mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 06:19:22 +00:00
125 lines
3.6 KiB
C#
125 lines
3.6 KiB
C#
using NAK.Melons.DesktopVRSwitch.Patches;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.XR;
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using Valve.VR;
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namespace NAK.Melons.DesktopVRSwitch;
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public class DesktopVRSwitch : MonoBehaviour
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{
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//Settings
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public bool _reloadLocalAvatar = true;
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//Internal Stuff
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private bool _switchInProgress = false;
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void Start()
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{
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//do not pause game, this breaks dynbones & trackers
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SteamVR_Settings.instance.pauseGameWhenDashboardVisible = false;
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}
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void Update()
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{
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if (Input.GetKeyDown(KeyCode.F6) && Input.GetKey(KeyCode.LeftControl))
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{
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SwitchXRMode();
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}
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}
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public void SwitchXRMode()
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{
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if (_switchInProgress) return;
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if (!IsInXR())
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{
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StartCoroutine(StartXRSystem());
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}
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else
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{
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StartCoroutine(StopXR());
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}
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}
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public bool IsInXR() => XRSettings.enabled;
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private IEnumerator StartXRSystem()
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{
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BeforeXRModeSwitch(true);
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XRSettings.LoadDeviceByName("OpenVR");
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yield return null;
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if (string.IsNullOrEmpty(XRSettings.loadedDeviceName))
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{
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DesktopVRSwitchMod.Logger.Error("Initializing VR Failed. Is there no VR device connected?");
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}
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else
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{
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DesktopVRSwitchMod.Logger.Msg("Starting SteamVR...");
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XRSettings.enabled = true;
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//force steamvr to reinitialize input
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//this does SteamVR_Input.actionSets[0].Activate() for us (we deactivate in StopVR())
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//but only if SteamVR_Settings.instance.activateFirstActionSetOnStart is enabled
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//which in ChilloutVR, it is, because all those settings are default
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SteamVR_Input.Initialize(true);
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yield return null;
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AfterXRModeSwitch(true);
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}
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yield break;
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}
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private IEnumerator StopXR()
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{
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BeforeXRModeSwitch(false);
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yield return null;
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if (!string.IsNullOrEmpty(XRSettings.loadedDeviceName))
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{
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//deactivate the action set so SteamVR_Input.Initialize can reactivate
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SteamVR_Input.actionSets[0].Deactivate(SteamVR_Input_Sources.Any);
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SteamVR.SafeDispose(); //idk
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XRSettings.LoadDeviceByName("");
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XRSettings.enabled = false;
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yield return null;
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AfterXRModeSwitch(false);
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}
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yield break;
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}
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//one frame before switch attempt
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public void BeforeXRModeSwitch(bool enterXR)
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{
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//let tracked objects know we are attempting to switch
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VRModeSwitchTracker.PreVRModeSwitch(enterXR);
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}
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//one frame after switch attempt
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public void AfterXRModeSwitch(bool enterXR)
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{
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//reset physics time to Desktop default
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Time.fixedDeltaTime = 0.02f;
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//these two must come first
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TryCatchHell.SetCheckVR(enterXR);
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TryCatchHell.SetMetaPort(enterXR);
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//the bulk of funni changes
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TryCatchHell.RepositionCohtmlHud(enterXR);
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TryCatchHell.UpdateHudOperations(enterXR);
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TryCatchHell.DisableMirrorCanvas();
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TryCatchHell.SwitchActiveCameraRigs(enterXR);
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TryCatchHell.ResetCVRInputManager();
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TryCatchHell.UpdateRichPresence();
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TryCatchHell.UpdateGestureReconizerCam();
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//let tracked objects know we switched
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VRModeSwitchTracker.PostVRModeSwitch(enterXR);
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//reload avatar by default, optional for debugging
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if (_reloadLocalAvatar)
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{
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TryCatchHell.ReloadLocalAvatar();
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}
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_switchInProgress = false;
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}
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}
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