i dont remember

This commit is contained in:
NotAKidoS 2022-12-15 11:29:06 -06:00
parent 73762e7241
commit 933913bb11
7 changed files with 606 additions and 350 deletions

View file

@ -0,0 +1,416 @@
using ABI_RC.Core;
using ABI_RC.Core.EventSystem;
using ABI_RC.Core.InteractionSystem;
using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using ABI_RC.Core.UI;
using ABI_RC.Core.Util.Object_Behaviour;
using ABI_RC.Systems.Camera;
using ABI_RC.Systems.IK;
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.IK.TrackingModules;
using ABI_RC.Systems.MovementSystem;
using ABI_RC.Core.Networking;
using DesktopVRSwitch.Patches;
using HarmonyLib;
using MelonLoader;
using System.Collections;
using UnityEngine;
using UnityEngine.XR;
using Valve.VR;
using Object = UnityEngine.Object;
namespace DesktopVRSwitch;
public class DesktopVRSwitchHelper : MonoBehaviour
{
public static DesktopVRSwitchHelper Instance;
//settings
public bool SettingTimedErrorCatch = true;
public float SettingTimedErrorTimer = 10f;
//internal shit
internal static bool isAttemptingSwitch = false;
internal static float timedSwitch = 0f;
internal static bool CurrentMode;
internal static Vector3 avatarWorldPos;
internal static Quaternion avatarWorldRot;
public void SwitchMode(bool isTimedSwitch = false)
{
if (isAttemptingSwitch) return;
isAttemptingSwitch = true;
MelonCoroutines.Start(AttemptPlatformSwitch());
//how long we wait until we assume an error occured
if (isTimedSwitch)
timedSwitch = Time.time + SettingTimedErrorTimer;
}
public void Start()
{
Instance = this;
}
public void Update()
{
// assuming CVRInputManager.switchMode button was originally for desktop/vr switching before being left to do literally nothing in rootlogic
if (Input.GetKeyDown(KeyCode.F6) && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) && !isAttemptingSwitch)
{
SwitchMode(true);
}
if (!isAttemptingSwitch) return;
//catch if coroutine just decided to not finish... which happens?
if (Time.time > timedSwitch)
{
MelonLogger.Error("Timer exceeded. Something is wrong and coroutine failed partway.");
isAttemptingSwitch = false;
if (SettingTimedErrorCatch)
SwitchMode();
}
}
//disables VRIK if it was on the current avatar during switch
//absolutely bruteforcing the stupid vr playspace offset issue
public void LateUpdate()
{
if (!isAttemptingSwitch) return;
BodySystem.TrackingEnabled = false;
BodySystem.TrackingPositionWeight = 0f;
PlayerSetup.Instance._avatar.transform.position = avatarWorldPos;
PlayerSetup.Instance._avatar.transform.rotation = avatarWorldRot;
MovementSystem.Instance.TeleportToPosRot(avatarWorldPos, avatarWorldRot, false);
MovementSystem.Instance.UpdateColliderCenter(avatarWorldPos);
}
internal static IEnumerator AttemptPlatformSwitch(bool forceMode = false)
{
//forceMode will attempt to backtrack to last working mode (if you dont like the mess, fix it yourself thx)
CurrentMode = forceMode ? CurrentMode : MetaPort.Instance.isUsingVr;
bool VRMode = forceMode ? CurrentMode : !CurrentMode;
CloseMenuElements(VRMode);
ToggleInputInteractions(false);
DisableMirrorCanvas();
//store current player position/rotation to correct VR/Desktop offsets
avatarWorldPos = PlayerSetup.Instance._avatar.transform.position;
avatarWorldRot = PlayerSetup.Instance._avatar.transform.rotation;
//exit all movement states
MovementSystem.Instance.ChangeCrouch(false);
MovementSystem.Instance.ChangeProne(false);
MovementSystem.Instance.canMove = false;
MovementSystem.Instance.canRot = false;
//load SteamVR
InitializeSteamVR(VRMode);
yield
return new WaitForEndOfFrame();
SetMetaPort(VRMode);
//reset rich presence
if (MetaPort.Instance.settings.GetSettingsBool("ImplementationRichPresenceDiscordEnabled", true))
{
MetaPort.Instance.settings.SetSettingsBool("ImplementationRichPresenceDiscordEnabled", false);
MetaPort.Instance.settings.SetSettingsBool("ImplementationRichPresenceDiscordEnabled", true);
}
if (MetaPort.Instance.settings.GetSettingsBool("ImplementationRichPresenceSteamEnabled", true))
