mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 06:19:22 +00:00
[RelativeSync] Initial Release
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11 changed files with 647 additions and 0 deletions
38
RelativeSync/Main.cs
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38
RelativeSync/Main.cs
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using MelonLoader;
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using NAK.RelativeSync.Networking;
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using NAK.RelativeSync.Patches;
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namespace NAK.RelativeSync;
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public class RelativeSyncMod : MelonMod
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{
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internal static MelonLogger.Instance Logger;
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public override void OnInitializeMelon()
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{
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Logger = LoggerInstance;
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ModNetwork.Subscribe();
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ApplyPatches(typeof(NetworkRootDataUpdatePatches));
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ApplyPatches(typeof(PlayerSetupPatches));
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ApplyPatches(typeof(PuppetMasterPatches));
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ApplyPatches(typeof(CVRSeatPatches));
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ApplyPatches(typeof(CVRMovementParentPatches));
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}
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private void ApplyPatches(Type type)
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{
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try
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{
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HarmonyInstance.PatchAll(type);
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}
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catch (Exception e)
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{
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LoggerInstance.Msg($"Failed while patching {type.Name}!");
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LoggerInstance.Error(e);
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}
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}
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}
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151
RelativeSync/Networking/ModNetwork.cs
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151
RelativeSync/Networking/ModNetwork.cs
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using ABI_RC.Core.Networking;
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using ABI_RC.Systems.ModNetwork;
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using DarkRift;
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using UnityEngine;
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namespace NAK.RelativeSync.Networking
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{
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public static class ModNetwork
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{
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public static bool Debug_NetworkInbound = false;
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public static bool Debug_NetworkOutbound = false;
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private static bool _isSubscribedToModNetwork;
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private struct RelativeSyncData
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{
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public bool HasSyncedThisData;
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public int MarkerHash;
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public Vector3 Position;
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public Vector3 Rotation;
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}
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private static RelativeSyncData _latestRelativeSyncData;
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#region Constants
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private const string ModId = "MelonMod.NAK.RelativeSync";
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#endregion
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#region Enums
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private enum MessageType : byte
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{
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SyncPosition = 0,
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RelativeSyncStatus = 1
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}
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#endregion
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#region Mod Network Internals
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internal static void Subscribe()
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{
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ModNetworkManager.Subscribe(ModId, OnMessageReceived);
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_isSubscribedToModNetwork = ModNetworkManager.IsSubscribed(ModId);
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if (!_isSubscribedToModNetwork)
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Debug.LogError("Failed to subscribe to Mod Network!");
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}
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internal static void SendRelativeSyncUpdate()
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{
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if (!_isSubscribedToModNetwork)
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return;
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if (!_latestRelativeSyncData.HasSyncedThisData)
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{
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SendMessage(MessageType.SyncPosition, _latestRelativeSyncData.MarkerHash,
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_latestRelativeSyncData.Position, _latestRelativeSyncData.Rotation);
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_latestRelativeSyncData.HasSyncedThisData = true;
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}
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}
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private static void SetLatestRelativeSync(int markerHash, Vector3 position, Vector3 rotation)
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{
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// check if the data has changed
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if (_latestRelativeSyncData.MarkerHash == markerHash
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&& _latestRelativeSyncData.Position == position
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&& _latestRelativeSyncData.Rotation == rotation)
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return; // no need to update
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_latestRelativeSyncData.HasSyncedThisData = false; // reset
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_latestRelativeSyncData.MarkerHash = markerHash;
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_latestRelativeSyncData.Position = position;
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_latestRelativeSyncData.Rotation = rotation;
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}
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private static void SendMessage(MessageType messageType, int markerHash, Vector3 position, Vector3 rotation)
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{
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if (!IsConnectedToGameNetwork())
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return;
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using ModNetworkMessage modMsg = new(ModId);
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modMsg.Write((byte)messageType);
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modMsg.Write(markerHash);
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modMsg.Write(position);
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modMsg.Write(rotation);
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modMsg.Send();
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}
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private static void OnMessageReceived(ModNetworkMessage msg)
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{
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msg.Read(out byte msgTypeRaw);
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if (!Enum.IsDefined(typeof(MessageType), msgTypeRaw))
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return;
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switch ((MessageType)msgTypeRaw)
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{
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case MessageType.SyncPosition:
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msg.Read(out int markerHash);
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msg.Read(out Vector3 receivedPosition);
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msg.Read(out Vector3 receivedRotation);
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OnNetworkPositionUpdateReceived(msg.Sender, markerHash, receivedPosition, receivedRotation);
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break;
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// case MessageType.RelativeSyncStatus:
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// msg.Read(out string guidStr);
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// msg.Read(out bool isRelativeSync);
