Better ones

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SDraw 2022-09-15 21:16:01 +00:00 committed by SDraw
parent 73e0cd6077
commit f364d6d2aa
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15 changed files with 332 additions and 186 deletions

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@ -1,4 +1,5 @@
using ABI_RC.Core.Player;
using ABI_RC.Systems.MovementSystem;
using RootMotion.FinalIK;
using System.Collections.Generic;
using UnityEngine;
@ -8,11 +9,14 @@ namespace ml_amt
class MotionTweaker : MonoBehaviour
{
static System.Reflection.FieldInfo ms_rootVelocity = typeof(IKSolverVR).GetField("rootVelocity", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
static System.Reflection.FieldInfo ms_groundedRaw = typeof(MovementSystem).GetField("_isGroundedRaw", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
enum ParameterType
{
Upright
Upright,
GroundedRaw
}
enum ParameterSyncType
{
Local,
@ -41,18 +45,21 @@ namespace ml_amt
bool m_avatarReady = false;
bool m_compatibleAvatar = false;
bool m_ikOverride = true;
float m_currentUpright = 1f;
float m_upright = 1f;
PoseState m_poseState = PoseState.Standing;
bool m_ikOverrideCrouch = true;
float m_crouchLimit = 0.65f;
bool m_customCrouchLimit = false;
bool m_detectPose = true;
bool m_ikOverrideProne = true;
float m_proneLimit = 0.3f;
bool m_customProneLimit = false;
bool m_poseTransitions = true;
bool m_adjustedMovement = true;
bool m_ikOverrideFly = true;
bool m_customLocomotionOffset = false;
Vector3 m_locomotionOffset = Vector3.zero;
@ -71,36 +78,51 @@ namespace ml_amt
Matrix4x4 l_hmdMatrix = PlayerSetup.Instance.transform.GetMatrix().inverse * (PlayerSetup.Instance._inVr ? PlayerSetup.Instance.vrHeadTracker.transform.GetMatrix() : PlayerSetup.Instance.desktopCameraRig.transform.GetMatrix());
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);
PoseState l_poseState = (m_currentUpright <= m_proneLimit) ? PoseState.Proning : ((m_currentUpright <= m_crouchLimit) ? PoseState.Crouching : PoseState.Standing);
m_upright = Mathf.Clamp((((l_currentHeight > 0f) && (l_avatarViewHeight > 0f)) ? (l_currentHeight / l_avatarViewHeight) : 0f), 0f, 1f);
PoseState l_poseState = (m_upright <= m_proneLimit) ? PoseState.Proning : ((m_upright <= m_crouchLimit) ? PoseState.Crouching : PoseState.Standing);
if((m_vrIk != null) && m_vrIk.enabled)
{
if(m_ikOverride && (m_poseState != l_poseState) && (l_poseState == PoseState.Standing))
ms_rootVelocity.SetValue(m_vrIk.solver, Vector3.zero);
if(m_poseState != l_poseState)
{
// Weird fix of torso shaking
if(m_ikOverrideCrouch && (l_poseState == PoseState.Standing))
ms_rootVelocity.SetValue(m_vrIk.solver, Vector3.zero);
if(m_ikOverrideProne && !m_ikOverrideCrouch && (l_poseState == PoseState.Crouching))
ms_rootVelocity.SetValue(m_vrIk.solver, Vector3.zero);
}
if(m_detectPose && !m_compatibleAvatar && !PlayerSetup.Instance.fullBodyActive)
if(m_poseTransitions && !m_compatibleAvatar && !PlayerSetup.Instance.fullBodyActive)
{
switch(l_poseState)
{
case PoseState.Standing:
{
PlayerSetup.Instance._movementSystem.ChangeCrouch(false);
PlayerSetup.Instance._movementSystem.ChangeProne(false);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false); // Forced to stop transitioning to standing locomotion
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false); // Forced to stop transitioning to standing locomotion
if(m_adjustedMovement)
{
MovementSystem.Instance.ChangeCrouch(false); //
MovementSystem.Instance.ChangeProne(false); // Affects movement speed
}
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false); //