{
MetaPort.Instance.settings.SetSettingsBool("ImplementationRichPresenceSteamEnabled", false);
MetaPort.Instance.settings.SetSettingsBool("ImplementationRichPresenceSteamEnabled", true);
}
yield
return new WaitForEndOfFrame();
SwitchActiveCameraRigs(VRMode);
UpdateCameraFacingObject();
RepositionCohtmlHud(VRMode);
UpdateHudOperations(VRMode);
SwitchPickupOrigins();
yield
return new WaitForEndOfFrame();
//needs to come after SetMovementSystem
UpdateGestureReconizerCam();
ResetCVRInputManager();
//gonna try doing this last
DisposeSteamVR(VRMode);
ToggleInputInteractions(true);
//reload current avatar
AssetManagement.Instance.LoadLocalAvatar(MetaPort.Instance.currentAvatarGuid);
yield return new WaitUntil(() => !PlayerSetup.Instance.avatarIsLoading);
isAttemptingSwitch = false;
BodySystem.TrackingEnabled = true;
BodySystem.TrackingPositionWeight = 1f;
MovementSystem.Instance.canMove = true;
MovementSystem.Instance.canRot = true;
if (!VRMode)
//collision center is set to match headpos in VR, but desktop doesnt reset it
MovementSystem.Instance.UpdateColliderCenter(PlayerSetup.Instance._avatar.transform.position);
yield
return new WaitForEndOfFrame();
//one last teleport to correct VR offset
MovementSystem.Instance.TeleportToPosRot(avatarWorldPos, avatarWorldRot, false);
yield
return null;
}
//shitton of try catch below
internal static void InitializeSteamVR(bool isVR)
{
if (isVR)
{
//force SteamVR to fully initialize, this does all and more than what i did with LoadDevice()
SteamVR.Initialize(true);
//Just to make sure. Game does this natively when entering VR.
SteamVR_Settings.instance.pauseGameWhenDashboardVisible = false;
//TODO: something needs to be done to reinitialize SteamVR_Input or SteamVR_Actions
//If you restart SteamVR after already have been in VRMode, the steamvr action handles break
//ive tried:
//SteamVR_Input.Initialize(true)
//SteamVR_Actions.PreInitialize()
//Destroying SteamVR_Settings on DesktopMode
//Destroying SteamVR_Behavior on DesktopMode
//Destroying SteamVR_Render on DesktopMode
//Combinations of all of these..
//Its probably really simple, but I just cannot figure out how.
}
}
internal static void DisposeSteamVR(bool isVR)
{
if (!isVR)
{
//force SteamVR to let go of Chillout
XRSettings.LoadDeviceByName("None");
XRSettings.enabled = false;
//destroy [SteamVR] gameobject as next SteamVR.Initialize creates a new one
Object.Destroy(SteamVR_Behaviour.instance.gameObject);
//what even does this do that is actually important?
SteamVR.SafeDispose();
}
}
// shouldn't be that important, right?
internal static void CloseMenuElements(bool isVR)
{
if (ViewManager.Instance != null)
{
MelonLogger.Msg("Closed MainMenu Instance.");
ViewManager.Instance.UiStateToggle(false);
}
else
{
MelonLogger.Msg("MainMenu Instance not found!!!");
}
if (ViewManager.Instance != null)
{
MelonLogger.Msg("Closed QuickMenu Instance.");
CVR_MenuManager.Instance.ToggleQuickMenu(false);
}
else
{
MelonLogger.Msg("QuickMenu Instance not found!!!");
}
}
internal static void ToggleInputInteractions(bool toggle)
{
//disable input during switch
try
{
MelonLogger.Msg($"Toggling input & interactions to " + toggle);
CVRInputManager.Instance.inputEnabled = toggle;
CVR_InteractableManager.enableInteractions = toggle;
}
catch
{
MelonLogger.Error("Toggling input & interactions failed. Is something invalid?");
MelonLogger.Msg("CVRInputManager.Instance: " + CVRInputManager.Instance);
MelonLogger.Msg("CVR_InteractableManager: " + CVR_InteractableManager.enableInteractions);
throw;
}
}
internal static void SetMetaPort(bool isVR)
{
try
{
MelonLogger.Msg($"Set MetaPort isUsingVr to {isVR}.");
MetaPort.Instance.isUsingVr = isVR;
}
catch
{
MelonLogger.Error("Setting MetaPort isUsingVr failed. Is MetaPort.Instance invalid?");
MelonLogger.Msg("MetaPort.Instance: " + MetaPort.Instance);
throw;
}
}
internal static void SwitchActiveCameraRigs(bool isVR)
{
try
{
