Interaction volumes

This commit is contained in:
Joshua Thome 2025-07-04 14:21:14 -05:00
parent 7223a4f523
commit 1330df64b4
5 changed files with 234 additions and 0 deletions

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@ -0,0 +1,87 @@
using NewHorizons.Components.Volumes;
using NewHorizons.External.Modules.Volumes.VolumeInfos;
using NewHorizons.Handlers;
using NewHorizons.Utility;
using NewHorizons.Utility.Files;
using NewHorizons.Utility.OuterWilds;
using NewHorizons.Utility.OWML;
using OWML.Common;
using UnityEngine;
namespace NewHorizons.Builder.Volumes
{
internal static class InteractionVolumeBuilder
{
public static InteractReceiver Make(GameObject planetGO, Sector sector, InteractionVolumeInfo info, IModBehaviour mod)
{
// Interaction volumes must use colliders because the first-person interaction system uses raycasting
if (info.shape != null)
{
info.shape.useShape = false;
}
var receiver = VolumeBuilder.Make<InteractReceiver>(planetGO, sector, info);
receiver.gameObject.layer = Layer.Interactible;
receiver._interactRange = info.range;
receiver._checkViewAngle = info.maxViewAngle.HasValue;
receiver._maxViewAngle = info.maxViewAngle ?? 180f;
receiver._usableInShip = info.usableInShip;
var volume = receiver.gameObject.AddComponent<NHInteractionVolume>();
volume.Reusable = info.reusable;
volume.Condition = info.condition;
volume.Persistent = info.persistent;
if (!string.IsNullOrEmpty(info.audio))
{
var audioSource = receiver.gameObject.AddComponent<AudioSource>();
// This could be more configurable but this should cover the most common use cases without bloating the info object
var owAudioSource = receiver.gameObject.AddComponent<OWAudioSource>();
owAudioSource._audioSource = audioSource;
owAudioSource.playOnAwake = false;
owAudioSource.loop = false;
owAudioSource.SetMaxVolume(1f);
owAudioSource.SetClipSelectionType(OWAudioSource.ClipSelectionOnPlay.RANDOM);
owAudioSource.SetTrack(OWAudioMixer.TrackName.Environment);
AudioUtilities.SetAudioClip(owAudioSource, info.audio, mod);
}
if (!string.IsNullOrEmpty(info.pathToAnimator))
{
var animObj = planetGO.transform.Find(info.pathToAnimator);
if (animObj == null)
{
NHLogger.LogError($"Couldn't find child of {planetGO.transform.GetPath()} at {info.pathToAnimator}");
}
else
{
var animator = animObj.GetComponent<Animator>();
if (animator == null)
{
NHLogger.LogError($"Couldn't find Animator on {animObj.name} at {info.pathToAnimator}");
}
else
{
volume.TargetAnimator = animator;
volume.AnimationTrigger = info.animationTrigger;
}
}
}
receiver.gameObject.SetActive(true);
var text = TranslationHandler.GetTranslation(info.prompt, TranslationHandler.TextType.UI);
Delay.FireOnNextUpdate(() =>
{
// This NREs if set immediately
receiver.ChangePrompt(text);
});
return receiver;
}
}
}

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@ -70,6 +70,13 @@ namespace NewHorizons.Builder.Volumes
VolumeBuilder.MakeAndEnable<MapRestrictionVolume>(go, sector, mapRestrictionVolume);
}
}
if (config.Volumes.interactionVolumes != null)
{
foreach (var interactionVolume in config.Volumes.interactionVolumes)
{
InteractionVolumeBuilder.Make(go, sector, interactionVolume, mod);
}
}
if (config.Volumes.interferenceVolumes != null)
{
foreach (var interferenceVolume in config.Volumes.interferenceVolumes)

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace NewHorizons.Components.Volumes
{
public class NHInteractionVolume : MonoBehaviour
{
public bool Reusable { get; set; }
public string Condition { get; set; }
public bool Persistent { get; set; }
public Animator TargetAnimator { get; set; }
public string AnimationTrigger { get; set; }
InteractReceiver _interactReceiver;
OWAudioSource _audioSource;
protected void Awake()
{
_interactReceiver = GetComponent<InteractReceiver>();
_audioSource = GetComponent<OWAudioSource>();
_interactReceiver.OnPressInteract += OnInteract;
}
protected void OnDestroy()
{
_interactReceiver.OnPressInteract -= OnInteract;
}
protected void OnInteract()
{
if (!string.IsNullOrEmpty(Condition))
{
if (Persistent)
{
PlayerData.SetPersistentCondition(Condition, true);
}
else
{
DialogueConditionManager.SharedInstance.SetConditionState(Condition, true);
}
}
if (_audioSource != null)
{
_audioSource.Play();
}
if (TargetAnimator)
{
TargetAnimator.SetTrigger(AnimationTrigger);
}
if (Reusable)
{
_interactReceiver.ResetInteraction();
_interactReceiver.EnableInteraction();
}
else
{
_interactReceiver.DisableInteraction();
}
}
}
}

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@ -0,0 +1,65 @@
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace NewHorizons.External.Modules.Volumes.VolumeInfos
{
[JsonObject]
public class InteractionVolumeInfo : VolumeInfo
{
/// <summary>
/// The prompt to display when the volume is interacted with.
/// </summary>
public string prompt;
/// <summary>
/// The range at which the volume can be interacted with.
/// </summary>
[DefaultValue(2f)] public float range = 2f;
/// <summary>
/// The max view angle (in degrees) the player can see the volume with to interact with it. This will effectively be a cone extending from the volume's center forwards (along the Z axis) based on the volume's rotation.
/// If not specified, no view angle restriction will be applied.
/// </summary>
public float? maxViewAngle;
/// <summary>
/// Whether the volume can be interacted with while in the ship.
/// </summary>
public bool usableInShip;
/// <summary>
/// Whether the volume can be interacted with multiple times.
/// </summary>
public bool reusable;
/// <summary>
/// The name of the dialogue condition or persistent condition to set when the volume is interacted with.
/// </summary>
public string condition;
/// <summary>
/// If true, the condition will persist across all future loops until unset.
/// </summary>
public bool persistent;
/// <summary>
/// A sound to play when the volume is interacted with. Can be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list.
/// </summary>
public string audio;
/// <summary>
/// A path to an animator component where an animation will be triggered when the volume is interacted with.
/// </summary>
public string pathToAnimator;
/// <summary>
/// The name of an animation trigger to set on the animator when the volume is interacted with.
/// </summary>
public string animationTrigger;
}
}

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@ -43,6 +43,12 @@ namespace NewHorizons.External.Modules.Volumes
/// </summary>
public HazardVolumeInfo[] hazardVolumes;
/// <summary>
/// Add interaction volumes to this planet.
/// They can be interacted with by the player to trigger various effects.
/// </summary>
public InteractionVolumeInfo[] interactionVolumes;
/// <summary>
/// Add interference volumes to this planet.
/// Hides HUD markers of ship scout/probe and prevents scout photos if you are not inside the volume together with ship or scout probe.