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// System.Guid guid = new System.Guid(guidStr);
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// OnRelativeSyncStatusReceived(msg.Sender, guid, isRelativeSync);
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// break;
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default:
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Debug.LogError($"Invalid message type received from: {msg.Sender}");
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break;
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}
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}
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#endregion
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#region Public Methods
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public static void SendNetworkPosition(int markerHash, Vector3 newPosition, Vector3 newRotation)
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{
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SetLatestRelativeSync(markerHash, newPosition, newRotation);
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}
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#endregion
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#region Private Methods
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private static bool IsConnectedToGameNetwork()
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{
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return NetworkManager.Instance != null
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&& NetworkManager.Instance.GameNetwork != null
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&& NetworkManager.Instance.GameNetwork.ConnectionState == ConnectionState.Connected;
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}
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private static void OnNetworkPositionUpdateReceived(string sender, int markerHash, Vector3 position, Vector3 rotation)
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{
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RelativeSyncManager.ApplyRelativeSync(sender, markerHash, position, rotation);
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}
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private static void OnRelativeSyncStatusReceived(string sender, System.Guid guid, bool isRelativeSync)
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{
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// todo: implement
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}
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#endregion
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}
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}
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61
RelativeSync/Patches.cs
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61
RelativeSync/Patches.cs
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using ABI_RC.Core.Base;
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using ABI_RC.Core.InteractionSystem;
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using ABI_RC.Core.Networking.Jobs;
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using ABI_RC.Core.Player;
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using ABI.CCK.Components;
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using HarmonyLib;
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using NAK.RelativeSync.Components;
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using NAK.RelativeSync.Networking;
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namespace NAK.RelativeSync.Patches;
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internal static class PlayerSetupPatches
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{
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.Start))]
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private static void Postfix_PlayerSetup_Start(ref PlayerSetup __instance)
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{
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__instance.AddComponentIfMissing<RelativeSyncMonitor>();
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}
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}
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internal static class PuppetMasterPatches
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{
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PuppetMaster), nameof(PuppetMaster.Start))]
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private static void Postfix_PuppetMaster_Start(ref PuppetMaster __instance)
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{
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__instance.AddComponentIfMissing<RelativeSyncController>();
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}
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}
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internal static class CVRSeatPatches
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{
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[HarmonyPostfix]
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[HarmonyPatch(typeof(CVRSeat), nameof(CVRSeat.Awake))]
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private static void Postfix_CVRSeat_Awake(ref CVRSeat __instance)
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{
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__instance.AddComponentIfMissing<RelativeSyncMarker>();
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}
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}
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internal static class CVRMovementParentPatches
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{
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[HarmonyPostfix]
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[HarmonyPatch(typeof(CVRMovementParent), nameof(CVRMovementParent.Start))]
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private static void Postfix_CVRMovementParent_Start(ref CVRMovementParent __instance)
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{
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__instance.AddComponentIfMissing<RelativeSyncMarker>();
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}
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}
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internal static class NetworkRootDataUpdatePatches
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{
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[HarmonyPostfix]
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[HarmonyPatch(typeof(NetworkRootDataUpdate), nameof(NetworkRootDataUpdate.Submit))]
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private static void Postfix_NetworkRootDataUpdater_Submit()
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{
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ModNetwork.SendRelativeSyncUpdate(); // Send the relative sync update after the network root data update
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}
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}
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32
RelativeSync/Properties/AssemblyInfo.cs
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32
RelativeSync/Properties/AssemblyInfo.cs
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using NAK.RelativeSync.Properties;
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using MelonLoader;
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using System.Reflection;
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[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyTitle(nameof(NAK.RelativeSync))]
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[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
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[assembly: AssemblyProduct(nameof(NAK.RelativeSync))]
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[assembly: MelonInfo(
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typeof(NAK.RelativeSync.RelativeSyncMod),
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nameof(NAK.RelativeSync),
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AssemblyInfoParams.Version,
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AssemblyInfoParams.Author,
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downloadLink: "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/RelativeSync"
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)]
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[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
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[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
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[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
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[assembly: MelonColor(255, 125, 126, 129)]
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[assembly: MelonAuthorColor(255, 158, 21, 32)]
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[assembly: HarmonyDontPatchAll]
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namespace NAK.RelativeSync.Properties;
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internal static class AssemblyInfoParams
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{
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public const string Version = "1.0.0";
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public const string Author = "NotAKidoS";
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}
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14
RelativeSync/README.md
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14
RelativeSync/README.md
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# RelativeSync
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Relative sync for Movement Parent & Chairs. Requires both users to have the mod installed. Synced over Mod Network.
