mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 14:29:25 +00:00
i dont remember
This commit is contained in:
parent
73762e7241
commit
933913bb11
7 changed files with 606 additions and 350 deletions
|
@ -18,6 +18,9 @@
|
|||
<Reference Include="Assembly-CSharp-firstpass">
|
||||
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp-firstpass.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Aura2_Core">
|
||||
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Aura2_Core.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="cohtml.Net">
|
||||
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\cohtml.Net.dll</HintPath>
|
||||
</Reference>
|
||||
|
@ -33,6 +36,12 @@
|
|||
<Reference Include="SteamVR">
|
||||
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\SteamVR.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UIExpansionKit">
|
||||
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\UIExpansionKit.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Postprocessing.Runtime">
|
||||
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Unity.Postprocessing.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.TextMeshPro">
|
||||
<HintPath>..\..\..\DakyModsCVR\ManagedLibs\Unity.TextMeshPro.dll</HintPath>
|
||||
</Reference>
|
||||
|
|
416
DesktopVRSwitch/DesktopVRSwitchHelper.cs
Normal file
416
DesktopVRSwitch/DesktopVRSwitchHelper.cs
Normal 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;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -26,360 +26,50 @@ namespace DesktopVRSwitch;
|
|||
|
||||
public class DesktopVRSwitch : MelonMod
|
||||
{
|
||||
private static MelonPreferences_Category m_categoryDesktopVRSwitch;
|
||||
private static MelonPreferences_Entry<bool> m_entryTimedErrorCatch;
|
||||
internal const string SettingsCategory = "DesktopVRSwitch";
|
||||
internal static MelonPreferences_Category m_categoryDesktopVRSwitch;
|
||||
internal static MelonPreferences_Entry<bool> m_entryTimedErrorCatch;
|
||||
internal static MelonPreferences_Entry<float> m_entryTimedErrorTimer;
|
||||
|
||||
public override void OnInitializeMelon()
|
||||
{
|
||||
m_categoryDesktopVRSwitch = MelonPreferences.CreateCategory(nameof(DesktopVRSwitch));
|
||||
m_entryTimedErrorCatch = m_categoryDesktopVRSwitch.CreateEntry<bool>("Timed Error Catch", true, description: "Attempt to switch back if an error is found after 10 seconds.");
|
||||
m_categoryDesktopVRSwitch = MelonPreferences.CreateCategory(SettingsCategory);
|
||||
m_entryTimedErrorCatch = m_categoryDesktopVRSwitch.CreateEntry<bool>("Timed Error Catch", true, description: "Attempt to switch back if an error is found after n seconds.");
|
||||
m_entryTimedErrorTimer = m_categoryDesktopVRSwitch.CreateEntry<float>("Timed Error Timer", 10f, description: "Amount of seconds to wait before assuming there was an error.");
|
||||
|
||||
m_categoryDesktopVRSwitch.SaveToFile(false);
|
||||
}
|
||||
|
||||
private static bool isAttemptingSwitch = false;
|
||||
private static float timedSwitch = 0f;
|
||||
private static bool CurrentMode;
|
||||
private static Vector3 avatarPos;
|
||||
private static Quaternion avatarRot;
|
||||
|
||||
public override void OnUpdate()
|
||||
foreach (var setting in m_categoryDesktopVRSwitch.Entries)
|
||||
{
|
||||
// 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)
|
||||
{
|
||||
//start attempt
|
||||
isAttemptingSwitch = true;
|
||||
MelonCoroutines.Start(AttemptPlatformSwitch());
|
||||
|
||||
//how long we wait until we assume an error occured
|
||||
if (m_entryTimedErrorCatch.Value)
|
||||
timedSwitch = Time.time + 10f;
|
||||
setting.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings);
|
||||
}
|
||||
|
||||
//catch if coroutine just decided to not finish... which happens?
