Uses socket rotation if non-null, adds field to props to choose whether to randomize Y rotation.
This commit is contained in:
_nebula 2025-01-06 20:23:11 +00:00
parent b9e0eb3b43
commit 27a3bfce3b
3 changed files with 20 additions and 11 deletions

View File

@ -164,13 +164,13 @@ namespace NewHorizons.Builder.Props
if (config.Props.quantumGroups != null) if (config.Props.quantumGroups != null)
{ {
Dictionary<string, List<GameObject>> propsByGroup = new Dictionary<string, List<GameObject>>(); var propsByGroup = new Dictionary<string, List<(GameObject go, bool randomizeYRotation)>>();
foreach (var detail in config.Props.details) foreach (var detail in config.Props.details)
{ {
if (detail.quantumGroupID != null) if (detail.quantumGroupID != null)
{ {
if (!propsByGroup.ContainsKey(detail.quantumGroupID)) propsByGroup[detail.quantumGroupID] = new List<GameObject>(); if (!propsByGroup.ContainsKey(detail.quantumGroupID)) propsByGroup[detail.quantumGroupID] = new List<(GameObject go, bool randomizeYRotation)>();
propsByGroup[detail.quantumGroupID].Add(DetailBuilder.GetSpawnedGameObjectByDetailInfo(detail)); propsByGroup[detail.quantumGroupID].Add((DetailBuilder.GetSpawnedGameObjectByDetailInfo(detail), detail.quantumRandomizeYRotation));
} }
} }

View File

@ -13,25 +13,27 @@ namespace NewHorizons.Builder.Props
public static class QuantumBuilder public static class QuantumBuilder
{ {
public static void Make(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod, QuantumGroupInfo quantumGroup, GameObject[] propsInGroup) public static void Make(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod, QuantumGroupInfo quantumGroup, (GameObject go, bool randomizeY)[] propsInGroup)
{ {
switch (quantumGroup.type) switch (quantumGroup.type)
{ {
case QuantumGroupType.Sockets: MakeSocketGroup(go, sector, config, mod, quantumGroup, propsInGroup); return; case QuantumGroupType.Sockets: MakeSocketGroup(go, sector, config, mod, quantumGroup, propsInGroup); return;
case QuantumGroupType.States: MakeStateGroup(go, sector, config, mod, quantumGroup, propsInGroup); return; case QuantumGroupType.States: MakeStateGroup(go, sector, config, mod, quantumGroup, propsInGroup.Select(x => x.go).ToArray()); return;
// case PropModule.QuantumGroupType.Shuffle: MakeShuffleGroup(go, sector, config, mod, quantumGroup, propsInGroup); return; // case PropModule.QuantumGroupType.Shuffle: MakeShuffleGroup(go, sector, config, mod, quantumGroup, propsInGroup); return;
} }
} }
// TODO: Socket groups that have an equal number of props and sockets // TODO: Socket groups that have an equal number of props and sockets
// Nice to have: socket groups that specify a filledSocketObject and an emptySocketObject (eg the archway in the giant's deep tower) // Nice to have: socket groups that specify a filledSocketObject and an emptySocketObject (eg the archway in the giant's deep tower)
public static void MakeSocketGroup(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod, QuantumGroupInfo quantumGroup, GameObject[] propsInGroup) public static void MakeSocketGroup(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod, QuantumGroupInfo quantumGroup, (GameObject go, bool randomizeY)[] propsInGroup)
{ {
var groupRoot = new GameObject("Quantum Sockets - " + quantumGroup.id); var groupRoot = new GameObject("Quantum Sockets - " + quantumGroup.id);
groupRoot.transform.parent = sector?.transform ?? go.transform; groupRoot.transform.parent = sector?.transform ?? go.transform;
groupRoot.transform.localPosition = Vector3.zero; groupRoot.transform.localPosition = Vector3.zero;
groupRoot.transform.localEulerAngles = Vector3.zero; groupRoot.transform.localEulerAngles = Vector3.zero;
var useSocketRotation = quantumGroup.sockets.All(x => x.rotation != null);
var sockets = new QuantumSocket[quantumGroup.sockets.Length]; var sockets = new QuantumSocket[quantumGroup.sockets.Length];
for (int i = 0; i < quantumGroup.sockets.Length; i++) for (int i = 0; i < quantumGroup.sockets.Length; i++)
{ {
@ -46,16 +48,18 @@ namespace NewHorizons.Builder.Props
foreach (var prop in propsInGroup) foreach (var prop in propsInGroup)
{ {
prop.SetActive(false); prop.go.SetActive(false);
var quantumObject = prop.AddComponent<SocketedQuantumObject>(); var quantumObject = prop.go.AddComponent<SocketedQuantumObject>();
quantumObject._socketRoot = groupRoot; quantumObject._socketRoot = groupRoot;
quantumObject._socketList = sockets.ToList(); quantumObject._socketList = sockets.ToList();
quantumObject._sockets = sockets; quantumObject._sockets = sockets;
quantumObject._prebuilt = true; quantumObject._prebuilt = true;
quantumObject._alignWithSocket = useSocketRotation;
quantumObject._randomYRotation = prop.randomizeY;
quantumObject._alignWithGravity = !useSocketRotation;
quantumObject._childSockets = new List<QuantumSocket>(); quantumObject._childSockets = new List<QuantumSocket>();
// TODO: support _alignWithGravity? if (prop.go.GetComponentInChildren<VisibilityTracker>() == null) AddBoundsVisibility(prop.go);
if (prop.GetComponentInChildren<VisibilityTracker>() == null) AddBoundsVisibility(prop); prop.go.SetActive(true);
prop.SetActive(true);
} }
} }

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@ -53,6 +53,11 @@ namespace NewHorizons.External.Modules.Props
/// </summary> /// </summary>
public string quantumGroupID; public string quantumGroupID;
/// <summary>
/// If this prop is quantum, and the quantum group is socketed, this field determines whether the prop will randomly choose a Y rotation when moving to a socket.
/// </summary>
public bool quantumRandomizeYRotation = true;
/// <summary> /// <summary>
/// Should this detail stay loaded (visible and collideable) even if you're outside the sector (good for very large props)? /// Should this detail stay loaded (visible and collideable) even if you're outside the sector (good for very large props)?
/// Also makes this detail visible on the map. /// Also makes this detail visible on the map.