mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Fix the weird orb bug
This commit is contained in:
parent
9bc68d74e3
commit
29be18c69c
@ -1,11 +1,9 @@
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using NewHorizons.Builder.Atmosphere;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace NewHorizons.Components
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{
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/*
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public class EyeSunLightParamUpdater : MonoBehaviour
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{
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public static readonly int SunPosition = Shader.PropertyToID("_SunPosition");
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@ -21,13 +19,18 @@ namespace NewHorizons.Components
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public void LateUpdate()
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{
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var currentIntensity = TimeLoop.GetSecondsRemaining() > -10 ? intensity : 0;
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// Changing these global shader values breaks the CosmicInflationController orb shader
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// So DON'T use this component (sad)
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Shader.SetGlobalVector(SunPosition, new Vector4(position.x, position.y, position.z, radius));
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Shader.SetGlobalVector(OWSunPositionRange, new Vector4(position.x, position.y, position.z, range * range));
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Shader.SetGlobalVector(OWSunColorIntensity, new Vector4(color.r, color.g, color.b, currentIntensity));
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foreach (var (_, material) in AtmosphereBuilder.Skys)
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{
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material.SetFloat(SunIntensity, currentIntensity);
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}
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}
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}
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*/
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}
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138
NewHorizons/Handlers/EyeSceneHandler.cs
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138
NewHorizons/Handlers/EyeSceneHandler.cs
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@ -0,0 +1,138 @@
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using NewHorizons.Builder.General;
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using NewHorizons.Components;
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using NewHorizons.Components.Orbital;
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using NewHorizons.Components.Stars;
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using NewHorizons.Utility;
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using UnityEngine;
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namespace NewHorizons.Handlers
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{
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public static class EyeSceneHandler
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{
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public static void OnSceneLoad()
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{
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// Create astro objects for eye and vessel because they didn't have them somehow.
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var eyeOfTheUniverse = SearchUtilities.Find("EyeOfTheUniverse_Body");
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var eyeSector = eyeOfTheUniverse.FindChild("Sector_EyeOfTheUniverse").GetComponent<Sector>();
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var eyeAO = eyeOfTheUniverse.AddComponent<EyeAstroObject>();
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var eyeBody = eyeOfTheUniverse.GetAttachedOWRigidbody();
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var eyeMarker = eyeOfTheUniverse.AddComponent<MapMarker>();
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var eyeSphere = eyeSector.GetComponent<SphereShape>();
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eyeSphere.SetLayer(Shape.Layer.Sector);
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eyeAO._owRigidbody = eyeBody;
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eyeAO._rootSector = eyeSector;
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eyeAO._gravityVolume = eyeSector.GetComponentInChildren<GravityVolume>();
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eyeAO._customName = "Eye Of The Universe";
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eyeAO._name = AstroObject.Name.Eye;
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eyeAO._type = AstroObject.Type.None;
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eyeAO.Register();
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eyeMarker._markerType = MapMarker.MarkerType.Sun;
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eyeMarker._labelID = UITextType.LocationEye_Cap;
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var eyeRFV = RFVolumeBuilder.Make(eyeOfTheUniverse, eyeBody, 400, new External.Modules.ReferenceFrameModule());
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var vessel = SearchUtilities.Find("Vessel_Body");
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var vesselSector = vessel.FindChild("Sector_VesselBridge").GetComponent<Sector>();
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var vesselAO = vessel.AddComponent<EyeAstroObject>();
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var vesselBody = vessel.GetAttachedOWRigidbody();
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var vesselMapMarker = vessel.AddComponent<MapMarker>();
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vesselAO._owRigidbody = vesselBody;
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vesselAO._primaryBody = eyeAO;
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eyeAO._satellite = vesselAO;
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vesselAO._rootSector = vesselSector;
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vesselAO._customName = "Vessel";
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vesselAO._name = AstroObject.Name.CustomString;
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vesselAO._type = AstroObject.Type.SpaceStation;
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vesselAO.Register();
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vesselMapMarker._markerType = MapMarker.MarkerType.Moon;
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vesselMapMarker._labelID = (UITextType)TranslationHandler.AddUI("VESSEL");
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RFVolumeBuilder.Make(vessel, vesselBody, 600, new External.Modules.ReferenceFrameModule { localPosition = new MVector3(0, 0, -207.375f) });
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// Resize vessel sector so that the vessel is fully collidable.
