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https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 14:29:25 +00:00
fixes n stuff
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parent
760ab0b0ae
commit
6634a4163d
5 changed files with 31 additions and 25 deletions
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@ -17,7 +17,10 @@ internal class HarmonyPatches
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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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if (__instance._controllerRay == null) return;
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//and only if its a prop we support
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if (__instance.gripType == CVRPickupObject.GripType.Origin) return;
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Quaternion originalRotation = __instance.transform.rotation;
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Transform referenceTransform = __instance._controllerRay.transform;
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@ -29,8 +29,8 @@ public class PickupPushPull_Module : CVRInputModule
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public bool Desktop_UseZoomForRotate = true;
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//VR settings
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public BindingOptionsVR.BindHand VR_RotateHand;
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public BindingOptionsVR.BindingOptions VR_RotateBind;
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public BindingOptionsVR.BindHand VR_RotateHand = BindingOptionsVR.BindHand.LeftHand;
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public BindingOptionsVR.BindingOptions VR_RotateBind = BindingOptionsVR.BindingOptions.ButtonATouch;
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private SteamVR_Action_Boolean VR_RotateBind_Boolean;
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//Local stuff
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@ -49,9 +49,9 @@ public class PickupPushPull_Module : CVRInputModule
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public new void Start()
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{
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base.Start();
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_inputManager = CVRInputManager.Instance;
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Instance = this;
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base.Start();
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//Get desktop controller ray
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desktopControllerRay = PlayerSetup.Instance.desktopCamera.GetComponent<ControllerRay>();
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@ -65,13 +65,13 @@ public class PickupPushPull_Module : CVRInputModule
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steamVrButtonATouch = (SteamVR_Action_Boolean)EI_SteamVR_Info.im_steamVrButtonATouch.GetValue(inputModuleSteamVR);
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steamVrButtonBTouch = (SteamVR_Action_Boolean)EI_SteamVR_Info.im_steamVrButtonBTouch.GetValue(inputModuleSteamVR);
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UpdateVRBinding();
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controlGamepadEnabled = (bool)MetaPort.Instance.settings.GetSettingsBool("ControlDeadZoneRight", false);
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MetaPort.Instance.settings.settingBoolChanged.AddListener(new UnityAction<string, bool>(SettingsBoolChanged));
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deadzoneRightValue = (float)MetaPort.Instance.settings.GetSettingInt("ControlDeadZoneRight", 0) / 100f;
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MetaPort.Instance.settings.settingIntChanged.AddListener(new UnityAction<string, int>(SettingsIntChanged));
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UpdateVRBinding();
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}
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private void SettingsBoolChanged(string name, bool value)
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@ -122,7 +122,7 @@ public class PickupPushPull_Module : CVRInputModule
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objectRotation = Vector2.zero;
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CVRPickupObject desktopObject = (CVRPickupObject)_grabbedObject.GetValue(desktopControllerRay);
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if (desktopObject != null)
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if (desktopObject != null && desktopObject.gripType == CVRPickupObject.GripType.Free)
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{
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//Desktop Input
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DoDesktopInput();
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@ -132,10 +132,6 @@ public class PickupPushPull_Module : CVRInputModule
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//VR Input
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if (!MetaPort.Instance.isUsingVr) return;
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CVRPickupObject vrObject = (CVRPickupObject)_grabbedObject.GetValue(PlayerSetup.Instance.leftRay);
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CVRPickupObject vrObject2 = (CVRPickupObject)_grabbedObject.GetValue(PlayerSetup.Instance.rightRay);
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if (vrObject != null || vrObject2 != null)
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DoSteamVRInput();
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}
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@ -180,19 +176,26 @@ public class PickupPushPull_Module : CVRInputModule
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private void DoSteamVRInput()
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{
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bool button = VR_RotateBind_Boolean.GetState((SteamVR_Input_Sources)VR_RotateHand);
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CVRPickupObject leftObject = (CVRPickupObject)_grabbedObject.GetValue(PlayerSetup.Instance.leftRay);
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CVRPickupObject rightObject = (CVRPickupObject)_grabbedObject.GetValue(PlayerSetup.Instance.rightRay);
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if (leftObject == null && rightObject == null) return;
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//I get my own lookVector cause fucking CVR alters **rawLookVector** with digital deadzones >:(((
