mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 22:39:22 +00:00
245 lines
No EOL
7.6 KiB
C#
245 lines
No EOL
7.6 KiB
C#
using System;
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using ABI_RC.Core.Base;
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using ABI_RC.Core.Player;
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using ABI.CCK.Components;
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using JetBrains.Annotations;
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using MagicaCloth;
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using NAK.OriginShift.Components;
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using NAK.OriginShift.Utility;
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using UnityEngine;
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namespace NAK.OriginShift;
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public class OriginShiftManager : MonoBehaviour
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{
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#region Singleton
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private static OriginShiftManager _instance;
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public static OriginShiftManager Instance
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{
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get
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{
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if (_instance) return _instance;
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_instance = new GameObject("NAKOriginShiftManager").AddComponent<OriginShiftManager>();
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DontDestroyOnLoad(_instance.gameObject);
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return _instance;
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}
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}
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private static bool _useOriginShift;
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public static bool UseOriginShift
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{
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get => _useOriginShift;
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set
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{
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if (_useOriginShift == value)
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return;
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if (value)
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{
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PlayerSetup.Instance.gameObject.AddComponentIfMissing<OriginShiftMonitor>();
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}
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else
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{
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Instance.ResetOrigin();
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if (PlayerSetup.Instance.TryGetComponent(out OriginShiftMonitor originShiftMonitor))
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DestroyImmediate(originShiftMonitor);
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}
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_useOriginShift = value;
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}
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}
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private static bool _compatibilityMode = true;
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public static bool CompatibilityMode
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{
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get => _useOriginShift && _compatibilityMode;
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set => _compatibilityMode = value;
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}
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#endregion Singleton
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#region Shader Globals
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private static readonly int s_OriginShiftChunkOffset = Shader.PropertyToID("_OriginShiftChunkOffset"); // Vector3
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private static readonly int s_OriginShiftChunkPosition = Shader.PropertyToID("_OriginShiftChunkPosition"); // Vector3
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private static readonly int s_OriginShiftChunkThreshold = Shader.PropertyToID("_OriginShiftChunkThreshold"); // float
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private static void SetShaderGlobals(Vector3 chunk, float threshold)
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{
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Shader.SetGlobalVector(s_OriginShiftChunkOffset, chunk);
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Shader.SetGlobalFloat(s_OriginShiftChunkThreshold, threshold);
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Shader.SetGlobalVector(s_OriginShiftChunkPosition, chunk * threshold);
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}
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private static void ResetShaderGlobals()
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{
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Shader.SetGlobalVector(s_OriginShiftChunkOffset, Vector3.zero);
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Shader.SetGlobalFloat(s_OriginShiftChunkThreshold, -1f);
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Shader.SetGlobalVector(s_OriginShiftChunkPosition, Vector3.zero);
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}
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#endregion Shader Globals
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#region Actions
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public static Action<OriginShiftState> OnStateChanged = delegate { };
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public static Action<Vector3> OnOriginShifted = delegate { }; // move everything
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public static Action<Vector3> OnPostOriginShifted = delegate { }; // player & chunks
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#endregion Actions
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#region Public Properties
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[PublicAPI] public bool IsOriginShifted => ChunkOffset != Vector3Int.zero;
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[PublicAPI] public Vector3Int ChunkOffset { get; internal set; } = Vector3Int.zero;
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[PublicAPI] public Vector3Int ChunkPosition => ChunkOffset * OriginShiftController.ORIGIN_SHIFT_THRESHOLD;
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public enum OriginShiftState
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{
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Inactive, // world is not using Origin Shift
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Active, // world is using Origin Shift
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Forced // temp for this session, force world to use Origin Shift
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}
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private OriginShiftState _currentState = OriginShiftState.Inactive;
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[PublicAPI] public OriginShiftState CurrentState
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{
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get => _currentState;
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private set
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{
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if (_currentState == value)
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return;
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_currentState = value;
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OnStateChanged.Invoke(value);
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}
