private static void Postfix(PlayerLocomotion __instance, PlayerLocomotion.PLOC_State state, bool wasWarpedIntoState = false) { if (!__instance.m_owner.IsLocallyOwned) { return; } PlayerLocomotionEvents.StateChanged(state); }
private void OnPlayerLocomotionStateChanged(PlayerLocomotion.PLOC_State state) { if (!VRConfig.configUseBhaptics.Value) { return; } if ((m_lastLocState == PlayerLocomotion.PLOC_State.Fall || m_lastLocState == PlayerLocomotion.PLOC_State.Jump) && (state == PlayerLocomotion.PLOC_State.Stand || state == PlayerLocomotion.PLOC_State.Crouch)) { m_hapticPlayer.SubmitRegistered(VEST_LANDING_SMALL_KEY); } m_lastLocState = state; }
public void Setup(PlayerAgent player) { m_player = player; m_lastFlashlightEnabledState = player.Inventory.FlashlightEnabled; m_lastLocState = player.Locomotion.m_currentStateEnum; m_hapticPlayer = new HapticPlayer(); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_DAMAGE_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_TENTACLE_ATTACK_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_FIRE_R_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_FIRE_L_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_RELOAD_R_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_RELOAD_L_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_HAMMER_CHARGING_R_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_HAMMER_CHARGING_L_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_HAMMER_FULLY_CHARGED_R_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_HAMMER_FULLY_CHARGED_L_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_HAMMER_SMACK_R_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_HAMMER_SMACK_L_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_LANDING_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_LANDING_SMALL_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_GAIN_HEALTH_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_GAIN_AMMO_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_GAIN_TOOL_AMMO_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_GAIN_DISINFECTION_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_NEED_HEALTH_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_DEATH_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_CROUCH_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_STAND_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_BODY_SCAN_KEY); BhapticsUtils.RegisterVestTactKey(m_hapticPlayer, VEST_EXPLOSION_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_FIRE_R_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_FIRE_L_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_RELOAD_R_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_RELOAD_L_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_HAMMER_CHARGING_R_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_HAMMER_CHARGING_L_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_HAMMER_FULLY_CHARGED_R_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_HAMMER_FULLY_CHARGED_L_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_HAMMER_SMACK_R_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_HAMMER_SMACK_L_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_INTERACT_ITEM_R_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_INTERACT_ITEM_L_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_FLASHLIGHT_TOGGLE_R_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_FLASHLIGHT_TOGGLE_L_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_CHANGE_ITEM_R_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_CHANGE_ITEM_L_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_OUT_OF_AMMO_R_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_OUT_OF_AMMO_L_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_LANDING_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_GAIN_AMMO_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_GAIN_TOOL_AMMO_KEY); BhapticsUtils.RegisterArmsTactKey(m_hapticPlayer, ARMS_EXPLOSION_KEY); PlayerReceivedDamageEvents.OnPlayerTakeDamage += PlayReceiveDamageHaptics; PlayerReceivedDamageEvents.OnMineExplosion += MineExplosionHaptics; TentacleAttackEvents.OnTentacleAttack += TentacleAttackHaptics; PlayerFireWeaponEvents.OnPlayerFireWeapon += PlayWeaponFireHaptics; PlayerReloadEvents.OnPlayerReloaded += PlayWeaponReloadedHaptics; PlayerTriggerReloadEvents.OnTriggerWeaponReloaded += PlayTriggerWeaponReloadHaptics; HeldItemEvents.OnItemCharging += HammerChargingHaptics; HammerEvents.OnHammerSmack += HammerSmackHaptics; HammerEvents.OnHammerFullyCharged += HammerFullyChargedHaptics; FocusStateEvents.OnFocusStateChange += FocusStateChangedHaptics; PlayerInteractionEvents.OnPlayerInteracted += PlayerInteractedHaptics; PlayerInteractionEvents.OnBioscanSetState += PlayerBioscanSetStateHaptics; ItemEquippableEvents.OnPlayerWieldItem += PlayerChangedItemHaptics; ResourceUpdatedEvents.OnAmmoGained += AmmoGainedHaptics; ResourceUpdatedEvents.OnInfectionUpdated += InfectionUpdatedHaptics; ResourceUpdatedEvents.OnHealthUpdated += OnHealthUpdated; InventoryAmmoEvents.OnInventoryAmmoUpdate += OnAmmoUpdate; PlayerLocomotionEvents.OnStateChange += OnPlayerLocomotionStateChanged; var elevatorSequence = gameObject.AddComponent <BhapticsElevatorSequence>(); elevatorSequence.Setup(m_player, m_hapticPlayer); }
public static void StateChanged(PlayerLocomotion.PLOC_State newState) { Current = newState; OnStateChange?.Invoke(newState); }
private void PLOCStateChange(PlayerLocomotion.PLOC_State state) { ChangedWeapon(ItemEquippableEvents.currentItem); }