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Vector2 rawLookVector = new(CVRTools.AxisDeadZone(vrLookAction.GetAxis(SteamVR_Input_Sources.Any).x, deadzoneRightValue, true), CVRTools.AxisDeadZone(vrLookAction.GetAxis(SteamVR_Input_Sources.Any).y, deadzoneRightValue, true));
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bool canRotate = (leftObject != null && leftObject.gripType == CVRPickupObject.GripType.Free) ||
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(rightObject != null && rightObject.gripType == CVRPickupObject.GripType.Free);
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if (Setting_EnableRotation && button)
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if (Setting_EnableRotation && canRotate && VR_RotateBind_Boolean.GetState((SteamVR_Input_Sources)VR_RotateHand))
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{
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Vector2 rawLookVector = new Vector2(CVRTools.AxisDeadZone(vrLookAction.GetAxis(SteamVR_Input_Sources.Any).x, deadzoneRightValue, true),
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CVRTools.AxisDeadZone(vrLookAction.GetAxis(SteamVR_Input_Sources.Any).y, deadzoneRightValue, true));
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objectRotation.x += Setting_RotationSpeed * rawLookVector.x;
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objectRotation.y += Setting_RotationSpeed * rawLookVector.y * -1;
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_inputManager.lookVector = Vector2.zero;
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return;
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}
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CVRInputManager.Instance.objectPushPull += CVRInputManager.Instance.floatDirection * Setting_PushPullSpeed * Time.deltaTime;
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}
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}
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@ -20,7 +20,6 @@ public class PickupPushPull : MelonMod
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public override void OnInitializeMelon()
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{
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Category_PickupPushPull = MelonPreferences.CreateCategory(nameof(PickupPushPull));
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Category_PickupPushPull.SaveToFile(false);
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//Global settings
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Setting_PushPullSpeed = Category_PickupPushPull.CreateEntry("Push Pull Speed", 2f, description: "Up/down on right joystick for VR. Left buSettingr + Up/down on right joystick for Gamepad.");
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@ -58,6 +57,7 @@ public class PickupPushPull : MelonMod
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while (PickupPushPull_Module.Instance == null)
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yield return null;
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UpdateVRBinding();
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UpdateAllSettings();
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}
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@ -25,6 +25,6 @@ using System.Reflection;
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namespace PickupPushPull.Properties;
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internal static class AssemblyInfoParams
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{
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public const string Version = "2.0.0";
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public const string Version = "3.0.1";
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public const string Author = "NotAKidoS";
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}
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@ -1,12 +1,12 @@
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{
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"_id": 91,
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"name": "PickupPushPull",
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"modversion": "3.0.0",
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"gameversion": "2022r168",
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"modversion": "3.0.1",
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"gameversion": "2022r170",
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"loaderversion": "0.5.7",
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"modtype": "Mod",
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"author": "NotAKidoS",
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"description": "Allows you to push & pull pickups with Mouse, Gamepad, & VR.\nCan also optionally rotate props via keybind.",
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"description": "Allows you to push & pull pickups with Mouse, Gamepad, & VR.\nCan also optionally rotate props via keybind.\n\nIndex users will need to manually bind the missing SteamVR binds.",
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"searchtags": [
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"pull",
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"push",
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@ -16,8 +16,8 @@
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"requirements": [
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"None"
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],
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"downloadlink": "https://github.com/NotAKidOnSteam/PickupPushPull/releases/download/r2/PickupPushPull.dll",
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"downloadlink": "https://github.com/NotAKidOnSteam/PickupPushPull/releases/download/v3.0.1/PickupPushPull.dll",
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"sourcelink": "https://github.com/NotAKidOnSteam/PickupPushPull/",
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"changelog": "Switched to input module setup. Desktop will rotate held pickups when zoom bind is pressed. Rotation bind no longer prevents rotation when pickup is not being held.",
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"changelog": "- Fixed issue where saved preferences weren't properly applied on startup.\n- Rotation is now only limited while holding a prop that can be rotated, instead of when the rotation bind is held.",
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"embedcolor": "804221"
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}
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