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---
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Here is the block of text where I tell you this mod is not affiliated with or endorsed by ABI.
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https://documentation.abinteractive.net/official/legal/tos/#7-modding-our-games
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> This mod is an independent creation not affiliated with, supported by, or approved by Alpha Blend Interactive.
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> Use of this mod is done so at the user's own risk and the creator cannot be held responsible for any issues arising from its use.
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> To the best of my knowledge, I have adhered to the Modding Guidelines established by Alpha Blend Interactive.
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6
RelativeSync/RelativeSync.csproj
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6
RelativeSync/RelativeSync.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<RootNamespace>Sprays</RootNamespace>
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</PropertyGroup>
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</Project>
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156
RelativeSync/RelativeSync/Components/RelativeSyncController.cs
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156
RelativeSync/RelativeSync/Components/RelativeSyncController.cs
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using ABI_RC.Core.Player;
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using UnityEngine;
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namespace NAK.RelativeSync.Components;
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[DefaultExecutionOrder(int.MaxValue)] // make sure this runs after NetIKController
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public class RelativeSyncController : MonoBehaviour
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{
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private static float MaxMagnitude = 750000000000f;
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private string _userId;
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private PuppetMaster puppetMaster { get; set; }
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private NetIKController netIkController { get; set; }
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// private bool _syncMarkerChangedSinceLastSync;
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private RelativeSyncMarker _relativeSyncMarker;
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private RelativeSyncData _relativeSyncData;
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private RelativeSyncData _lastSyncData;
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#region Unity Events
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private void Start()
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{
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puppetMaster = GetComponent<PuppetMaster>();
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netIkController = GetComponent<NetIKController>();
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_userId = puppetMaster._playerDescriptor.ownerId;
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RelativeSyncManager.RelativeSyncControllers.Add(_userId, this);
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}
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private void OnDestroy()
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{
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RelativeSyncManager.RelativeSyncControllers.Remove(_userId);
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}
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private void LateUpdate()
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{
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if (puppetMaster._isHidden)
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return;
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if (_relativeSyncMarker == null)
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return;
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Animator animator = puppetMaster._animator;
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if (animator == null)
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return;
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Transform avatarTransform = animator.transform;
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Vector3 worldRootPos = avatarTransform.position;
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Quaternion worldRootRot = avatarTransform.rotation;
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Vector3 relativeHipPos = default;
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Quaternion relativeHipRot = default;
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Transform hipTrans = animator.GetBoneTransform(HumanBodyBones.Hips);
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if (hipTrans != null)
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{
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Vector3 hipPos = hipTrans.position;
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Quaternion hipRot = hipTrans.rotation;
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relativeHipPos = Quaternion.Inverse(worldRootRot) * (hipPos - worldRootPos);
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relativeHipRot = Quaternion.Inverse(worldRootRot) * hipRot;
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}
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// todo: this is fucked and idk why, is technically slightly differing sync rates,
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// but even reimplementing dynamic tps here didnt fix the jitter
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float lerp = netIkController.GetLerpSpeed();
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Vector3 targetLocalPosition = _relativeSyncData.LocalRootPosition;