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var vesselSectorTrigger = vesselSector.gameObject.FindChild("SectorTriggerVolume_VesselBridge");
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vesselSectorTrigger.transform.localPosition = new Vector3(0, 0, -207.375f);
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var vesselSectorTriggerBox = vesselSectorTrigger.GetComponent<BoxShape>();
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vesselSectorTriggerBox.size = new Vector3(600, 600, 600);
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vesselSectorTriggerBox.SetLayer(Shape.Layer.Sector);
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// Why were the vessel's lights inside the eye? Let's move them from the eye to vessel.
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var vesselPointlight = eyeSector.gameObject.FindChild("Pointlight_NOM_Vessel");
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vesselPointlight.transform.SetParent(vesselSector.transform, true);
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var vesselSpotlight = eyeSector.gameObject.FindChild("Spotlight_NOM_Vessel");
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vesselSpotlight.transform.SetParent(vesselSector.transform, true);
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var vesselAmbientLight = eyeSector.gameObject.FindChild("AmbientLight_Vessel");
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vesselAmbientLight.transform.SetParent(vesselSector.transform, true);
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// Add sector streaming to vessel just in case some one moves the vessel.
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var vesselStreaming = new GameObject("Sector_Streaming");
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vesselStreaming.transform.SetParent(vesselSector.transform, false);
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var vessel_ss = vesselStreaming.AddComponent<SectorStreaming>();
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vessel_ss._streamingGroup = eyeSector.gameObject.FindChild("StreamingGroup_EYE").GetComponent<StreamingGroup>();
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vessel_ss.SetSector(vesselSector);
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var eyeCoordinatePromptTrigger = vesselSector.GetComponentInChildren<EyeCoordinatePromptTrigger>(true);
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eyeCoordinatePromptTrigger._warpController = eyeCoordinatePromptTrigger.GetComponentInParent<VesselWarpController>();
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eyeCoordinatePromptTrigger.gameObject.SetActive(true);
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var solarSystemRoot = SearchUtilities.Find("SolarSystemRoot");
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// Disable forest and observatory so that a custom body doesn't accidentally pass through them. (they are 6.5km away from eye)
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// idk why mobius didn't add activation controllers for these
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var forestActivation = solarSystemRoot.AddComponent<EyeStateActivationController>();
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forestActivation._object = eyeSector.gameObject.FindChild("ForestOfGalaxies_Root");
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forestActivation._activeStates = new EyeState[]
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{
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EyeState.Observatory,
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EyeState.ZoomOut,
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EyeState.ForestOfGalaxies,
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EyeState.ForestIsDark
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};
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// mark
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var observatoryActivation = solarSystemRoot.AddComponent<EyeStateActivationController>();
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observatoryActivation._object = eyeSector.gameObject.FindChild("Sector_Observatory");
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observatoryActivation._activeStates = new EyeState[]
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{
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EyeState.IntoTheVortex,
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EyeState.Observatory,
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EyeState.ZoomOut
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};
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var referenceFrameActivation = solarSystemRoot.AddComponent<EyeStateActivationController>();
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referenceFrameActivation._object = eyeRFV;
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referenceFrameActivation._activeStates = new EyeState[]
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{
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EyeState.AboardVessel,
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EyeState.WarpedToSurface,
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EyeState.IntoTheVortex
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};
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// This component breaks the cosmic orb guy but only on Steam?
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// solarSystemRoot.AddComponent<EyeSunLightParamUpdater>();
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var distantSun = eyeSector.gameObject.FindChild("DistantSun/Directional light");
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var starController = distantSun.AddComponent<StarController>();
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var sunLight = distantSun.GetComponent<Light>();
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starController.Light = sunLight;
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var ambientLightFake = new GameObject("AmbientLightFake", typeof(Light));
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ambientLightFake.transform.SetParent(distantSun.transform, false);
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ambientLightFake.SetActive(false);
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var ambientLight = ambientLightFake.GetComponent<Light>();
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ambientLight.intensity = 0;
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ambientLight.range = 0;
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ambientLight.enabled = false;
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starController.AmbientLight = ambientLight;
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starController.Intensity = 0.2f;
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starController.SunColor = new Color(0.3569f, 0.7843f, 1, 1);
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var sunLightController = distantSun.AddComponent<SunLightController>();
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sunLightController._sunLight = sunLight;
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sunLightController._ambientLight = ambientLight;
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sunLightController.Initialize();
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var starLightController = distantSun.AddComponent<SunLightEffectsController>();
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starLightController.Awake();
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SunLightEffectsController.AddStar(starController);
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SunLightEffectsController.AddStarLight(sunLight);
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}
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}
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}
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@ -299,7 +299,10 @@ namespace NewHorizons
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}
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}
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if (isEyeOfTheUniverse) _currentStarSystem = "EyeOfTheUniverse";
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if (isEyeOfTheUniverse)
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{
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_currentStarSystem = "EyeOfTheUniverse";
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}
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else if (IsWarpingBackToEye)
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{
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IsWarpingBackToEye = false;
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@ -360,135 +363,7 @@ namespace NewHorizons
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// EOTU fixes
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if (isEyeOfTheUniverse)
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{
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// Create astro objects for eye and vessel because they didn't have them somehow.
