using ABI_RC.Core.Player; using ABI_RC.Systems.IK; using ABI_RC.Systems.IK.SubSystems; using ABI_RC.Systems.Movement; using RootMotion.FinalIK; using System.Collections.Generic; using UnityEngine; namespace ml_amt { [DisallowMultipleComponent] class MotionTweaker : MonoBehaviour { struct IKState { public float m_weight; public float m_locomotionWeight; public bool m_plantFeet; public bool m_bendNormalLeft; public bool m_bendNormalRight; } static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f); static readonly int ms_emoteHash = Animator.StringToHash("Emote"); IKState m_ikState; VRIK m_vrIk = null; int m_locomotionLayer = 0; float m_avatarScale = 1f; Vector3 m_locomotionOffset = Vector3.zero; // Original locomotion offset bool m_avatarReady = false; bool m_grounded = false; bool m_moving = false; bool m_locomotionOverride = false; bool m_ikOverrideFly = true; bool m_ikOverrideJump = true; bool m_detectEmotes = true; bool m_emoteActive = false; Vector3 m_massCenter = Vector3.zero; Transform m_ikLimits = null; readonly List m_parameters = null; internal MotionTweaker() { m_parameters = new List(); } // Unity events void Start() { SetCrouchLimit(Settings.CrouchLimit); SetProneLimit(Settings.ProneLimit); SetIKOverrideFly(Settings.IKOverrideFly); SetIKOverrideJump(Settings.IKOverrideJump); SetDetectEmotes(Settings.DetectEmotes); Settings.CrouchLimitChange += this.SetCrouchLimit; Settings.ProneLimitChange += this.SetProneLimit; Settings.IKOverrideFlyChange += this.SetIKOverrideFly; Settings.IKOverrideJumpChange += this.SetIKOverrideJump; Settings.DetectEmotesChange += this.SetDetectEmotes; Settings.MassCenterChange += this.OnMassCenterChange; } void OnDestroy() { m_vrIk = null; m_ikLimits = null; m_parameters.Clear(); Settings.CrouchLimitChange -= this.SetCrouchLimit; Settings.ProneLimitChange -= this.SetProneLimit; Settings.IKOverrideFlyChange -= this.SetIKOverrideFly; Settings.IKOverrideJumpChange -= this.SetIKOverrideJump; Settings.DetectEmotesChange -= this.SetDetectEmotes; Settings.MassCenterChange -= this.OnMassCenterChange; } void Update() { if(m_avatarReady) { m_grounded = BetterBetterCharacterController.Instance.IsGrounded(); m_moving = BetterBetterCharacterController.Instance.IsMoving(); UpdateIKLimits(); m_emoteActive = false; if(m_detectEmotes && (m_locomotionLayer >= 0)) { AnimatorStateInfo l_animState = PlayerSetup.Instance._animator.GetCurrentAnimatorStateInfo(m_locomotionLayer); m_emoteActive = (l_animState.tagHash == ms_emoteHash); } if(m_parameters.Count > 0) { foreach(AvatarParameter l_param in m_parameters) l_param.Update(this); } } } // Game events internal void OnAvatarClear() { m_vrIk = null; m_locomotionLayer = -1; m_grounded = false; m_avatarReady = false; m_avatarScale = 1f; m_locomotionOffset = Vector3.zero; m_emoteActive = false; m_moving = false; m_locomotionOverride = false; m_massCenter = Vector3.zero; m_ikLimits = null; m_parameters.Clear(); BetterBetterCharacterController.Instance.avatarCrouchLimit = Mathf.Clamp01(Settings.CrouchLimit); BetterBetterCharacterController.Instance.avatarProneLimit = Mathf.Clamp01(Settings.ProneLimit); } internal void OnSetupAvatar() { m_vrIk = PlayerSetup.Instance._avatar.GetComponent(); m_locomotionLayer = PlayerSetup.Instance._animator.GetLayerIndex("Locomotion/Emotes"); m_avatarScale = Mathf.Abs(PlayerSetup.Instance._avatar.transform.localScale.y); // Parse animator parameters m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.Moving, PlayerSetup.Instance.animatorManager)); m_parameters.RemoveAll(p => !p.IsValid()); // Avatar custom IK limits m_ikLimits = PlayerSetup.Instance._avatar.transform.Find("[IKLimits]"); UpdateIKLimits(); // Apply VRIK tweaks if(m_vrIk != null) { m_locomotionOffset = m_vrIk.solver.locomotion.offset; m_massCenter = m_locomotionOffset; if(m_vrIk.solver.HasToes()) { Transform l_foot = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftFoot); if(l_foot == null) l_foot = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightFoot); Transform l_toe = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftToes); if(l_toe == null) l_toe = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightToes); if((l_foot != null) && (l_toe != null)) { Vector3 l_footPos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_foot.GetMatrix()) * ms_pointVector; Vector3 l_toePos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_toe.GetMatrix()) * ms_pointVector; m_massCenter = new Vector3(0f, 0f, l_toePos.z - l_footPos.z); } } m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? m_massCenter : m_locomotionOffset); m_vrIk.onPreSolverUpdate.AddListener(this.OnIKPreUpdate); m_vrIk.onPostSolverUpdate.AddListener(this.OnIKPostUpdate); } m_avatarReady = true; } internal void OnPlayspaceScale() { if((m_vrIk != null) && Settings.MassCenter) m_vrIk.solver.locomotion.offset = m_massCenter * GetRelativeScale(); } internal void OnAvatarReinitialize() { // Old VRIK is destroyed by game m_vrIk = PlayerSetup.Instance._animator.GetComponent(); if(m_vrIk != null) { m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? m_massCenter : m_locomotionOffset); m_vrIk.onPreSolverUpdate.AddListener(this.OnIKPreUpdate); m_vrIk.onPostSolverUpdate.AddListener(this.OnIKPostUpdate); } } // IK events void OnIKPreUpdate() { bool l_locomotionOverride = false; m_ikState.m_weight = m_vrIk.solver.IKPositionWeight; m_ikState.m_locomotionWeight = m_vrIk.solver.locomotion.weight; m_ikState.m_plantFeet = m_vrIk.solver.plantFeet; m_ikState.m_bendNormalLeft = m_vrIk.solver.leftLeg.useAnimatedBendNormal; m_ikState.m_bendNormalRight = m_vrIk.solver.rightLeg.useAnimatedBendNormal; if(m_detectEmotes && m_emoteActive) m_vrIk.solver.IKPositionWeight = 0f; if(!BodySystem.isCalibratedAsFullBody) { if(BetterBetterCharacterController.Instance.AvatarUpright <= BetterBetterCharacterController.Instance.avatarCrouchLimit) { m_vrIk.solver.leftLeg.useAnimatedBendNormal = true; m_vrIk.solver.rightLeg.useAnimatedBendNormal = true; l_locomotionOverride = true; } if(m_ikOverrideFly && BetterBetterCharacterController.Instance.IsFlying()) { m_vrIk.solver.locomotion.weight = 0f; m_vrIk.solver.leftLeg.useAnimatedBendNormal = true; m_vrIk.solver.rightLeg.useAnimatedBendNormal = true; l_locomotionOverride = true; } if(m_ikOverrideJump && !m_grounded && !BetterBetterCharacterController.Instance.IsFlying()) { m_vrIk.solver.locomotion.weight = 0f; m_vrIk.solver.leftLeg.useAnimatedBendNormal = true; m_vrIk.solver.rightLeg.useAnimatedBendNormal = true; l_locomotionOverride = true; } } if(m_locomotionOverride && !l_locomotionOverride) m_vrIk.solver.Reset(); m_locomotionOverride = l_locomotionOverride; } void OnIKPostUpdate() { m_vrIk.solver.IKPositionWeight = m_ikState.m_weight; m_vrIk.solver.locomotion.weight = m_ikState.m_locomotionWeight; m_vrIk.solver.plantFeet = m_ikState.m_plantFeet; m_vrIk.solver.leftLeg.useAnimatedBendNormal = m_ikState.m_bendNormalLeft; m_vrIk.solver.rightLeg.useAnimatedBendNormal = m_ikState.m_bendNormalRight; } // Settings internal void SetCrouchLimit(float p_value) { if(m_ikLimits == null) BetterBetterCharacterController.Instance.avatarCrouchLimit = Mathf.Clamp01(p_value); } internal void SetProneLimit(float p_value) { if(m_ikLimits == null) BetterBetterCharacterController.Instance.avatarProneLimit = Mathf.Clamp01(p_value); } internal void SetIKOverrideFly(bool p_state) { m_ikOverrideFly = p_state; } internal void SetIKOverrideJump(bool p_state) { m_ikOverrideJump = p_state; } internal void SetDetectEmotes(bool p_state) { m_detectEmotes = p_state; } void OnMassCenterChange(bool p_state) { if(m_vrIk != null) m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? (m_massCenter * GetRelativeScale()) : m_locomotionOffset); } // Arbitrary float GetRelativeScale() { return ((m_avatarScale > 0f) ? (PlayerSetup.Instance._avatar.transform.localScale.y / m_avatarScale) : 0f); } void UpdateIKLimits() { if(m_ikLimits != null) { Vector3 l_values = m_ikLimits.localPosition; BetterBetterCharacterController.Instance.avatarCrouchLimit = Mathf.Clamp01(l_values.x); BetterBetterCharacterController.Instance.avatarProneLimit = Mathf.Clamp01(l_values.y); } } // Parameters access public bool GetMoving() => m_moving; } }