This commit is contained in:
Noah Pilarski 2022-06-15 12:58:59 -04:00
parent df1bdc7b85
commit 35d5d7bd9d
2 changed files with 160 additions and 6 deletions

View File

@ -47,7 +47,7 @@ namespace NewHorizons.Builder.General
var ship = SearchUtilities.Find("Ship_Body"); var ship = SearchUtilities.Find("Ship_Body");
ship.transform.position = spawnPoint.transform.position; ship.transform.position = spawnPoint.transform.position;
if(module.shipSpawnRotation != null) if (module.shipSpawnRotation != null)
{ {
ship.transform.rotation = Quaternion.Euler(module.shipSpawnRotation); ship.transform.rotation = Quaternion.Euler(module.shipSpawnRotation);
} }
@ -75,7 +75,7 @@ namespace NewHorizons.Builder.General
} }
} }
if (!Main.Instance.IsWarpingFromShip && module.startWithSuit && !suitUpQueued) if ((Main.Instance.IsWarpingFromVessel || (!Main.Instance.IsWarpingFromShip && module.startWithSuit)) && !suitUpQueued)
{ {
suitUpQueued = true; suitUpQueued = true;
Main.Instance.ModHelper.Events.Unity.RunWhen(() => Main.IsSystemReady, () => SuitUp()); Main.Instance.ModHelper.Events.Unity.RunWhen(() => Main.IsSystemReady, () => SuitUp());

View File

@ -55,6 +55,11 @@ namespace NewHorizons
private bool _firstLoad = true; private bool _firstLoad = true;
private ShipWarpController _shipWarpController; private ShipWarpController _shipWarpController;
// Vessel
private SpawnPoint _vesselSpawnPoint;
public static bool HasVessel = false;
private static GameObject VesselPrefab = null;
// API events // API events
public class StarSystemEvent : UnityEvent<string> { } public class StarSystemEvent : UnityEvent<string> { }
public StarSystemEvent OnChangeStarSystem; public StarSystemEvent OnChangeStarSystem;
@ -206,6 +211,29 @@ namespace NewHorizons
{ {
Logger.Log($"Scene Loaded: {scene.name} {mode}"); Logger.Log($"Scene Loaded: {scene.name} {mode}");
if (IsWarpingFromVessel && scene.name == "EyeOfTheUniverse" && !HasVessel)
{
Logger.Log("Grabbing the vessel.");
HasVessel = true;
GameObject vessel = SearchUtilities.Find("Vessel_Body");
NomaiWarpPlatform vesselPlatform = vessel.GetComponentInChildren<NomaiWarpPlatform>(true);
vesselPlatform.gameObject.name = "Prefab_NOM_WarpPlatform_Vessel";
GameObject warpPlatform = SearchUtilities.Find("EyeOfTheUniverse_Body/Sector_EyeOfTheUniverse/SixthPlanet_Root/Interactables_SixthPlanet/Prefab_NOM_WarpPlatform");
warpPlatform.name = "Prefab_NOM_WarpPlatform_Eye";
warpPlatform.transform.SetParent(SearchUtilities.Find("Vessel_Body/Sector_VesselBridge/Interactibles_VesselBridge").transform, true);
foreach (NomaiInterfaceOrb orb in FindObjectsOfType<NomaiInterfaceOrb>())
{
orb.GetComponent<OWRigidbody>()?.Suspend();
orb.gameObject.SetActive(false);
}
vessel.SetActive(false);
VesselPrefab = GameObject.Instantiate(vessel);
VesselPrefab.name = "Vessel_Body";
DontDestroyOnLoad(VesselPrefab);
LoadManager.LoadSceneAsync(OWScene.SolarSystem, true, LoadManager.FadeType.ToBlack, 0.1f, true);
return;
}
// Set time loop stuff if its enabled and if we're warping to a new place // Set time loop stuff if its enabled and if we're warping to a new place
if (IsChangingStarSystem && (SystemDict[_currentStarSystem].Config.enableTimeLoop || _currentStarSystem == "SolarSystem") && SecondsLeftInLoop > 0f) if (IsChangingStarSystem && (SystemDict[_currentStarSystem].Config.enableTimeLoop || _currentStarSystem == "SolarSystem") && SecondsLeftInLoop > 0f)
{ {
@ -263,6 +291,10 @@ namespace NewHorizons
AstroObjectLocator.Init(); AstroObjectLocator.Init();
OWAssetHandler.Init(); OWAssetHandler.Init();
PlanetCreationHandler.Init(BodyDict[CurrentStarSystem]); PlanetCreationHandler.Init(BodyDict[CurrentStarSystem]);
if (IsWarpingFromVessel)
