[TrackedControllerFix] Needed changes for SmoothRay Support

This commit is contained in:
NotAKidoS 2023-05-21 23:04:17 -05:00
parent ea9ebf374b
commit b5df421bec
2 changed files with 17 additions and 13 deletions

View file

@ -4,16 +4,18 @@ using Valve.VR;
namespace NAK.TrackedControllerFix.HarmonyPatches;
internal class PlayerSetupPatches
class PlayerSetupPatches
{
[HarmonyPostfix]
[HarmonyPatch(typeof(PlayerSetup), "Start")]
private static void Post_PlayerSetup_Start(ref PlayerSetup __instance)
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.Start))]
static void Post_PlayerSetup_Start(ref PlayerSetup __instance)
{
// Add TrackedControllerFix
var vrLeftHandTracker = __instance.vrLeftHandTracker.AddComponent<TrackedControllerFixer>();
vrLeftHandTracker.inputSource = SteamVR_Input_Sources.LeftHand;
var vrRightHandTracker = __instance.vrRightHandTracker.AddComponent<TrackedControllerFixer>();
vrRightHandTracker.inputSource = SteamVR_Input_Sources.RightHand;
vrLeftHandTracker.Initialize();
vrRightHandTracker.Initialize();
}
}

View file

@ -8,11 +8,11 @@ public class TrackedControllerFixer : MonoBehaviour
public SteamVR_Input_Sources inputSource;
public int deviceIndex;
private SteamVR_TrackedObject trackedObject;
private SteamVR_Behaviour_Pose oldBehaviourPose;
private SteamVR_Action_Pose actionPose = SteamVR_Input.GetAction<SteamVR_Action_Pose>("Pose", false);
SteamVR_TrackedObject trackedObject;
SteamVR_Behaviour_Pose oldBehaviourPose;
SteamVR_Action_Pose actionPose = SteamVR_Input.GetAction<SteamVR_Action_Pose>("Pose", false);
private void Start()
public void Initialize()
{
trackedObject = gameObject.AddComponent<SteamVR_TrackedObject>();
oldBehaviourPose = gameObject.GetComponent<SteamVR_Behaviour_Pose>();
@ -20,26 +20,28 @@ public class TrackedControllerFixer : MonoBehaviour
if (actionPose != null) CheckDeviceIndex();
}
private void OnEnable()
void OnEnable()
{
if (actionPose != null) actionPose[inputSource].onDeviceConnectedChanged += OnDeviceConnectedChanged;
oldBehaviourPose.enabled = false;
if (oldBehaviourPose != null)
oldBehaviourPose.enabled = false;
}
private void OnDisable()
void OnDisable()
{
if (actionPose != null) actionPose[inputSource].onDeviceConnectedChanged -= OnDeviceConnectedChanged;
oldBehaviourPose.enabled = true;
if (oldBehaviourPose != null)
oldBehaviourPose.enabled = true;
}
private void OnDeviceConnectedChanged(SteamVR_Action_Pose changedAction, SteamVR_Input_Sources changedSource, bool connected)
void OnDeviceConnectedChanged(SteamVR_Action_Pose changedAction, SteamVR_Input_Sources changedSource, bool connected)
{
if (actionPose != changedAction) actionPose = changedAction;
if (changedSource != inputSource) return;
CheckDeviceIndex();
}
private void CheckDeviceIndex()
void CheckDeviceIndex()
{
if (actionPose[inputSource].active && actionPose[inputSource].deviceIsConnected)
{