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Quaternion targetLocalRotation = Quaternion.Euler(_relativeSyncData.LocalRootRotation);
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Transform targetTransform = _relativeSyncMarker.transform;
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if (_relativeSyncMarker.ApplyRelativeRotation && _relativeSyncData.LocalRootRotation.sqrMagnitude < MaxMagnitude)
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{
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Quaternion rotation = targetTransform.rotation;
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Quaternion worldRotation = rotation * targetLocalRotation;
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Quaternion lastRotation = rotation * Quaternion.Euler(_lastSyncData.LocalRootRotation);
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if (_relativeSyncMarker.OnlyApplyRelativeHeading)
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{
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Vector3 currentForward = lastRotation * Vector3.forward;
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Vector3 targetForward = worldRotation * Vector3.forward;
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Vector3 currentWorldUp = avatarTransform.up; // up direction of player before we touch it
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// project forward vectors to the ground plane
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currentForward = Vector3.ProjectOnPlane(currentForward, currentWorldUp).normalized;
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targetForward = Vector3.ProjectOnPlane(targetForward, currentWorldUp).normalized;
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lastRotation = Quaternion.LookRotation(currentForward, currentWorldUp);
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worldRotation = Quaternion.LookRotation(targetForward, currentWorldUp);
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}
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transform.rotation = Quaternion.Slerp(lastRotation, worldRotation, lerp);
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}
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if (_relativeSyncMarker.ApplyRelativePosition && _relativeSyncData.LocalRootPosition.sqrMagnitude < MaxMagnitude)
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{
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Vector3 worldPosition = targetTransform.TransformPoint(targetLocalPosition);
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transform.position = Vector3.Lerp(targetTransform.TransformPoint(_lastSyncData.LocalRootPosition), worldPosition, lerp);
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}
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// negate avatar transform movement
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avatarTransform.SetLocalPositionAndRotation(Vector3.zero, Quaternion.identity);
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// fix hip syncing because it is not relative to root, it is synced in world space -_-
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if (hipTrans != null)
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{
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hipTrans.position = transform.position + transform.rotation * relativeHipPos;
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hipTrans.rotation = transform.rotation * relativeHipRot;
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}
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_lastSyncData.LocalRootPosition = targetLocalPosition;
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_lastSyncData.LocalRootRotation = targetLocalRotation.eulerAngles;
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}
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#endregion Unity Events
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#region Public Methods
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public void SetRelativeSyncMarker(RelativeSyncMarker target)
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{
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if (_relativeSyncMarker == target)
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return;
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_relativeSyncMarker = target;
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// calculate relative position and rotation so lerp can smooth it out (hack)
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if (_relativeSyncMarker != null)
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{
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Transform avatarTransform = puppetMaster._animator.transform;
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Transform markerTransform = _relativeSyncMarker.transform;
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Vector3 localPosition = markerTransform.InverseTransformPoint(avatarTransform.position);
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Quaternion localRotation = Quaternion.Inverse(markerTransform.rotation) * avatarTransform.rotation;
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// set last sync data to current position and rotation so we don't lerp from the last marker
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_lastSyncData.LocalRootPosition = localPosition;
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_lastSyncData.LocalRootRotation = localRotation.eulerAngles;
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//Debug.Log($"SetRelativeSyncMarker: {_relativeSyncMarker.name}");
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}
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}
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public void SetRelativePositions(Vector3 position, Vector3 rotation)
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{
