NAK_CVR_Mods/DesktopVRSwitch/Main.cs
2022-10-29 06:34:11 -05:00

357 lines
No EOL
12 KiB
C#

using ABI_RC.Core;
using ABI_RC.Core.InteractionSystem;
using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using ABI_RC.Core.UI;
using ABI_RC.Core.Util.Object_Behaviour;
using ABI_RC.Systems.MovementSystem;
using ABI_RC.Core.EventSystem;
using ABI_RC.Systems.IK.SubSystems;
using MelonLoader;
using RootMotion.FinalIK;
using System.Collections;
using UnityEngine;
using UnityEngine.XR;
using Valve.VR;
using HarmonyLib;
using Object = UnityEngine.Object;
//tell the game to change VRMode/DesktopMode for Steam/Discord presence
//RichPresence.PopulatePresence();
//nvm that resets the RichPresence clock- i want people to know how long ive wasted staring at mirror
namespace DesktopVRSwitch;
public class DesktopVRSwitch : MelonMod
{
private static MelonPreferences_Category m_categoryDesktopVRSwitch;
private static MelonPreferences_Entry<bool> m_entryReloadInstance;
private static MelonPreferences_Entry<bool> m_entryTimedErrorCatch;
public override void OnApplicationStart()
{
m_categoryDesktopVRSwitch = MelonPreferences.CreateCategory(nameof(DesktopVRSwitch));
//m_entryReloadInstance = m_categoryDesktopVRSwitch.CreateEntry<bool>("Rejoin Instance", false, description: "Rejoin instance on switch.");
m_entryTimedErrorCatch = m_categoryDesktopVRSwitch.CreateEntry<bool>("Timed Error Catch", true, description: "Attempt to switch back if an error is found after 10 seconds.");
m_categoryDesktopVRSwitch.SaveToFile(false);
}
private static bool isAttemptingSwitch = false;
private static float timedSwitch = 0f;
private static bool CurrentMode;
private static Vector3 avatarPos;
private static Quaternion avatarRot;
public override void OnUpdate()
{
// assuming CVRInputManager.switchMode button was originally for desktop/vr switching before being left to do literally nothing in rootlogic
if (Input.GetKeyDown(KeyCode.F6) && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) && !isAttemptingSwitch)
{
//start attempt
isAttemptingSwitch = true;
MelonCoroutines.Start(AttemptPlatformSwitch());
//how long we wait until we assume an error occured
if (m_entryTimedErrorCatch.Value)
timedSwitch = Time.time + 10f;
}
//catch if coroutine just decided to not finish... which happens?
if (isAttemptingSwitch && Time.time > timedSwitch)
{
MelonLogger.Error("Timer exceeded. Something is wrong and coroutine failed partway.");
MelonCoroutines.Start(AttemptPlatformSwitch(true));
}
//correct player position while switching
if (isAttemptingSwitch && !MovementSystem.Instance.canMove)
{
MovementSystem.Instance.TeleportToPosRot(avatarPos, avatarRot, false);
MovementSystem.Instance.UpdateColliderCenter(avatarPos);
}
}
private static IEnumerator AttemptPlatformSwitch(bool forceMode = false)
{
//forceMode will attempt to backtrack to last working mode (if you dont like the mess, fix it yourself thx)
CurrentMode = forceMode ? CurrentMode : MetaPort.Instance.isUsingVr;
bool VRMode = forceMode ? CurrentMode : !CurrentMode;
//store current player position/rotation to correct VR/Desktop offsets
avatarPos = PlayerSetup.Instance._avatar.transform.position;
avatarRot = PlayerSetup.Instance._avatar.transform.rotation;
//prevent player from any movement while transitioning
MovementSystem.Instance.canMove = false;
BodySystem.TrackingEnabled = false;
//load SteamVR
InitializeSteamVR(VRMode);
CloseMenuElements(VRMode);
yield
return new WaitForEndOfFrame();
SetMetaPort(VRMode);
yield
