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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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[BetterShadowClone] Throwing on git before i completely overcomplicate and have to revert lmao
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237
BetterShadowClone/TransformHider/TransformHiderManager.cs
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237
BetterShadowClone/TransformHider/TransformHiderManager.cs
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using System.Collections.Generic;
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using ABI_RC.Core.Player;
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using ABI_RC.Core.Savior;
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using ABI_RC.Systems.Camera;
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using MagicaCloth;
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using UnityEngine;
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namespace NAK.BetterShadowClone;
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// Built on top of Koneko's BoneHider but to mimic the ShadowCloneManager
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public class TransformHiderManager : MonoBehaviour
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{
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public static ComputeShader shader;
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#region Singleton Implementation
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private static TransformHiderManager _instance;
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public static TransformHiderManager Instance
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{
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get
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{
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if (_instance != null) return _instance;
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_instance = new GameObject("Koneko.TransformHiderManager").AddComponent<TransformHiderManager>();
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DontDestroyOnLoad(_instance.gameObject);
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return _instance;
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}
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}
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#endregion
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// Game cameras
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private static Camera s_MainCamera;
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private static Camera s_UiCamera;
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// Settings
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internal static bool s_DebugHeadHide;
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// Implementation
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private bool _hasRenderedThisFrame;
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// Shadow Clones
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private readonly List<ITransformHider> s_TransformHider = new();
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public void AddTransformHider(ITransformHider clone)
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=> s_TransformHider.Add(clone);
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// Debug
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private bool _debugHeadHiderProcessingTime;
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private readonly StopWatch _stopWatch = new();
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#region Unity Events
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private void Start()
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{
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if (Instance != null
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&& Instance != this)
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{
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Destroy(this);
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return;
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}
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UpdatePlayerCameras();
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s_DebugHeadHide = ModSettings.EntryDebugHeadHide.Value;
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}
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private void OnEnable()
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{
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Camera.onPreRender += MyOnPreRender;
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Camera.onPostRender += MyOnPostRender;
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}
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private void OnDisable()
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{
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Camera.onPreRender -= MyOnPreRender;
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Camera.onPostRender -= MyOnPostRender;
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}
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#endregion
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#region Transform Hider Managment
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private void Update()
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{
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_hasRenderedThisFrame = false;
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}
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private void MyOnPreRender(Camera cam)
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{
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if (_hasRenderedThisFrame)
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return; // can only hide head once per frame
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if (cam != s_MainCamera // only hide in player cam, or if debug is on
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&& !s_DebugHeadHide)
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return;
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if (!CheckPlayerCamWithinRange())
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return; // player is too far away (likely HoloPort or Sitting)
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if (!ShadowCloneMod.CheckWantsToHideHead(cam))
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return; // listener said no (Third Person, etc)
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_hasRenderedThisFrame = true;
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_stopWatch.Start();
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for (int i = s_TransformHider.Count - 1; i >= 0; i--)
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{
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ITransformHider hider = s_TransformHider[i];
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if (hider is not { IsValid: true })
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{
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hider?.Dispose();
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s_TransformHider.RemoveAt(i);
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continue; // invalid or dead
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}
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if (!hider.Process()) continue; // not ready yet or disabled
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if (hider.IsActive) hider.HideTransform();
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}
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_stopWatch.Stop();
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if (_debugHeadHiderProcessingTime) Debug.Log($"TransformHiderManager.MyOnPreRender({s_DebugHeadHide}) took {_stopWatch.ElapsedMilliseconds}ms");
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}
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private void MyOnPostRender(Camera cam)
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{
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if (cam != s_UiCamera) return; // ui camera is expected to render last
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for (int i = s_TransformHider.Count - 1; i >= 0; i--)
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{
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ITransformHider hider = s_TransformHider[i];
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if (hider is not { IsValid: true })
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{
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hider?.Dispose();
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s_TransformHider.RemoveAt(i);
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continue; // invalid or dead
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}
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if (!hider.PostProcess()) continue; // does not need post processing
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if (hider.IsActive) hider.ShowTransform();
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}
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}
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#endregion
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#region Game Events
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public void OnAvatarCleared()
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{
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// Dispose all shadow clones BEFORE game unloads avatar
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// Otherwise we memory leak the shadow clones mesh & material instances!!!
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foreach (ITransformHider hider in s_TransformHider)
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hider.Dispose();
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s_TransformHider.Clear();
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}
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private void OnVRModeSwitchCompleted(bool _, Camera __)
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{
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UpdatePlayerCameras();
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}
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#endregion
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#region Private Methods
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private static void UpdatePlayerCameras()
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{
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s_MainCamera = PlayerSetup.Instance.GetActiveCamera().GetComponent<Camera>();
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s_UiCamera = s_MainCamera.transform.Find("_UICamera").GetComponent<Camera>();
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}
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private static bool CheckPlayerCamWithinRange()
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{
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if (PlayerSetup.Instance == null)
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return false; // hack
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const float MinHeadHidingRange = 0.5f;
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Vector3 playerHeadPos = PlayerSetup.Instance.GetViewWorldPosition();
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Vector3 playerCamPos = s_MainCamera.transform.position;
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float scaleModifier = PlayerSetup.Instance.GetPlaySpaceScale();
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return (Vector3.Distance(playerHeadPos, playerCamPos) < (MinHeadHidingRange * scaleModifier));
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}
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#endregion
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#region Static Helpers
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internal static bool IsLegacyFPRExcluded(Component renderer)
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=> renderer.gameObject.name.Contains("[FPR]");
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internal static ITransformHider CreateTransformHider(Component renderer, Transform bone)
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{
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if (IsLegacyFPRExcluded(renderer))
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return null;
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return renderer switch
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{
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//SkinnedMeshRenderer skinnedMeshRenderer => new SkinnedTransformHider(skinnedMeshRenderer, bone),
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MeshRenderer meshRenderer => new MeshTransformHider(meshRenderer),
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_ => null
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};
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}
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internal static void CreateTransformHider(Component renderer, Dictionary<Transform, FPRExclusion> exclusions)
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{
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if (IsLegacyFPRExcluded(renderer))
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return;
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if (renderer is SkinnedMeshRenderer skinnedMeshRenderer)
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{
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// get all bones for renderer
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var bones = skinnedMeshRenderer.bones;
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List<FPRExclusion> fprExclusions = new();
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// check if any bones are excluded
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foreach (Transform bone in bones)
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{
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if (!exclusions.TryGetValue(bone, out FPRExclusion exclusion))
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continue;
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fprExclusions.Add(exclusion);
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}
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foreach (FPRExclusion exclusion in fprExclusions)
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{
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ITransformHider hider = new SkinnedTransformHider(skinnedMeshRenderer, exclusion);
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Instance.AddTransformHider(hider);
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}
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}
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return;
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}
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#endregion
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}
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