NAK_CVR_Mods/DesktopVRSwitch/Main.cs
2022-09-27 18:21:50 -05:00

402 lines
No EOL
14 KiB
C#

using ABI_RC.Core;
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.MovementSystem;
using MelonLoader;
using RootMotion.FinalIK;
using System.Collections;
using UnityEngine;
using UnityEngine.XR;
using Valve.VR;
using Object = UnityEngine.Object;
namespace DesktopVRSwitch;
public class DesktopVRSwitch : MelonMod
{
private static bool isAttemptingSwitch = false;
private static float timedSwitch = 0f;
private static bool CurrentMode;
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
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));
}
}
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;
//load or unload SteamVR
InitializeSteamVR(VRMode);
CloseMenuElements(VRMode);
yield
return new WaitForEndOfFrame();
SetMetaPort(VRMode);
yield
return new WaitForEndOfFrame();
SetPlayerSetup(VRMode);
SwitchActiveCameraRigs(VRMode);
UpdateCameraFacingObject();
CreateTempVRIK(VRMode);
QuickCalibrate(VRMode);
RepositionCohtmlHud(VRMode);
UpdateHudOperations(VRMode);
yield
return new WaitForEndOfFrame();
SetMovementSystem(VRMode);
yield
return new WaitForEndOfFrame();
//needs to come after SetMovementSystem
//UpdateGestureReconizerCam();
//right here is the fucker most likely to break
ReloadCVRInputManager();
//some menus have 0.5s wait(), so to be safe
yield
return new WaitForSeconds(1f);
Recalibrate();
//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
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.
}
else
{
//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);
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)
{
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 CreateTempVRIK(bool isVR)
{
try
{
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<VRIK>();
}
ik.solver.IKPositionWeight = 0f;
ik.enabled = false;
}
else
{
MelonLogger.Msg("Temp VRIK component is not needed. Ignoring.");
}
}
catch (Exception)
{
MelonLogger.Error("Temp creation of VRIK on avatar failed. Is PlayerSetup.Instance invalid?");
MelonLogger.Msg("PlayerSetup.Instance: " + PlayerSetup.Instance);
throw;
}
}
private static void QuickCalibrate(bool isVR)
{
try
{
//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();
}
catch (Exception)
{
MelonLogger.Error("CalibrateAvatar() 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();
}
catch (Exception)
{
MelonLogger.Error("Error parenting CohtmlHud to active camera. Is CohtmlHud.Instance invalid?");
MelonLogger.Msg("CohtmlHud.Instance: " + CohtmlHud.Instance);
throw;
}
}
//hopefully whatever rework was hinted at doesn't immediatly break this
private static void SetMovementSystem(bool isVR)
{
try
{
MelonLogger.Msg($"Set MovementSystem instance to {isVR}.");
MovementSystem.Instance.isVr = true;
}
catch (Exception)
{
MelonLogger.Error("Setting MovementSystem isVr failed. Is MovementSystem.Instance invalid?");
MelonLogger.Msg("MovementSystem.Instance: " + MovementSystem.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;
}
}
private static void Recalibrate()
{
try
{
MelonLogger.Msg("Called ReCalibrateAvatar() on PlayerSetup.Instance. Will take a second...");
PlayerSetup.Instance.ReCalibrateAvatar();
}
catch (Exception)
{
MelonLogger.Error("ReCalibrateAvatar() failed. Is PlayerSetup.Instance invalid?");
MelonLogger.Msg("PlayerSetup.Instance: " + PlayerSetup.Instance);
throw;
}
}
//every nameplate canvas uses CameraFacingObject :stare:
//might need to use actual Desktop/VR cam instead of Camera.main
private static void UpdateCameraFacingObject()
{
try
{
MelonLogger.Msg("Updating all CameraFacingObject scripts to face new camera. (this fixes nameplates)");
CameraFacingObject[] camfaceobjs = Object.FindObjectsOfType<CameraFacingObject>();
for (int i = 0; i < camfaceobjs.Count(); i++)
{
camfaceobjs[i].m_Camera = Camera.main;
}
}
catch (Exception)
{
MelonLogger.Error("Error updating CameraFacingObject objects! Nameplates will be wonk...");
throw;
}
}
//cant fix unless i log the original VR gripOrigins with a patch...
//private static void SetPickupObjectOrigins()
//{
// try
// {
// CVRPickupObject[] pickups = Object.FindObjectsOfType<CVRPickupObject>();
// if (pickups.gripOrigin != null)
// {
// Transform x = this.gripOrigin.Find("[Desktop]");
// if (x != null)
// {
// this.gripOrigin = x;
// }
// }
// }
// 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;
}
}
//i suck at traverse
//private static void UpdateGestureReconizerCam()
//{
// try
// {
// MelonLogger.Msg("Set GestureReconizerCam camera to Camera.main.");
// Camera _camera = Traverse.Create(CVRGestureRecognizer.Instance).Field("_camera").GetValue<Camera>();
// _camera = Camera.main;
// }
// catch (Exception)
// {
// MelonLogger.Error("Error updating CVRGestureRecognizer camera!");
// throw;
// }
//}
}