Don't use sector if null

cause it can be null on some bodies
This commit is contained in:
Noah Pilarski 2022-12-24 13:43:44 -05:00
parent 56d52bd5cd
commit 25e9eaf16f
6 changed files with 16 additions and 16 deletions

View File

@ -9,7 +9,7 @@ namespace NewHorizons.Builder.Atmosphere
var airGO = new GameObject("Air");
airGO.SetActive(false);
airGO.layer = 17;
airGO.transform.parent = sector?.transform ? sector.transform : planetGO.transform;
airGO.transform.parent = sector?.transform ?? planetGO.transform;
var sc = airGO.AddComponent<SphereCollider>();
sc.isTrigger = true;

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@ -192,7 +192,7 @@ namespace NewHorizons.Builder.Props
var outerFogWarpVolume = GetOuterFogWarpVolumeFromAstroObject(go);
var fogLight = brambleNode.GetComponent<FogLight>();
brambleNode.transform.parent = sector.transform;
brambleNode.transform.parent = sector?.transform ?? go.transform;
brambleNode.transform.position = go.transform.TransformPoint(config.position ?? Vector3.zero);
brambleNode.transform.rotation = go.transform.TransformRotation(Quaternion.Euler(config.rotation ?? Vector3.zero));
brambleNode.name = config.name ?? "Bramble Node to " + config.linksTo;

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@ -41,7 +41,7 @@ namespace NewHorizons.Builder.Props
public static void MakeSocketGroup(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod, PropModule.QuantumGroupInfo quantumGroup, GameObject[] propsInGroup)
{
var groupRoot = new GameObject("Quantum Sockets - " + quantumGroup.id);
groupRoot.transform.parent = sector.transform;
groupRoot.transform.parent = sector?.transform ?? go.transform;
groupRoot.transform.localPosition = Vector3.zero;
groupRoot.transform.localEulerAngles = Vector3.zero;
@ -79,7 +79,7 @@ namespace NewHorizons.Builder.Props
public static void MakeStateGroup(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod, PropModule.QuantumGroupInfo quantumGroup, GameObject[] propsInGroup)
{
var groupRoot = new GameObject("Quantum States - " + quantumGroup.id);
groupRoot.transform.parent = sector.transform;
groupRoot.transform.parent = sector?.transform ?? go.transform;
groupRoot.transform.localPosition = Vector3.zero;
var states = new List<QuantumState>();
@ -128,7 +128,7 @@ namespace NewHorizons.Builder.Props
//var averagePosition = propsInGroup.Aggregate(Vector3.zero, (avg, prop) => avg + prop.transform.position) / propsInGroup.Count();
GameObject shuffleParent = new GameObject("Quantum Shuffle - " + quantumGroup.id);
shuffleParent.SetActive(false);
shuffleParent.transform.parent = sector.transform;
shuffleParent.transform.parent = sector?.transform ?? go.transform;
shuffleParent.transform.localPosition = Vector3.zero;
propsInGroup.ToList().ForEach(p => p.transform.parent = shuffleParent.transform);

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@ -100,9 +100,9 @@ namespace NewHorizons.Builder.Props
{
var tornadoGO = downwards ? _downPrefab.InstantiateInactive() : _upPrefab.InstantiateInactive();
tornadoGO.name = downwards ? "Tornado_Down" : "Tornado_Up";
tornadoGO.transform.parent = sector.transform;
tornadoGO.transform.parent = sector?.transform ?? planetGO.transform;
tornadoGO.transform.position = planetGO.transform.TransformPoint(position);
tornadoGO.transform.rotation = Quaternion.FromToRotation(Vector3.up, sector.transform.TransformDirection(position.normalized));
tornadoGO.transform.rotation = Quaternion.FromToRotation(Vector3.up, planetGO.transform.TransformDirection(position.normalized));
// Add the sound thing before changing the scale
var soundGO = _soundPrefab.InstantiateInactive();
@ -168,7 +168,7 @@ namespace NewHorizons.Builder.Props
if (info.wanderRate != 0)
{
ApplyWanderer(tornadoGO, sector, info);
ApplyWanderer(tornadoGO, planetGO, info);
}
soundGO.SetActive(true);
@ -179,9 +179,9 @@ namespace NewHorizons.Builder.Props
{
var hurricaneGO = _hurricanePrefab.InstantiateInactive();
hurricaneGO.name = "Hurricane";
hurricaneGO.transform.parent = sector.transform;
hurricaneGO.transform.parent = sector?.transform ?? planetGO.transform;
hurricaneGO.transform.position = planetGO.transform.TransformPoint(position);
hurricaneGO.transform.rotation = Quaternion.FromToRotation(Vector3.up, sector.transform.TransformDirection(position.normalized));
hurricaneGO.transform.rotation = Quaternion.FromToRotation(Vector3.up, planetGO.transform.TransformDirection(position.normalized));
var fluidVolume = hurricaneGO.GetComponentInChildren<HurricaneFluidVolume>();
fluidVolume._fluidType = info.fluidType.ConvertToOW(FluidVolume.Type.CLOUD);
@ -227,7 +227,7 @@ namespace NewHorizons.Builder.Props
if (info.wanderRate != 0)
{
ApplyWanderer(hurricaneGO, sector, info);
ApplyWanderer(hurricaneGO, planetGO, info);
}
hurricaneGO.SetActive(true);
@ -263,13 +263,13 @@ namespace NewHorizons.Builder.Props
}
}
private static void ApplyWanderer(GameObject go, Sector sector, PropModule.TornadoInfo info)
private static void ApplyWanderer(GameObject go, GameObject planetGO, PropModule.TornadoInfo info)
{
var wanderer = go.AddComponent<NHTornadoWanderController>();
wanderer.wanderRate = info.wanderRate;
wanderer.wanderDegreesX = info.wanderDegreesX;
wanderer.wanderDegreesZ = info.wanderDegreesZ;
wanderer.sector = sector;
wanderer.planetGO = planetGO;
}
}
}

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@ -44,7 +44,7 @@ namespace NewHorizons.Builder.Props
InitPrefab();
var launcherGO = _meteorLauncherPrefab.InstantiateInactive();
launcherGO.transform.parent = sector.transform;
launcherGO.transform.parent = sector?.transform ?? planetGO.transform;
launcherGO.transform.position = planetGO.transform.TransformPoint(info.position == null ? Vector3.zero : (Vector3)info.position);
launcherGO.transform.rotation = Quaternion.FromToRotation(launcherGO.transform.TransformDirection(Vector3.up), ((Vector3)info.position).normalized).normalized;
launcherGO.name = "MeteorLauncher";

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@ -7,7 +7,7 @@ namespace NewHorizons.Components
public float wanderRate;
public float wanderDegreesX;
public float wanderDegreesZ;
public Sector sector;
public GameObject planetGO;
private float noiseOffset;
private float startDegreesX;
@ -47,7 +47,7 @@ namespace NewHorizons.Components
var newPos = new Vector3(newX, newY, newZ);
transform.localPosition = newPos;
transform.rotation = Quaternion.FromToRotation(Vector3.up, sector.transform.TransformDirection(newPos.normalized));
transform.rotation = Quaternion.FromToRotation(Vector3.up, planetGO.transform.TransformDirection(newPos.normalized));
}
}
}