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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 https://github.com/Outer-Wilds-New-Horizons/new-horizons into dev
This commit is contained in:
commit
1390e79345
@ -1,6 +1,7 @@
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using NewHorizons.External;
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using NewHorizons.External;
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using NewHorizons.External.Configs;
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using NewHorizons.External.Configs;
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using NewHorizons.External.Modules;
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using NewHorizons.External.Modules;
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using NewHorizons.External.Modules.Props;
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using NewHorizons.External.SerializableData;
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using NewHorizons.External.SerializableData;
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using NewHorizons.Handlers;
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using NewHorizons.Handlers;
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using NewHorizons.Utility.OWML;
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using NewHorizons.Utility.OWML;
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@ -36,7 +37,7 @@ namespace NewHorizons.Builder.Body
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config.Base = new BaseModule()
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config.Base = new BaseModule()
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{
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{
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surfaceGravity = 1,
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surfaceGravity = belt.gravity,
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surfaceSize = size,
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surfaceSize = size,
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gravityFallOff = GravityFallOff.InverseSquared
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gravityFallOff = GravityFallOff.InverseSquared
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};
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};
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@ -49,7 +50,8 @@ namespace NewHorizons.Builder.Body
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trueAnomaly = 360f * (i + Random.Range(-0.2f, 0.2f)) / (float)count,
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trueAnomaly = 360f * (i + Random.Range(-0.2f, 0.2f)) / (float)count,
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primaryBody = bodyName,
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primaryBody = bodyName,
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semiMajorAxis = Random.Range(belt.innerRadius, belt.outerRadius),
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semiMajorAxis = Random.Range(belt.innerRadius, belt.outerRadius),
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showOrbitLine = false
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showOrbitLine = false,
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isTidallyLocked = true
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};
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};
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config.ReferenceFrame = new ReferenceFrameModule()
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config.ReferenceFrame = new ReferenceFrameModule()
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@ -62,8 +64,30 @@ namespace NewHorizons.Builder.Body
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enabled = false
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enabled = false
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};
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};
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config.ProcGen = belt.procGen;
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if (!string.IsNullOrEmpty(belt.assetBundle) || !string.IsNullOrEmpty(belt.path))
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if (config.ProcGen == null)
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{
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config.Props = new PropModule()
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{
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details = new DetailInfo[1]
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{
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new DetailInfo()
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{
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assetBundle = belt.assetBundle,
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path = belt.path,
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scale = size,
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rotation = belt.randomOrientation ? Random.rotation.eulerAngles : Vector3.zero,
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keepLoaded = true
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}
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}
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};
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}
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else if (belt.procGen != null)
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{
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config.ProcGen = belt.procGen;
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config.ProcGen.scale = size;
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}
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else
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{
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{
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config.ProcGen = new ProcGenModule()
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config.ProcGen = new ProcGenModule()
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{
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{
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@ -71,11 +95,6 @@ namespace NewHorizons.Builder.Body
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color = new MColor(126, 94, 73)
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color = new MColor(126, 94, 73)
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};
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};
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}
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}
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else
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{
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// Still update the size
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config.ProcGen.scale = size;
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}
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var asteroid = new NewHorizonsBody(config, mod);
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var asteroid = new NewHorizonsBody(config, mod);
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PlanetCreationHandler.GenerateBody(asteroid);
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PlanetCreationHandler.GenerateBody(asteroid);
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@ -91,14 +91,15 @@ namespace NewHorizons.Builder.Body
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level2.name += "1";
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level2.name += "1";
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LODGroup.RecalculateBounds();
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LODGroup.RecalculateBounds();
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// do this only for LOD because only the main body uses LOD, while title screen and proxies dont
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var superGroup = planetGO.GetComponent<ProxyShadowCasterSuperGroup>();
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if (superGroup != null) level2.gameObject.AddComponent<ProxyShadowCaster>()._superGroup = superGroup;
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}
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}
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var cubeSphereSC = cubeSphere.AddComponent<SphereCollider>();
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var cubeSphereSC = cubeSphere.AddComponent<SphereCollider>();
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cubeSphereSC.radius = Mathf.Min(module.minHeight, module.maxHeight) * Mathf.Min(stretch.x, stretch.y, stretch.z);
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cubeSphereSC.radius = Mathf.Min(module.minHeight, module.maxHeight) * Mathf.Min(stretch.x, stretch.y, stretch.z);
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var superGroup = planetGO.GetComponent<ProxyShadowCasterSuperGroup>();
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if (superGroup != null) cubeSphere.AddComponent<ProxyShadowCaster>()._superGroup = superGroup;
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cubeSphere.SetActive(true);
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cubeSphere.SetActive(true);
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// Now that we've made the mesh we can delete the heightmap texture
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// Now that we've made the mesh we can delete the heightmap texture
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@ -1,4 +1,4 @@
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using System.ComponentModel;
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using System.ComponentModel;
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using System.ComponentModel.DataAnnotations;
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using System.ComponentModel.DataAnnotations;
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using Newtonsoft.Json;
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using Newtonsoft.Json;
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@ -13,7 +13,7 @@ namespace NewHorizons.External.Modules
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[Range(-1, 200)] [DefaultValue(-1)] public int amount = -1;
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[Range(-1, 200)] [DefaultValue(-1)] public int amount = -1;
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/// <summary>
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/// <summary>
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/// Angle between the rings and the equatorial plane of the planet.
