mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 14:29:25 +00:00
[DesktopVRSwitch] Wait frame on MovementSystem OnPostSwitch.
testing
This commit is contained in:
parent
0fb7c3d401
commit
52d4ef3279
8 changed files with 123 additions and 48 deletions
|
@ -3,11 +3,11 @@ using ABI_RC.Core.Savior;
|
|||
using ABI_RC.Core.Util.Object_Behaviour;
|
||||
using ABI_RC.Systems.IK;
|
||||
using ABI_RC.Systems.IK.TrackingModules;
|
||||
using cohtml;
|
||||
using HarmonyLib;
|
||||
using NAK.DesktopVRSwitch.Patches;
|
||||
using NAK.DesktopVRSwitch.VRModeTrackers;
|
||||
using UnityEngine;
|
||||
using cohtml;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.HarmonyPatches;
|
||||
|
||||
|
@ -75,9 +75,9 @@ class CVRPickupObjectPatches
|
|||
[HarmonyPatch(typeof(CVRPickupObject), nameof(CVRPickupObject.Start))]
|
||||
static void Prefix_CVRPickupObject_Start(ref CVRPickupObject __instance)
|
||||
{
|
||||
if (__instance.gripType == CVRPickupObject.GripType.Free)
|
||||
if (__instance.gripType == CVRPickupObject.GripType.Free)
|
||||
return;
|
||||
|
||||
|
||||
Transform vrOrigin = __instance.gripOrigin;
|
||||
Transform desktopOrigin = __instance.gripOrigin.Find("[Desktop]");
|
||||
if (vrOrigin != null && desktopOrigin != null)
|
||||
|
|
|
@ -58,7 +58,7 @@ public class DesktopVRSwitch : MelonMod
|
|||
{
|
||||
if (Input.GetKeyDown(KeyCode.F6) && Input.GetKey(KeyCode.LeftControl))
|
||||
{
|
||||
VRModeSwitchManager.Instance?.StartSwitch();
|
||||
VRModeSwitchManager.Instance?.AttemptSwitch();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
using ABI_RC.Core.EventSystem;
|
||||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Core.Savior;
|
||||
using ABI_RC.Systems.MovementSystem;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRSwitch;
|
||||
|
@ -17,13 +16,10 @@ internal static class Utils
|
|||
return PlayerSetup.Instance.desktopCamera;
|
||||
}
|
||||
|
||||
//stole from kafe :>
|
||||
internal static Vector3 GetPlayerRootPosition()
|
||||
internal static void ClearLocalAvatar()
|
||||
{
|
||||
return MovementSystem.Instance.rotationPivot.position with
|
||||
{
|
||||
y = MovementSystem.Instance.transform.position.y
|
||||
};
|
||||
DesktopVRSwitch.Logger.Msg("Clearing local avatar.");
|
||||
PlayerSetup.Instance.ClearAvatar();
|
||||
}
|
||||
|
||||
internal static void ReloadLocalAvatar()
|
||||
|
@ -31,4 +27,10 @@ internal static class Utils
|
|||
DesktopVRSwitch.Logger.Msg("Attempting to reload current local avatar from GUID.");
|
||||
AssetManagement.Instance.LoadLocalAvatar(MetaPort.Instance.currentAvatarGuid);
|
||||
}
|
||||
|
||||
internal static bool IsLocalAvatarLoaded()
|
||||
{
|
||||
return PlayerSetup.Instance._avatar != null;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
39
DesktopVRSwitch/VRModeSwitchDebugger.cs
Normal file
39
DesktopVRSwitch/VRModeSwitchDebugger.cs
Normal file
|
@ -0,0 +1,39 @@
|
|||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRSwitch;
|
||||
|
||||
class VRModeSwitchDebugger : MonoBehaviour
|
||||
{
|
||||
private Coroutine _switchCoroutine;
|
||||
private WaitForSeconds _sleep = new WaitForSeconds(2.5f);
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
if (_switchCoroutine == null)
|
||||
_switchCoroutine = StartCoroutine(SwitchLoop());
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (_switchCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_switchCoroutine);
|
||||
_switchCoroutine = null;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator SwitchLoop()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
if (!VRModeSwitchManager.Instance.SwitchInProgress)
|
||||
{
|
||||
VRModeSwitchManager.Instance.AttemptSwitch();
|
||||
yield return _sleep;
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -44,11 +44,11 @@ public class VRModeSwitchManager : MonoBehaviour
