This commit is contained in:
NotAKidoS 2023-05-09 03:46:58 -05:00
parent 26441f8b1e
commit c7b16abd4f
27 changed files with 591 additions and 91 deletions

View file

@ -12,17 +12,17 @@ public class MovementSystemTracker : MonoBehaviour
void Start()
{
movementSystem = GetComponent<MovementSystem>();
VRModeSwitchTracker.OnPostVRModeSwitch += PreVRModeSwitch;
VRModeSwitchTracker.OnPreVRModeSwitch += PreVRModeSwitch;
VRModeSwitchTracker.OnPostVRModeSwitch += PostVRModeSwitch;
}
void OnDestroy()
{
VRModeSwitchTracker.OnPostVRModeSwitch -= PreVRModeSwitch;
VRModeSwitchTracker.OnPreVRModeSwitch -= PreVRModeSwitch;
VRModeSwitchTracker.OnPostVRModeSwitch -= PostVRModeSwitch;
}
public void PreVRModeSwitch(bool isVR, Camera activeCamera)
public void PreVRModeSwitch(bool enableVR, Camera activeCamera)
{
//correct rotationPivot y position, so we dont teleport up/down
Vector3 position = movementSystem.rotationPivot.transform.position;
@ -34,15 +34,21 @@ public class MovementSystemTracker : MonoBehaviour
//I correct for this in lazy way, but i use rotationPivot instead of avatar root,
//so the user can still switch even if avatar is null (if it failed to load for example).
movementSystem.ChangeCrouch(false);
movementSystem.ChangeProne(false);
}
public void PostVRModeSwitch(bool isVR, Camera activeCamera)
public void PostVRModeSwitch(bool enableVR, Camera activeCamera)
{
//immediatly update camera to new camera transform
movementSystem.rotationPivot = activeCamera.transform;
//lazy way of correcting Desktop & VR offset issue (game does the maths)
movementSystem.TeleportToPosRot(preSwitchWorldPosition, preSwitchWorldRotation, false);
//recenter desktop collision to player object
if (!isVR) movementSystem.UpdateColliderCenter(movementSystem.transform.position);
if (!enableVR) movementSystem.UpdateColliderCenter(movementSystem.transform.position);
movementSystem.ChangeCrouch(false);
movementSystem.ChangeProne(false);
}
}