|
||||
if (isAttemptingSwitch && Time.time > timedSwitch)
|
||||
//UIExpansionKit addon
|
||||
if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "UI Expansion Kit"))
|
||||
{
|
||||
MelonLogger.Error("Timer exceeded. Something is wrong and coroutine failed partway.");
|
||||
MelonCoroutines.Start(AttemptPlatformSwitch(true));
|
||||
MelonLogger.Msg("Initializing UIExpansionKit support.");
|
||||
UiExtensionsAddon.Init();
|
||||
}
|
||||
MelonLoader.MelonCoroutines.Start(WaitForLocalPlayer());
|
||||
}
|
||||
|
||||
//correct player position while switching
|
||||
if (isAttemptingSwitch && !MovementSystem.Instance.canMove)
|
||||
System.Collections.IEnumerator WaitForLocalPlayer()
|
||||
{
|
||||
MovementSystem.Instance.TeleportToPosRot(avatarPos, avatarRot, false);
|
||||
MovementSystem.Instance.UpdateColliderCenter(avatarPos);
|
||||
}
|
||||
while (PlayerSetup.Instance == null)
|
||||
yield return null;
|
||||
|
||||
PlayerSetup.Instance.gameObject.AddComponent<DesktopVRSwitchHelper>();
|
||||
|
||||
while (DesktopVRSwitchHelper.Instance == null)
|
||||
yield return null;
|
||||
|
||||
UpdateAllSettings();
|
||||
}
|
||||
|
||||
private static IEnumerator AttemptPlatformSwitch(bool forceMode = false)
|
||||
private void OnUpdateSettings(object arg1, object arg2) => UpdateAllSettings();
|
||||
private void UpdateAllSettings()
|
||||
{
|
||||
//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;
|
||||
|
||||
//store current player position/rotation to correct VR/Desktop offsets
|
||||
avatarPos = PlayerSetup.Instance._avatar.transform.position;
|
||||
avatarRot = PlayerSetup.Instance._avatar.transform.rotation;
|
||||
|
||||
//prevent player from any movement while transitioning
|
||||
MovementSystem.Instance.canMove = false;
|
||||
BodySystem.TrackingEnabled = false;
|
||||
|
||||
//load SteamVR
|
||||
InitializeSteamVR(VRMode);
|
||||
|
||||
CloseMenuElements(VRMode);
|
||||
DisableMirrorCanvas();
|
||||
|
||||
yield
|
||||
return new WaitForEndOfFrame();
|
||||
|
||||
SetMetaPort(VRMode);
|
||||
|
||||
yield
|
||||
return new WaitForEndOfFrame();
|
||||
|
||||
SetPlayerSetup(VRMode);
|
||||
SwitchActiveCameraRigs(VRMode);
|
||||
UpdateCameraFacingObject();
|
||||
RepositionCohtmlHud(VRMode);
|
||||
UpdateHudOperations(VRMode);
|
||||
SwitchPickupOrigins();
|
||||
|
||||
yield
|
||||
return new WaitForEndOfFrame();
|
||||
|
||||
//needs to come after SetMovementSystem
|
||||
UpdateGestureReconizerCam();
|
||||
|
||||
yield
|
||||
return new WaitForEndOfFrame();
|
||||
|
||||
//right here is the fucker most likely to break
|
||||
ReloadCVRInputManager();
|
||||
|
||||
//some menus have 0.5s wait(), so to be safe
|
||||
yield
|
||||
return new WaitForSeconds(0.5f);
|
||||
|
||||
//reload current avatar
|
||||
AssetManagement.Instance.LoadLocalAvatar(MetaPort.Instance.currentAvatarGuid);
|
||||
|
||||
yield
|
||||
return new WaitForSeconds(2f);
|
||||
|
||||
if (!VRMode)
|
||||
//collision center is set to match headpos in VR, but desktop doesnt reset it
|
||||
MovementSystem.Instance.UpdateColliderCenter(PlayerSetup.Instance._avatar.transform.position);
|
||||
|
||||
//gonna try doing this last
|
||||
DisposeSteamVR(VRMode);
|
||||
|
||||
MovementSystem.Instance.canMove = true;
|
||||
BodySystem.TrackingEnabled = true;
|
||||
|
||||
yield
|
||||
return null;
|
||||
isAttemptingSwitch = false;
|
||||
}
|
||||
|
||||
//shitton of try catch below
|
||||
|
||||
private 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.
|
||||
}
|
||||
}
|
||||
|
||||
private 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?
