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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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i dont remember
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7 changed files with 606 additions and 350 deletions
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@ -26,360 +26,50 @@ namespace DesktopVRSwitch;
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public class DesktopVRSwitch : MelonMod
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{
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private static MelonPreferences_Category m_categoryDesktopVRSwitch;
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private static MelonPreferences_Entry<bool> m_entryTimedErrorCatch;
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internal const string SettingsCategory = "DesktopVRSwitch";
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internal static MelonPreferences_Category m_categoryDesktopVRSwitch;
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internal static MelonPreferences_Entry<bool> m_entryTimedErrorCatch;
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internal static MelonPreferences_Entry<float> m_entryTimedErrorTimer;
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public override void OnInitializeMelon()
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{
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m_categoryDesktopVRSwitch = MelonPreferences.CreateCategory(nameof(DesktopVRSwitch));
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m_entryTimedErrorCatch = m_categoryDesktopVRSwitch.CreateEntry<bool>("Timed Error Catch", true, description: "Attempt to switch back if an error is found after 10 seconds.");
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m_categoryDesktopVRSwitch = MelonPreferences.CreateCategory(SettingsCategory);
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m_entryTimedErrorCatch = m_categoryDesktopVRSwitch.CreateEntry<bool>("Timed Error Catch", true, description: "Attempt to switch back if an error is found after n seconds.");
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m_entryTimedErrorTimer = m_categoryDesktopVRSwitch.CreateEntry<float>("Timed Error Timer", 10f, description: "Amount of seconds to wait before assuming there was an error.");
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m_categoryDesktopVRSwitch.SaveToFile(false);
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foreach (var setting in m_categoryDesktopVRSwitch.Entries)
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{
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setting.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings);
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}
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//UIExpansionKit addon
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if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "UI Expansion Kit"))
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{
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MelonLogger.Msg("Initializing UIExpansionKit support.");
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UiExtensionsAddon.Init();
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}
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MelonLoader.MelonCoroutines.Start(WaitForLocalPlayer());
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}
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private static bool isAttemptingSwitch = false;
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private static float timedSwitch = 0f;
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private static bool CurrentMode;
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private static Vector3 avatarPos;
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private static Quaternion avatarRot;
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public override void OnUpdate()
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System.Collections.IEnumerator WaitForLocalPlayer()
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{
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// assuming CVRInputManager.switchMode button was originally for desktop/vr switching before being left to do literally nothing in rootlogic
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if (Input.GetKeyDown(KeyCode.F6) && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) && !isAttemptingSwitch)
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{
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//start attempt
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isAttemptingSwitch = true;
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MelonCoroutines.Start(AttemptPlatformSwitch());
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while (PlayerSetup.Instance == null)
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yield return null;
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//how long we wait until we assume an error occured
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if (m_entryTimedErrorCatch.Value)
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timedSwitch = Time.time + 10f;
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}
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PlayerSetup.Instance.gameObject.AddComponent<DesktopVRSwitchHelper>();
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//catch if coroutine just decided to not finish... which happens?
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if (isAttemptingSwitch && Time.time > timedSwitch)
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{
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MelonLogger.Error("Timer exceeded. Something is wrong and coroutine failed partway.");
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MelonCoroutines.Start(AttemptPlatformSwitch(true));
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}
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while (DesktopVRSwitchHelper.Instance == null)
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yield return null;
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//correct player position while switching
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if (isAttemptingSwitch && !MovementSystem.Instance.canMove)
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{
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MovementSystem.Instance.TeleportToPosRot(avatarPos, avatarRot, false);
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MovementSystem.Instance.UpdateColliderCenter(avatarPos);
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}
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UpdateAllSettings();
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}
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private static IEnumerator AttemptPlatformSwitch(bool forceMode = false)
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private void OnUpdateSettings(object arg1, object arg2) => UpdateAllSettings();
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private void UpdateAllSettings()
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{
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//forceMode will attempt to backtrack to last working mode (if you dont like the mess, fix it yourself thx)
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CurrentMode = forceMode ? CurrentMode : MetaPort.Instance.isUsingVr;
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bool VRMode = forceMode ? CurrentMode : !CurrentMode;
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//store current player position/rotation to correct VR/Desktop offsets
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avatarPos = PlayerSetup.Instance._avatar.transform.position;
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avatarRot = PlayerSetup.Instance._avatar.transform.rotation;
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//prevent player from any movement while transitioning
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MovementSystem.Instance.canMove = false;
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BodySystem.TrackingEnabled = false;
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//load SteamVR
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InitializeSteamVR(VRMode);
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CloseMenuElements(VRMode);
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DisableMirrorCanvas();
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yield
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return new WaitForEndOfFrame();
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SetMetaPort(VRMode);
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yield
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return new WaitForEndOfFrame();
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SetPlayerSetup(VRMode);
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SwitchActiveCameraRigs(VRMode);
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UpdateCameraFacingObject();
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RepositionCohtmlHud(VRMode);
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UpdateHudOperations(VRMode);
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SwitchPickupOrigins();
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yield
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return new WaitForEndOfFrame();
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//needs to come after SetMovementSystem
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UpdateGestureReconizerCam();
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yield
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return new WaitForEndOfFrame();
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//right here is the fucker most likely to break
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ReloadCVRInputManager();
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//some menus have 0.5s wait(), so to be safe
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yield
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return new WaitForSeconds(0.5f);
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//reload current avatar
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AssetManagement.Instance.LoadLocalAvatar(MetaPort.Instance.currentAvatarGuid);
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yield
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return new WaitForSeconds(2f);
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if (!VRMode)
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//collision center is set to match headpos in VR, but desktop doesnt reset it
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MovementSystem.Instance.UpdateColliderCenter(PlayerSetup.Instance._avatar.transform.position);
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//gonna try doing this last
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DisposeSteamVR(VRMode);
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MovementSystem.Instance.canMove = true;
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BodySystem.TrackingEnabled = true;
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yield
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return null;
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isAttemptingSwitch = false;
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}
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//shitton of try catch below
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private static void InitializeSteamVR(bool isVR)
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{
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if (isVR)
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{
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//force SteamVR to fully initialize, this does all and more than what i did with LoadDevice()
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SteamVR.Initialize(true);
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//Just to make sure. Game does this natively when entering VR.