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}
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#endregion Public Properties
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#region Manager Lifecycle
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private OriginShiftController _forceController;
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public void ForceManager()
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{
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if (CVRWorld.Instance == null)
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{
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OriginShiftMod.Logger.Error("Cannot force Origin Shift without a world.");
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return;
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}
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OriginShiftMod.Logger.Msg("Forcing Origin Shift...");
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_forceController = CVRWorld.Instance.gameObject.AddComponentIfMissing<OriginShiftController>();
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_forceController.IsForced = true;
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}
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public void SetupManager(bool isForced = false)
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{
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if (CVRWorld.Instance == null)
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{
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OriginShiftMod.Logger.Error("Cannot setup Origin Shift without a world.");
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return;
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}
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OriginShiftMod.Logger.Msg("Setting up Origin Shift...");
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CurrentState = isForced ? OriginShiftState.Forced : OriginShiftState.Active;
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UseOriginShift = true;
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}
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public void ResetManager()
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{
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OriginShiftMod.Logger.Msg("Resetting Origin Shift...");
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if (_forceController) Destroy(_forceController);
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CurrentState = OriginShiftState.Inactive;
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ResetOrigin();
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ResetShaderGlobals();
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UseOriginShift = false;
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}
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#endregion Manager Lifecycle
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#region Public Methods
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// Called by OriginShiftMonitor when the local player needs to shit
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public void ShiftOrigin(Vector3 rawPosition)
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{
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if (!_useOriginShift) return;
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// create stopwatch
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StopWatch stopwatch = new();
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stopwatch.Start();
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// normalize
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float halfThreshold = (OriginShiftController.ORIGIN_SHIFT_THRESHOLD / 2f);
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rawPosition += new Vector3(halfThreshold, halfThreshold, halfThreshold);
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// add to chunk
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Vector3Int chunkDifference;
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Vector3Int calculatedChunk = chunkDifference = ChunkOffset;
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calculatedChunk.x += Mathf.FloorToInt(rawPosition.x / OriginShiftController.ORIGIN_SHIFT_THRESHOLD);
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calculatedChunk.y += Mathf.FloorToInt(rawPosition.y / OriginShiftController.ORIGIN_SHIFT_THRESHOLD);
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calculatedChunk.z += Mathf.FloorToInt(rawPosition.z / OriginShiftController.ORIGIN_SHIFT_THRESHOLD);
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// get offset
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chunkDifference = (ChunkOffset - calculatedChunk) * OriginShiftController.ORIGIN_SHIFT_THRESHOLD;
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// store & invoke
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ChunkOffset = calculatedChunk;
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OnOriginShifted.Invoke(chunkDifference);
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OnPostOriginShifted.Invoke(chunkDifference);
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// set shader globals
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SetShaderGlobals(ChunkOffset, OriginShiftController.ORIGIN_SHIFT_THRESHOLD);
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// log
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stopwatch.Stop();
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OriginShiftMod.Logger.Msg($"Shifted Origin: {chunkDifference} in {stopwatch.ElapsedMilliseconds:F11}ms");
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}
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public void ResetOrigin()
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{
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if (!_useOriginShift) return;
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ShiftOrigin(-ChunkPosition);
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ChunkOffset = Vector3Int.zero;
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}
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#endregion Origin Shift Implementation
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#region Utility Methods
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public static Vector3 GetAbsolutePosition(Vector3 localizedPosition)
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{
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// absolute coordinates can be reconstructed using current chunk and threshold
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localizedPosition += Instance.ChunkOffset * OriginShiftController.ORIGIN_SHIFT_THRESHOLD;
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return localizedPosition;
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}
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public static Vector3 GetLocalizedPosition(Vector3 absolutePosition)
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{
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return absolutePosition - (Instance.ChunkOffset * OriginShiftController.ORIGIN_SHIFT_THRESHOLD);
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}
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#endregion Utility Methods
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#region Debug Methods
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public void ToggleDebugOverlay(bool state)
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{
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if (TryGetComponent(out DebugTextDisplay debugTextDisplay))
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Destroy(debugTextDisplay);
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else
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gameObject.AddComponent<DebugTextDisplay>();
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}
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#endregion Debug Methods
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} |