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.SubSystems; using ABI_RC.Systems.MovementSystem; using DesktopVRSwitch.Patches; using HarmonyLib; using MelonLoader; using System.Collections; using UnityEngine; using UnityEngine.XR; using Valve.VR; using Object = UnityEngine.Object; //tell the game to change VRMode/DesktopMode for Steam/Discord presence //RichPresence.PopulatePresence(); //nvm that resets the RichPresence clock- i want people to know how long ive wasted staring at mirror namespace DesktopVRSwitch; public class DesktopVRSwitch : MelonMod { private static MelonPreferences_Category m_categoryDesktopVRSwitch; private static MelonPreferences_Entry m_entryTimedErrorCatch; public override void OnInitializeMelon() { m_categoryDesktopVRSwitch = MelonPreferences.CreateCategory(nameof(DesktopVRSwitch)); m_entryTimedErrorCatch = m_categoryDesktopVRSwitch.CreateEntry("Timed Error Catch", true, description: "Attempt to switch back if an error is found after 10 seconds."); m_categoryDesktopVRSwitch.SaveToFile(false); } private static bool isAttemptingSwitch = false; private static float timedSwitch = 0f; private static bool CurrentMode; private static Vector3 avatarPos; private static Quaternion avatarRot; 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; MelonCoroutines.Start(AttemptPlatformSwitch()); //how long we wait until we assume an error occured if (m_entryTimedErrorCatch.Value) timedSwitch = Time.time + 10f; } //catch if coroutine just decided to not finish... which happens? if (isAttemptingSwitch && Time.time > timedSwitch) { MelonLogger.Error("Timer exceeded. Something is wrong and coroutine failed partway."); MelonCoroutines.Start(AttemptPlatformSwitch(true)); } //correct player position while switching if (isAttemptingSwitch && !MovementSystem.Instance.canMove) { MovementSystem.Instance.TeleportToPosRot(avatarPos, avatarRot, false); MovementSystem.Instance.UpdateColliderCenter(avatarPos); } } private 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; //store current player position/rotation to correct VR/Desktop offsets avatarPos = PlayerSetup.Instance._avatar.transform.position; avatarRot = PlayerSetup.Instance._avatar.transform.rotation; //prevent player from any movement while transitioning MovementSystem.Instance.canMove = false; BodySystem.TrackingEnabled = false; //load SteamVR InitializeSteamVR(VRMode); CloseMenuElements(VRMode); DisableMirrorCanvas(); yield return new WaitForEndOfFrame(); SetMetaPort(VRMode); yield return new WaitForEndOfFrame(); SetPlayerSetup(VRMode); SwitchActiveCameraRigs(VRMode); UpdateCameraFacingObject(); RepositionCohtmlHud(VRMode); UpdateHudOperations(VRMode); SwitchPickupOrigins(); yield return new WaitForEndOfFrame(); //needs to come after SetMovementSystem UpdateGestureReconizerCam(); yield return new WaitForEndOfFrame(); //right here is the fucker most likely to break ReloadCVRInputManager(); //some menus have 0.5s wait(), so to be safe yield return new WaitForSeconds(0.5f); //reload current avatar AssetManagement.Instance.LoadLocalAvatar(MetaPort.Instance.currentAvatarGuid); yield return new WaitForSeconds(2f); if (!VRMode) //collision center is set to match headpos in VR, but desktop doesnt reset it MovementSystem.Instance.UpdateColliderCenter(PlayerSetup.Instance._avatar.transform.position); //gonna try doing this last DisposeSteamVR(VRMode); MovementSystem.Instance.canMove = true; BodySystem.TrackingEnabled = true; yield return null; isAttemptingSwitch = false; } //shitton of try catch below private 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. } } private 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? private 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!!!"); } //disable input during switch CVRInputManager.Instance.inputEnabled = false; } private static void SetMetaPort(bool isVR) { try { MelonLogger.Msg($"Set MetaPort isUsingVr to {isVR}."); MetaPort.Instance.isUsingVr = isVR; } catch (Exception) { MelonLogger.Error("Setting MetaPort isUsingVr failed. Is MetaPort.Instance invalid?"); MelonLogger.Msg("MetaPort.Instance: " + MetaPort.Instance); throw; } } private static void SetPlayerSetup(bool isVR) { try { MelonLogger.Msg($"Set PlayerSetup instance to {isVR}."); PlayerSetup.Instance._inVr = isVR; } catch (Exception) { MelonLogger.Error("Setting PlayerSetup _inVr failed. Is PlayerSetup.Instance invalid?"); MelonLogger.Msg("PlayerSetup.Instance: " + PlayerSetup.Instance); throw; } } private static void SwitchActiveCameraRigs(bool isVR) { try { MelonLogger.Msg("Switched active camera rigs."); PlayerSetup.Instance.desktopCameraRig.SetActive(!isVR); PlayerSetup.Instance.vrCameraRig.SetActive(isVR); } catch (Exception) { 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; } } private 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 (Exception) { MelonLogger.Error("Error parenting CohtmlHud to active camera. Is CohtmlHud.Instance invalid?"); MelonLogger.Msg("CohtmlHud.Instance: " + CohtmlHud.Instance); throw; } } private static void ReloadCVRInputManager() { try { MelonLogger.Msg("Set CVRInputManager reload to True. Input should reload next frame..."); 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 (Exception) { MelonLogger.Error("CVRInputManager reload failed. Is CVRInputManager.Instance invalid?"); MelonLogger.Msg("CVRInputManager.Instance: " + CVRInputManager.Instance); throw; } } //every nameplate canvas uses CameraFacingObject :stare: private 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 (Exception) { MelonLogger.Error("Error updating CameraFacingObject objects! Nameplates will be wonk..."); throw; } } private 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 (Exception) { MelonLogger.Error("Error updating HudOperations LoadingItem & LoadStatus!"); throw; } } private 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 (Exception) { MelonLogger.Error("Error updating CVRGestureRecognizer camera!"); throw; } } private static void UpdateGestureReconizerCam() { try { MelonLogger.Msg("Set GestureReconizerCam camera to active camera."); Traverse.Create(CVRGestureRecognizer.Instance).Field("_camera").SetValue(PlayerSetup.Instance.GetActiveCamera().GetComponent()); } catch (Exception) { MelonLogger.Error("Error updating CVRGestureRecognizer camera!"); throw; } } private 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 (Exception) { MelonLogger.Error("Error switching pickup origins!"); throw; } } }