return new WaitForEndOfFrame();
SetPlayerSetup(VRMode);
SwitchActiveCameraRigs(VRMode);
UpdateCameraFacingObject();
RepositionCohtmlHud(VRMode);
UpdateHudOperations(VRMode);
yield
return new WaitForEndOfFrame();
//needs to come after SetMovementSystem
//UpdateGestureReconizerCam();
yield
return new WaitForEndOfFrame();
//right here is the fucker most likely to break
ReloadCVRInputManager();
//some menus have 0.5s wait(), so to be safe
yield
return new WaitForSeconds(0.5f);
//reload current avatar
AssetManagement.Instance.LoadLocalAvatar(MetaPort.Instance.currentAvatarGuid);
yield
return new WaitForSeconds(2f);
if (!VRMode)
//collision center is set to match headpos in VR, but desktop doesnt reset it
MovementSystem.Instance.UpdateColliderCenter(PlayerSetup.Instance._avatar.transform.position);
//gonna try doing this last
DisposeSteamVR(VRMode);
MovementSystem.Instance.canMove = true;
BodySystem.TrackingEnabled = true;
yield
return null;
isAttemptingSwitch = false;
}
//shitton of try catch below
private static void InitializeSteamVR(bool isVR)
{
if (isVR)
{
//force SteamVR to fully initialize, this does all and more than what i did with LoadDevice()
SteamVR.Initialize(true);
//Just to make sure. Game does this natively when entering VR.
SteamVR_Settings.instance.pauseGameWhenDashboardVisible = false;
//TODO: something needs to be done to reinitialize SteamVR_Input or SteamVR_Actions
//If you restart SteamVR after already have been in VRMode, the steamvr action handles break
//ive tried:
//SteamVR_Input.Initialize(true)
//SteamVR_Actions.PreInitialize()
//Destroying SteamVR_Settings on DesktopMode
//Destroying SteamVR_Behavior on DesktopMode
//Destroying SteamVR_Render on DesktopMode
//Combinations of all of these..
//Its probably really simple, but I just cannot figure out how.
}
}
private static void DisposeSteamVR(bool isVR)
{
if (!isVR)
{
//force SteamVR to let go of Chillout
XRSettings.LoadDeviceByName("None");
XRSettings.enabled = false;
//destroy [SteamVR] gameobject as next SteamVR.Initialize creates a new one
Object.Destroy(SteamVR_Behaviour.instance.gameObject);
//what even does this do that is actually important?
SteamVR.SafeDispose();
}
}
// shouldn't be that important, right?
private static void CloseMenuElements(bool isVR)
{
if (ViewManager.Instance != null)
{
MelonLogger.Msg("Closed MainMenu Instance.");
ViewManager.Instance.UiStateToggle(false);
ViewManager.Instance.VrInputChanged(isVR);
}
else
{
MelonLogger.Msg("MainMenu Instance not found!!!");
}
if (ViewManager.Instance != null)
{
MelonLogger.Msg("Closed QuickMenu Instance.");
CVR_MenuManager.Instance.ToggleQuickMenu(false);
}
else
{
MelonLogger.Msg("QuickMenu Instance not found!!!");
}
//disable input during switch
CVRInputManager.Instance.inputEnabled = false;
}
private static void SetMetaPort(bool isVR)
{
try
{
MelonLogger.Msg($"Set MetaPort isUsingVr to {isVR}.");
MetaPort.Instance.isUsingVr = isVR;
}
catch (Exception)
{
MelonLogger.Error("Setting MetaPort isUsingVr failed. Is MetaPort.Instance invalid?");
MelonLogger.Msg("MetaPort.Instance: " + MetaPort.Instance);
throw;
}
}
private static void SetPlayerSetup(bool isVR)
{
try
{
MelonLogger.Msg($"Set PlayerSetup instance to {isVR}.");
PlayerSetup.Instance._inVr = isVR;
}
catch (Exception)
{
MelonLogger.Error("Setting PlayerSetup _inVr failed. Is PlayerSetup.Instance invalid?");
MelonLogger.Msg("PlayerSetup.Instance: " + PlayerSetup.Instance);
throw;
}
}
private static void SwitchActiveCameraRigs(bool isVR)