_vesselSpawnPoint = CurrentStarSystem == "SolarSystem" ? UpdateVessel() : CreateVessel();
else
_vesselSpawnPoint = SearchUtilities.Find("DB_VesselDimension_Body/Sector_VesselDimension").GetComponentInChildren<SpawnPoint>();
SystemCreationHandler.LoadSystem(SystemDict[CurrentStarSystem]); SystemCreationHandler.LoadSystem(SystemDict[CurrentStarSystem]);
LoadTranslations(ModHelper.Manifest.ModFolderPath + "Assets/", this); LoadTranslations(ModHelper.Manifest.ModFolderPath + "Assets/", this);
@ -274,7 +306,7 @@ namespace NewHorizons
if (HasWarpDrive == true) EnableWarpDrive(); if (HasWarpDrive == true) EnableWarpDrive();
var shouldWarpInFromShip = IsWarpingFromShip && _shipWarpController != null; var shouldWarpInFromShip = IsWarpingFromShip && _shipWarpController != null;
var shouldWarpInFromVessel = IsWarpingFromVessel; var shouldWarpInFromVessel = IsWarpingFromVessel && _vesselSpawnPoint != null;
Instance.ModHelper.Events.Unity.RunWhen(() => IsSystemReady, () => OnSystemReady(shouldWarpInFromShip, shouldWarpInFromVessel)); Instance.ModHelper.Events.Unity.RunWhen(() => IsSystemReady, () => OnSystemReady(shouldWarpInFromShip, shouldWarpInFromVessel));
IsWarpingFromShip = false; IsWarpingFromShip = false;
@ -302,6 +334,118 @@ namespace NewHorizons
} }
} }
private void OnReceiveWarpedBody(GameObject vessel, OWRigidbody warpedBody, NomaiWarpPlatform startPlatform, NomaiWarpPlatform targetPlatform)
{
bool isPlayer = warpedBody.CompareTag("Player");
if (isPlayer)
{
Transform player_body = Locator.GetPlayerTransform();
OWRigidbody s_rb = Locator.GetShipBody();
OWRigidbody p_rb = Locator.GetPlayerBody();
Vector3 newPos = player_body.position;
Vector3 offset = player_body.up * 10;
newPos += offset;
s_rb.SetPosition(newPos);
s_rb.SetRotation(player_body.transform.rotation);
s_rb.SetVelocity(p_rb.GetVelocity());
ModHelper.Events.Unity.FireOnNextUpdate(() =>
{
vessel.GetComponent<MapMarker>()?.DisableMarker();
vessel.SetActive(false);
});
}
}
private EyeSpawnPoint CreateVessel()
{
Logger.Log("Checking for Vessel Prefab");
if (VesselPrefab == null) return null;
Logger.Log("Creating Vessel");
var vesselObject = GameObject.Instantiate(VesselPrefab);
vesselObject.name = VesselPrefab.name;
vesselObject.transform.parent = null;
vesselObject.SetActive(true);
VesselWarpController vesselWarpController = vesselObject.GetComponentInChildren<VesselWarpController>(true);
vesselWarpController._targetWarpPlatform.OnReceiveWarpedBody += (OWRigidbody warpedBody, NomaiWarpPlatform startPlatform, NomaiWarpPlatform targetPlatform) => OnReceiveWarpedBody(vesselObject, warpedBody, startPlatform, targetPlatform);
MapMarker mapMarker = vesselObject.AddComponent<MapMarker>();
mapMarker._labelID = (UITextType)TranslationHandler.AddUI("Vessel");
mapMarker._markerType = MapMarker.MarkerType.Planet;
foreach (NomaiInterfaceOrb orb in vesselObject.GetComponentsInChildren<NomaiInterfaceOrb>(true))
{
orb.gameObject.SetActive(true);
orb.gameObject.GetComponent<OWRigidbody>()?.UnsuspendImmediate(true);
}
EyeSpawnPoint eyeSpawnPoint = vesselObject.GetComponentInChildren<EyeSpawnPoint>(true);
system.SpawnPoint = eyeSpawnPoint;
ModHelper.Events.Unity.FireOnNextUpdate(() => SetupWarpController(vesselWarpController));
return eyeSpawnPoint;
}
private SpawnPoint UpdateVessel()
{
var system = SystemDict[_currentStarSystem];
var vectorSector = SearchUtilities.Find("DB_VesselDimension_Body/Sector_VesselDimension");
var spawnPoint = vectorSector.GetComponentInChildren<SpawnPoint>();
system.SpawnPoint = spawnPoint;
VesselWarpController vesselWarpController = vectorSector.GetComponentInChildren<VesselWarpController>(true);
ModHelper.Events.Unity.FireOnNextUpdate(() => SetupWarpController(vesselWarpController, true));
return spawnPoint;
