Colour splashes (#773)
## Improvements - Colourize splash effects to custom fluid volumes (implements #740)
BIN
NewHorizons/Assets/textures/CloudEntry_GD_Island_d.png
Normal file
|
After Width: | Height: | Size: 2.9 MiB |
BIN
NewHorizons/Assets/textures/CloudExit__PlayerShip_d.png
Normal file
|
After Width: | Height: | Size: 2.9 MiB |
|
Before Width: | Height: | Size: 3.8 MiB After Width: | Height: | Size: 3.4 MiB |
|
Before Width: | Height: | Size: 3.3 MiB |
|
Before Width: | Height: | Size: 3.2 MiB After Width: | Height: | Size: 2.5 MiB |
|
Before Width: | Height: | Size: 2.4 MiB |
265
NewHorizons/Components/SplashColourizer.cs
Normal file
@ -0,0 +1,265 @@
|
|||||||
|
using NewHorizons.External.Configs;
|
||||||
|
using NewHorizons.External.SerializableData;
|
||||||
|
using NewHorizons.Utility;
|
||||||
|
using NewHorizons.Utility.Files;
|
||||||
|
using NewHorizons.Utility.OuterWilds;
|
||||||
|
using NewHorizons.Utility.OWML;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace NewHorizons.Components;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// When a Fluid Detector enters this volume, it's splash effects will get colourized to match whats on this planet
|
||||||
|
/// </summary>
|
||||||
|
public class SplashColourizer : MonoBehaviour
|
||||||
|
{
|
||||||
|
public float _radius;
|
||||||
|
|
||||||
|
private SphereShape _sphereShape;
|
||||||
|
|
||||||
|
private Dictionary<SplashEffect, GameObject> _cachedOriginalPrefabs = new();
|
||||||
|
private Dictionary<SplashEffect, GameObject> _cachedModifiedPrefabs = new();
|
||||||
|
|
||||||
|
private FluidDetector _playerDetector, _shipDetector, _probeDetector;
|
||||||
|
|
||||||
|
private MColor _waterColour, _cloudColour, _plasmaColour, _sandColour;
|
||||||
|
|
||||||
|
private GameObject _prefabHolder;
|
||||||
|
|
||||||
|
private bool _probeInsideVolume;
|
||||||
|
|
||||||
|
private List<Texture> _customTextures = new();
|
||||||
|
|
||||||
|
public void Awake()
|
||||||
|
{
|
||||||
|
var volume = new GameObject("Volume");
|
||||||
|
volume.transform.parent = transform;
|
||||||
|
volume.transform.localPosition = Vector3.zero;
|
||||||
|
volume.layer = Layer.BasicEffectVolume;
|
||||||
|
|
||||||
|
_sphereShape = gameObject.AddComponent<SphereShape>();
|
||||||
|
_sphereShape.radius = _radius;
|
||||||
|
|
||||||
|
volume.AddComponent<OWTriggerVolume>();
|
||||||
|
|
||||||
|
_prefabHolder = new GameObject("Prefabs");
|
||||||
|
_prefabHolder.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void Make(GameObject planet, PlanetConfig config, float soi)
|
||||||
|
{
|
||||||
|
var water = config.Water?.tint;
|
||||||
|
var cloud = config.Atmosphere?.clouds?.tint;
|
||||||
|
var plasma = config.Lava?.tint ?? config.Star?.tint;
|
||||||
|
var sand = config.Sand?.tint;
|
||||||
|
|
||||||
|
if (water != null || cloud != null || plasma != null || sand != null)
|
||||||
|
{
|
||||||
|
var size = Mathf.Max(
|
||||||
|
soi / 1.5f,
|
||||||
|
config.Water?.size ?? 0f,
|
||||||
|
config.Atmosphere?.clouds?.outerCloudRadius ?? 0f,
|
||||||
|
config.Lava?.size ?? 0f,
|
||||||
|
config.Star?.size ?? 0f,
|
||||||
|
config.Sand?.size ?? 0f
|
||||||
|
) * 1.5f;
|
||||||
|
|
||||||
|
var colourizer = planet.AddComponent<SplashColourizer>();
|
||||||
|
|
||||||
|
colourizer._radius = size;
|
||||||
|
if (colourizer._sphereShape != null) colourizer._sphereShape.radius = size;
|
||||||
|
|
||||||
|
colourizer._waterColour = water;
|
||||||
|
colourizer._cloudColour = cloud;
|
||||||
|
colourizer._plasmaColour = plasma;
|
||||||
|
colourizer._sandColour = sand;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Start()
|
||||||
|
{
|
||||||
|
// Cache all prefabs
|
||||||
|
CachePrefabs(_playerDetector = Locator.GetPlayerDetector().GetComponent<DynamicFluidDetector>());
|
||||||
|
CachePrefabs(_shipDetector = Locator.GetShipDetector().GetComponent<ShipFluidDetector>());
|
||||||
|
CachePrefabs(_probeDetector = Locator.GetProbe().GetDetectorObject().GetComponent<ProbeFluidDetector>());
|
||||||
|
|
||||||
|