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SteamVR_Settings.instance.pauseGameWhenDashboardVisible = false;
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//TODO: something needs to be done to reinitialize SteamVR_Input or SteamVR_Actions
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//If you restart SteamVR after already have been in VRMode, the steamvr action handles break
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//ive tried:
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//SteamVR_Input.Initialize(true)
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//SteamVR_Actions.PreInitialize()
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//Destroying SteamVR_Settings on DesktopMode
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//Destroying SteamVR_Behavior on DesktopMode
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//Destroying SteamVR_Render on DesktopMode
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//Combinations of all of these..
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//Its probably really simple, but I just cannot figure out how.
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}
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}
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private static void DisposeSteamVR(bool isVR)
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{
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if (!isVR)
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{
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//force SteamVR to let go of Chillout
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XRSettings.LoadDeviceByName("None");
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XRSettings.enabled = false;
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//destroy [SteamVR] gameobject as next SteamVR.Initialize creates a new one
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Object.Destroy(SteamVR_Behaviour.instance.gameObject);
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//what even does this do that is actually important?
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SteamVR.SafeDispose();
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}
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}
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// shouldn't be that important, right?
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private static void CloseMenuElements(bool isVR)
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{
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if (ViewManager.Instance != null)
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{
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MelonLogger.Msg("Closed MainMenu Instance.");
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ViewManager.Instance.UiStateToggle(false);
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}
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else
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{
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MelonLogger.Msg("MainMenu Instance not found!!!");
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}
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if (ViewManager.Instance != null)
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{
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MelonLogger.Msg("Closed QuickMenu Instance.");
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CVR_MenuManager.Instance.ToggleQuickMenu(false);
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}
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else
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{
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MelonLogger.Msg("QuickMenu Instance not found!!!");
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}
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//disable input during switch
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CVRInputManager.Instance.inputEnabled = false;
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}
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private static void SetMetaPort(bool isVR)
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{
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try
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{
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MelonLogger.Msg($"Set MetaPort isUsingVr to {isVR}.");
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MetaPort.Instance.isUsingVr = isVR;
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}
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catch (Exception)
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{
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MelonLogger.Error("Setting MetaPort isUsingVr failed. Is MetaPort.Instance invalid?");
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MelonLogger.Msg("MetaPort.Instance: " + MetaPort.Instance);
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throw;
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}
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}
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private static void SetPlayerSetup(bool isVR)
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{
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try
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{
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MelonLogger.Msg($"Set PlayerSetup instance to {isVR}.");
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PlayerSetup.Instance._inVr = isVR;
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}
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catch (Exception)
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{
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MelonLogger.Error("Setting PlayerSetup _inVr failed. Is PlayerSetup.Instance invalid?");
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MelonLogger.Msg("PlayerSetup.Instance: " + PlayerSetup.Instance);
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throw;
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}
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}
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private static void SwitchActiveCameraRigs(bool isVR)
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{
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try
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{
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MelonLogger.Msg("Switched active camera rigs.");
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PlayerSetup.Instance.desktopCameraRig.SetActive(!isVR);
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PlayerSetup.Instance.vrCameraRig.SetActive(isVR);
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}
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catch (Exception)
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{
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MelonLogger.Error("Error switching active cameras. Are the camera rigs invalid?");
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MelonLogger.Msg("PlayerSetup.Instance.desktopCameraRig: " + PlayerSetup.Instance.desktopCameraRig);
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MelonLogger.Msg("PlayerSetup.Instance.vrCameraRig: " + PlayerSetup.Instance.vrCameraRig);
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throw;
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}
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}
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private static void RepositionCohtmlHud(bool isVR)
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{
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try
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{
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MelonLogger.Msg("Parented CohtmlHud to active camera.");
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CohtmlHud.Instance.gameObject.transform.parent = isVR ? PlayerSetup.Instance.vrCamera.transform : PlayerSetup.Instance.desktopCamera.transform;
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//sets hud position, rotation, ~~and scale~~ based on MetaPort isUsingVr
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CVRTools.ConfigureHudAffinity();
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CohtmlHud.Instance.gameObject.transform.localScale = new Vector3(1.2f, 1f, 1.2f);
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}
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catch (Exception)
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{
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MelonLogger.Error("Error parenting CohtmlHud to active camera. Is CohtmlHud.Instance invalid?");
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MelonLogger.Msg("CohtmlHud.Instance: " + CohtmlHud.Instance);
