Ragdolled avatar's animator boolean parameter

Simplified additional parameters parsing
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SDraw 2023-04-13 15:59:40 +03:00
parent 912b37c87f
commit 2c7c90c792
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7 changed files with 97 additions and 53 deletions

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@ -0,0 +1,43 @@
using ABI_RC.Core;
using System.Text.RegularExpressions;
using UnityEngine;
namespace ml_prm
{
class AvatarBoolParameter
{
public readonly string m_name;
public readonly int m_hash = 0;
public readonly bool m_sync;
readonly CVRAnimatorManager m_manager = null;
public AvatarBoolParameter(string p_name, CVRAnimatorManager p_manager)
{
m_name = p_name;
m_manager = p_manager;
Regex l_regex = new Regex("^#?" + p_name + '$');
foreach(var l_param in m_manager.animator.parameters)
{
if(l_regex.IsMatch(l_param.name) && (l_param.type == AnimatorControllerParameterType.Bool))
{
m_name = l_param.name;
m_hash = l_param.nameHash;
m_sync = (l_param.name[0] != '#');
break;
}
}
}
public void SetValue(bool p_value)
{
if(m_hash != 0)
{
if(m_sync)
m_manager.SetAnimatorParameterBool(m_name, p_value);
else
m_manager.animator.SetBool(m_hash, p_value);
}
}
}
}

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@ -24,6 +24,10 @@ Optional mod's settings with [BTKUILib](https://github.com/BTK-Development/BTKUI
* **Angular movement drag:** angular movement resistance; `2.0` by default.
* **Reset settings:** resets mod settings to default.
Available additional parameters for AAS animator:
* **`Ragdolled`:** defines current ragdoll state; boolean.
* Note: Can be set as local-only (not synced) if starts with `#` character.
# Unity Editor Script
You can also trigger the ragdoll via animations on your avatar. To do this you need:
* Download and import the `ml_prm_editor_script.unitypackage` into your unity project

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@ -33,6 +33,7 @@ namespace ml_prm
RagdollToggle m_avatarRagdollToggle = null;
RagdollTrigger m_customTrigger = null;
AvatarBoolParameter m_ragdolledParameter = null;
bool m_reachedGround = true;
@ -129,6 +130,7 @@ namespace ml_prm
m_enabled = false;
m_avatarReady = false;
m_avatarRagdollToggle = null;
m_ragdolledParameter = null;
m_rigidBodies.Clear();
m_colliders.Clear();
m_puppetReferences = new BipedRagdollReferences();
@ -231,6 +233,7 @@ namespace ml_prm
}
m_avatarRagdollToggle = PlayerSetup.Instance._avatar.GetComponentInChildren<RagdollToggle>(true);
m_ragdolledParameter = new AvatarBoolParameter("Ragdolled", PlayerSetup.Instance.animatorManager);
m_avatarReady = true;
}
@ -336,6 +339,7 @@ namespace ml_prm
MovementSystem.Instance.SetImmobilized(true);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterTrigger("CancelEmote");
m_ragdolledParameter.SetValue(true);
if(BodySystem.isCalibratedAsFullBody)
BodySystem.TrackingPositionWeight = 0f;
@ -368,6 +372,7 @@ namespace ml_prm
if(IsSafeToUnragdoll())
{
MovementSystem.Instance.SetImmobilized(false);
m_ragdolledParameter.SetValue(false);
if(BodySystem.isCalibratedAsFullBody)
BodySystem.TrackingPositionWeight = 1f;

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@ -86,6 +86,7 @@
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="AvatarBoolParameter.cs" />
<Compile Include="RagdollTrigger.cs" />
<Compile Include="Main.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />