using ABI_RC.Core.Player; using ABI_RC.Systems.IK.SubSystems; using ABI_RC.Systems.MovementSystem; using RootMotion.FinalIK; using System.Collections.Generic; using System.Reflection; using UnityEngine; namespace ml_amt { [DisallowMultipleComponent] class MotionTweaker : MonoBehaviour { static readonly FieldInfo ms_grounded = typeof(MovementSystem).GetField("_isGrounded", BindingFlags.NonPublic | BindingFlags.Instance); static readonly FieldInfo ms_groundedRaw = typeof(MovementSystem).GetField("_isGroundedRaw", BindingFlags.NonPublic | BindingFlags.Instance); static readonly FieldInfo ms_rootVelocity = typeof(IKSolverVR).GetField("rootVelocity", BindingFlags.NonPublic | BindingFlags.Instance); static readonly int ms_emoteHash = Animator.StringToHash("Emote"); enum ParameterType { Upright, GroundedRaw, Moving } enum ParameterSyncType { Local, Synced } struct AdditionalParameterInfo { public ParameterType m_type; public ParameterSyncType m_sync; public string m_name; public int m_hash; // For local only } enum PoseState { Standing = 0, Crouching, Proning } static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f); VRIK m_vrIk = null; int m_locomotionLayer = 0; float m_ikWeight = 1f; // Original weight float m_locomotionWeight = 1f; // Original weight float m_avatarScale = 1f; // Instantiated scale Transform m_avatarHips = null; float m_viewPointHeight = 1f; bool m_isInVR = false; bool m_avatarReady = false; bool m_compatibleAvatar = false; float m_upright = 1f; PoseState m_poseState = PoseState.Standing; bool m_grounded = false; bool m_groundedRaw = false; bool m_moving = false; bool m_ikOverrideCrouch = true; float m_crouchLimit = 0.65f; bool m_customCrouchLimit = false; 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_ikOverrideJump = true; bool m_customLocomotionOffset = false; Vector3 m_locomotionOffset = Vector3.zero; bool m_detectEmotes = true; bool m_emoteActive = false; bool m_followHips = true; Vector3 m_hipsToPlayer = Vector3.zero; readonly List m_parameters = null; public MotionTweaker() { m_parameters = new List(); } void Start() { m_isInVR = Utils.IsInVR(); Settings.IKOverrideCrouchChange += this.SetIKOverrideCrouch; Settings.CrouchLimitChange += this.SetCrouchLimit; Settings.IKOverrideProneChange += this.SetIKOverrideProne; Settings.ProneLimitChange += this.SetProneLimit; Settings.PoseTransitionsChange += this.SetPoseTransitions; Settings.AdjustedMovementChange += this.SetAdjustedMovement; Settings.IKOverrideFlyChange += this.SetIKOverrideFly; Settings.IKOverrideJumpChange += this.SetIKOverrideJump; Settings.DetectEmotesChange += this.SetDetectEmotes; Settings.FollowHipsChange += this.SetFollowHips; } void OnDestroy() { Settings.IKOverrideCrouchChange -= this.SetIKOverrideCrouch; Settings.CrouchLimitChange -= this.SetCrouchLimit; Settings.IKOverrideProneChange -= this.SetIKOverrideProne; Settings.ProneLimitChange -= this.SetProneLimit; Settings.PoseTransitionsChange -= this.SetPoseTransitions; Settings.AdjustedMovementChange -= this.SetAdjustedMovement; Settings.IKOverrideFlyChange -= this.SetIKOverrideFly; Settings.IKOverrideJumpChange -= this.SetIKOverrideJump; Settings.DetectEmotesChange -= this.SetDetectEmotes; Settings.FollowHipsChange -= this.SetFollowHips; } void Update() { if(m_avatarReady) { m_grounded = (bool)ms_grounded.GetValue(MovementSystem.Instance); m_groundedRaw = (bool)ms_groundedRaw.GetValue(MovementSystem.Instance); m_moving = !Mathf.Approximately(MovementSystem.Instance.movementVector.magnitude, 0f); // Update upright Matrix4x4 l_hmdMatrix = PlayerSetup.Instance.transform.GetMatrix().inverse * (m_isInVR ? 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_avatarScale = (m_avatarScale > 0f) ? (PlayerSetup.Instance._avatar.transform.localScale.y / m_avatarScale) : 0f; float l_avatarViewHeight = Mathf.Clamp(m_viewPointHeight * l_avatarScale, 0f, float.MaxValue); m_upright = Mathf.Clamp(((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_avatarHips != null) { Vector4 l_hipsToPoint = (PlayerSetup.Instance.transform.GetMatrix().inverse * m_avatarHips.GetMatrix()) * ms_pointVector; m_hipsToPlayer.Set(l_hipsToPoint.x, 0f, l_hipsToPoint.z); } if(m_isInVR && (m_vrIk != null) && m_vrIk.enabled) { 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_adjustedMovement) { MovementSystem.Instance.ChangeCrouch(l_poseState == PoseState.Crouching); MovementSystem.Instance.ChangeProne(l_poseState == PoseState.Proning); if(!m_poseTransitions) { PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false); PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false); } } if(m_poseTransitions) { PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", (l_poseState == PoseState.Crouching) && !m_compatibleAvatar && !BodySystem.isCalibratedAsFullBody); PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", (l_poseState == PoseState.Proning) && !m_compatibleAvatar && !BodySystem.isCalibratedAsFullBody); } } m_poseState = l_poseState; 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(AdditionalParameterInfo l_param in m_parameters) { switch(l_param.m_type) { case ParameterType.Upright: { switch(l_param.m_sync) { case ParameterSyncType.Local: PlayerSetup.Instance._animator.SetFloat(l_param.m_hash, m_upright); break; case ParameterSyncType.Synced: PlayerSetup.Instance.animatorManager.SetAnimatorParameterFloat(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, m_groundedRaw); break; case ParameterSyncType.Synced: PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool(l_param.m_name, m_groundedRaw); break; } } break; case ParameterType.Moving: { switch(l_param.m_sync) { case ParameterSyncType.Local: PlayerSetup.Instance._animator.SetBool(l_param.m_hash, m_moving); break; case ParameterSyncType.Synced: PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool(l_param.m_name, m_moving); break; } } break; } } } } } public void OnAvatarClear() { m_vrIk = null; m_locomotionLayer = -1; m_grounded = false; m_groundedRaw = false; m_avatarReady = false; m_compatibleAvatar = false; m_poseState = PoseState.Standing; m_customCrouchLimit = false; m_customProneLimit = false; m_customLocomotionOffset = false; m_locomotionOffset = Vector3.zero; m_avatarScale = 1f; m_emoteActive = false; m_moving = false; m_hipsToPlayer = Vector3.zero; m_avatarHips = null; m_viewPointHeight = 1f; m_parameters.Clear(); } public void OnSetupAvatar() { m_isInVR = Utils.IsInVR(); m_vrIk = PlayerSetup.Instance._avatar.GetComponent(); m_locomotionLayer = PlayerSetup.Instance._animator.GetLayerIndex("Locomotion/Emotes"); m_avatarHips = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Hips); m_viewPointHeight = PlayerSetup.Instance._avatar.GetComponent().viewPosition.y; // Parse animator parameters AnimatorControllerParameter[] l_params = PlayerSetup.Instance._animator.parameters; ParameterType[] l_enumParams = (ParameterType[])System.Enum.GetValues(typeof(ParameterType)); foreach(var l_param in l_params) { foreach(var l_enumParam in l_enumParams) { if(l_param.name.Contains(l_enumParam.ToString()) && (m_parameters.FindIndex(p => p.m_type == l_enumParam) == -1)) { bool l_local = (l_param.name[0] == '#'); m_parameters.Add(new AdditionalParameterInfo { m_type = l_enumParam, m_sync = (l_local ? ParameterSyncType.Local : ParameterSyncType.Synced), m_name = l_param.name, m_hash = (l_local ? l_param.nameHash : 0) }); break; } } } m_compatibleAvatar = m_parameters.Exists(p => p.m_name.Contains("Upright")); m_avatarScale = Mathf.Abs(PlayerSetup.Instance._avatar.transform.localScale.y); Transform l_customTransform = PlayerSetup.Instance._avatar.transform.Find("CrouchLimit"); m_customCrouchLimit = (l_customTransform != null); m_crouchLimit = m_customCrouchLimit ? Mathf.Clamp(l_customTransform.localPosition.y, 0f, 1f) : Settings.CrouchLimit; l_customTransform = PlayerSetup.Instance._avatar.transform.Find("ProneLimit"); m_customProneLimit = (l_customTransform != null); m_proneLimit = m_customProneLimit ? Mathf.Clamp(l_customTransform.localPosition.y, 0f, 1f) : Settings.ProneLimit; l_customTransform = PlayerSetup.Instance._avatar.transform.Find("LocomotionOffset"); m_customLocomotionOffset = (l_customTransform != null); m_locomotionOffset = m_customLocomotionOffset ? l_customTransform.localPosition : Vector3.zero; // Apply VRIK tweaks if(m_vrIk != null) { if(m_customLocomotionOffset) m_vrIk.solver.locomotion.offset = m_locomotionOffset; m_vrIk.onPreSolverUpdate.AddListener(this.OnIKPreUpdate); m_vrIk.onPostSolverUpdate.AddListener(this.OnIKPostUpdate); } m_avatarReady = true; } public void OnCalibrate() { if(m_avatarReady && BodySystem.isCalibratedAsFullBody && BodySystem.enableHipTracking && !BodySystem.enableRightFootTracking && !BodySystem.enableLeftFootTracking && !BodySystem.enableLeftKneeTracking && !BodySystem.enableRightKneeTracking) { BodySystem.isCalibratedAsFullBody = false; BodySystem.TrackingLeftLegEnabled = false; BodySystem.TrackingRightLegEnabled = false; BodySystem.TrackingLocomotionEnabled = true; if(m_vrIk != null) m_vrIk.solver.spine.maxRootAngle = 25f; // I need to rotate my legs, ffs! } } void OnIKPreUpdate() { bool l_legsOverride = false; m_ikWeight = m_vrIk.solver.IKPositionWeight; m_locomotionWeight = m_vrIk.solver.locomotion.weight; if(m_detectEmotes && m_emoteActive) m_vrIk.solver.IKPositionWeight = 0f; if((m_ikOverrideCrouch && (m_poseState != PoseState.Standing)) || (m_ikOverrideProne && (m_poseState == PoseState.Proning))) { m_vrIk.solver.locomotion.weight = 0f; l_legsOverride = true; } if(m_ikOverrideFly && MovementSystem.Instance.flying) { m_vrIk.solver.locomotion.weight = 0f; l_legsOverride = true; } if(m_ikOverrideJump && !m_grounded && !MovementSystem.Instance.flying) { m_vrIk.solver.locomotion.weight = 0f; l_legsOverride = true; } bool l_solverActive = !Mathf.Approximately(m_vrIk.solver.IKPositionWeight, 0f); if(l_legsOverride && l_solverActive && m_followHips && (!m_moving || (m_poseState == PoseState.Proning)) && m_isInVR && !BodySystem.isCalibratedAsFullBody) { ABI_RC.Systems.IK.IKSystem.VrikRootController.enabled = false; PlayerSetup.Instance._avatar.transform.localPosition = m_hipsToPlayer; } } void OnIKPostUpdate() { m_vrIk.solver.IKPositionWeight = m_ikWeight; m_vrIk.solver.locomotion.weight = m_locomotionWeight; } public void SetIKOverrideCrouch(bool 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 SetIKOverrideProne(bool p_state) { 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_isInVR) { 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_avatarReady && m_isInVR) { MovementSystem.Instance.ChangeCrouch(false); MovementSystem.Instance.ChangeProne(false); } } public void SetIKOverrideFly(bool p_state) { m_ikOverrideFly = p_state; } public void SetIKOverrideJump(bool p_state) { m_ikOverrideJump = p_state; } public void SetDetectEmotes(bool p_state) { m_detectEmotes = p_state; } public void SetFollowHips(bool p_state) { m_followHips = p_state; } } }