NAK_CVR_Mods/DesktopVRSwitch/VRModeTrackers/MovementSystemTracker.cs

56 lines
No EOL
1.7 KiB
C#

using ABI_RC.Systems.MovementSystem;
using UnityEngine;
namespace NAK.DesktopVRSwitch.VRModeTrackers;
public class MovementSystemTracker : VRModeTracker
{
private MovementSystem _movementSystem;
private Vector3 preSwitchWorldPosition;
private Quaternion preSwitchWorldRotation;
public override void TrackerInit()
{
VRModeSwitchManager.OnPreVRModeSwitch += OnPreSwitch;
VRModeSwitchManager.OnFailVRModeSwitch += OnFailedSwitch;
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
}
public override void TrackerDestroy()
{
VRModeSwitchManager.OnPreVRModeSwitch -= OnPreSwitch;
VRModeSwitchManager.OnFailVRModeSwitch -= OnFailedSwitch;
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
}
private void OnPreSwitch(bool intoVR)
{
_movementSystem = MovementSystem.Instance;
preSwitchWorldPosition = Utils.GetPlayerRootPosition();
preSwitchWorldRotation = _movementSystem.rotationPivot.transform.rotation;
_movementSystem.SetImmobilized(true);
_movementSystem.ChangeCrouch(false);
_movementSystem.ChangeProne(false);
}
private void OnFailedSwitch(bool intoVR)
{
_movementSystem.SetImmobilized(false);
}
private void OnPostSwitch(bool intoVR)
{
_movementSystem.rotationPivot = Utils.GetPlayerCameraObject(intoVR).transform;
_movementSystem.TeleportToPosRot(preSwitchWorldPosition, preSwitchWorldRotation, false);
if (!intoVR)
_movementSystem.UpdateColliderCenter(_movementSystem.transform.position);
_movementSystem.SetImmobilized(false);
_movementSystem.ChangeCrouch(false);
_movementSystem.ChangeProne(false);
}
}