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/// Angle between the belt and the equatorial plane of the planet.
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/// </summary>
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/// </summary>
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public float inclination;
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public float inclination;
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@ -23,7 +23,7 @@ namespace NewHorizons.External.Modules
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[Range(0f, double.MaxValue)] public float innerRadius;
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[Range(0f, double.MaxValue)] public float innerRadius;
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/// <summary>
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/// <summary>
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/// Angle defining the point where the rings rise up from the planet's equatorial plane if inclination is nonzero.
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/// Angle defining the point where the belt rises up from the planet's equatorial plane if inclination is nonzero.
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/// </summary>
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/// </summary>
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public float longitudeOfAscendingNode;
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public float longitudeOfAscendingNode;
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@ -45,7 +45,7 @@ namespace NewHorizons.External.Modules
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[Range(0f, double.MaxValue)] public float outerRadius;
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[Range(0f, double.MaxValue)] public float outerRadius;
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/// <summary>
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/// <summary>
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/// How the asteroids are generated
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/// How the asteroids are generated, unless you supply a detail yourself using "assetBundle" and "path"
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/// </summary>
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/// </summary>
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public ProcGenModule procGen;
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public ProcGenModule procGen;
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@ -53,5 +53,30 @@ namespace NewHorizons.External.Modules
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/// Number used to randomize asteroid positions
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/// Number used to randomize asteroid positions
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/// </summary>
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/// </summary>
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public int randomSeed;
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public int randomSeed;
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/// <summary>
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/// You can use this to load a custom asset or ingame object, instead of using ProcGen. It will be scaled by "minSize" and "maxSize", so ideally it should be near a 1 meter radius.
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/// This is a relative filepath to an asset-bundle to load the prefab defined in `path` from.
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/// </summary>
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public string assetBundle;
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/// <summary>
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/// You can use this to load a custom asset or ingame object, instead of using ProcGen. It will be scaled by "minSize" and "maxSize", so ideally it should be near a 1 meter radius.
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/// This is either the path in the scene hierarchy of the item to copy or the path to the object in the supplied asset bundle.
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/// </summary>
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public string path;
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/// <summary>
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/// Surface gravity of the asteroids.
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/// </summary>
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[Range(0f, double.MaxValue)]
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[DefaultValue(1)]
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public float gravity = 1f;
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/// <summary>
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/// Should the detail of the asteroid be randomly oriented, or should it point towards the center.
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/// </summary>
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[DefaultValue(true)]
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public bool randomOrientation = true;
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}
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}
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}
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}
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@ -280,7 +280,7 @@
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},
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},
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"inclination": {
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"inclination": {
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"type": "number",
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"type": "number",
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"description": "Angle between the rings and the equatorial plane of the planet.",
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"description": "Angle between the belt and the equatorial plane of the planet.",
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"format": "float"
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"format": "float"
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},
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},
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"innerRadius": {
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"innerRadius": {
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@ -291,7 +291,7 @@
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},
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},
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"longitudeOfAscendingNode": {
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"longitudeOfAscendingNode": {
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"type": "number",
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"type": "number",
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"description": "Angle defining the point where the rings rise up from the planet's equatorial plane if inclination is nonzero.",
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"description": "Angle defining the point where the belt rises up from the planet's equatorial plane if inclination is nonzero.",
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"format": "float"
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"format": "float"
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},
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},
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"maxSize": {
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"maxSize": {
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@ -315,13 +315,33 @@
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"minimum": 0.0
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"minimum": 0.0
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},
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},
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"procGen": {
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"procGen": {
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"description": "How the asteroids are generated",
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"description": "How the asteroids are generated, unless you supply a detail yourself using \"assetBundle\" and \"path\"",
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"$ref": "#/definitions/ProcGenModule"
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"$ref": "#/definitions/ProcGenModule"
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},
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},
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"randomSeed": {
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"randomSeed": {
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"type": "integer",
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"type": "integer",
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"description": "Number used to randomize asteroid positions",
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"description": "Number used to randomize asteroid positions",
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"format": "int32"
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"format": "int32"
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},
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"assetBundle": {
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"type": "string",
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"description": "You can use this to load a custom asset or ingame object, instead of using ProcGen. It will be scaled by \"minSize\" and \"maxSize\", so ideally it should be near a 1 meter radius.\nThis is a relative filepath to an asset-bundle to load the prefab defined in `path` from."
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},
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"path": {
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"type": "string",
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"description": "You can use this to load a custom asset or ingame object, instead of using ProcGen. It will be scaled by \"minSize\" and \"maxSize\", so ideally it should be near a 1 meter radius.\nThis is either the path in the scene hierarchy of the item to copy or the path to the object in the supplied asset bundle. "
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},
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"gravity": {
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"type": "number",
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"description": "Surface gravity of the asteroids.",
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"format": "float",
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"default": 1,
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"minimum": 0.0
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},
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"randomOrientation": {
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"type": "boolean",
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"description": "Should the detail of the asteroid be randomly oriented, or should it point towards the center.",
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"default": true
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}
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}
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}
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}
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},
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},
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