NAK_CVR_Mods/DesktopVRSwitch/VRModeTrackers/CVRWorldTracker.cs

51 lines
No EOL
1.9 KiB
C#

using ABI.CCK.Components;
using ABI_RC.Core.InteractionSystem;
using ABI_RC.Core.Player;
using UnityEngine;
namespace NAK.DesktopVRSwitch.VRModeTrackers;
public class CVRWorldTracker : VRModeTracker
{
public override void TrackerInit()
{
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
}
public override void TrackerDestroy()
{
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
}
private void OnPostSwitch(bool intoVR)
{
CVRWorld _cvrWorld = CVRWorld.Instance;
if (_cvrWorld == null)
{
DesktopVRSwitch.Logger.Error("Error while getting CVRWorld!");
return;
}
DesktopVRSwitch.Logger.Msg("Configuring CVRWorld. Updating PostProcessing & DesktopCameraController FOV settings.");
// some post processing settings aren't used in VR
_cvrWorld.UpdatePostProcessing();
UpdateCVRDesktopCameraController(_cvrWorld);
}
private void UpdateCVRDesktopCameraController(CVRWorld _cvrWorld)
{
// Just making sure- Starting in VR will not call Start() as rig is disabled
if (CVR_DesktopCameraController._cam == null)
CVR_DesktopCameraController._cam = PlayerSetup.Instance.desktopCamera.GetComponent<Camera>();
CVR_DesktopCameraController.defaultFov = Mathf.Clamp(_cvrWorld.fov, 60f, 120f);
CVR_DesktopCameraController.zoomFov = CVR_DesktopCameraController.defaultFov * 0.5f;
CVR_DesktopCameraController.enableZoom = _cvrWorld.enableZoom;
CVR_DesktopCameraController.UpdateFov(); // must happen after PlayerSetupTracker
CVR_MenuManager.Instance.coreData.instance.current_game_rule_no_zoom = !_cvrWorld.enableZoom;
// UICamera has a script that copies the FOV from the desktop cam.
// Toggling the cameras on/off resets the aspect ratio,
// so when rigs switch, that is already handled.
}
}