using ABI_RC.Core; using ABI_RC.Core.EventSystem; using ABI_RC.Core.InteractionSystem; using ABI_RC.Core.Player; using ABI_RC.Core.Savior; using ABI_RC.Core.UI; using ABI_RC.Core.Util.Object_Behaviour; using ABI_RC.Systems.Camera; using ABI_RC.Systems.IK; using ABI_RC.Systems.IK.SubSystems; using ABI_RC.Systems.IK.TrackingModules; using ABI_RC.Systems.MovementSystem; using ABI_RC.Core.Networking; using DesktopVRSwitch.Patches; using HarmonyLib; using MelonLoader; using System.Collections; using UnityEngine; using UnityEngine.XR; using Valve.VR; using Object = UnityEngine.Object; namespace DesktopVRSwitch; public class DesktopVRSwitchHelper : MonoBehaviour { public static DesktopVRSwitchHelper Instance; //settings public bool SettingTimedErrorCatch = true; public float SettingTimedErrorTimer = 10f; //internal shit internal static bool isAttemptingSwitch = false; internal static float timedSwitch = 0f; internal static bool CurrentMode; internal static Vector3 avatarWorldPos; internal static Quaternion avatarWorldRot; public void SwitchMode(bool isTimedSwitch = false) { if (isAttemptingSwitch) return; isAttemptingSwitch = true; MelonCoroutines.Start(AttemptPlatformSwitch()); //how long we wait until we assume an error occured if (isTimedSwitch) timedSwitch = Time.time + SettingTimedErrorTimer; } public void Start() { Instance = this; } public void Update() { // 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) { SwitchMode(true); } if (!isAttemptingSwitch) return; //catch if coroutine just decided to not finish... which happens? if (Time.time > timedSwitch) { MelonLogger.Error("Timer exceeded. Something is wrong and coroutine failed partway."); isAttemptingSwitch = false; if (SettingTimedErrorCatch) SwitchMode(); } } //disables VRIK if it was on the current avatar during switch //absolutely bruteforcing the stupid vr playspace offset issue public void LateUpdate() { if (!isAttemptingSwitch) return; if (!PlayerSetup.Instance.avatarIsLoading && PlayerSetup.Instance._avatar != null) { BodySystem.TrackingEnabled = false; BodySystem.TrackingPositionWeight = 0f; PlayerSetup.Instance._avatar.transform.position = avatarWorldPos; PlayerSetup.Instance._avatar.transform.rotation = avatarWorldRot; MovementSystem.Instance.TeleportToPosRot(avatarWorldPos, avatarWorldRot, false); MovementSystem.Instance.UpdateColliderCenter(avatarWorldPos); } } internal static IEnumerator AttemptPlatformSwitch(bool forceMode = false) { //forceMode will attempt to backtrack to last working mode (if you dont like the mess, fix it yourself thx) CurrentMode = forceMode ? CurrentMode : MetaPort.Instance.isUsingVr; bool VRMode = forceMode ? CurrentMode : !CurrentMode; CloseMenuElements(VRMode); ToggleInputInteractions(false); DisableMirrorCanvas(); //store current player position/rotation to correct VR/Desktop offsets avatarWorldPos = PlayerSetup.Instance._avatar.transform.position; avatarWorldRot = PlayerSetup.Instance._avatar.transform.rotation; //exit all movement states MovementSystem.Instance.ChangeCrouch(false); MovementSystem.Instance.ChangeProne(false); MovementSystem.Instance.canMove = false; MovementSystem.Instance.canRot = false; //load SteamVR InitializeSteamVR(VRMode); yield return new WaitForEndOfFrame(); SetCheckVR(VRMode); SetMetaPort(VRMode); //reset rich presence if (MetaPort.Instance.settings.GetSettingsBool("ImplementationRichPresenceDiscordEnabled", true)) { MetaPort.Instance.settings.SetSettingsBool("ImplementationRichPresenceDiscordEnabled", false); MetaPort.Instance.settings.SetSettingsBool("ImplementationRichPresenceDiscordEnabled", true); } if (MetaPort.Instance.settings.GetSettingsBool("ImplementationRichPresenceSteamEnabled", true)) { MetaPort.Instance.settings.SetSettingsBool("ImplementationRichPresenceSteamEnabled", false); MetaPort.Instance.settings.SetSettingsBool("ImplementationRichPresenceSteamEnabled", true); } yield