mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
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56 lines
No EOL
1.7 KiB
C#
56 lines
No EOL
1.7 KiB
C#
using ABI_RC.Systems.MovementSystem;
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using UnityEngine;
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namespace NAK.DesktopVRSwitch.VRModeTrackers;
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public class MovementSystemTracker : VRModeTracker
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{
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private MovementSystem _movementSystem;
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private Vector3 preSwitchWorldPosition;
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private Quaternion preSwitchWorldRotation;
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public override void TrackerInit()
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{
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VRModeSwitchManager.OnPreVRModeSwitch += OnPreSwitch;
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VRModeSwitchManager.OnFailVRModeSwitch += OnFailedSwitch;
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VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
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}
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public override void TrackerDestroy()
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{
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VRModeSwitchManager.OnPreVRModeSwitch -= OnPreSwitch;
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VRModeSwitchManager.OnFailVRModeSwitch -= OnFailedSwitch;
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VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
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}
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private void OnPreSwitch(bool intoVR)
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{
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_movementSystem = MovementSystem.Instance;
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preSwitchWorldPosition = Utils.GetPlayerRootPosition();
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preSwitchWorldRotation = _movementSystem.rotationPivot.transform.rotation;
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_movementSystem.SetImmobilized(true);
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_movementSystem.ChangeCrouch(false);
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_movementSystem.ChangeProne(false);
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}
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private void OnFailedSwitch(bool intoVR)
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{
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_movementSystem.SetImmobilized(false);
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}
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private void OnPostSwitch(bool intoVR)
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{
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_movementSystem.rotationPivot = Utils.GetPlayerCameraObject(intoVR).transform;
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_movementSystem.TeleportToPosRot(preSwitchWorldPosition, preSwitchWorldRotation, false);
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if (!intoVR)
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_movementSystem.UpdateColliderCenter(_movementSystem.transform.position);
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_movementSystem.SetImmobilized(false);
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_movementSystem.ChangeCrouch(false);
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_movementSystem.ChangeProne(false);
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}
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} |