|
|||
}
|
||||
|
||||
// Settings
|
||||
private bool _useWorldTransition = true;
|
||||
private bool _reloadLocalAvatar = true;
|
||||
public bool _useWorldTransition = true;
|
||||
public bool _reloadLocalAvatar = true;
|
||||
|
||||
// Internal
|
||||
private bool _switchInProgress = false;
|
||||
// Info
|
||||
public bool SwitchInProgress { get; private set; }
|
||||
|
||||
void Awake()
|
||||
{
|
||||
|
@ -60,18 +60,18 @@ public class VRModeSwitchManager : MonoBehaviour
|
|||
Instance = this;
|
||||
}
|
||||
|
||||
public void StartSwitch()
|
||||
public void AttemptSwitch()
|
||||
{
|
||||
StartCoroutine(StartSwitchCoroutine());
|
||||
}
|
||||
|
||||
private IEnumerator StartSwitchCoroutine()
|
||||
{
|
||||
if (_switchInProgress)
|
||||
if (SwitchInProgress)
|
||||
{
|
||||
yield break;
|
||||
}
|
||||
_switchInProgress = true;
|
||||
SwitchInProgress = true;
|
||||
yield return null;
|
||||
|
||||
|
||||
|
@ -96,12 +96,14 @@ public class VRModeSwitchManager : MonoBehaviour
|
|||
// Check for updated VR mode
|
||||
if (isUsingVr != IsInVR())
|
||||
{
|
||||
InvokeOnPostSwitch(!isUsingVr);
|
||||
|
||||
// reload the local avatar
|
||||
// only reload on success
|
||||
if (_reloadLocalAvatar)
|
||||
{
|
||||
Utils.ClearLocalAvatar();
|
||||
Utils.ReloadLocalAvatar();
|
||||
}
|
||||
|
||||
InvokeOnPostSwitch(!isUsingVr);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -111,7 +113,7 @@ public class VRModeSwitchManager : MonoBehaviour
|
|||
if (_useWorldTransition) // finish the visual transition and wait
|
||||
yield return WorldTransitionSystem.Instance.ContinueTransitionCoroutine();
|
||||
|
||||
_switchInProgress = false;
|
||||
SwitchInProgress = false;
|
||||
yield break;
|
||||
}
|
||||
|
||||
|
@ -166,14 +168,14 @@ public class VRModeSwitchManager : MonoBehaviour
|
|||
SteamVR_ActionSet_Manager.DisableAllActionSets();
|
||||
SteamVR_Input.initialized = false;
|
||||
|
||||
// Remove SteamVR
|
||||
// Remove SteamVR behaviour & render
|
||||
DestroyImmediate(SteamVR_Behaviour.instance.gameObject);
|
||||
SteamVR.enabled = false;
|
||||
SteamVR.enabled = false; // disposes SteamVR
|
||||
|
||||
// Disable UnityXR
|
||||
XRSettings.LoadDeviceByName("");
|
||||
XRSettings.enabled = false;
|
||||
|
||||
// We don't really need to wait on Stop()
|
||||
// We don't really need to wait a frame on Stop()
|
||||
}
|
||||
}
|
|
@ -7,8 +7,6 @@ namespace NAK.DesktopVRSwitch.VRModeTrackers;
|
|||
|
||||
public class MetaPortTracker : VRModeTracker
|
||||
{
|
||||
private MetaPort _metaPort;
|
||||
|
||||
public override void TrackerInit()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
|
||||
|
@ -21,7 +19,7 @@ public class MetaPortTracker : VRModeTracker
|
|||
|
||||
private void OnPostSwitch(bool intoVR)
|
||||
{
|
||||
_metaPort = MetaPort.Instance;
|
||||
MetaPort _metaPort = MetaPort.Instance;
|
||||
if (_metaPort == null)
|
||||
{
|
||||
DesktopVRSwitch.Logger.Error("Error while getting MetaPort!");
|
||||
|
@ -33,11 +31,11 @@ public class MetaPortTracker : VRModeTracker
|
|||
_metaPort.isUsingVr = intoVR;
|
||||
|
||||
// replace
|
||||
UpdateRichPresence();
|
||||
UpdateRichPresence(_metaPort);
|
||||
ResetSteamVROverrides(intoVR);
|
||||
}
|
||||
|
||||
private void UpdateRichPresence()
|
||||
private void UpdateRichPresence(MetaPort _metaPort)
|
||||
{
|
||||
// Hacky way of updating rich presence
|
||||
if (_metaPort.settings.GetSettingsBool("ImplementationRichPresenceDiscordEnabled", true))
|
||||
|
|
|
@ -1,12 +1,11 @@
|
|||
using ABI_RC.Systems.MovementSystem;
|
||||
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.VRModeTrackers;
|
||||
|
||||
public class MovementSystemTracker : VRModeTracker
|
||||
{
|
||||
private MovementSystem _movementSystem;
|
||||
private Vector3 preSwitchWorldPosition;
|
||||
