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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Merge branch 'dev' of github.com:xen-42/outer-wilds-new-horizons into dev
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commit
0e7798e904
@ -254,7 +254,9 @@ namespace NewHorizons.Builder.Body
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fog._fogDensity *= scale;
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var volumesShape = volumes.FindChild("ZeroG_Fluid_Audio_Volume");
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volumesShape.GetComponent<SphereShape>().radius *= scale;
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var sphereShape = volumesShape.GetComponent<SphereShape>();
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sphereShape.enabled = true; // this starts disabled for some fucking reason
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sphereShape.radius *= scale;
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// Change fog color
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if (body.Config.Bramble.dimension.fogTint != null)
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@ -45,31 +45,25 @@ namespace NewHorizons.Builder.Props
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private static void InitPrefabs()
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{
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// Just take every scroll and get the first arc
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var existingArcs = GameObject.FindObjectsOfType<ScrollItem>().Select(x => x?._nomaiWallText?.gameObject?.transform?.Find("Arc 1")?.gameObject).Where(x => x != null).ToArray();
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var arcs = GameObject.FindObjectsOfType<ScrollItem>().Select(x => x?._nomaiWallText?.gameObject?.transform?.Find("Arc 1")?.gameObject).Where(x => x != null).ToArray();
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_arcPrefabs = new List<GameObject>();
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_childArcPrefabs = new List<GameObject>();
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foreach (var existingArc in existingArcs)
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foreach (var arc in arcs)
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{
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if (existingArc.GetComponent<MeshRenderer>().material.name.Contains("Child"))
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if (arc.GetComponent<MeshRenderer>().material.name.Contains("Child"))
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{
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var arc = existingArc.InstantiateInactive();
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arc.name = "Arc (Child)";
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_childArcPrefabs.Add(arc);
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}
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else
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{
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var arc = existingArc.InstantiateInactive();
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arc.name = "Arc";
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_arcPrefabs.Add(arc);
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}
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}
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var existingGhostArcs = GameObject.FindObjectsOfType<GhostWallText>().Select(x => x?._textLine?.gameObject).Where(x => x != null).ToArray();
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var ghostArcs = GameObject.FindObjectsOfType<GhostWallText>().Select(x => x?._textLine?.gameObject).Where(x => x != null).ToArray();
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_ghostArcPrefabs = new List<GameObject>();
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foreach (var existingArc in existingGhostArcs)
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foreach (var arc in ghostArcs)
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{
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var arc = existingArc.InstantiateInactive();
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arc.name = "Arc";
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_ghostArcPrefabs.Add(arc);
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}
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@ -26,8 +26,6 @@ namespace NewHorizons.Handlers
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public Sprite eoteSprite;
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public int subtitleIndex;
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public System.Random randomizer;
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public static readonly int PAUSE_TIMER_MAX = 50;
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public int pauseTimer = PAUSE_TIMER_MAX;
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@ -45,8 +43,6 @@ namespace NewHorizons.Handlers
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public void Start()
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{
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randomizer = new System.Random();
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GetComponent<CanvasGroup>().alpha = 1;
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graphic = GetComponent<Graphic>();
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image = GetComponent<UnityEngine.UI.Image>();
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@ -87,7 +83,7 @@ namespace NewHorizons.Handlers
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possibleSubtitles.Add(sprite);
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}
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public void Update()
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public void FixedUpdate()
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{
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CheckForEOTE();
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@ -132,14 +128,7 @@ namespace NewHorizons.Handlers
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public void ChangeSubtitle()
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{
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// to pick a new random subtitle without requiring retries, we generate a random offset less than the length of the possible subtitles array
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// we then add that offset to the current index, modulo NUMBER_OF_POSSIBLE_SUBTITLES
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// since the offset can never be NUMBER_OF_POSSIBLE_SUBTITLES, it will never wrap all the way back around to the initial subtitleIndex
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// note, this makes the code more confusing, but Random.Next(min, max) generates a random number on the range [min, max)
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// that is, the below code will generate numbers up to and including Count-1, not Count.
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var newIndexOffset = randomizer.Next(1, possibleSubtitles.Count);
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subtitleIndex = (subtitleIndex + newIndexOffset) % possibleSubtitles.Count;
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subtitleIndex = (subtitleIndex + 1) % possibleSubtitles.Count;
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image.sprite = possibleSubtitles[subtitleIndex];
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}
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