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throw;
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}
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}
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private static void ReloadCVRInputManager()
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{
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try
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{
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MelonLogger.Msg("Set CVRInputManager reload to True. Input should reload next frame...");
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CVRInputManager.Instance.reload = true;
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//just in case
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CVRInputManager.Instance.inputEnabled = true;
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CVRInputManager.Instance.blockedByUi = false;
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//sometimes head can get stuck, so just in case
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CVRInputManager.Instance.independentHeadToggle = false;
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//just nice to load into desktop with idle gesture
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CVRInputManager.Instance.gestureLeft = 0f;
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CVRInputManager.Instance.gestureLeftRaw = 0f;
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CVRInputManager.Instance.gestureRight = 0f;
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CVRInputManager.Instance.gestureRightRaw = 0f;
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}
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catch (Exception)
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{
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MelonLogger.Error("CVRInputManager reload failed. Is CVRInputManager.Instance invalid?");
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MelonLogger.Msg("CVRInputManager.Instance: " + CVRInputManager.Instance);
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throw;
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}
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}
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//every nameplate canvas uses CameraFacingObject :stare:
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private static void UpdateCameraFacingObject()
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{
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try
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{
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MelonLogger.Msg("Updating all CameraFacingObject scripts to face new camera. (this fixes nameplates)");
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CameraFacingObject[] camfaceobjs = Object.FindObjectsOfType<CameraFacingObject>();
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for (int i = 0; i < camfaceobjs.Count(); i++)
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{
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camfaceobjs[i].m_Camera = PlayerSetup.Instance.GetActiveCamera().GetComponent<Camera>();
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}
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}
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catch (Exception)
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{
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MelonLogger.Error("Error updating CameraFacingObject objects! Nameplates will be wonk...");
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throw;
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}
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}
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private static void UpdateHudOperations(bool isVR)
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{
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try
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{
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MelonLogger.Msg("Set HudOperations worldLoadingItem and worldLoadStatus to their respective Desktop/Vr parent.");
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HudOperations.Instance.worldLoadingItem = isVR ? HudOperations.Instance.worldLoadingItemVr : HudOperations.Instance.worldLoadingItemDesktop;
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HudOperations.Instance.worldLoadStatus = isVR ? HudOperations.Instance.worldLoadStatusVr : HudOperations.Instance.worldLoadStatusDesktop;
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}
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catch (Exception)
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{
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MelonLogger.Error("Error updating HudOperations LoadingItem & LoadStatus!");
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throw;
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}
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}
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private static void DisableMirrorCanvas()
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{
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try
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{
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//tell the game we are in mirror mode so itll disable it (if enabled)
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PortableCamera.Instance.mode = MirroringMode.Mirror;
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PortableCamera.Instance.ChangeMirroring();
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}
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catch (Exception)
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{
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MelonLogger.Error("Error updating CVRGestureRecognizer camera!");
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throw;
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}
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}
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private static void UpdateGestureReconizerCam()
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{
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try
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{
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MelonLogger.Msg("Set GestureReconizerCam camera to active camera.");
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Traverse.Create(CVRGestureRecognizer.Instance).Field("_camera").SetValue(PlayerSetup.Instance.GetActiveCamera().GetComponent<Camera>());
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}
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catch (Exception)
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{
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MelonLogger.Error("Error updating CVRGestureRecognizer camera!");
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throw;
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}
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}
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private static void SwitchPickupOrigins()
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{
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try
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{
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MelonLogger.Msg("Switched pickup origins.");
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CVRPickupObjectTracker[] pickups = Object.FindObjectsOfType<CVRPickupObjectTracker>();
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for (int i = 0; i < pickups.Count(); i++)
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{
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pickups[i].OnSwitch();
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}
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}
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catch (Exception)
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{
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MelonLogger.Error("Error switching pickup origins!");
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throw;
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}
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if (!DesktopVRSwitchHelper.Instance) return;
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DesktopVRSwitchHelper.Instance.SettingTimedErrorCatch = m_entryTimedErrorCatch.Value;
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DesktopVRSwitchHelper.Instance.SettingTimedErrorTimer = m_entryTimedErrorTimer.Value;
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}
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}
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