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VRGlobals.cs
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using EFT.UI;
using EFT.Visual;
using TarkovVR.Source.Player.Interactions;
using TarkovVR.Source.Player.VR;
using TarkovVR.Source.Player.VRManager;
using TarkovVR.Source.Weapons;
using UnityEngine;
using static EFT.Player;
namespace TarkovVR
{
internal class VRGlobals
{
public const string LEFT_ARM_OBJECT_NAME = "Base HumanLCollarbone";
public const string RIGHT_ARM_OBJECT_NAME = "Base HumanRCollarbone";
public const float MIN_JOYSTICK_AXIS_FOR_MOVEMENT = 0.5f;
public const float NEAR_CLIP_PLANE = 0.01f;
//public static HideoutVRPlayerManager hideoutVRPlayer;
//public static RaidVRPlayerManager raidVRPlayer;
public static VRPlayerManager vrPlayer;
public static MenuVRManager menuVRManager;
public static Transform commonUi;
public static Transform preloaderUi;
public static Transform menuUi;
public static Camera VRCam;
public static GameObject camHolder;
public static GameObject vrOffsetter;
public static GameObject camRoot;
public Transform playerCam;
public static Transform emptyHands;
public static Transform leftWrist;
public static EFT.Player player;
public static VROpticController vrOpticController;
public static HandsInteractionController handsInteractionController;
public static Vector3 grenadeOffset = new Vector3(22.5f,0,0);
public static Vector3 test = new Vector3(0.035f, 0.04f, -0.02f);
public static Vector3 testRot;
public static float randomMultiplier = 1;
public static bool menuOpen = false;
public static bool inGame = false;
public static Transform backHolster;
public static Transform backpackCollider;
public static Transform leftArmBendGoal;
public static Transform rightArmBendGoal;
public static Transform sidearmHolster;
public static BoxCollider backCollider;
public static FirearmController firearmController;
public static float scopeSensitivity = 0;
public static Transform scope;
public static IKManager ikManager;
public static SkinnedMeshRenderer handsOnlyModel;
public static SkinnedMeshRenderer origArmsModel;
public static SkinnedMeshRenderer legsModel;
public static AssetBundle handsBundle;
public static GameObject weaponHolder;
public static GameObject oldWeaponHolder;
public static bool inspectWeapon = false;
public static bool checkMagazine = false;
public static bool changeFireMode = false;
public static bool usingItem = false;
public static int quickSlot = -1;
public static bool blockRightJoystick = false;
public static bool blockLeftJoystick = false;
}
}