return new WaitForEndOfFrame(); SwitchActiveCameraRigs(VRMode); UpdateCameraFacingObject(); RepositionCohtmlHud(VRMode); UpdateHudOperations(VRMode); SwitchPickupOrigins(); yield return new WaitForEndOfFrame(); //needs to come after SetMovementSystem UpdateGestureReconizerCam(); ResetCVRInputManager(); //gonna try doing this last DisposeSteamVR(VRMode); ToggleInputInteractions(true); //reload current avatar AssetManagement.Instance.LoadLocalAvatar(MetaPort.Instance.currentAvatarGuid); yield return new WaitUntil(() => !PlayerSetup.Instance.avatarIsLoading); isAttemptingSwitch = false; BodySystem.TrackingEnabled = true; BodySystem.TrackingPositionWeight = 1f; MovementSystem.Instance.canMove = true; MovementSystem.Instance.canRot = true; if (!VRMode) //collision center is set to match headpos in VR, but desktop doesnt reset it MovementSystem.Instance.UpdateColliderCenter(PlayerSetup.Instance._avatar.transform.position); yield return new WaitForEndOfFrame(); //one last teleport to correct VR offset MovementSystem.Instance.TeleportToPosRot(avatarWorldPos, avatarWorldRot, false); yield return null; } //shitton of try catch below internal static void InitializeSteamVR(bool isVR) { if (isVR) { //force SteamVR to fully initialize, this does all and more than what i did with LoadDevice() SteamVR.Initialize(true); //Just to make sure. Game does this natively when entering VR. SteamVR_Settings.instance.pauseGameWhenDashboardVisible = false; //TODO: something needs to be done to reinitialize SteamVR_Input or SteamVR_Actions //If you restart SteamVR after already have been in VRMode, the steamvr action handles break //ive tried: //SteamVR_Input.Initialize(true) //SteamVR_Actions.PreInitialize() //Destroying SteamVR_Settings on DesktopMode //Destroying SteamVR_Behavior on DesktopMode //Destroying SteamVR_Render on DesktopMode //Combinations of all of these.. //Its probably really simple, but I just cannot figure out how. } } internal static void DisposeSteamVR(bool isVR) { if (!isVR) { //force SteamVR to let go of Chillout XRSettings.LoadDeviceByName("None"); XRSettings.enabled = false; //destroy [SteamVR] gameobject as next SteamVR.Initialize creates a new one Object.Destroy(SteamVR_Behaviour.instance.gameObject); //what even does this do that is actually important? SteamVR.SafeDispose(); } } // shouldn't be that important, right? internal static void CloseMenuElements(bool isVR) { if (ViewManager.Instance != null) { MelonLogger.Msg("Closed MainMenu Instance."); ViewManager.Instance.UiStateToggle(false); } 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!!!"); } } internal static void ToggleInputInteractions(bool toggle) { //disable input during switch try { MelonLogger.Msg($"Toggling input & interactions to " + toggle); CVRInputManager.Instance.inputEnabled = toggle; CVR_InteractableManager.enableInteractions = toggle; } catch { MelonLogger.Error("Toggling input & interactions failed. Is something invalid?"); MelonLogger.Msg("CVRInputManager.Instance: " + CVRInputManager.Instance); MelonLogger.Msg("CVR_InteractableManager: " + CVR_InteractableManager.enableInteractions); throw; } } internal static void SetCheckVR(bool isVR) { try { MelonLogger.Msg($"Set CheckVR hasVrDeviceLoaded to {isVR}."); CheckVR.Instance.hasVrDeviceLoaded = isVR; } catch { MelonLogger.Error("Setting CheckVR hasVrDeviceLoaded failed. Is CheckVR.Instance invalid?"); MelonLogger.Msg("CheckVR.Instance: " + CheckVR.Instance); throw; } } internal static void SetMetaPort(bool isVR) { try { MelonLogger.Msg($"Set MetaPort isUsingVr to {isVR}."); MetaPort.Instance.isUsingVr = isVR; } catch { MelonLogger.Error("Setting MetaPort isUsingVr failed. Is MetaPort.Instance invalid?"); MelonLogger.Msg("MetaPort.Instance: " + MetaPort.Instance); throw; } } internal static void SwitchActiveCameraRigs(bool isVR) { try { MelonLogger.Msg("Switched active