}
private void SetupWarpController(VesselWarpController vesselWarpController, bool db = false)
{
if (db)
{
//Make warp core
foreach (WarpCoreItem core in Resources.FindObjectsOfTypeAll<WarpCoreItem>())
{
if (core.GetWarpCoreType().Equals(WarpCoreType.Vessel))
{
var newCore = Instantiate(core, AstroObjectLocator.GetAstroObject("Vessel Dimension")?.transform ?? Locator.GetPlayerBody()?.transform);
newCore._visible = true;
foreach (OWRenderer render in newCore._renderers)
{
if (render)
{
render.enabled = true;
render.SetActivation(true);
render.SetLODActivation(true);
if (render.GetRenderer()) render.GetRenderer().enabled = true;
}
}
foreach (ParticleSystem particleSystem in newCore._particleSystems)
{
if (particleSystem) particleSystem.Play(true);
}
foreach (OWLight2 light in newCore._lights)
{
if (light)
{
light.enabled = true;
light.SetActivation(true);
light.SetLODActivation(true);
if (light.GetLight()) light.GetLight().enabled = true;
}
}
vesselWarpController._coreSocket.PlaceIntoSocket(newCore);
break;
}
}
}
vesselWarpController.OnSlotDeactivated(vesselWarpController._coordinatePowerSlot);
if (!db) vesselWarpController.OnSlotActivated(vesselWarpController._coordinatePowerSlot);
vesselWarpController._gravityVolume.SetFieldMagnitude(vesselWarpController._origGravityMagnitude);
vesselWarpController._coreCable.SetPowered(true);
vesselWarpController._coordinateCable.SetPowered(!db);
vesselWarpController._warpPlatformCable.SetPowered(false);
vesselWarpController._cageClosed = true;
vesselWarpController._cageAnimator.TranslateToLocalPosition(new Vector3(0.0f, -8.1f, 0.0f), 0.1f);
vesselWarpController._cageAnimator.RotateToLocalEulerAngles(new Vector3(0.0f, 180f, 0.0f), 0.1f);
vesselWarpController._cageAnimator.OnTranslationComplete -= new TransformAnimator.AnimationEvent(vesselWarpController.OnCageAnimationComplete);
vesselWarpController._cageAnimator.OnTranslationComplete += new TransformAnimator.AnimationEvent(vesselWarpController.OnCageAnimationComplete);
vesselWarpController._cageLoopingAudio.FadeIn(1f);
}
// Had a bunch of separate unity things firing stuff when the system is ready so I moved it all to here // Had a bunch of separate unity things firing stuff when the system is ready so I moved it all to here
private void OnSystemReady(bool shouldWarpInFromShip, bool shouldWarpInFromVessel) private void OnSystemReady(bool shouldWarpInFromShip, bool shouldWarpInFromVessel)
{ {
@ -310,7 +454,11 @@ namespace NewHorizons
Locator.GetPlayerBody().gameObject.AddComponent<DebugMenu>(); Locator.GetPlayerBody().gameObject.AddComponent<DebugMenu>();
if (shouldWarpInFromShip) _shipWarpController.WarpIn(WearingSuit); if (shouldWarpInFromShip) _shipWarpController.WarpIn(WearingSuit);
else if (shouldWarpInFromVessel) { } else if (shouldWarpInFromVessel)
{
FindObjectOfType<PlayerSpawner>().DebugWarp(_vesselSpawnPoint);
Builder.General.SpawnPointBuilder.SuitUp();
}
else FindObjectOfType<PlayerSpawner>().DebugWarp(SystemDict[_currentStarSystem].SpawnPoint); else FindObjectOfType<PlayerSpawner>().DebugWarp(SystemDict[_currentStarSystem].SpawnPoint);
} }
@ -487,7 +635,13 @@ namespace NewHorizons
_currentStarSystem = newStarSystem; _currentStarSystem = newStarSystem;
LoadManager.LoadSceneAsync(sceneToLoad, !vessel, LoadManager.FadeType.ToBlack, 0.1f, true); if (vessel && !HasVessel && newStarSystem != "SolarSystem" && newStarSystem != "EyeOfTheUniverse")
{
Logger.Log("Going to grab the vessel.");
LoadManager.LoadSceneAsync(OWScene.EyeOfTheUniverse, !vessel, LoadManager.FadeType.ToBlack, 0.1f, true);
}
else
LoadManager.LoadSceneAsync(sceneToLoad, !vessel, LoadManager.FadeType.ToBlack, 0.1f, true);
} }
void OnDeath(DeathType _) void OnDeath(DeathType _)