|
||||
private 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!!!");
|
||||
}
|
||||
|
||||
//disable input during switch
|
||||
CVRInputManager.Instance.inputEnabled = false;
|
||||
}
|
||||
|
||||
private static void SetMetaPort(bool isVR)
|
||||
{
|
||||
try
|
||||
{
|
||||
MelonLogger.Msg($"Set MetaPort isUsingVr to {isVR}.");
|
||||
MetaPort.Instance.isUsingVr = isVR;
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
MelonLogger.Error("Setting MetaPort isUsingVr failed. Is MetaPort.Instance invalid?");
|
||||
MelonLogger.Msg("MetaPort.Instance: " + MetaPort.Instance);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
private static void SetPlayerSetup(bool isVR)
|
||||
{
|
||||
try
|
||||
{
|
||||
MelonLogger.Msg($"Set PlayerSetup instance to {isVR}.");
|
||||
PlayerSetup.Instance._inVr = isVR;
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
MelonLogger.Error("Setting PlayerSetup _inVr failed. Is PlayerSetup.Instance invalid?");
|
||||
MelonLogger.Msg("PlayerSetup.Instance: " + PlayerSetup.Instance);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
private static void SwitchActiveCameraRigs(bool isVR)
|
||||
{
|
||||
try
|
||||
{
|
||||
MelonLogger.Msg("Switched active camera rigs.");
|
||||
PlayerSetup.Instance.desktopCameraRig.SetActive(!isVR);
|
||||
PlayerSetup.Instance.vrCameraRig.SetActive(isVR);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
private 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 (Exception)
|
||||
{
|
||||
MelonLogger.Error("Error parenting CohtmlHud to active camera. Is CohtmlHud.Instance invalid?");
|
||||
MelonLogger.Msg("CohtmlHud.Instance: " + CohtmlHud.Instance);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
private static void ReloadCVRInputManager()
|
||||
{
|
||||
try
|
||||
{
|
||||
MelonLogger.Msg("Set CVRInputManager reload to True. Input should reload next frame...");
|
||||
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 (Exception)
|
||||
{
|
||||
MelonLogger.Error("CVRInputManager reload failed. Is CVRInputManager.Instance invalid?");
|
||||
MelonLogger.Msg("CVRInputManager.Instance: " + CVRInputManager.Instance);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
//every nameplate canvas uses CameraFacingObject :stare:
|
||||
private 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 (Exception)
|
||||
{
|
||||
MelonLogger.Error("Error updating CameraFacingObject objects! Nameplates will be wonk...");
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
private 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 (Exception)
|
||||
{
|
||||
MelonLogger.Error("Error updating HudOperations LoadingItem & LoadStatus!");
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
private 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 (Exception)
|
||||
{
|
||||
MelonLogger.Error("Error updating CVRGestureRecognizer camera!");
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
private 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 (Exception)
|
||||
{
|
||||
MelonLogger.Error("Error updating CVRGestureRecognizer camera!");
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
private 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 (Exception)
|
||||
{
|
||||
MelonLogger.Error("Error switching pickup origins!");
|
||||
throw;
|
||||
}
|
||||
if (!DesktopVRSwitchHelper.Instance) return;
|
||||
DesktopVRSwitchHelper.Instance.SettingTimedErrorCatch = m_entryTimedErrorCatch.Value;
|
||||
DesktopVRSwitchHelper.Instance.SettingTimedErrorTimer = m_entryTimedErrorTimer.Value;
|
||||
}
|
||||
}
|
127
DesktopVRSwitch/Patches/ReferenceCameraFix.cs
