[DesktopVRSwitch] Wait frame on MovementSystem OnPostSwitch.

testing
This commit is contained in:
NotAKidoS 2023-06-20 06:05:51 -05:00
parent 0fb7c3d401
commit 52d4ef3279
8 changed files with 123 additions and 48 deletions

View file

@ -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;
}
}