コード例 #1
0
        public static void FaceBlendShapeLateUpdateHook()
        {
            Cyu cyu = CyuLoaderVR.mainCyu;

            if (cyu == null)
            {
                return;
            }
            cyu.LateUpdateHook();
        }
コード例 #2
0
        public static void JudgeProcPre()
        {
            //This patch is only designed for caress mode, which only exists when there is a single girl in H
            //Therefore we only need the first Cyu object
            Cyu cyu = CyuLoaderVR.mainCyu;

            if (!cyu || cyu.flags.mode != HFlag.EMode.aibu)
            {
                return;
            }

            // If OrgasmAfterKiss is enabled, then we need to ensure that we do not revert back to an incorrect animation state if the girl
            // is being groped while kissing (see https://github.com/MayouKurayami/KK_CyuVR/pull/1#issuecomment-790853354).
            if (CyuLoaderVR.OrgasmAfterKiss.Value)
            {
                CyuLoaderVR.mainCyu.preventPrevAnimationSwap = true;
            }

            //If the last position in the array is filled, move it back one position and fill the last position with the current action
            //This ensures the last touched body part is always tracked in the last position of the array,
            //while the first position tracks any other body part that is being touched concurrently
            if (cyu.touchOrder.Last() != null)
            {
                cyu.touchOrder[cyu.touchOrder.Length - 2] = cyu.touchOrder[cyu.touchOrder.Length - 1];
            }

            cyu.touchOrder[cyu.touchOrder.Length - 1] = cyu.flags.click;

            //If currently kissing, update back-to-idle animation to the current touched body part
            if (cyu.IsKiss)
            {
                switch (cyu.touchOrder.Last())
                {
                case HFlag.ClickKind.muneL:
                case HFlag.ClickKind.muneR:
                    Traverse.Create(cyu.aibu).Field("backIdle").SetValue(1);
                    break;

                case HFlag.ClickKind.kokan:
                    Traverse.Create(cyu.aibu).Field("backIdle").SetValue(2);
                    break;

                case HFlag.ClickKind.siriL:
                case HFlag.ClickKind.siriR:
                case HFlag.ClickKind.anal:
                    Traverse.Create(cyu.aibu).Field("backIdle").SetValue(3);
                    break;
                }
            }
        }
コード例 #3
0
        public static void FinishActionPost()
        {
            //This patch is only designed for caress mode, which only exists when there is a single girl in H
            //Therefore we only need the first Cyu object
            Cyu cyu = CyuLoaderVR.mainCyu;

            if (!cyu || cyu.flags.mode != HFlag.EMode.aibu)
            {
                return;
            }

            //Find any entry in the touched body parts array that matches with the body part that was just released, and clear it
            int index = Array.LastIndexOf(cyu.touchOrder, cyu.flags.click - 6);

            if (index > -1)
            {
                Array.Clear(cyu.touchOrder, index, 1);
            }

            //While kissing and not in disengagement transition, update the back-to-idle animation to the last holding body part,
            //or set it to idle if no body part is currently being held.
            //It's too late to change the back-to-idle animation during disengagement transition, as the crossfade to the next animation has already begun
            //Changing the backIdle variable in this case would result in it being the wrong value and causing undesired behaviors
            if (cyu.IsKiss && cyu.kissPhase != Cyu.Phase.Disengaging)
            {
                switch (cyu.touchOrder.LastOrDefault(x => x != null))
                {
                case HFlag.ClickKind.muneL:
                case HFlag.ClickKind.muneR:
                    Traverse.Create(cyu.aibu).Field("backIdle").SetValue(1);
                    break;

                case HFlag.ClickKind.kokan:
                    Traverse.Create(cyu.aibu).Field("backIdle").SetValue(2);
                    break;

                case HFlag.ClickKind.siriL:
                case HFlag.ClickKind.siriR:
                case HFlag.ClickKind.anal:
                    Traverse.Create(cyu.aibu).Field("backIdle").SetValue(3);
                    break;

                default:
                    Traverse.Create(cyu.aibu).Field("backIdle").SetValue(0);
                    break;
                }
            }
        }
コード例 #4
0
        public static void SpeedUpClickItemAibuPre(ref float _rateSpeedUp)
        {
            //This patch is only designed for caress mode, which only exists when there is a single girl in H
            //Therefore we only need the first Cyu object
            Cyu cyu = CyuLoaderVR.mainCyu;

            if (!CyuLoaderVR.GropeOverride.Value || !cyu || cyu.flags.mode != HFlag.EMode.aibu || !cyu.IsKiss)
            {
                return;
            }

            if (_rateSpeedUp > 1f)
            {
                _rateSpeedUp = 0.7f;
                return;
            }
            else
            {
                cyu.dragSpeed = Math.Max(cyu.dragSpeed, Mathf.Clamp(0.1f + (214.444f * _rateSpeedUp) - (7222.222f * _rateSpeedUp * _rateSpeedUp), 0.1f, 1.5f));
            }
        }
コード例 #5
0
ファイル: CyuLoaderVR.cs プロジェクト: tylerbrawl/KK_CyuVR
        internal static void InitCyu(HFlag flags)
        {
            hFlag = flags;

            lstFemale.Clear();
            FindObjectsOfType <ChaControl>().ToList <ChaControl>().Where <ChaControl>(x => x.chaFile.parameter.sex == 1).ToList <ChaControl>().ForEach(female =>
            {
                Cyu oldCyu = female.GetComponent <Cyu>();
                if (oldCyu != null)
                {
                    Destroy(oldCyu);
                }

                Cyu newCyu   = female.gameObject.AddComponent <Cyu>();
                newCyu.flags = flags;
                lstFemale.Add(female);
                if (lstFemale.Count < 2)
                {
                    mainCyu = newCyu;
                }
            });
            animationName = flags.nowAnimationInfo.nameAnimation;
        }