Normal file
127
DesktopVRSwitch/Patches/ReferenceCameraFix.cs
Normal file
|
@ -0,0 +1,127 @@
|
|||
using ABI.CCK.Components;
|
||||
using ABI_RC.Core.Base;
|
||||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Core.Savior;
|
||||
using Aura2API;
|
||||
using BeautifyEffect;
|
||||
using HarmonyLib;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AzureSky;
|
||||
using UnityEngine.Rendering.PostProcessing;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace DesktopVRSwitch.Patches;
|
||||
|
||||
[HarmonyPatch]
|
||||
internal class ReferenceCameraFix
|
||||
{
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(CVRWorld), "SetDefaultCamValues")]
|
||||
private static void CVRWorld_SetDefaultCamValues_Postfix(ref CVRWorld __instance)
|
||||
{
|
||||
Camera active;
|
||||
Camera nonActive;
|
||||
if (MetaPort.Instance.isUsingVr)
|
||||
{
|
||||
active = PlayerSetup.Instance.vrCamera.GetComponent<Camera>();
|
||||
nonActive = PlayerSetup.Instance.desktopCamera.GetComponent<Camera>();
|
||||
}
|
||||
else
|
||||
{
|
||||
active = PlayerSetup.Instance.desktopCamera.GetComponent<Camera>();
|
||||
nonActive = PlayerSetup.Instance.vrCamera.GetComponent<Camera>();
|
||||
}
|
||||
CopyActiveCamera(active, nonActive);
|
||||
}
|
||||
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(CVRWorld), "CopyRefCamValues")]
|
||||
private static void CVRWorld_CopyRefCamValues_Postfix(ref CVRWorld __instance)
|
||||
{
|
||||
Camera active;
|
||||
Camera nonActive;
|
||||
if (MetaPort.Instance.isUsingVr)
|
||||
{
|
||||
active = PlayerSetup.Instance.vrCamera.GetComponent<Camera>();
|
||||
nonActive = PlayerSetup.Instance.desktopCamera.GetComponent<Camera>();
|
||||
}
|
||||
else
|
||||
{
|
||||
active = PlayerSetup.Instance.desktopCamera.GetComponent<Camera>();
|
||||
nonActive = PlayerSetup.Instance.vrCamera.GetComponent<Camera>();
|
||||
}
|
||||
CopyActiveCamera(active, nonActive);
|
||||
}
|
||||
|
||||
private static void CopyActiveCamera(Camera activeCamera, Camera inactiveCamera)
|
||||
{
|
||||
//steal basic settings
|
||||
inactiveCamera.farClipPlane = activeCamera.farClipPlane;
|
||||
inactiveCamera.nearClipPlane = activeCamera.nearClipPlane;
|
||||
inactiveCamera.cullingMask = activeCamera.cullingMask;
|
||||
inactiveCamera.depthTextureMode = activeCamera.depthTextureMode;
|
||||
|
||||
//steal post processing if added
|
||||
PostProcessLayer ppLayerActive = activeCamera.GetComponent<PostProcessLayer>();
|
||||
PostProcessLayer ppLayerNonActive = inactiveCamera.GetComponent<PostProcessLayer>();
|
||||
if (ppLayerActive != null && ppLayerNonActive != null)
|
||||
{
|
||||
ppLayerNonActive.enabled = ppLayerActive.enabled;
|
||||
ppLayerNonActive.volumeLayer = ppLayerActive.volumeLayer;
|
||||
}
|
||||
|
||||
//what even is this aura camera stuff
|
||||
AuraCamera auraActive = activeCamera.GetComponent<AuraCamera>();
|
||||
AuraCamera auraNonActive = inactiveCamera.AddComponentIfMissing<AuraCamera>();
|
||||
if (auraActive != null && auraNonActive != null)
|
||||
{
|
||||
auraNonActive.enabled = auraActive.enabled;
|
||||
auraNonActive.frustumSettings = auraActive.frustumSettings;
|
||||
}
|
||||
else
|
||||
{
|
||||
auraNonActive.enabled = false;
|
||||
}
|
||||
|
||||
//flare layer thing? the sun :_:_:_:_:_:
|
||||
FlareLayer flareActive = activeCamera.GetComponent<FlareLayer>();
|
||||
FlareLayer flareNonActive = inactiveCamera.AddComponentIfMissing<FlareLayer>();
|
||||
if (flareActive != null && flareNonActive != null)
|
||||
{
|
||||
flareNonActive.enabled = flareActive.enabled;
|
||||
}
|
||||
else
|
||||
{
|
||||
flareNonActive.enabled = false;