MelonLogger.Msg("Switched active camera rigs.");
PlayerSetup.Instance.desktopCameraRig.SetActive(!isVR);
PlayerSetup.Instance.vrCameraRig.SetActive(isVR);
}
catch
{
MelonLogger.Error("Error switching active cameras. Are the camera rigs invalid?");
MelonLogger.Msg("PlayerSetup.Instance.desktopCameraRig: " + PlayerSetup.Instance.desktopCameraRig);
MelonLogger.Msg("PlayerSetup.Instance.vrCameraRig: " + PlayerSetup.Instance.vrCameraRig);
throw;
}
}
internal static void RepositionCohtmlHud(bool isVR)
{
try
{
MelonLogger.Msg("Parented CohtmlHud to active camera.");
CohtmlHud.Instance.gameObject.transform.parent = isVR ? PlayerSetup.Instance.vrCamera.transform : PlayerSetup.Instance.desktopCamera.transform;
//sets hud position, rotation, ~~and scale~~ based on MetaPort isUsingVr
CVRTools.ConfigureHudAffinity();
CohtmlHud.Instance.gameObject.transform.localScale = new Vector3(1.2f, 1f, 1.2f);
}
catch
{
MelonLogger.Error("Error parenting CohtmlHud to active camera. Is CohtmlHud.Instance invalid?");
MelonLogger.Msg("CohtmlHud.Instance: " + CohtmlHud.Instance);
throw;
}
}
internal static void ResetCVRInputManager()
{
try
{
MelonLogger.Msg("Enabling CVRInputManager inputEnabled & disabling blockedByUi!");
//CVRInputManager.Instance.reload = true;
//just in case
CVRInputManager.Instance.inputEnabled = true;
CVRInputManager.Instance.blockedByUi = false;
//sometimes head can get stuck, so just in case
CVRInputManager.Instance.independentHeadToggle = false;
//just nice to load into desktop with idle gesture
CVRInputManager.Instance.gestureLeft = 0f;
CVRInputManager.Instance.gestureLeftRaw = 0f;
CVRInputManager.Instance.gestureRight = 0f;
CVRInputManager.Instance.gestureRightRaw = 0f;
}
catch
{
MelonLogger.Error("CVRInputManager reload failed. Is CVRInputManager.Instance invalid?");
MelonLogger.Msg("CVRInputManager.Instance: " + CVRInputManager.Instance);
throw;
}
}
//every nameplate canvas uses CameraFacingObject :stare:
internal static void UpdateCameraFacingObject()
{
try
{
MelonLogger.Msg("Updating all CameraFacingObject scripts to face new camera. (this fixes nameplates)");
CameraFacingObject[] camfaceobjs = Object.FindObjectsOfType<CameraFacingObject>();
for (int i = 0; i < camfaceobjs.Count(); i++)
{
camfaceobjs[i].m_Camera = PlayerSetup.Instance.GetActiveCamera().GetComponent<Camera>();
}
}
catch
{
MelonLogger.Error("Error updating CameraFacingObject objects! Nameplates will be wonk...");
throw;
}
}
internal static void UpdateHudOperations(bool isVR)
{
try
{
MelonLogger.Msg("Set HudOperations worldLoadingItem and worldLoadStatus to their respective Desktop/Vr parent.");
HudOperations.Instance.worldLoadingItem = isVR ? HudOperations.Instance.worldLoadingItemVr : HudOperations.Instance.worldLoadingItemDesktop;
HudOperations.Instance.worldLoadStatus = isVR ? HudOperations.Instance.worldLoadStatusVr : HudOperations.Instance.worldLoadStatusDesktop;
}
catch
{
MelonLogger.Error("Error updating HudOperations LoadingItem & LoadStatus!");
throw;
}
}
internal static void DisableMirrorCanvas()
{
try
{
//tell the game we are in mirror mode so itll disable it (if enabled)
PortableCamera.Instance.mode = MirroringMode.Mirror;
PortableCamera.Instance.ChangeMirroring();
}
catch
{
MelonLogger.Error("Error updating CVRGestureRecognizer camera!");
throw;
}
}
internal static void UpdateGestureReconizerCam()
{
try
{
MelonLogger.Msg("Set GestureReconizerCam camera to active camera.");
Traverse.Create(CVRGestureRecognizer.Instance).Field("_camera").SetValue(PlayerSetup.Instance.GetActiveCamera().GetComponent<Camera>());
}
catch
{
MelonLogger.Error("Error updating CVRGestureRecognizer camera!");
throw;
}
}
internal static void SwitchPickupOrigins()
{
try
{
MelonLogger.Msg("Switched pickup origins.");
CVRPickupObjectTracker[] pickups = Object.FindObjectsOfType<CVRPickupObjectTracker>();
for (int i = 0; i < pickups.Count(); i++)
{
pickups[i].OnSwitch();
}
}
catch
{
MelonLogger.Error("Error switching pickup origins!");
throw;
}
}
}