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72 changed files with 1064 additions and 927 deletions
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@ -1,10 +1,13 @@
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using ABI_RC.Core.Player;
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using System.Reflection;
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using UnityEngine;
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namespace ml_asl
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{
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public class AvatarSyncedLook : MelonLoader.MelonMod
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{
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readonly static Matrix4x4 ms_back = Matrix4x4.Translate(Vector3.back);
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public override void OnInitializeMelon()
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{
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Settings.Init();
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@ -19,7 +22,14 @@ namespace ml_asl
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static void OnPlayerAvatarMovementDataUpdate_Postfix(ref PlayerSetup __instance, PlayerAvatarMovementData ____playerAvatarMovementData)
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{
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if(Settings.Enabled && (__instance.EyeMovementController != null))
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{
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____playerAvatarMovementData.EyeTrackingOverride = true;
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if(__instance.EyeMovementController.CurrentTarget != null)
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____playerAvatarMovementData.EyeTrackingPosition = __instance.EyeMovementController.CurrentTarget.GetPosition();
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else
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____playerAvatarMovementData.EyeTrackingPosition = (__instance.transform.GetMatrix() * ms_back).GetPosition();
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}
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}
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}
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}
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[assembly: MelonLoader.MelonInfo(typeof(ml_asl.AvatarSyncedLook), "AvatarSyncedLook", "1.0.4", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
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[assembly: MelonLoader.MelonInfo(typeof(ml_asl.AvatarSyncedLook), "AvatarSyncedLook", "1.1.0", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
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[assembly: MelonLoader.MelonGame(null, "ChilloutVR")]
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[assembly: MelonLoader.MelonPlatform(MelonLoader.MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
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[assembly: MelonLoader.MelonPlatformDomain(MelonLoader.MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
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# Avatar Synced Look
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This mod Forces local player's eyes look direction to be synced for remote players.
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This mod forces local player's eyes look direction to be synced for remote players.
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# Installation
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* Install [latest MelonLoader](https://github.com/LavaGang/MelonLoader)
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* Get [latest release DLL](../../../releases/latest):
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* Put `ml_asl.dll` in `Mods` folder of game
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* Put `AvatarSyncedLook.dll` in `Mods` folder of game
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# Usage
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Available mod's settings in `Settings - Interactions - Avatar Synced Look`:
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* **Enabled:** sets eyes look direction to be synced or locally generated on remote users side; `true` by default.
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# Notes
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* Remote users with [EyeMovementFix](https://github.com/kafeijao/Kafe_CVR_Mods/tree/master/EyeMovementFix) installed can't see synced look direction.
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@ -6,15 +6,16 @@ namespace ml_asl
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{
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static class ResourcesHandler
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{
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readonly static string ms_namespace = typeof(ResourcesHandler).Namespace;
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public static string GetEmbeddedResource(string p_name)
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{
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string l_result = "";
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Assembly l_assembly = Assembly.GetExecutingAssembly();
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string l_assemblyName = l_assembly.GetName().Name;
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try
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{
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Stream l_libraryStream = l_assembly.GetManifestResourceStream(l_assemblyName + ".resources." + p_name);
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Stream l_libraryStream = l_assembly.GetManifestResourceStream(ms_namespace + ".resources." + p_name);
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StreamReader l_streadReader = new StreamReader(l_libraryStream);
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l_result = l_streadReader.ReadToEnd();
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}
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using ABI_RC.Core.UI;
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using System.Reflection;
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using UnityEngine;
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namespace ml_asl
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{
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@ -8,5 +9,11 @@ namespace ml_asl
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static readonly FieldInfo ms_view = typeof(CohtmlControlledViewWrapper).GetField("_view", BindingFlags.NonPublic | BindingFlags.Instance);
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public static void ExecuteScript(this CohtmlControlledViewWrapper p_instance, string p_script) => ((cohtml.Net.View)ms_view.GetValue(p_instance)).ExecuteScript(p_script);
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// Extensions
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public static Matrix4x4 GetMatrix(this Transform p_transform, bool p_pos = true, bool p_rot = true, bool p_scl = false)
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{
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return Matrix4x4.TRS(p_pos ? p_transform.position : Vector3.zero, p_rot ? p_transform.rotation : Quaternion.identity, p_scl ? p_transform.localScale : Vector3.one);
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}
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}
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}
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<Platforms>x64</Platforms>
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<PackageId>AvatarSyncedLook</PackageId>
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<Authors>SDraw</Authors>
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<Company>None</Company>
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<Company>SDraw</Company>
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<Product>AvatarSyncedLook</Product>
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<Version>1.0.4</Version>
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<Version>1.1.0</Version>
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<AssemblyName>AvatarSyncedLook</AssemblyName>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<Private>false</Private>
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<SpecificVersion>false</SpecificVersion>
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</Reference>
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<Reference Include="UnityEngine">
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<HintPath>D:\Games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.dll</HintPath>
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<SpecificVersion>false</SpecificVersion>
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<Private>false</Private>
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</Reference>
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>D:\Games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
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<Private>false</Private>
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