using ABI_RC.Core.InteractionSystem; using ABI_RC.Core.Player; using ABI_RC.Core.Savior; using ABI_RC.Core.UI; using ABI_RC.Systems.MovementSystem; using MelonLoader; using RootMotion.FinalIK; using System.Collections; using UnityEngine; using UnityEngine.XR; using Valve.VR; namespace DesktopVRSwitch; public class DesktopVRSwitch : MelonMod { private static System.Object melon; private static bool isAttemptingSwitch = false; private static float timedSwitch = 0f; public override void OnUpdate() { // 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; melon = MelonCoroutines.Start(AttemptPlatformSwitch()); timedSwitch = Time.time + 10f; } if (isAttemptingSwitch && Time.time > timedSwitch) { isAttemptingSwitch = false; MelonCoroutines.Stop(melon); MelonLogger.Msg("Timer exceeded. Something is wrong."); } } private static IEnumerator AttemptPlatformSwitch() { bool toVR = !MetaPort.Instance.isUsingVr; //load SteamVR/OpenVR if entering VR MelonCoroutines.Start(LoadDevice("OpenVR", toVR)); //we need to wait a frame or meet doom :shock: :shock: :stare: //we are waiting a frame in LoadDevice after LoadDeviceByName() yield return new WaitForEndOfFrame(); CloseMenuElements(toVR); yield return new WaitForEndOfFrame(); SetMetaPort(toVR); yield return new WaitForEndOfFrame(); SetPlayerSetup(toVR); yield return new WaitForEndOfFrame(); SetMovementSystem(toVR); yield return new WaitForEndOfFrame(); SetSteamVRInstances(toVR); yield return new WaitForEndOfFrame(); ReloadCVRInputManager(); //some menus have 0.5s wait(), so to be safe yield return new WaitForSeconds(1f); Recalibrate(); yield return null; isAttemptingSwitch = false; } private static IEnumerator LoadDevice(string newDevice, bool isVR) { if (isVR) { if (String.Compare(XRSettings.loadedDeviceName, newDevice, true) != 0) { XRSettings.LoadDeviceByName(newDevice); yield return null; XRSettings.enabled = true; SteamVR.settings.pauseGameWhenDashboardVisible = false; if (SteamVR_Behaviour.instance.enabled == false) { SteamVR_Behaviour.instance.enabled = true; SteamVR_Render.instance.enabled = true; } } else { MelonLogger.Msg("OpenVR device already loaded!"); MelonCoroutines.Stop(melon); yield return null; XRSettings.enabled = true; if (SteamVR_Behaviour.instance.enabled == false) { SteamVR_Behaviour.instance.enabled = true; SteamVR_Render.instance.enabled = true; } isAttemptingSwitch = false; } } else { //holyfuck that was a lot of trial and error SteamVR.enabled = false; yield return new WaitForEndOfFrame(); XRSettings.LoadDeviceByName("None"); yield return null; } } // 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); ViewManager.Instance.VrInputChanged(isVR); } 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!!!"); } } private static void SetMetaPort(bool isVR) { if (MetaPort.Instance == null) { MelonLogger.Msg("MetaPort Instance not found!!!"); return; } MelonLogger.Msg($"Set MetaPort isUsingVr to {isVR}."); MetaPort.Instance.isUsingVr = isVR; } //uh huh private static void SetSteamVRInstances(bool isVR) { if (SteamVR_Behaviour.instance == null) { MelonLogger.Msg("SteamVR Instances not found!!!"); return; } MelonLogger.Msg($"Set SteamVR monobehavior instances to {isVR}."); SteamVR_Behaviour.instance.enabled = isVR; SteamVR_Render.instance.enabled = isVR; //set again just in case on desktop & disabling XRSettings.enabled = isVR; } private static void SetPlayerSetup(bool isVR) { if (PlayerSetup.Instance == null) { MelonLogger.Msg("PlayerSetup Instance not found!!!"); return; } if (isVR) { MelonLogger.Msg("Creating temp VRIK component."); VRIK ik = (VRIK)PlayerSetup.Instance._avatar.GetComponent(typeof(VRIK)); if (ik == null) { ik = PlayerSetup.Instance._avatar.AddComponent(); } ik.solver.IKPositionWeight = 0f; ik.enabled = false; } MelonLogger.Msg($"Set PlayerSetup instance to {isVR}."); PlayerSetup.Instance._inVr = isVR; //we invoke calibrate to get VRIK and calibrator instance set up, faster than full recalibrate MelonLogger.Msg("Called CalibrateAvatar() on PlayerSetup.Instance. Expect a few errors from PlayerSetup Update() and LateUpdate()."); PlayerSetup.Instance.CalibrateAvatar(); MelonLogger.Msg("Switched active camera rigs."); PlayerSetup.Instance.desktopCameraRig.SetActive(!isVR); PlayerSetup.Instance.vrCameraRig.SetActive(isVR); if (CohtmlHud.Instance == null) { MelonLogger.Msg("CohtmlHud Instance not found!!!"); return; } MelonLogger.Msg("Parented CohtmlHud to active camera."); CohtmlHud.Instance.gameObject.transform.parent = isVR ? PlayerSetup.Instance.vrCamera.transform : PlayerSetup.Instance.desktopCamera.transform; //i think the VR offset depends on headset... cant find where in the games code it is though so could be wrong... ? CohtmlHud.Instance.gameObject.transform.localPosition = isVR ? new Vector3(-0.2f, -0.391f, 1.244f) : new Vector3(0f, 0f, 1.3f); CohtmlHud.Instance.gameObject.transform.localRotation = Quaternion.Euler( new Vector3(0f, 180f, 0f) ); } //hopefully whatever rework was hinted at doesn't immediatly break this private static void SetMovementSystem(bool isVR) { if (MovementSystem.Instance == null) { MelonLogger.Msg("MovementSystem Instance not found!!!"); return; } MelonLogger.Msg($"Set MovementSystem instance to {isVR}."); MovementSystem.Instance.isVr = true; } private static void ReloadCVRInputManager() { if (CVRInputManager.Instance == null) { MelonLogger.Msg("CVRInputManager Instance not found!!!"); return; } MelonLogger.Msg("Set CVRInputManager reload to True. Input should reload next frame..."); CVRInputManager.Instance.reload = true; CVRInputManager.Instance.inputEnabled = true; CVRInputManager.Instance.blockedByUi = false; CVRInputManager.Instance.independentHeadToggle = false; CVRInputManager.Instance.gestureLeft = 0f; CVRInputManager.Instance.gestureLeftRaw = 0f; CVRInputManager.Instance.gestureRight = 0f; CVRInputManager.Instance.gestureRightRaw = 0f; } private static void Recalibrate() { if (PlayerSetup.Instance == null) { MelonLogger.Msg("PlayerSetup Instance not found!!!"); return; } MelonLogger.Msg("Called ReCalibrateAvatar() on PlayerSetup.Instance. Will take a second..."); PlayerSetup.Instance.ReCalibrateAvatar(); } }