mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
synced 2025-09-03 10:29:22 +00:00
311 lines
12 KiB
C#
311 lines
12 KiB
C#
using ABI_RC.Core.Player;
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using ABI_RC.Systems.IK;
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using ABI_RC.Systems.IK.SubSystems;
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using ABI_RC.Systems.MovementSystem;
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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_inVR = false;
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bool m_avatarReady = false;
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bool m_grounded = false;
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bool m_groundedRaw = false;
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bool m_moving = false;
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bool m_locomotionOverride = false;
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bool m_ikOverrideFly = true;
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bool m_ikOverrideJump = true;
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bool m_detectEmotes = true;
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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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m_inVR = Utils.IsInVR();
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SetCrouchLimit(Settings.CrouchLimit);
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SetProneLimit(Settings.ProneLimit);
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SetIKOverrideFly(Settings.IKOverrideFly);
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SetIKOverrideJump(Settings.IKOverrideJump);
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SetDetectEmotes(Settings.DetectEmotes);
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Settings.CrouchLimitChange += this.SetCrouchLimit;
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Settings.ProneLimitChange += this.SetProneLimit;
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Settings.IKOverrideFlyChange += this.SetIKOverrideFly;
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Settings.IKOverrideJumpChange += this.SetIKOverrideJump;
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Settings.DetectEmotesChange += this.SetDetectEmotes;
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Settings.MassCenterChange += this.OnMassCenterChange;
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}
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void OnDestroy()
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{
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Settings.CrouchLimitChange -= this.SetCrouchLimit;
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Settings.ProneLimitChange -= this.SetProneLimit;
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Settings.IKOverrideFlyChange -= this.SetIKOverrideFly;
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Settings.IKOverrideJumpChange -= this.SetIKOverrideJump;
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Settings.DetectEmotesChange -= this.SetDetectEmotes;
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Settings.MassCenterChange -= this.OnMassCenterChange;
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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 = MovementSystem.Instance.IsGrounded();
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m_groundedRaw = MovementSystem.Instance.IsGroundedRaw();
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m_moving = !Mathf.Approximately(MovementSystem.Instance.movementVector.magnitude, 0f);
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UpdateIKLimits();
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m_emoteActive = false;
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if(m_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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if(m_parameters.Count > 0)
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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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}
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// Game events
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internal 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_groundedRaw = 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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PlayerSetup.Instance.avatarCrouchLimit = Mathf.Clamp01(Settings.CrouchLimit);
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PlayerSetup.Instance.avatarProneLimit = Mathf.Clamp01(Settings.ProneLimit);
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}
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internal void OnSetupAvatar()
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{
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m_inVR = Utils.IsInVR();
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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.GroundedRaw, PlayerSetup.Instance.animatorManager));
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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.OnIKPreUpdate);
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m_vrIk.onPostSolverUpdate.AddListener(this.OnIKPostUpdate);
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}
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m_avatarReady = true;
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}
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internal void OnCalibrate()
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{
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if(m_avatarReady && (m_vrIk != null) && (m_vrIk.solver.spine.pelvisTarget != null) && (m_vrIk.solver.leftLeg.target == null) && (m_vrIk.solver.rightLeg.target == null))
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{
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// Do not consider 4PT as FBT (!!!)
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m_vrIk.solver.spine.bodyPosStiffness = 0.55f;
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m_vrIk.solver.spine.bodyRotStiffness = 0.1f;
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m_vrIk.solver.spine.neckStiffness = 0.5f;
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m_vrIk.solver.spine.chestClampWeight = 0.55f;
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m_vrIk.solver.spine.moveBodyBackWhenCrouching = 0.5f;
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m_vrIk.solver.spine.maxRootAngle = 25f;
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m_vrIk.fixTransforms = false;
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BodySystem.isCalibratedAsFullBody = false;
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BodySystem.TrackingLeftLegEnabled = false;
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BodySystem.TrackingRightLegEnabled = false;
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BodySystem.TrackingLocomotionEnabled = true;
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IKSystem.Instance.applyOriginalHipRotation = true;
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}
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}
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internal 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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// IK events
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void OnIKPreUpdate()
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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(m_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(PlayerSetup.Instance.avatarUpright <= PlayerSetup.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(m_ikOverrideFly && MovementSystem.Instance.flying)
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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(m_ikOverrideJump && !m_grounded && !MovementSystem.Instance.flying)
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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 OnIKPostUpdate()
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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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internal void SetCrouchLimit(float p_value)
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{
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if(m_ikLimits == null)
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PlayerSetup.Instance.avatarCrouchLimit = Mathf.Clamp01(p_value);
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}
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internal void SetProneLimit(float p_value)
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{
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if(m_ikLimits == null)
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PlayerSetup.Instance.avatarProneLimit = Mathf.Clamp01(p_value);
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}
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internal void SetIKOverrideFly(bool p_state)
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{
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m_ikOverrideFly = p_state;
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}
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internal void SetIKOverrideJump(bool p_state)
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{
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m_ikOverrideJump = p_state;
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}
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internal void SetDetectEmotes(bool p_state)
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{
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m_detectEmotes = p_state;
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}
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void OnMassCenterChange(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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PlayerSetup.Instance.avatarCrouchLimit = Mathf.Clamp01(l_values.x);
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PlayerSetup.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 float GetUpright() => PlayerSetup.Instance.avatarUpright;
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public bool GetGroundedRaw() => m_groundedRaw;
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public bool GetMoving() => m_moving;
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}
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}
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