mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-01 22:09:23 +00:00
141 lines
4.2 KiB
C#
141 lines
4.2 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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//Debug Settings
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public bool _reloadLocalAvatar = true;
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public bool _softVRSwitch = false;
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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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SwitchVRMode();
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}
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}
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public void SwitchVRMode()
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{
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if (_switchInProgress) return;
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if (!IsInVR())
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{
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StartCoroutine(StartVRSystem());
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}
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else
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{
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StartCoroutine(StopVR());
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}
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}
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public bool IsInVR() => XRSettings.enabled;
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private IEnumerator StartVRSystem()
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{
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PreVRModeSwitch(true);
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XRSettings.LoadDeviceByName("OpenVR");
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yield return null; //wait a frame before checking
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if (!string.IsNullOrEmpty(XRSettings.loadedDeviceName))
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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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PostVRModeSwitch(true);
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yield break;
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}
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DesktopVRSwitchMod.Logger.Error("Initializing VR Failed. Is there no VR device connected?");
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FailedVRModeSwitch(true);
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yield break;
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}
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private IEnumerator StopVR()
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{
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PreVRModeSwitch(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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//SteamVR.SafeDispose(); //might fuck with SteamVRTrackingModule
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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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XRSettings.LoadDeviceByName("");
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XRSettings.enabled = false;
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yield return null;
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Time.fixedDeltaTime = 0.02f; //reset physics time to Desktop default
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PostVRModeSwitch(false);
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yield break;
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}
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DesktopVRSwitchMod.Logger.Error("Attempted to exit VR without a VR device loaded.");
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FailedVRModeSwitch(false);
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yield break;
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}
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//one frame after switch attempt
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public void FailedVRModeSwitch(bool isVR)
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{
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if (_softVRSwitch) return;
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//let tracked objects know a switch failed
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VRModeSwitchTracker.FailVRModeSwitch(isVR);
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}
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//one frame before switch attempt
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public void PreVRModeSwitch(bool isVR)
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{
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if (_softVRSwitch) return;
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//let tracked objects know we are attempting to switch
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VRModeSwitchTracker.PreVRModeSwitch(isVR);
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}
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//one frame after switch attempt
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public void PostVRModeSwitch(bool isVR)
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{
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if (_softVRSwitch) return;
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//close the menus
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TryCatchHell.CloseCohtmlMenus();
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//the base of VR checks
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TryCatchHell.SetCheckVR(isVR);
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TryCatchHell.SetMetaPort(isVR);
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//game basics for functional gameplay post switch
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TryCatchHell.RepositionCohtmlHud(isVR);
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TryCatchHell.UpdateHudOperations(isVR);
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TryCatchHell.DisableMirrorCanvas();
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TryCatchHell.SwitchActiveCameraRigs(isVR);
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TryCatchHell.ResetCVRInputManager();
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TryCatchHell.UpdateRichPresence();
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TryCatchHell.UpdateGestureReconizerCam();
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TryCatchHell.UpdateMenuCoreData(isVR);
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//let tracked objects know we switched
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VRModeSwitchTracker.PostVRModeSwitch(isVR);
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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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