[RelativeSync] Changes

This commit is contained in:
NotAKidoS 2024-06-24 03:34:19 -05:00
parent ce6582ae18
commit d22bc80b4d
5 changed files with 39 additions and 19 deletions

View file

@ -3,7 +3,7 @@ using UnityEngine;
namespace NAK.RelativeSync.Components;
[DefaultExecutionOrder(int.MaxValue)] // make sure this runs after NetIKController
[DefaultExecutionOrder(9000)] // make sure this runs after NetIKController, but before Totally Wholesome LineController (9999)
public class RelativeSyncController : MonoBehaviour
{
private const float MaxMagnitude = 750000000000f;
@ -35,12 +35,15 @@ public class RelativeSyncController : MonoBehaviour
private void LateUpdate()
{
if (puppetMaster._isHidden)
return;
// if (puppetMaster._isHidden)
// return;
if (_relativeSyncMarker == null)
return;
if (!_relativeSyncMarker.IsComponentActive)
return;
Animator animator = puppetMaster._animator;
if (animator == null)
return;
@ -66,7 +69,7 @@ public class RelativeSyncController : MonoBehaviour
// TODO: handle the case where hip is not synced but is found on remote client
float lerp = Mathf.Min((Time.time - _lastUpdate) / _updateInterval, 1f);
ApplyRelativeRotation(avatarTransform, hipTrans, lerp);
ApplyRelativePosition(hipTrans, lerp);

View file

@ -1,4 +1,5 @@
using ABI_RC.Core.Player;
using ABI_RC.Core.InteractionSystem;
using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using ABI.CCK.Components;
using UnityEngine;
@ -9,10 +10,15 @@ public class RelativeSyncMarker : MonoBehaviour
{
public int pathHash { get; private set; }
public bool IsComponentActive
=> _component.isActiveAndEnabled;
public bool ApplyRelativePosition = true;
public bool ApplyRelativeRotation = true;
public bool OnlyApplyRelativeHeading;
private MonoBehaviour _component;
private void Start()
{
string path = GetGameObjectPath(transform);
@ -42,8 +48,12 @@ public class RelativeSyncMarker : MonoBehaviour
private void ConfigureForPotentialMovementParent()
{
if (!gameObject.TryGetComponent(out CVRMovementParent movementParent))
if (!gameObject.TryGetComponent(out CVRMovementParent movementParent))
{
_component = GetComponent<CVRSeat>(); // users cant animate enabled state so i dont think matters
return;
}
_component = movementParent;
// TODO: a refactor may be needed to handle the orientation mode being animated

View file

@ -15,15 +15,22 @@ public static class RelativeSyncManager
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($"Failed to apply relative sync for user {userId}");
return;
if (CVRPlayerManager.Instance.GetPlayerPuppetMaster(userId, out PuppetMaster pm))
{
controller = pm.AddComponentIfMissing<RelativeSyncController>();
RelativeSyncMod.Logger.Msg($"Found PuppetMaster for user {userId}. This user is now eligible for relative sync.");
}
else
{
RelativeSyncControllers.Add(userId, null); // add null controller to prevent future lookups
RelativeSyncMod.Logger.Warning($"Failed to find PuppetMaster for user {userId}. This is likely because the user is blocked or has blocked you. This user will not be eligible for relative sync until next game restart.");
}
}
if (controller == null)
return;
// find target transform
RelativeSyncMarker syncMarker = null;
if (target != NoTarget) RelativeSyncTransforms.TryGetValue(target, out syncMarker);