GlobalMessenger<SurveyorProbe>.AddListener("RetrieveProbe", OnRetrieveProbe);
|
||||||
|
|
||||||
|
// Check if player/ship are already inside
|
||||||
|
if ((_playerDetector.transform.position - transform.position).magnitude < _radius)
|
||||||
|
{
|
||||||
|
SetSplashEffects(_playerDetector, true);
|
||||||
|
}
|
||||||
|
if ((_shipDetector.transform.position - transform.position).magnitude < _radius)
|
||||||
|
{
|
||||||
|
SetSplashEffects(_shipDetector, true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnDestroy()
|
||||||
|
{
|
||||||
|
GlobalMessenger<SurveyorProbe>.RemoveListener("RetrieveProbe", OnRetrieveProbe);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnRetrieveProbe(SurveyorProbe probe)
|
||||||
|
{
|
||||||
|
if (_probeInsideVolume)
|
||||||
|
{
|
||||||
|
// Else it never leaves the volume
|
||||||
|
SetProbeSplashEffects(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnTriggerEnter(Collider hitCollider) => OnEnterExit(hitCollider, true);
|
||||||
|
|
||||||
|
public void OnTriggerExit(Collider hitCollider) => OnEnterExit(hitCollider, false);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The probe keeps being null idgi
|
||||||
|
/// </summary>
|
||||||
|
/// <returns></returns>
|
||||||
|
private bool IsProbeLaunched()
|
||||||
|
{
|
||||||
|
return Locator.GetProbe()?.IsLaunched() ?? false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnEnterExit(Collider hitCollider, bool entering)
|
||||||
|
{
|
||||||
|
if (!enabled) return;
|
||||||
|
|
||||||
|
if (hitCollider.attachedRigidbody != null)
|
||||||
|
{
|
||||||
|
var isPlayer = hitCollider.attachedRigidbody.CompareTag("Player");
|
||||||
|
var isShip = hitCollider.attachedRigidbody.CompareTag("Ship");
|
||||||
|
var isProbe = hitCollider.attachedRigidbody.CompareTag("Probe");
|
||||||
|
|
||||||
|
if (isPlayer)
|
||||||
|
{
|
||||||
|
SetSplashEffects(_playerDetector, entering);
|
||||||
|
if (IsProbeLaunched())
|
||||||
|
{
|
||||||
|
SetProbeSplashEffects(entering);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (isShip)
|
||||||
|
{
|
||||||
|
SetSplashEffects(_shipDetector, entering);
|
||||||
|
if (PlayerState.IsInsideShip())
|
||||||
|
{
|
||||||
|
SetSplashEffects(_playerDetector, entering);
|
||||||
|
}
|
||||||
|
if (IsProbeLaunched())
|
||||||
|
{
|
||||||
|
SetProbeSplashEffects(entering);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (isProbe)
|
||||||
|
{
|
||||||
|
SetProbeSplashEffects(entering);
|
||||||
|
}
|
||||||
|
|
||||||
|
// If the probe isn't launched we always consider it as being inside the volume
|
||||||
|
if (isProbe || !IsProbeLaunched())
|
||||||
|
{
|
||||||
|
_probeInsideVolume = entering;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void CachePrefabs(FluidDetector detector)
|
||||||
|
{
|
||||||
|
foreach (var splashEffect in detector._splashEffects)
|
||||||
|
{
|
||||||
|
if (!_cachedOriginalPrefabs.ContainsKey(splashEffect))
|
||||||
|
{
|
||||||
|
_cachedOriginalPrefabs[splashEffect] = splashEffect.splashPrefab;
|
||||||
|
}
|
||||||
|
if (!_cachedModifiedPrefabs.ContainsKey(splashEffect))
|
||||||
|
{
|
||||||
|
Color? colour = null;
|
||||||
|
if (splashEffect.fluidType == FluidVolume.Type.CLOUD)
|
||||||
|
{
|
||||||
|
colour = _cloudColour?.ToColor();
|
||||||
|
}
|
||||||
|
switch(splashEffect.fluidType)
|
||||||
|
{
|
||||||
|
case FluidVolume.Type.CLOUD:
|
||||||
|
colour = _cloudColour?.ToColor();
|
||||||
|
break;
|
||||||
|
case FluidVolume.Type.WATER:
|
||||||
|
colour = _waterColour?.ToColor();
|
||||||
|
break;
|
||||||
|
case FluidVolume.Type.PLASMA:
|
||||||
|
colour = _plasmaColour?.ToColor();
|
||||||
|
break;
|
||||||
|
case FluidVolume.Type.SAND:
|
||||||
|
colour = _sandColour?.ToColor();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (colour is Color tint)
|
||||||
|
{
|
||||||
|
var flagError = false;
|
||||||
|
var prefab = splashEffect.splashPrefab.InstantiateInactive();
|
||||||
|
var meshRenderers = prefab.GetComponentsInChildren<MeshRenderer>(true);
|
||||||
|
foreach (var meshRenderer in meshRenderers)
|
||||||
|
{
|
||||||
|
