Additional FBT checks

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SDraw 2022-09-03 17:00:18 +03:00
parent f61e1b20c5
commit 78bce5e34e
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5 changed files with 28 additions and 14 deletions

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@ -1,4 +1,5 @@
using ABI_RC.Core.Player;
using RootMotion.FinalIK;
using System.Collections.Generic;
using UnityEngine;
@ -6,6 +7,8 @@ namespace ml_amt
{
class MotionTweaker : MonoBehaviour
{
static System.Reflection.FieldInfo ms_rootVelocity = typeof(IKSolverVR).GetField("rootVelocity", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
enum ParameterType
{
Upright
@ -26,7 +29,8 @@ namespace ml_amt
static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f);
RootMotion.FinalIK.VRIK m_vrIk = null;
CVR_IK_Calibrator m_ikCalibrator = null;
VRIK m_vrIk = null;
bool m_ready = false;
@ -46,6 +50,11 @@ namespace ml_amt
m_parameters = new List<AdditionalParameterInfo>();
}
void Start()
{
m_ikCalibrator = this.GetComponent<CVR_IK_Calibrator>();
}
void Update()
{
if(m_ready)
@ -55,14 +64,19 @@ namespace ml_amt
float l_currentHeight = Mathf.Clamp((l_hmdMatrix * ms_pointVector).y, 0f, float.MaxValue);
float l_avatarViewHeight = Mathf.Clamp(PlayerSetup.Instance.GetViewPointHeight() * PlayerSetup.Instance._avatar.transform.localScale.y, 0f, float.MaxValue);
m_currentUpright = Mathf.Clamp((((l_currentHeight > 0f) && (l_avatarViewHeight > 0f)) ? (l_currentHeight / l_avatarViewHeight) : 0f), 0f, 1f);
m_standing = (m_currentUpright > m_crouchLimit);
bool l_standing = (m_currentUpright > m_crouchLimit);
if((m_vrIk != null) && m_vrIk.enabled && !PlayerSetup.Instance._movementSystem.sitting && (PlayerSetup.Instance._movementSystem.movementVector.magnitude <= Mathf.Epsilon) && !PlayerSetup.Instance.fullBodyActive)
if(!m_ikCalibrator.avatarCalibratedAsFullBody && (m_vrIk != null) && m_vrIk.enabled && !PlayerSetup.Instance._movementSystem.sitting && (PlayerSetup.Instance._movementSystem.movementVector.magnitude <= Mathf.Epsilon))
{
m_locomotionWeight = Mathf.Lerp(m_locomotionWeight, m_standing ? 1f : 0f, 0.5f);
m_locomotionWeight = Mathf.Lerp(m_locomotionWeight, l_standing ? 1f : 0f, 0.5f);
m_vrIk.solver.locomotion.weight = m_locomotionWeight;
if(l_standing && (m_standing != l_standing))
ms_rootVelocity.SetValue(m_vrIk.solver, Vector3.zero);
}
m_standing = l_standing;
if(m_parameters.Count > 0)
{
foreach(AdditionalParameterInfo l_param in m_parameters)
@ -103,7 +117,7 @@ namespace ml_amt
public void OnSetupAvatarGeneral()
{
m_vrIk = PlayerSetup.Instance._avatar.GetComponent<RootMotion.FinalIK.VRIK>();
m_vrIk = PlayerSetup.Instance._avatar.GetComponent<VRIK>();
// Parse animator parameters
AnimatorControllerParameter[] l_params = PlayerSetup.Instance._animator.parameters;