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_relativeSyncData.LocalRootPosition = position;
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_relativeSyncData.LocalRootRotation = rotation;
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}
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#endregion Public Methods
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public struct RelativeSyncData
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{
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public Vector3 LocalRootPosition;
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public Vector3 LocalRootRotation;
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}
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}
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50
RelativeSync/RelativeSync/Components/RelativeSyncMarker.cs
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50
RelativeSync/RelativeSync/Components/RelativeSyncMarker.cs
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using ABI.CCK.Components;
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using UnityEngine;
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namespace NAK.RelativeSync.Components;
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||||
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||||
public class RelativeSyncMarker : MonoBehaviour
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||||
{
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||||
public int pathHash { get; private set; }
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||||
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||||
public bool ApplyRelativePosition = true;
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||||
public bool ApplyRelativeRotation = true;
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public bool OnlyApplyRelativeHeading;
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||||
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||||
private void Start()
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||||
{
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string path = GetGameObjectPath(transform);
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pathHash = path.GetHashCode();
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RelativeSyncManager.RelativeSyncTransforms.Add(pathHash, this);
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ConfigureForPotentialMovementParent();
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}
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||||
private void OnDestroy()
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{
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RelativeSyncManager.RelativeSyncTransforms.Remove(pathHash);
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||||
}
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||||
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||||
private void ConfigureForPotentialMovementParent()
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||||
{
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||||
if (!gameObject.TryGetComponent(out CVRMovementParent movementParent))
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||||
return;
|
||||
|
||||
// TODO: a refactor may be needed to handle the orientation mode being animated
|
||||
|
||||
// respect orientation mode & gravity zone
|
||||
ApplyRelativeRotation = movementParent.orientationMode == CVRMovementParent.OrientationMode.RotateWithParent;
|
||||
OnlyApplyRelativeHeading = movementParent.GetComponent<GravityZone>() == null;
|
||||
}
|
||||
|
||||
private static string GetGameObjectPath(Transform transform)
|
||||
{
|
||||
string path = transform.name;
|
||||
while (transform.parent != null)
|
||||
{
|
||||
transform = transform.parent;
|
||||
path = transform.name + "/" + path;
|
||||
}
|
||||
return path;
|
||||
}
|
||||
}
|
82
RelativeSync/RelativeSync/Components/RelativeSyncMonitor.cs
Normal file
82
RelativeSync/RelativeSync/Components/RelativeSyncMonitor.cs
Normal file
|
@ -0,0 +1,82 @@
|
|||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Systems.Movement;
|
||||
using NAK.RelativeSync.Networking;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.RelativeSync.Components;
|
||||
|
||||
[DefaultExecutionOrder(int.MaxValue)]
|
||||
public class RelativeSyncMonitor : MonoBehaviour
|
||||
{
|
||||
private BetterBetterCharacterController _characterController { get; set; }
|
||||
|
||||
private RelativeSyncMarker _relativeSyncMarker;
|
||||
private RelativeSyncMarker _lastRelativeSyncMarker;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_characterController = GetComponent<BetterBetterCharacterController>();
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (_characterController == null)
|
||||
return;
|
||||
|
||||
CheckForRelativeSyncMarker();
|
||||
|
||||
if (_relativeSyncMarker == null)
|
||||
{
|
||||
if (_lastRelativeSyncMarker == null)
|
||||
return;
|
||||
|
||||
// send empty position and rotation to stop syncing
|
||||
SendEmptyPositionAndRotation();
|
||||
_lastRelativeSyncMarker = null;
|
||||
return;
|
||||
}
|
||||
|
||||
_lastRelativeSyncMarker = _relativeSyncMarker;
|
||||
|
||||
SendCurrentPositionAndRotation();
|
||||
}
|
||||
|
||||
private void CheckForRelativeSyncMarker()
|
||||
{
|
||||
if (_characterController._isSitting && _characterController._lastCvrSeat)
|
||||
{
|
||||
RelativeSyncMarker newMarker = _characterController._lastCvrSeat.GetComponent<RelativeSyncMarker>();
|
||||
_relativeSyncMarker = newMarker;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_characterController._previousMovementParent != null)
|
||||
{
|
||||
RelativeSyncMarker newMarker = _characterController._previousMovementParent.GetComponent<RelativeSyncMarker>();
|
||||
_relativeSyncMarker = newMarker;
|
||||
return;
|
||||
}
|
||||
|
||||
// none found
|
||||
_relativeSyncMarker = null;
|
||||
}
|
||||
|
||||
private void SendCurrentPositionAndRotation()
|
||||
{
|
||||
// because our syncing is retarded, we need to sync relative from the avatar root...