camera rigs."); PlayerSetup.Instance.desktopCameraRig.SetActive(!isVR); PlayerSetup.Instance.vrCameraRig.SetActive(isVR); } catch { MelonLogger.Error("Error switching active cameras. Are the camera rigs invalid?"); MelonLogger.Msg("PlayerSetup.Instance.desktopCameraRig: " + PlayerSetup.Instance.desktopCameraRig); MelonLogger.Msg("PlayerSetup.Instance.vrCameraRig: " + PlayerSetup.Instance.vrCameraRig); throw; } } internal static void RepositionCohtmlHud(bool isVR) { try { MelonLogger.Msg("Parented CohtmlHud to active camera."); CohtmlHud.Instance.gameObject.transform.parent = isVR ? PlayerSetup.Instance.vrCamera.transform : PlayerSetup.Instance.desktopCamera.transform; //sets hud position, rotation, ~~and scale~~ based on MetaPort isUsingVr CVRTools.ConfigureHudAffinity(); CohtmlHud.Instance.gameObject.transform.localScale = new Vector3(1.2f, 1f, 1.2f); } catch { MelonLogger.Error("Error parenting CohtmlHud to active camera. Is CohtmlHud.Instance invalid?"); MelonLogger.Msg("CohtmlHud.Instance: " + CohtmlHud.Instance); throw; } } internal static void ResetCVRInputManager() { try { MelonLogger.Msg("Enabling CVRInputManager inputEnabled & disabling blockedByUi!"); //CVRInputManager.Instance.reload = true; //just in case CVRInputManager.Instance.inputEnabled = true; CVRInputManager.Instance.blockedByUi = false; //sometimes head can get stuck, so just in case CVRInputManager.Instance.independentHeadToggle = false; //just nice to load into desktop with idle gesture CVRInputManager.Instance.gestureLeft = 0f; CVRInputManager.Instance.gestureLeftRaw = 0f; CVRInputManager.Instance.gestureRight = 0f; CVRInputManager.Instance.gestureRightRaw = 0f; } catch { MelonLogger.Error("CVRInputManager reload failed. Is CVRInputManager.Instance invalid?"); MelonLogger.Msg("CVRInputManager.Instance: " + CVRInputManager.Instance); throw; } } //every nameplate canvas uses CameraFacingObject :stare: internal static void UpdateCameraFacingObject() { try { MelonLogger.Msg("Updating all CameraFacingObject scripts to face new camera. (this fixes nameplates)"); CameraFacingObject[] camfaceobjs = Object.FindObjectsOfType(); for (int i = 0; i < camfaceobjs.Count(); i++) { camfaceobjs[i].m_Camera = PlayerSetup.Instance.GetActiveCamera().GetComponent(); } } catch { MelonLogger.Error("Error updating CameraFacingObject objects! Nameplates will be wonk..."); throw; } } internal static void UpdateHudOperations(bool isVR) { try { MelonLogger.Msg("Set HudOperations worldLoadingItem and worldLoadStatus to their respective Desktop/Vr parent."); HudOperations.Instance.worldLoadingItem = isVR ? HudOperations.Instance.worldLoadingItemVr : HudOperations.Instance.worldLoadingItemDesktop; HudOperations.Instance.worldLoadStatus = isVR ? HudOperations.Instance.worldLoadStatusVr : HudOperations.Instance.worldLoadStatusDesktop; } catch { MelonLogger.Error("Error updating HudOperations LoadingItem & LoadStatus!"); throw; } } internal static void DisableMirrorCanvas() { try { //tell the game we are in mirror mode so itll disable it (if enabled) PortableCamera.Instance.mode = MirroringMode.Mirror; PortableCamera.Instance.ChangeMirroring(); } catch { MelonLogger.Error("Error updating CVRGestureRecognizer camera!"); throw; } } internal static void UpdateGestureReconizerCam() { try { MelonLogger.Msg("Set GestureReconizerCam camera to active camera."); Traverse.Create(CVRGestureRecognizer.Instance).Field("_camera").SetValue(PlayerSetup.Instance.GetActiveCamera().GetComponent()); } catch { MelonLogger.Error("Error updating CVRGestureRecognizer camera!"); throw; } } internal static void SwitchPickupOrigins() { try { MelonLogger.Msg("Switched pickup origins."); CVRPickupObjectTracker[] pickups = Object.FindObjectsOfType(); for (int i = 0; i < pickups.Count(); i++) { pickups[i].OnSwitch(); } } catch { MelonLogger.Error("Error switching pickup origins!"); throw; } } }