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https://github.com/hanetzer/sdraw_mods_cvr.git
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Minor code improvements
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parent
a2f9c1303e
commit
45557943c4
35 changed files with 557 additions and 835 deletions
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@ -1,4 +1,5 @@
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using ABI_RC.Core.Player;
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using ABI_RC.Core.Util.AnimatorManager;
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using ABI_RC.Systems.IK.SubSystems;
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using ABI_RC.Systems.Movement;
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using RootMotion.FinalIK;
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@ -19,24 +20,13 @@ namespace ml_amt
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public bool m_bendNormalRight;
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}
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static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f);
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static readonly int ms_emoteHash = Animator.StringToHash("Emote");
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IKState m_ikState;
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VRIK m_vrIk = null;
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int m_locomotionLayer = 0;
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float m_avatarScale = 1f;
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Vector3 m_locomotionOffset = Vector3.zero; // Original locomotion offset
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bool m_avatarReady = false;
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bool m_grounded = false;
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bool m_moving = false;
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bool m_locomotionOverride = false;
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bool m_emoteActive = false;
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Vector3 m_massCenter = Vector3.zero;
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Transform m_ikLimits = null;
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readonly List<AvatarParameter> m_parameters = null;
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@ -49,6 +39,8 @@ namespace ml_amt
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// Unity events
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void Start()
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{
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DontDestroyOnLoad(this);
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OnCrouchLimitChanged(Settings.CrouchLimit);
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OnProneLimitChanged(Settings.ProneLimit);
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@ -82,18 +74,8 @@ namespace ml_amt
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{
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if(m_avatarReady)
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{
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m_grounded = BetterBetterCharacterController.Instance.IsGrounded();
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m_moving = BetterBetterCharacterController.Instance.IsMoving();
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UpdateIKLimits();
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m_emoteActive = false;
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if(Settings.DetectEmotes && (m_locomotionLayer >= 0))
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{
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AnimatorStateInfo l_animState = PlayerSetup.Instance._animator.GetCurrentAnimatorStateInfo(m_locomotionLayer);
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m_emoteActive = (l_animState.tagHash == ms_emoteHash);
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}
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foreach(AvatarParameter l_param in m_parameters)
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l_param.Update(this);
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}
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@ -103,14 +85,9 @@ namespace ml_amt
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void OnAvatarClear()
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{
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m_vrIk = null;
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m_locomotionLayer = -1;
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m_grounded = false;
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m_avatarReady = false;
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m_avatarScale = 1f;
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m_locomotionOffset = Vector3.zero;
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m_emoteActive = false;
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m_moving = false;
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m_locomotionOverride = false;
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m_massCenter = Vector3.zero;
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m_ikLimits = null;
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m_parameters.Clear();
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@ -124,11 +101,12 @@ namespace ml_amt
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Utils.SetAvatarTPose();
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m_vrIk = PlayerSetup.Instance._avatar.GetComponent<VRIK>();
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m_locomotionLayer = PlayerSetup.Instance._animator.GetLayerIndex("Locomotion/Emotes");
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m_avatarScale = Mathf.Abs(PlayerSetup.Instance._avatar.transform.localScale.y);
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// Parse animator parameters
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m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.Moving, PlayerSetup.Instance.animatorManager));
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m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.MovementSpeed, PlayerSetup.Instance.animatorManager));
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m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.Velocity, PlayerSetup.Instance.animatorManager));
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m_parameters.RemoveAll(p => !p.IsValid());
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// Avatar custom IK limits
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@ -153,8 +131,8 @@ namespace ml_amt
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if((l_foot != null) && (l_toe != null))
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{
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Vector3 l_footPos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_foot.GetMatrix()) * ms_pointVector;
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Vector3 l_toePos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_toe.GetMatrix()) * ms_pointVector;
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Vector3 l_footPos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_foot.GetMatrix()).GetPosition();
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Vector3 l_toePos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_toe.GetMatrix()).GetPosition();
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m_massCenter = new Vector3(0f, 0f, l_toePos.z - l_footPos.z);
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}
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}
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@ -192,44 +170,32 @@ namespace ml_amt
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// IK events
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void OnIKPreSolverUpdate()
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{
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bool l_locomotionOverride = false;
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m_ikState.m_weight = m_vrIk.solver.IKPositionWeight;
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m_ikState.m_locomotionWeight = m_vrIk.solver.locomotion.weight;
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m_ikState.m_plantFeet = m_vrIk.solver.plantFeet;
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m_ikState.m_bendNormalLeft = m_vrIk.solver.leftLeg.useAnimatedBendNormal;
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m_ikState.m_bendNormalRight = m_vrIk.solver.rightLeg.useAnimatedBendNormal;
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if(Settings.DetectEmotes && m_emoteActive)
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m_vrIk.solver.IKPositionWeight = 0f;
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if(!BodySystem.isCalibratedAsFullBody)
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{
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if(BetterBetterCharacterController.Instance.AvatarUpright <= BetterBetterCharacterController.Instance.avatarCrouchLimit)
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{
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m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
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m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
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l_locomotionOverride = true;
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}
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if(Settings.IKOverrideFly && BetterBetterCharacterController.Instance.IsFlying())
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{
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m_vrIk.solver.locomotion.weight = 0f;
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m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
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m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
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l_locomotionOverride = true;
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}
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if(Settings.IKOverrideJump && !m_grounded && !BetterBetterCharacterController.Instance.IsFlying())
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if(Settings.IKOverrideJump && !BetterBetterCharacterController.Instance.IsGrounded() && !BetterBetterCharacterController.Instance.IsFlying())
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{
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m_vrIk.solver.locomotion.weight = 0f;
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m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
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m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
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l_locomotionOverride = true;
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}
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}
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if(m_locomotionOverride && !l_locomotionOverride)
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m_vrIk.solver.Reset();
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m_locomotionOverride = l_locomotionOverride;
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}
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void OnIKPostSolverUpdate()
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@ -275,6 +241,12 @@ namespace ml_amt
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}
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// Parameters access
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public bool IsMoving() => m_moving;
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public bool IsMoving() => BetterBetterCharacterController.Instance.IsMoving();
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public float GetMovementSpeed()
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{
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AvatarAnimatorManager l_animatorManager = PlayerSetup.Instance.animatorManager;
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return Mathf.Sqrt(l_animatorManager.MovementX * l_animatorManager.MovementX + l_animatorManager.MovementY * l_animatorManager.MovementY);
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}
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public float GetVelocity() => BetterBetterCharacterController.Instance.velocity.magnitude;
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}
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}
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