NAK_CVR_Mods/DesktopVRSwitch/VRModeTrackers/MovementSystemTracker.cs
2023-06-21 14:06:12 -05:00

72 lines
No EOL
2.4 KiB
C#

using ABI_RC.Systems.MovementSystem;
using System.Collections;
using UnityEngine;
namespace NAK.DesktopVRSwitch.VRModeTrackers;
public class MovementSystemTracker : VRModeTracker
{
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)
{
DesktopVRSwitch.Logger.Msg("Storing player world position and rotation.");
preSwitchWorldPosition = MovementSystem.Instance.rotationPivot.transform.position;
preSwitchWorldPosition.y = MovementSystem.Instance.transform.position.y;
preSwitchWorldRotation = MovementSystem.Instance.rotationPivot.transform.rotation;
MovementSystem.Instance.ChangeCrouch(false);
MovementSystem.Instance.ChangeProne(false);
MovementSystem.Instance.SetImmobilized(true);
}
private void OnFailedSwitch(bool intoVR)
{
DesktopVRSwitch.Logger.Msg("Resetting MovementSystem mobility.");
MovementSystem.Instance.SetImmobilized(false);
}
private void OnPostSwitch(bool intoVR)
{
// Lazy
MelonLoader.MelonCoroutines.Start(TeleportFrameAfter(intoVR));
}
private IEnumerator TeleportFrameAfter(bool intoVR)
{
yield return null; // need to wait a frame
DesktopVRSwitch.Logger.Msg("Resetting MovementSystem mobility and applying stored position and rotation.");
MovementSystem.Instance.rotationPivot = Utils.GetPlayerCameraObject(intoVR).transform;
MovementSystem.Instance.TeleportToPosRot(preSwitchWorldPosition, preSwitchWorldRotation, false);
if (!intoVR)
MovementSystem.Instance.UpdateColliderCenter(MovementSystem.Instance.transform.position);
MovementSystem.Instance.ChangeCrouch(false);
MovementSystem.Instance.ChangeProne(false);
MovementSystem.Instance.SetImmobilized(false);
yield break;
}
}