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Scaled jump
Minor changes
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08b1909d52
commit
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11 changed files with 435 additions and 216 deletions
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@ -32,7 +32,7 @@ namespace ml_amt
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bool m_bendNormalLeft = false;
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bool m_bendNormalRight = false;
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Transform m_avatarHips = null;
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float m_viewPointHeight = 1f;
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float m_avatarHeight = 1f; // Initial avatar view height
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bool m_inVR = false;
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bool m_fbtAnimations = true;
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@ -124,7 +124,7 @@ namespace ml_amt
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// Update upright
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Matrix4x4 l_hmdMatrix = PlayerSetup.Instance.transform.GetMatrix().inverse * PlayerSetup.Instance.GetActiveCamera().transform.GetMatrix();
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float l_currentHeight = Mathf.Clamp((l_hmdMatrix * ms_pointVector).y, 0f, float.MaxValue);
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float l_avatarViewHeight = Mathf.Clamp(m_viewPointHeight * GetRelativeScale(), 0f, float.MaxValue);
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float l_avatarViewHeight = Mathf.Clamp(m_avatarHeight * GetRelativeScale(), 0f, float.MaxValue);
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m_upright = Mathf.Clamp01((l_avatarViewHeight > 0f) ? (l_currentHeight / l_avatarViewHeight) : 0f);
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m_poseState = (m_upright <= Mathf.Min(m_proneLimit, m_crouchLimit)) ? PoseState.Proning : ((m_upright <= Mathf.Max(m_proneLimit, m_crouchLimit)) ? PoseState.Crouching : PoseState.Standing);
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@ -189,7 +189,7 @@ namespace ml_amt
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m_locomotionOverride = false;
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m_hipsToPlayer = Vector3.zero;
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m_avatarHips = null;
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m_viewPointHeight = 1f;
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m_avatarHeight = 1f;
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m_massCenter = Vector3.zero;
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m_stepDistance = Vector2.zero;
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m_parameters.Clear();
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@ -201,7 +201,7 @@ namespace ml_amt
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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_avatarHips = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Hips);
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m_viewPointHeight = PlayerSetup.Instance._avatar.GetComponent<ABI.CCK.Components.CVRAvatar>().viewPosition.y;
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m_avatarHeight = PlayerSetup.Instance._avatar.GetComponent<ABI.CCK.Components.CVRAvatar>().viewPosition.y;
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// Parse animator parameters
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m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.Upright, PlayerSetup.Instance.animatorManager));
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