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false); // Force to stop transitioning to standing locomotion while moving
}
break;
case PoseState.Crouching:
PlayerSetup.Instance._movementSystem.ChangeCrouch(true);
{
if(m_adjustedMovement)
MovementSystem.Instance.ChangeCrouch(true);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", true);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
break;
}
break;
case PoseState.Proning:
{
PlayerSetup.Instance._movementSystem.ChangeProne(true);
if(m_adjustedMovement)
MovementSystem.Instance.ChangeProne(true);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", true);
}
@ -122,10 +144,24 @@ namespace ml_amt
switch(l_param.m_sync)
{
case ParameterSyncType.Local:
PlayerSetup.Instance._animator.SetFloat(l_param.m_hash, m_currentUpright);
PlayerSetup.Instance._animator.SetFloat(l_param.m_hash, m_upright);
break;
case ParameterSyncType.Synced:
PlayerSetup.Instance.changeAnimatorParam(l_param.m_name, m_currentUpright);
PlayerSetup.Instance.changeAnimatorParam(l_param.m_name, m_upright);
break;
}
}
break;
case ParameterType.GroundedRaw:
{
switch(l_param.m_sync)
{
case ParameterSyncType.Local:
PlayerSetup.Instance._animator.SetBool(l_param.m_hash, (bool)ms_groundedRaw.GetValue(MovementSystem.Instance));
break;
case ParameterSyncType.Synced:
PlayerSetup.Instance.changeAnimatorParam(l_param.m_name, (bool)ms_groundedRaw.GetValue(MovementSystem.Instance) ? 1f : 0f);
break;
}
}
@ -207,45 +243,65 @@ namespace ml_amt
void OnIKPreUpdate()
{
if(m_ikOverride)
{
m_locomotionWeight = m_vrIk.solver.locomotion.weight;
if(m_poseState != PoseState.Standing)
m_vrIk.solver.locomotion.weight = 0f;
}
m_locomotionWeight = m_vrIk.solver.locomotion.weight;
if((m_ikOverrideCrouch && (m_poseState != PoseState.Standing)) || (m_ikOverrideProne && (m_poseState == PoseState.Proning)))
m_vrIk.solver.locomotion.weight = 0f;
if(m_ikOverrideFly && MovementSystem.Instance.flying)
m_vrIk.solver.locomotion.weight = 0f;
}
void OnIKPostUpdate()
{
if(m_ikOverride)
m_vrIk.solver.locomotion.weight = m_locomotionWeight;
m_vrIk.solver.locomotion.weight = m_locomotionWeight;
}
public void SetIKOverride(bool p_state)
public void SetIKOverrideCrouch(bool p_state)
{
m_ikOverride = p_state;
m_ikOverrideCrouch = p_state;
}
public void SetCrouchLimit(float p_value)
{
if(!m_customCrouchLimit)
m_crouchLimit = Mathf.Clamp(p_value, 0f, 1f);
}
public void SetDetectPose(bool p_state)
public void SetIKOverrideProne(bool p_state)
{
m_detectPose = p_state;
if(!m_detectPose && m_avatarReady && !m_compatibleAvatar && PlayerSetup.Instance._inVr)
{
PlayerSetup.Instance._movementSystem.ChangeCrouch(false);
PlayerSetup.Instance._movementSystem.ChangeProne(false);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
}
m_ikOverrideProne = p_state;
}
public void SetProneLimit(float p_value)
{
if(!m_customProneLimit)
m_proneLimit = Mathf.Clamp(p_value, 0f, 1f);
}
public void SetPoseTransitions(bool p_state)
{
m_poseTransitions = p_state;
if(!m_poseTransitions && m_avatarReady && !m_compatibleAvatar && PlayerSetup.Instance._inVr)
{
if(m_adjustedMovement)
{
MovementSystem.Instance.ChangeCrouch(false);
MovementSystem.Instance.ChangeProne(false);
}
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
}
}
public void SetAdjustedMovement(bool p_state)
{
m_adjustedMovement = p_state;
if(!m_adjustedMovement && m_poseTransitions && m_avatarReady && !m_compatibleAvatar && PlayerSetup.Instance._inVr)
{
MovementSystem.Instance.ChangeCrouch(false);
MovementSystem.Instance.ChangeProne(false);
}
}
public void SetIKOverrideFly(bool p_state)
{
m_ikOverrideFly = p_state;
}
}
}