if (_customTextures.Contains(meshRenderer.material.mainTexture))
|
||||||
|
{
|
||||||
|
// Might be some shared material stuff? This image is already tinted, so skip it
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Can't access the textures in memory so we need to have our own copies
|
||||||
|
var texture = ImageUtilities.GetTexture(Main.Instance, $"Assets/textures/{meshRenderer.material.mainTexture.name}.png");
|
||||||
|
if (texture == null)
|
||||||
|
{
|
||||||
|
NHLogger.LogError($"Go tell an NH dev to add this image texture to the mod because I can't be bothered to until somebody complains: {meshRenderer.material.mainTexture.name}");
|
||||||
|
GameObject.Destroy(prefab);
|
||||||
|
flagError = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
_customTextures.Add(texture);
|
||||||
|
|
||||||
|
meshRenderer.material = new(meshRenderer.material)
|
||||||
|
{
|
||||||
|
color = Color.white,
|
||||||
|
mainTexture = ImageUtilities.TintImage(texture, tint)
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
if (flagError) continue;
|
||||||
|
|
||||||
|
// Have to be active when being used by the base game classes but can't be seen
|
||||||
|
// Keep them active as children of an inactive game object
|
||||||
|
prefab.transform.parent = _prefabHolder.transform;
|
||||||
|
prefab.SetActive(true);
|
||||||
|
|
||||||
|
_cachedModifiedPrefabs[splashEffect] = prefab;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetSplashEffects(FluidDetector detector, bool entering)
|
||||||
|
{
|
||||||
|
NHLogger.LogVerbose($"Body {detector.name} {(entering ? "entered" : "left")} colourizing volume on {name}");
|
||||||
|
|
||||||
|
foreach (var splashEffect in detector._splashEffects)
|
||||||
|
{
|
||||||
|
var prefabs = entering ? _cachedModifiedPrefabs : _cachedOriginalPrefabs;
|
||||||
|
if (prefabs.TryGetValue(splashEffect, out var prefab))
|
||||||
|
{
|
||||||
|
splashEffect.splashPrefab = prefab;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetProbeSplashEffects(bool entering)
|
||||||
|
{
|
||||||
|
_probeInsideVolume = entering;
|
||||||
|
|
||||||
|
SetSplashEffects(_probeDetector, entering);
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -20,6 +20,10 @@ using System;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using NewHorizons.Streaming;
|
||||||
|
using Newtonsoft.Json;
|
||||||
|
using NewHorizons.External.Modules.VariableSize;
|
||||||
|
using NewHorizons.Components;
|
||||||
|
|
||||||
namespace NewHorizons.Handlers
|
namespace NewHorizons.Handlers
|
||||||
{
|
{
|
||||||
@ -764,6 +768,8 @@ namespace NewHorizons.Handlers
|
|||||||
SpawnPointBuilder.Make(go, body.Config.Spawn, rb);
|
SpawnPointBuilder.Make(go, body.Config.Spawn, rb);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
SplashColourizer.Make(go, body.Config, sphereOfInfluence);
|
||||||
|
|
||||||
// We allow removing children afterwards so you can also take bits off of the modules you used
|
// We allow removing children afterwards so you can also take bits off of the modules you used
|
||||||
if (body.Config.removeChildren != null) RemoveChildren(go, body);
|
if (body.Config.removeChildren != null) RemoveChildren(go, body);
|
||||||
|
|
||||||
|
|||||||
@ -43,7 +43,17 @@ namespace NewHorizons.Utility.Files
|
|||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
// Copied from OWML but without the print statement lol
|
// Copied from OWML but without the print statement lol
|
||||||
var path = Path.Combine(mod.ModHelper.Manifest.ModFolderPath, filename);
|
string path;
|
||||||
|
try
|
||||||
|
{
|
||||||
|
path = Path.Combine(mod.ModHelper.Manifest.ModFolderPath, filename);
|
||||||
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
|
NHLogger.LogError($"Invalid path: Couldn't combine {mod.ModHelper.Manifest.ModFolderPath} {filename} - {e}");
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
var key = GetKey(path);
|
var key = GetKey(path);
|
||||||
if (_textureCache.TryGetValue(key, out var existingTexture))
|
if (_textureCache.TryGetValue(key, out var existingTexture))
|
||||||
{
|
{
|
||||||
|
|||||||