Add reference frames

This commit is contained in:
Noah Pilarski 2022-09-03 13:28:45 -04:00
parent 4e3e653700
commit 3390f729ea

View File

@ -314,6 +314,7 @@ namespace NewHorizons
eyeAO.Register(); eyeAO.Register();
eyeMarker._markerType = MapMarker.MarkerType.Sun; eyeMarker._markerType = MapMarker.MarkerType.Sun;
eyeMarker._labelID = UITextType.LocationEye_Cap; eyeMarker._labelID = UITextType.LocationEye_Cap;
Builder.General.RFVolumeBuilder.Make(eyeOfTheUniverse, eyeBody, 400, new External.Modules.ReferenceFrameModule());
var vessel = SearchUtilities.Find("Vessel_Body"); var vessel = SearchUtilities.Find("Vessel_Body");
var vesselSector = vessel.FindChild("Sector_VesselBridge").GetComponent<Sector>(); var vesselSector = vessel.FindChild("Sector_VesselBridge").GetComponent<Sector>();
@ -330,6 +331,7 @@ namespace NewHorizons
vesselAO.Register(); vesselAO.Register();
vesselMapMarker._markerType = MapMarker.MarkerType.Moon; vesselMapMarker._markerType = MapMarker.MarkerType.Moon;
vesselMapMarker._labelID = (UITextType)TranslationHandler.AddUI("VESSEL"); vesselMapMarker._labelID = (UITextType)TranslationHandler.AddUI("VESSEL");
Builder.General.RFVolumeBuilder.Make(vessel, vesselBody, 600, new External.Modules.ReferenceFrameModule { localPosition = new MVector3(0, 0, -207.375f) });
// Resize vessel sector so that the vessel is fully collidable. // Resize vessel sector so that the vessel is fully collidable.
var vesselSectorTrigger = vesselSector.gameObject.FindChild("SectorTriggerVolume_VesselBridge"); var vesselSectorTrigger = vesselSector.gameObject.FindChild("SectorTriggerVolume_VesselBridge");