|
||||
Transform avatarRoot = PlayerSetup.Instance._avatar.transform;
|
||||
Vector3 avatarRootPosition = avatarRoot.position; // PlayerSetup.Instance.GetPlayerPosition()
|
||||
Quaternion avatarRootRotation = avatarRoot.rotation; // PlayerSetup.Instance.GetPlayerRotation()
|
||||
|
||||
Transform markerTransform = _relativeSyncMarker.transform;
|
||||
Vector3 localPosition = markerTransform.InverseTransformPoint(avatarRootPosition);
|
||||
Quaternion localRotation = Quaternion.Inverse(markerTransform.rotation) * avatarRootRotation;
|
||||
|
||||
ModNetwork.SendNetworkPosition(_relativeSyncMarker.pathHash, localPosition, localRotation.eulerAngles);
|
||||
}
|
||||
|
||||
private void SendEmptyPositionAndRotation()
|
||||
{
|
||||
ModNetwork.SendNetworkPosition(RelativeSyncManager.NoTarget, Vector3.zero, Vector3.zero);
|
||||
}
|
||||
}
|
34
RelativeSync/RelativeSync/RelativeSyncManager.cs
Normal file
34
RelativeSync/RelativeSync/RelativeSyncManager.cs
Normal file
|
@ -0,0 +1,34 @@
|
|||
using ABI_RC.Core.Base;
|
||||
using ABI_RC.Core.Player;
|
||||
using NAK.RelativeSync.Components;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.RelativeSync;
|
||||
|
||||
public static class RelativeSyncManager
|
||||
{
|
||||
public const int NoTarget = -1;
|
||||
|
||||
public static readonly Dictionary<int, RelativeSyncMarker> RelativeSyncTransforms = new();
|
||||
public static readonly Dictionary<string, RelativeSyncController> RelativeSyncControllers = new();
|
||||
|
||||
public static void ApplyRelativeSync(string userId, int target, Vector3 position, Vector3 rotation)
|
||||
{
|
||||
if (!RelativeSyncControllers.TryGetValue(userId, out RelativeSyncController controller))
|
||||
if (CVRPlayerManager.Instance.GetPlayerPuppetMaster(userId, out PuppetMaster pm))
|
||||
controller = pm.AddComponentIfMissing<RelativeSyncController>();
|
||||
|
||||
if (controller == null)
|
||||
{
|
||||
RelativeSyncMod.Logger.Error($"Failed to apply relative sync for user {userId}");
|
||||
return;
|
||||
}
|
||||
|
||||
// find target transform
|
||||
RelativeSyncMarker syncMarker = null;
|
||||
if (target != NoTarget) RelativeSyncTransforms.TryGetValue(target, out syncMarker);
|
||||
|
||||
controller.SetRelativePositions(position, rotation);
|
||||
controller.SetRelativeSyncMarker(syncMarker);
|
||||
}
|
||||
}
|
23
RelativeSync/format.json
Normal file
23
RelativeSync/format.json
Normal file
|
@ -0,0 +1,23 @@
|
|||
{
|
||||
"_id": -1,
|
||||
"name": "RelativeSync",
|
||||
"modversion": "1.0.0",
|
||||
"gameversion": "2024r175",
|
||||
"loaderversion": "0.6.1",
|
||||
"modtype": "Mod",
|
||||
"author": "NotAKidoS",
|
||||
"description": "Relative sync for Movement Parent & Chairs. Requires both users to have the mod installed. Synced over Mod Network.",
|
||||
"searchtags": [
|
||||
"relative",
|
||||
"sync",
|
||||
"movement",
|
||||
"chair"
|
||||
],
|
||||
"requirements": [
|
||||
"None"
|
||||
],
|
||||
"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r26/RelativeSync.dll",
|
||||
"sourcelink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/RelativeSync/",
|
||||
"changelog": "- Initial Release",
|
||||
"embedcolor": "#507e64"
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue