.y * ppSpeed * Time.deltaTime;
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}
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}
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else if (lockedFSInput)
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{
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lockedFSInput = false;
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Cursor.lockState = savedCursorLockState;
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PlayerSetup.Instance._movementSystem.disableCameraControl = false;
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}
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}
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//VR Input Patch
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[HarmonyPostfix]
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[HarmonyPatch(typeof(InputModuleSteamVR), "UpdateInput")]
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private static void AfterUpdateInputprivate(ref SteamVR_Action_Boolean ___steamVrButtonATouch, ref SteamVR_Action_Boolean ___steamVrButtonBTouch, ref SteamVR_Action_Boolean ___steamVrStickTouch, ref SteamVR_Action_Boolean ___steamVrTriggerTouch)
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{
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if (!MetaPort.Instance.isUsingVr) return;
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bool button = false;
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//not really sure this is optimal, i dont know all the cool c# tricks yet
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switch (rotBindVR)
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{
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case BindingOptionsVR.ButtonATouch:
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button = ___steamVrButtonATouch.GetState(rotHandVR);
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return;
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case BindingOptionsVR.ButtonBTouch:
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button = ___steamVrButtonBTouch.GetState(rotHandVR);
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return;
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case BindingOptionsVR.StickTouch:
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button = ___steamVrStickTouch.GetState(rotHandVR);
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return;
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case BindingOptionsVR.TriggerTouch:
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button = ___steamVrTriggerTouch.GetState(rotHandVR);
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return;
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default: break;
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}
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if (button && enableRot)
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{
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if (!lockedVRInput)
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{
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lockedVRInput = true;
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PlayerSetup.Instance._movementSystem.canRot = false;
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PlayerSetup.Instance._movementSystem.disableCameraControl = true;
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}
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objectPitch += rotSpeed * (CVRInputManager.Instance.floatDirection / 2f * -1);
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objectYaw += rotSpeed * CVRInputManager.Instance.rawLookVector.x;
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return;
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}
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else if (lockedVRInput)
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{
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lockedVRInput = false;
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PlayerSetup.Instance._movementSystem.canRot = true;
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PlayerSetup.Instance._movementSystem.disableCameraControl = false;
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}
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CVRInputManager.Instance.objectPushPull += CVRInputManager.Instance.floatDirection * ppSpeed * Time.deltaTime;
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}
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}
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}
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