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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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[DesktopVRSwitch] Wait frame on MovementSystem OnPostSwitch.
testing
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parent
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commit
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8 changed files with 123 additions and 48 deletions
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@ -1,12 +1,11 @@
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using ABI_RC.Systems.MovementSystem;
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using System.Collections;
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using UnityEngine;
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namespace NAK.DesktopVRSwitch.VRModeTrackers;
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public class MovementSystemTracker : VRModeTracker
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{
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private MovementSystem _movementSystem;
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private Vector3 preSwitchWorldPosition;
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private Quaternion preSwitchWorldRotation;
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@ -24,33 +23,68 @@ public class MovementSystemTracker : VRModeTracker
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VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
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}
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private MovementSystem GetMovementSystemInstance()
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{
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MovementSystem _movementSystem = MovementSystem.Instance;
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if (_movementSystem == null)
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{
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DesktopVRSwitch.Logger.Error("Error while getting MovementSystem!");
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}
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return _movementSystem;
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}
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private void OnPreSwitch(bool intoVR)
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{
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_movementSystem = MovementSystem.Instance;
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MovementSystem _movementSystem = GetMovementSystemInstance();
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if (_movementSystem != null)
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{
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DesktopVRSwitch.Logger.Msg("Storing player world position and rotation.");
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preSwitchWorldPosition = _movementSystem.rotationPivot.transform.position;
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preSwitchWorldPosition.y = _movementSystem.transform.position.y;
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preSwitchWorldRotation = _movementSystem.rotationPivot.transform.rotation;
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preSwitchWorldPosition = Utils.GetPlayerRootPosition();
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preSwitchWorldRotation = _movementSystem.rotationPivot.transform.rotation;
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_movementSystem.SetImmobilized(true);
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_movementSystem.ChangeCrouch(false);
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_movementSystem.ChangeProne(false);
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_movementSystem.ChangeCrouch(false);
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_movementSystem.ChangeProne(false);
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_movementSystem.SetImmobilized(true);
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}
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}
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private void OnFailedSwitch(bool intoVR)
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{
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_movementSystem.SetImmobilized(false);
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MovementSystem _movementSystem = GetMovementSystemInstance();
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if (_movementSystem != null)
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{
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DesktopVRSwitch.Logger.Msg("Resetting MovementSystem mobility.");
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_movementSystem.SetImmobilized(false);
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}
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}
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private void OnPostSwitch(bool intoVR)
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{
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_movementSystem.rotationPivot = Utils.GetPlayerCameraObject(intoVR).transform;
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_movementSystem.TeleportToPosRot(preSwitchWorldPosition, preSwitchWorldRotation, false);
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// Lazy
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MelonLoader.MelonCoroutines.Start(TeleportFrameAfter(intoVR));
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}
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if (!intoVR)
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_movementSystem.UpdateColliderCenter(_movementSystem.transform.position);
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private IEnumerator TeleportFrameAfter(bool intoVR)
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{
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yield return null; // need to wait a frame
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_movementSystem.SetImmobilized(false);
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_movementSystem.ChangeCrouch(false);
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_movementSystem.ChangeProne(false);
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MovementSystem _movementSystem = GetMovementSystemInstance();
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if (_movementSystem != null)
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{
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DesktopVRSwitch.Logger.Msg("Resetting MovementSystem mobility and applying stored position and rotation.");
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_movementSystem.rotationPivot = Utils.GetPlayerCameraObject(intoVR).transform;
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_movementSystem.TeleportToPosRot(preSwitchWorldPosition, preSwitchWorldRotation, false);
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if (!intoVR)
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_movementSystem.UpdateColliderCenter(_movementSystem.transform.position);
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_movementSystem.ChangeCrouch(false);
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_movementSystem.ChangeProne(false);
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_movementSystem.SetImmobilized(false);
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}
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yield break;
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}
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}
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