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var eyeOfTheUniverse = SearchUtilities.Find("EyeOfTheUniverse_Body");
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var eyeSector = eyeOfTheUniverse.FindChild("Sector_EyeOfTheUniverse").GetComponent<Sector>();
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var eyeAO = eyeOfTheUniverse.AddComponent<EyeAstroObject>();
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var eyeBody = eyeOfTheUniverse.GetAttachedOWRigidbody();
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var eyeMarker = eyeOfTheUniverse.AddComponent<MapMarker>();
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var eyeSphere = eyeSector.GetComponent<SphereShape>();
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eyeSphere.SetLayer(Shape.Layer.Sector);
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eyeAO._owRigidbody = eyeBody;
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eyeAO._rootSector = eyeSector;
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eyeAO._gravityVolume = eyeSector.GetComponentInChildren<GravityVolume>();
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eyeAO._customName = "Eye Of The Universe";
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eyeAO._name = AstroObject.Name.Eye;
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eyeAO._type = AstroObject.Type.None;
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eyeAO.Register();
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eyeMarker._markerType = MapMarker.MarkerType.Sun;
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eyeMarker._labelID = UITextType.LocationEye_Cap;
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var eyeRFV = RFVolumeBuilder.Make(eyeOfTheUniverse, eyeBody, 400, new External.Modules.ReferenceFrameModule());
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var vessel = SearchUtilities.Find("Vessel_Body");
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var vesselSector = vessel.FindChild("Sector_VesselBridge").GetComponent<Sector>();
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var vesselAO = vessel.AddComponent<EyeAstroObject>();
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var vesselBody = vessel.GetAttachedOWRigidbody();
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var vesselMapMarker = vessel.AddComponent<MapMarker>();
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vesselAO._owRigidbody = vesselBody;
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vesselAO._primaryBody = eyeAO;
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eyeAO._satellite = vesselAO;
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vesselAO._rootSector = vesselSector;
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vesselAO._customName = "Vessel";
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vesselAO._name = AstroObject.Name.CustomString;
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vesselAO._type = AstroObject.Type.SpaceStation;
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vesselAO.Register();
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vesselMapMarker._markerType = MapMarker.MarkerType.Moon;
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vesselMapMarker._labelID = (UITextType)TranslationHandler.AddUI("VESSEL");
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RFVolumeBuilder.Make(vessel, vesselBody, 600, new External.Modules.ReferenceFrameModule { localPosition = new MVector3(0, 0, -207.375f) });
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// Resize vessel sector so that the vessel is fully collidable.
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var vesselSectorTrigger = vesselSector.gameObject.FindChild("SectorTriggerVolume_VesselBridge");
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vesselSectorTrigger.transform.localPosition = new Vector3(0, 0, -207.375f);
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var vesselSectorTriggerBox = vesselSectorTrigger.GetComponent<BoxShape>();
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vesselSectorTriggerBox.size = new Vector3(600, 600, 600);
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vesselSectorTriggerBox.SetLayer(Shape.Layer.Sector);
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// Why were the vessel's lights inside the eye? Let's move them from the eye to vessel.
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var vesselPointlight = eyeSector.gameObject.FindChild("Pointlight_NOM_Vessel");
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vesselPointlight.transform.SetParent(vesselSector.transform, true);
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var vesselSpotlight = eyeSector.gameObject.FindChild("Spotlight_NOM_Vessel");
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vesselSpotlight.transform.SetParent(vesselSector.transform, true);
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var vesselAmbientLight = eyeSector.gameObject.FindChild("AmbientLight_Vessel");
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vesselAmbientLight.transform.SetParent(vesselSector.transform, true);
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// Add sector streaming to vessel just in case some one moves the vessel.