private Quaternion preSwitchWorldRotation;
|
||||
|
||||
|
@ -24,33 +23,68 @@ public class MovementSystemTracker : VRModeTracker
|
|||
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
|
||||
}
|
||||
|
||||
private MovementSystem GetMovementSystemInstance()
|
||||
{
|
||||
MovementSystem _movementSystem = MovementSystem.Instance;
|
||||
if (_movementSystem == null)
|
||||
{
|
||||
DesktopVRSwitch.Logger.Error("Error while getting MovementSystem!");
|
||||
}
|
||||
return _movementSystem;
|
||||
}
|
||||
|
||||
private void OnPreSwitch(bool intoVR)
|
||||
{
|
||||
_movementSystem = MovementSystem.Instance;
|
||||
MovementSystem _movementSystem = GetMovementSystemInstance();
|
||||
if (_movementSystem != null)
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg("Storing player world position and rotation.");
|
||||
preSwitchWorldPosition = _movementSystem.rotationPivot.transform.position;
|
||||
preSwitchWorldPosition.y = _movementSystem.transform.position.y;
|
||||
preSwitchWorldRotation = _movementSystem.rotationPivot.transform.rotation;
|
||||
|
||||
preSwitchWorldPosition = Utils.GetPlayerRootPosition();
|
||||
preSwitchWorldRotation = _movementSystem.rotationPivot.transform.rotation;
|
||||
|
||||
_movementSystem.SetImmobilized(true);
|
||||
_movementSystem.ChangeCrouch(false);
|
||||
_movementSystem.ChangeProne(false);
|
||||
_movementSystem.ChangeCrouch(false);
|
||||
_movementSystem.ChangeProne(false);
|
||||
_movementSystem.SetImmobilized(true);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnFailedSwitch(bool intoVR)
|
||||
{
|
||||
_movementSystem.SetImmobilized(false);
|
||||
MovementSystem _movementSystem = GetMovementSystemInstance();
|
||||
if (_movementSystem != null)
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg("Resetting MovementSystem mobility.");
|
||||
_movementSystem.SetImmobilized(false);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnPostSwitch(bool intoVR)
|
||||
{
|
||||
_movementSystem.rotationPivot = Utils.GetPlayerCameraObject(intoVR).transform;
|
||||
_movementSystem.TeleportToPosRot(preSwitchWorldPosition, preSwitchWorldRotation, false);
|
||||
// Lazy
|
||||
MelonLoader.MelonCoroutines.Start(TeleportFrameAfter(intoVR));
|
||||
}
|
||||
|
||||
if (!intoVR)
|
||||
_movementSystem.UpdateColliderCenter(_movementSystem.transform.position);
|
||||
private IEnumerator TeleportFrameAfter(bool intoVR)
|
||||
{
|
||||
yield return null; // need to wait a frame
|
||||
|
||||
_movementSystem.SetImmobilized(false);
|
||||
_movementSystem.ChangeCrouch(false);
|
||||
_movementSystem.ChangeProne(false);
|
||||
MovementSystem _movementSystem = GetMovementSystemInstance();
|
||||
if (_movementSystem != null)
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg("Resetting MovementSystem mobility and applying stored position and rotation.");
|
||||
|
||||
_movementSystem.rotationPivot = Utils.GetPlayerCameraObject(intoVR).transform;
|
||||
_movementSystem.TeleportToPosRot(preSwitchWorldPosition, preSwitchWorldRotation, false);
|
||||
|
||||
if (!intoVR)
|
||||
_movementSystem.UpdateColliderCenter(_movementSystem.transform.position);
|
||||
|
||||
_movementSystem.ChangeCrouch(false);
|
||||
_movementSystem.ChangeProne(false);
|
||||
_movementSystem.SetImmobilized(false);
|
||||
}
|
||||
|
||||
yield break;
|
||||
}
|
||||
}
|
|
@ -34,7 +34,7 @@ public class PlayerSetupTracker : VRModeTracker
|
|||
CVR_DesktopCameraController._cam = _playerSetup.desktopCamera.GetComponent<UnityEngine.Camera>();
|
||||
|
||||
CVR_DesktopCameraController.UpdateFov();
|
||||
|
||||
|
||||
// UICamera has a script that copies the FOV from the desktop cam.
|
||||
// Toggling the cameras on/off resets the aspect ratio,
|
||||
// so when rigs switch, that is already handled.
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue