mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
synced 2025-09-03 10:29:22 +00:00
280 lines
11 KiB
C#
280 lines
11 KiB
C#
using ABI_RC.Core.Player;
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using ABI_RC.Systems.IK.SubSystems;
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using ABI_RC.Systems.Movement;
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using RootMotion.FinalIK;
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using System.Collections.Generic;
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using UnityEngine;
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namespace ml_amt
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{
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[DisallowMultipleComponent]
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class MotionTweaker : MonoBehaviour
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{
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struct IKState
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{
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public float m_weight;
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public float m_locomotionWeight;
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public bool m_plantFeet;
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public bool m_bendNormalLeft;
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public bool m_bendNormalRight;
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}
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static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f);
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static readonly int ms_emoteHash = Animator.StringToHash("Emote");
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IKState m_ikState;
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VRIK m_vrIk = null;
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int m_locomotionLayer = 0;
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float m_avatarScale = 1f;
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Vector3 m_locomotionOffset = Vector3.zero; // Original locomotion offset
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bool m_avatarReady = false;
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bool m_grounded = false;
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bool m_moving = false;
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bool m_locomotionOverride = false;
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bool m_emoteActive = false;
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Vector3 m_massCenter = Vector3.zero;
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Transform m_ikLimits = null;
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readonly List<AvatarParameter> m_parameters = null;
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internal MotionTweaker()
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{
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m_parameters = new List<AvatarParameter>();
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}
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// Unity events
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void Start()
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{
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OnCrouchLimitChanged(Settings.CrouchLimit);
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OnProneLimitChanged(Settings.ProneLimit);
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Settings.OnCrouchLimitChanged.AddHandler(this.OnCrouchLimitChanged);
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Settings.OnProneLimitChanged.AddHandler(this.OnProneLimitChanged);
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Settings.OnMassCenterChanged.AddHandler(this.OnMassCenterChanged);
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GameEvents.OnAvatarSetup.AddHandler(this.OnAvatarSetup);
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GameEvents.OnAvatarClear.AddHandler(this.OnAvatarClear);
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GameEvents.OnAvatarReuse.AddHandler(this.OnAvatarReuse);
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GameEvents.OnPlayspaceScale.AddHandler(this.OnPlayspaceScale);
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}
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void OnDestroy()
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{
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m_vrIk = null;
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m_ikLimits = null;
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m_parameters.Clear();
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Settings.OnCrouchLimitChanged.RemoveHandler(this.OnCrouchLimitChanged);
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Settings.OnProneLimitChanged.RemoveHandler(this.OnProneLimitChanged);
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Settings.OnMassCenterChanged.RemoveHandler(this.OnMassCenterChanged);
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GameEvents.OnAvatarSetup.RemoveHandler(this.OnAvatarSetup);
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GameEvents.OnAvatarClear.RemoveHandler(this.OnAvatarClear);
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GameEvents.OnAvatarReuse.RemoveHandler(this.OnAvatarReuse);
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GameEvents.OnPlayspaceScale.RemoveHandler(this.OnPlayspaceScale);
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}
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void Update()
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{
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if(m_avatarReady)
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{
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m_grounded = BetterBetterCharacterController.Instance.IsGrounded();
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m_moving = BetterBetterCharacterController.Instance.IsMoving();
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UpdateIKLimits();
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m_emoteActive = false;
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if(Settings.DetectEmotes && (m_locomotionLayer >= 0))
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{
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AnimatorStateInfo l_animState = PlayerSetup.Instance._animator.GetCurrentAnimatorStateInfo(m_locomotionLayer);
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m_emoteActive = (l_animState.tagHash == ms_emoteHash);
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}
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foreach(AvatarParameter l_param in m_parameters)
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l_param.Update(this);
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}
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}
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// Game events
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void OnAvatarClear()
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{
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m_vrIk = null;
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m_locomotionLayer = -1;
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m_grounded = false;
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m_avatarReady = false;
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m_avatarScale = 1f;
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m_locomotionOffset = Vector3.zero;
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m_emoteActive = false;
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m_moving = false;
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m_locomotionOverride = false;
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m_massCenter = Vector3.zero;
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m_ikLimits = null;
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m_parameters.Clear();
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BetterBetterCharacterController.Instance.avatarCrouchLimit = Mathf.Clamp01(Settings.CrouchLimit);
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BetterBetterCharacterController.Instance.avatarProneLimit = Mathf.Clamp01(Settings.ProneLimit);
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}
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void OnAvatarSetup()
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{
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Utils.SetAvatarTPose();
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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_avatarScale = Mathf.Abs(PlayerSetup.Instance._avatar.transform.localScale.y);
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// Parse animator parameters
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m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.Moving, PlayerSetup.Instance.animatorManager));
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m_parameters.RemoveAll(p => !p.IsValid());
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// Avatar custom IK limits
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m_ikLimits = PlayerSetup.Instance._avatar.transform.Find("[IKLimits]");
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UpdateIKLimits();
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// Apply VRIK tweaks
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if(m_vrIk != null)
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{
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m_locomotionOffset = m_vrIk.solver.locomotion.offset;
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m_massCenter = m_locomotionOffset;
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if(m_vrIk.solver.HasToes())
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{
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Transform l_foot = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftFoot);
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if(l_foot == null)
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l_foot = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightFoot);
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Transform l_toe = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftToes);
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if(l_toe == null)
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l_toe = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightToes);
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if((l_foot != null) && (l_toe != null))
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{
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Vector3 l_footPos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_foot.GetMatrix()) * ms_pointVector;
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Vector3 l_toePos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_toe.GetMatrix()) * ms_pointVector;
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m_massCenter = new Vector3(0f, 0f, l_toePos.z - l_footPos.z);
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}
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}
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m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? m_massCenter : m_locomotionOffset);
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m_vrIk.onPreSolverUpdate.AddListener(this.OnIKPreSolverUpdate);
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m_vrIk.onPostSolverUpdate.AddListener(this.OnIKPostSolverUpdate);
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}
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m_avatarReady = true;
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}
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void OnPlayspaceScale()
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{
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if((m_vrIk != null) && Settings.MassCenter)
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m_vrIk.solver.locomotion.offset = m_massCenter * GetRelativeScale();
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}
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void OnAvatarReuse()
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{
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// Old VRIK is destroyed by game
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Utils.SetAvatarTPose();
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m_vrIk = PlayerSetup.Instance._animator.GetComponent<VRIK>();
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if(m_vrIk != null)
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{
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m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? m_massCenter : m_locomotionOffset);
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m_vrIk.onPreSolverUpdate.AddListener(this.OnIKPreSolverUpdate);
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m_vrIk.onPostSolverUpdate.AddListener(this.OnIKPostSolverUpdate);
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}
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}
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// IK events
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void OnIKPreSolverUpdate()
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{
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bool l_locomotionOverride = false;
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m_ikState.m_weight = m_vrIk.solver.IKPositionWeight;
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m_ikState.m_locomotionWeight = m_vrIk.solver.locomotion.weight;
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m_ikState.m_plantFeet = m_vrIk.solver.plantFeet;
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m_ikState.m_bendNormalLeft = m_vrIk.solver.leftLeg.useAnimatedBendNormal;
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m_ikState.m_bendNormalRight = m_vrIk.solver.rightLeg.useAnimatedBendNormal;
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if(Settings.DetectEmotes && m_emoteActive)
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m_vrIk.solver.IKPositionWeight = 0f;
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if(!BodySystem.isCalibratedAsFullBody)
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{
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if(BetterBetterCharacterController.Instance.AvatarUpright <= BetterBetterCharacterController.Instance.avatarCrouchLimit)
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{
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m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
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m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
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l_locomotionOverride = true;
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}
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if(Settings.IKOverrideFly && BetterBetterCharacterController.Instance.IsFlying())
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{
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m_vrIk.solver.locomotion.weight = 0f;
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m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
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m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
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l_locomotionOverride = true;
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}
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if(Settings.IKOverrideJump && !m_grounded && !BetterBetterCharacterController.Instance.IsFlying())
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{
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m_vrIk.solver.locomotion.weight = 0f;
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m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
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m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
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l_locomotionOverride = true;
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}
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}
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if(m_locomotionOverride && !l_locomotionOverride)
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m_vrIk.solver.Reset();
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m_locomotionOverride = l_locomotionOverride;
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}
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void OnIKPostSolverUpdate()
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{
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m_vrIk.solver.IKPositionWeight = m_ikState.m_weight;
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m_vrIk.solver.locomotion.weight = m_ikState.m_locomotionWeight;
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m_vrIk.solver.plantFeet = m_ikState.m_plantFeet;
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m_vrIk.solver.leftLeg.useAnimatedBendNormal = m_ikState.m_bendNormalLeft;
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m_vrIk.solver.rightLeg.useAnimatedBendNormal = m_ikState.m_bendNormalRight;
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}
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// Settings
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void OnCrouchLimitChanged(float p_value)
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{
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if(m_ikLimits == null)
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BetterBetterCharacterController.Instance.avatarCrouchLimit = Mathf.Clamp01(p_value);
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}
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void OnProneLimitChanged(float p_value)
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{
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if(m_ikLimits == null)
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BetterBetterCharacterController.Instance.avatarProneLimit = Mathf.Clamp01(p_value);
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}
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void OnMassCenterChanged(bool p_state)
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{
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if(m_vrIk != null)
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m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? (m_massCenter * GetRelativeScale()) : m_locomotionOffset);
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}
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// Arbitrary
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float GetRelativeScale()
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{
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return ((m_avatarScale > 0f) ? (PlayerSetup.Instance._avatar.transform.localScale.y / m_avatarScale) : 0f);
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}
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void UpdateIKLimits()
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{
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if(m_ikLimits != null)
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{
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Vector3 l_values = m_ikLimits.localPosition;
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BetterBetterCharacterController.Instance.avatarCrouchLimit = Mathf.Clamp01(l_values.x);
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BetterBetterCharacterController.Instance.avatarProneLimit = Mathf.Clamp01(l_values.y);
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}
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}
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// Parameters access
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public bool IsMoving() => m_moving;
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}
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}
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