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var vesselStreaming = new GameObject("Sector_Streaming");
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vesselStreaming.transform.SetParent(vesselSector.transform, false);
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var vessel_ss = vesselStreaming.AddComponent<SectorStreaming>();
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vessel_ss._streamingGroup = eyeSector.gameObject.FindChild("StreamingGroup_EYE").GetComponent<StreamingGroup>();
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vessel_ss.SetSector(vesselSector);
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var eyeCoordinatePromptTrigger = vesselSector.GetComponentInChildren<EyeCoordinatePromptTrigger>(true);
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eyeCoordinatePromptTrigger._warpController = eyeCoordinatePromptTrigger.GetComponentInParent<VesselWarpController>();
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eyeCoordinatePromptTrigger.gameObject.SetActive(true);
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var solarSystemRoot = SearchUtilities.Find("SolarSystemRoot");
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// Disable forest and observatory so that a custom body doesn't accidentally pass through them. (they are 6.5km away from eye)
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// idk why mobius didn't add activation controllers for these
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var forestActivation = solarSystemRoot.AddComponent<EyeStateActivationController>();
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forestActivation._object = eyeSector.gameObject.FindChild("ForestOfGalaxies_Root");
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forestActivation._activeStates = new EyeState[]
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{
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EyeState.Observatory,
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EyeState.ZoomOut,
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EyeState.ForestOfGalaxies,
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EyeState.ForestIsDark
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};
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var observatoryActivation = solarSystemRoot.AddComponent<EyeStateActivationController>();
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observatoryActivation._object = eyeSector.gameObject.FindChild("Sector_Observatory");
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observatoryActivation._activeStates = new EyeState[]
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{
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EyeState.IntoTheVortex,
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EyeState.Observatory,
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EyeState.ZoomOut
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};
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var referenceFrameActivation = solarSystemRoot.AddComponent<EyeStateActivationController>();
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referenceFrameActivation._object = eyeRFV;
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referenceFrameActivation._activeStates = new EyeState[]
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{
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EyeState.AboardVessel,
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EyeState.WarpedToSurface,
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EyeState.IntoTheVortex
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};
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solarSystemRoot.AddComponent<EyeSunLightParamUpdater>();
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var distantSun = eyeSector.gameObject.FindChild("DistantSun/Directional light");
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var starController = distantSun.AddComponent<StarController>();
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var sunLight = distantSun.GetComponent<Light>();
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starController.Light = sunLight;
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var ambientLightFake = new GameObject("AmbientLightFake", typeof(Light));
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ambientLightFake.transform.SetParent(distantSun.transform, false);
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ambientLightFake.SetActive(false);
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var ambientLight = ambientLightFake.GetComponent<Light>();
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ambientLight.intensity = 0;
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ambientLight.range = 0;
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ambientLight.enabled = false;
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starController.AmbientLight = ambientLight;
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starController.Intensity = 0.2f;
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starController.SunColor = new Color(0.3569f, 0.7843f, 1, 1);
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var sunLightController = distantSun.AddComponent<SunLightController>();
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sunLightController._sunLight = sunLight;
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sunLightController._ambientLight = ambientLight;
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sunLightController.Initialize();
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var starLightController = distantSun.AddComponent<SunLightEffectsController>();
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starLightController.Awake();
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SunLightEffectsController.AddStar(starController);
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SunLightEffectsController.AddStarLight(sunLight);
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if (IsWarpingFromShip && _ship != null)
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{
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var eyeShip = GameObject.Instantiate(_ship);
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eyeShip.name = "Ship_Body";
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_shipWarpController = eyeShip.GetComponent<ShipWarpController>();
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SceneManager.MoveGameObjectToScene(eyeShip, scene);
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eyeShip.SetActive(true);
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}
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EyeSceneHandler.OnSceneLoad();
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}
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if (isSolarSystem || isEyeOfTheUniverse)
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@ -603,6 +478,16 @@ namespace NewHorizons
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IsSystemReady = true;
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OnSystemReady(false, false);
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});
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if (IsWarpingFromShip && _ship != null)
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{
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var eyeShip = GameObject.Instantiate(_ship);
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eyeShip.name = "Ship_Body";
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_shipWarpController = eyeShip.GetComponent<ShipWarpController>();
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SceneManager.MoveGameObjectToScene(eyeShip, scene);
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eyeShip.SetActive(true);
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}
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IsWarpingFromShip = false;
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IsWarpingFromVessel = false;
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}
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