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