|
||||
}
|
||||
|
||||
//set correct farclipplane so effect is correct on switching world after switch
|
||||
PlayerSetup.Instance.transitionEffectVr.material.SetFloat("ClippingPlane", activeCamera.farClipPlane);
|
||||
PlayerSetup.Instance.transitionEffectDesktop.material.SetFloat("ClippingPlane", activeCamera.farClipPlane);
|
||||
|
||||
//and now what the fuck is fog scattering
|
||||
AzureFogScattering azureFogActive = activeCamera.GetComponent<AzureFogScattering>();
|
||||
AzureFogScattering azureFogNonActive = inactiveCamera.AddComponentIfMissing<AzureFogScattering>();
|
||||
if (azureFogActive != null && azureFogNonActive != null)
|
||||
{
|
||||
azureFogNonActive.fogScatteringMaterial = azureFogActive.fogScatteringMaterial;
|
||||
}
|
||||
else
|
||||
{
|
||||
Object.Destroy(inactiveCamera.GetComponent<AzureFogScattering>());
|
||||
}
|
||||
|
||||
//why is there so many thingsssssssss
|
||||
Beautify beautifyActive = activeCamera.GetComponent<Beautify>();
|
||||
Beautify beautifyNonActive = inactiveCamera.AddComponentIfMissing<Beautify>();
|
||||
if (beautifyActive != null && beautifyNonActive != null)
|
||||
{
|
||||
beautifyNonActive.quality = beautifyActive.quality;
|
||||
beautifyNonActive.profile = beautifyActive.profile;
|
||||
}
|
||||
else
|
||||
{
|
||||
Object.Destroy(inactiveCamera.gameObject.GetComponent<Beautify>());
|
||||
}
|
||||
}
|
||||
}
|
|
@ -25,6 +25,6 @@ using System.Reflection;
|
|||
namespace DesktopVRSwitch.Properties;
|
||||
internal static class AssemblyInfoParams
|
||||
{
|
||||
public const string Version = "2.0.0";
|
||||
public const string Version = "3.0.0";
|
||||
public const string Author = "NotAKidoS";
|
||||
}
|
14
DesktopVRSwitch/UIExpansionKitAddon.cs
Normal file
14
DesktopVRSwitch/UIExpansionKitAddon.cs
Normal file
|
@ -0,0 +1,14 @@
|
|||
using System.Runtime.CompilerServices;
|
||||
using UIExpansionKit.API;
|
||||
|
||||
namespace DesktopVRSwitch;
|
||||
public static class UiExtensionsAddon
|
||||
{
|
||||
[MethodImpl(MethodImplOptions.NoInlining)]
|
||||
public static void Init()
|
||||
{
|
||||
var settings = ExpansionKitApi.GetSettingsCategory(DesktopVRSwitch.SettingsCategory);
|
||||
settings.AddSimpleButton("Switch VRMode", SwitchModeButton);
|
||||
}
|
||||
internal static void SwitchModeButton() => DesktopVRSwitchHelper.Instance.SwitchMode(true);
|
||||
}
|
|
@ -1,9 +1,9 @@
|
|||
{
|
||||
"_id": -1,
|
||||
"_id": 103,
|
||||
"name": "DesktopVRSwitch",
|
||||
"modversion": "2.0.0",
|
||||
"gameversion": "2022r168",
|
||||
"loaderversion": "0.5.4",
|
||||
"modversion": "3.0.0",
|
||||
"gameversion": "2022r169p1",
|
||||
"loaderversion": "0.5.7",
|
||||
"modtype": "Mod",
|
||||
"author": "NotAKidoS",
|
||||
"description": "Allows you to switch between Desktop and VR with a keybind.\n**Press Control + F6 to switch.**\n\nWhile this mod is a nice convienence feature to have access to, not every chillout system or mod is built to support it. I cannot possibly cover every edge case or mitigate issues with every mod. **Use at your own discretion.**",
|
||||
|
@ -16,8 +16,8 @@
|
|||
"requirements": [
|
||||
"None"
|
||||
],
|
||||
"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRSwitch/releases/download/r2/DesktopVRSwitch.dll",
|
||||
"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRSwitch/releases/download/r3/DesktopVRSwitch.dll",
|
||||
"sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRSwitch/",
|
||||
"changelog": "Initial Release",
|
||||
"changelog": "Initial CVRMG Release",
|
||||
"embedcolor": "3498db"
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue