i dont know what im doing

implement shit fix for shit problem
This commit is contained in:
NotAKidoS 2023-03-20 15:17:36 -05:00
parent 41f8db5dcf
commit 83c101f5ee
7 changed files with 330 additions and 0 deletions

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using UnityEngine;
using UnityEngine.Playables;
namespace NAK.Melons.BadAnimatorFix;
public class BadAnimatorFix : MonoBehaviour
{
private float stateLimit = 20f;
private Animator animator;
private Playable playable;
private void Start()
{
animator = GetComponent<Animator>();
playable = animator.playableGraph.GetRootPlayable(0);
}
private void Update()
{
if (!BadAnimatorFixMod.EntryEnabled.Value) return;
if (playable.IsValid() && GetTime() > BadAnimatorFixMod.EntryPlayableTimeLimit.Value)
{
RewindAnimator();
BadAnimatorFixMod.Logger.Msg($"Rewound animator and playable {animator}.");
}
}
private double GetTime()
{
return PlayableExtensions.IsValid<Playable>(playable) ? PlayableExtensions.GetTime<Playable>(playable) : -1;
}
private void RewindAnimator()
{
PlayableExtensions.SetTime<Playable>(playable, 0);
for (int i = 0; i < animator.layerCount; i++)
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(i);
AnimatorTransitionInfo transitionInfo = animator.GetAnimatorTransitionInfo(i);
// Skip if mid-transition
if (transitionInfo.fullPathHash != 0) continue;
// Skip if anim doesn't loop, or hasn't looped enough
if (stateInfo.normalizedTime <= stateLimit) continue;
// Rewind state, with 10f as buffer, to account for reasonable use of ExitTime
float offset = 10f + (stateInfo.normalizedTime % 1f);
animator.Play(stateInfo.fullPathHash, i, offset);
}
}
private float GetNormalizedTime()
{
float time = 0f;
for (int i = 0; i < animator.layerCount; i++)
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(i);
time += stateInfo.normalizedTime;
}
return time;
}
private float GetMaxNormalizedTime()
{
float time = 0f;
for (int i = 0; i < animator.layerCount; i++)
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(i);
if (time < stateInfo.normalizedTime)
time = stateInfo.normalizedTime;
}
return time;
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<LangVersion>latest</LangVersion>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
</PropertyGroup>
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\0Harmony.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp-firstpass">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp-firstpass.dll</HintPath>
</Reference>
<Reference Include="Aura2_Core">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Aura2_Core.dll</HintPath>
</Reference>
<Reference Include="cohtml.Net">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\cohtml.Net.dll</HintPath>
</Reference>
<Reference Include="Cohtml.Runtime">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Cohtml.Runtime.dll</HintPath>
</Reference>
<Reference Include="MelonLoader">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\MelonLoader.dll</HintPath>
</Reference>
<Reference Include="SteamVR">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\SteamVR.dll</HintPath>
</Reference>
<Reference Include="UIExpansionKit">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\UIExpansionKit.dll</HintPath>
</Reference>
<Reference Include="Unity.Postprocessing.Runtime">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Unity.Postprocessing.Runtime.dll</HintPath>
</Reference>
<Reference Include="Unity.TextMeshPro">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Unity.TextMeshPro.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.AnimationModule">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.AnimationModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.InputLegacyModule">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.InputLegacyModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.PhysicsModule">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.VRModule">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.VRModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.XRModule">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.XRModule.dll</HintPath>
</Reference>
</ItemGroup>
<Target Name="Deploy" AfterTargets="Build">
<Copy SourceFiles="$(TargetPath)" DestinationFolder="C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" />
<Message Text="Copied $(TargetPath) to C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" Importance="high" />
</Target>
</Project>

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.2.32630.192
MinimumVisualStudioVersion = 10.0.40219.1
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "BadAnimatorFix", "BadAnimatorFix.csproj", "{36FB9A18-B03E-45F6-9EF5-A276D2FFFC2B}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{36FB9A18-B03E-45F6-9EF5-A276D2FFFC2B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{36FB9A18-B03E-45F6-9EF5-A276D2FFFC2B}.Debug|Any CPU.Build.0 = Debug|Any CPU
{36FB9A18-B03E-45F6-9EF5-A276D2FFFC2B}.Release|Any CPU.ActiveCfg = Release|Any CPU
{36FB9A18-B03E-45F6-9EF5-A276D2FFFC2B}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {61C931D9-0377-4934-BF85-FCEB9A40547E}
EndGlobalSection
EndGlobal

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using ABI.CCK.Components;
using ABI_RC.Core.InteractionSystem;
using HarmonyLib;
using UnityEngine;
namespace NAK.Melons.BadAnimatorFix.HarmonyPatches;
internal class AnimatorPatches
{
[HarmonyPostfix]
[HarmonyPatch(typeof(CVRAvatar), "Start")]
private static void Post_CVRAvatar_Start(CVRAvatar __instance)
{
if (!BadAnimatorFixMod.EntryCVRAvatar.Value) return;
AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
}
[HarmonyPostfix]
[HarmonyPatch(typeof(CVRSpawnable), "Start")]
private static void Post_CVRSpawnable_Start(CVRSpawnable __instance)
{
if (!BadAnimatorFixMod.EntryCVRSpawnable.Value) return;
AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
}
[HarmonyPostfix]
[HarmonyPatch(typeof(CVRWorld), "Start")]
private static void Post_CVRWorld_Start(CVRWorld __instance)
{
if (!BadAnimatorFixMod.EntryCVRWorld.Value) return;
AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
}
//Set QM stuff
[HarmonyPostfix]
[HarmonyPatch(typeof(CVR_MenuManager), "Start")]
private static void Postfix_CVR_MenuManager_Start(ref CVR_MenuManager __instance, ref GameObject ____leftVrAnchor)
{
if (!BadAnimatorFixMod.EntryMenus.Value) return;
AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
}
//Set MM stuff
[HarmonyPostfix]
[HarmonyPatch(typeof(ViewManager), "Start")]
private static void Postfix_ViewManager_Start(ref ViewManager __instance)
{
if (!BadAnimatorFixMod.EntryMenus.Value) return;
AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
}
private static void AddBadAnimatorFixComponentIfAnimatorExists(GameObject gameObject)
{
if (!BadAnimatorFixMod.EntryEnabled.Value) return;
Animator[] animators = gameObject.GetComponentsInChildren<Animator>();
foreach (Animator animator in animators.Where(a => a.gameObject.GetComponent<BadAnimatorFix>() == null))
{
if (animator.runtimeAnimatorController != null)
animator.gameObject.AddComponent<BadAnimatorFix>();
}
}
}

47
BadAnimatorFix/Main.cs Normal file
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using MelonLoader;
namespace NAK.Melons.BadAnimatorFix;
public class BadAnimatorFixMod : MelonMod
{
internal static MelonLogger.Instance Logger;
public const string SettingsCategory = "BadAnimatorFix";
public static readonly MelonPreferences_Category CategoryBadAnimatorFix = MelonPreferences.CreateCategory(SettingsCategory);
public static readonly MelonPreferences_Entry<bool> EntryEnabled =
CategoryBadAnimatorFix.CreateEntry("Enabled", true, description: "Toggle BadAnimatorFix entirely. Requires avatar/spawnable/world reload.");
public static readonly MelonPreferences_Entry<bool> EntryCVRAvatar =
CategoryBadAnimatorFix.CreateEntry("Add to CVRAvatar", true, description: "Should BadAnimatorFix run for CVRAvatar? Requires avatar reload.");
public static readonly MelonPreferences_Entry<bool> EntryCVRSpawnable =
CategoryBadAnimatorFix.CreateEntry("Add to CVRSpawnable", false, description: "Should BadAnimatorFix run for CVRSpawnable? Requires spawnable reload.");
public static readonly MelonPreferences_Entry<bool> EntryCVRWorld =
CategoryBadAnimatorFix.CreateEntry("Add to CVRWorld", false, description: "Should BadAnimatorFix run for CVRWorld? Requires world reload.");
public static readonly MelonPreferences_Entry<bool> EntryMenus =
CategoryBadAnimatorFix.CreateEntry("Add to Menus", false, description: "Should BadAnimatorFix run for QM & MM? Requires game restart.");
public static readonly MelonPreferences_Entry<float> EntryPlayableTimeLimit =
CategoryBadAnimatorFix.CreateEntry("Playable Time Limit", 600f, description: "How long in seconds can a Playable play for before rewinding its states.");
public override void OnInitializeMelon()
{
Logger = LoggerInstance;
ApplyPatches(typeof(HarmonyPatches.AnimatorPatches));
}
private void ApplyPatches(Type type)
{
try
{
HarmonyInstance.PatchAll(type);
}
catch (Exception e)
{
Logger.Msg($"Failed while patching {type.Name}!");
Logger.Error(e);
}
}
}

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using MelonLoader;
using NAK.Melons.BadAnimatorFix.Properties;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.Melons.BadAnimatorFix))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.Melons.BadAnimatorFix))]
[assembly: MelonInfo(
typeof(NAK.Melons.BadAnimatorFix.BadAnimatorFixMod),
nameof(NAK.Melons.BadAnimatorFix),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidOnSteam/BadAnimatorFix"
)]
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
[assembly: HarmonyDontPatchAll]
namespace NAK.Melons.BadAnimatorFix.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.0";
public const string Author = "NotAKidoS";
}

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{
"_id": -1,
"name": "TrackedControllerFix",
"modversion": "1.0.0",
"gameversion": "2022r170",
"loaderversion": "0.5.7",
"modtype": "Mod",
"author": "NotAKidoS",
"description": "Allows your controllers to track while the SteamVR overlay is open. This also fixes Quest/Touch controllers feeling slow during fast movements.",
"searchtags": [
"vr",
"quest",
"controller",
"tracking"
],
"requirements": [
"None"
],
"downloadlink": "https://github.com/NotAKidOnSteam/TrackedControllerFix/releases/download/v1.0.0/TrackedControllerFix.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/TrackedControllerFix/",
"changelog": "Initial Release",
"embedcolor": "3498db"
}