{
try
{
MelonLogger.Msg("Switched active camera rigs.");
PlayerSetup.Instance.desktopCameraRig.SetActive(!isVR);
PlayerSetup.Instance.vrCameraRig.SetActive(isVR);
}
catch (Exception)
{
MelonLogger.Error("Error switching active cameras. Are the camera rigs invalid?");
MelonLogger.Msg("PlayerSetup.Instance.desktopCameraRig: " + PlayerSetup.Instance.desktopCameraRig);
MelonLogger.Msg("PlayerSetup.Instance.vrCameraRig: " + PlayerSetup.Instance.vrCameraRig);
throw;
}
}
private static void RepositionCohtmlHud(bool isVR)
{
try
{
MelonLogger.Msg("Parented CohtmlHud to active camera.");
CohtmlHud.Instance.gameObject.transform.parent = isVR ? PlayerSetup.Instance.vrCamera.transform : PlayerSetup.Instance.desktopCamera.transform;
//sets hud position, rotation, and scale based on MetaPort isUsingVr
CVRTools.ConfigureHudAffinity();
CohtmlHud.Instance.gameObject.transform.localScale = new Vector3(1.2f, 1f, 1.2f);
}
catch (Exception)
{
MelonLogger.Error("Error parenting CohtmlHud to active camera. Is CohtmlHud.Instance invalid?");
MelonLogger.Msg("CohtmlHud.Instance: " + CohtmlHud.Instance);
throw;
}
}
private static void ReloadCVRInputManager()
{
try
{
MelonLogger.Msg("Set CVRInputManager reload to True. Input should reload next frame...");
CVRInputManager.Instance.reload = true;
//just in case
CVRInputManager.Instance.inputEnabled = true;
CVRInputManager.Instance.blockedByUi = false;
//sometimes head can get stuck, so just in case
CVRInputManager.Instance.independentHeadToggle = false;
//just nice to load into desktop with idle gesture
CVRInputManager.Instance.gestureLeft = 0f;
CVRInputManager.Instance.gestureLeftRaw = 0f;
CVRInputManager.Instance.gestureRight = 0f;
CVRInputManager.Instance.gestureRightRaw = 0f;
}
catch (Exception)
{
MelonLogger.Error("CVRInputManager reload failed. Is CVRInputManager.Instance invalid?");
MelonLogger.Msg("CVRInputManager.Instance: " + CVRInputManager.Instance);
throw;
}
}
//every nameplate canvas uses CameraFacingObject :stare:
private static void UpdateCameraFacingObject()
{
try
{
MelonLogger.Msg("Updating all CameraFacingObject scripts to face new camera. (this fixes nameplates)");
CameraFacingObject[] camfaceobjs = Object.FindObjectsOfType<CameraFacingObject>();
for (int i = 0; i < camfaceobjs.Count(); i++)
{
camfaceobjs[i].m_Camera = PlayerSetup.Instance.GetActiveCamera().GetComponent<Camera>();
}
}
catch (Exception)
{
MelonLogger.Error("Error updating CameraFacingObject objects! Nameplates will be wonk...");
throw;
}
}
private static void UpdateHudOperations(bool isVR)
{
try
{
MelonLogger.Msg("Set HudOperations worldLoadingItem and worldLoadStatus to their respective Desktop/Vr parent.");
HudOperations.Instance.worldLoadingItem = isVR ? HudOperations.Instance.worldLoadingItemVr : HudOperations.Instance.worldLoadingItemDesktop;
HudOperations.Instance.worldLoadStatus = isVR ? HudOperations.Instance.worldLoadStatusVr : HudOperations.Instance.worldLoadStatusDesktop;
}
catch (Exception)
{
MelonLogger.Error("Error updating HudOperations LoadingItem & LoadStatus!");
throw;
}
}
//this doesnt seem to work
private static void UpdateGestureReconizerCam()
{
try
{
MelonLogger.Msg("Set GestureReconizerCam camera to Camera.main.");
Camera cam = Traverse.Create(CVRGestureRecognizer.Instance).Field("_camera").GetValue() as Camera;
cam = PlayerSetup.Instance.GetActiveCamera().GetComponent<Camera>();
}
catch (Exception)
{
MelonLogger.Error("Error updating CVRGestureRecognizer camera!");
throw;
}
}
}