Fix up comments

This commit is contained in:
Nick 2023-08-24 12:35:32 -04:00
parent 845c788655
commit 3e23e433f7
3 changed files with 17 additions and 5 deletions

View File

@ -201,7 +201,7 @@ namespace NewHorizons.Components.Stars
transform.localPosition = Vector3.zero; transform.localPosition = Vector3.zero;
// Some effects use Locator.GetSunTransform so hopefully its fine to change it // Some effects use Locator.GetSunTransform so hopefully its fine to change it
// Use the root transform of the star because that's the default behaviour, breaks SunProxy is not (potentially others) // Use the root transform of the star because that's the default behaviour, breaks SunProxy if not (potentially others)
Locator._sunTransform = star.transform; Locator._sunTransform = star.transform;
// TODO?: maybe also turn off star controller stuff (mainly proxy light) since idk if that can handle more than 1 being on // TODO?: maybe also turn off star controller stuff (mainly proxy light) since idk if that can handle more than 1 being on

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@ -2,11 +2,23 @@ using UnityEngine;
namespace NewHorizons.Components.Volumes namespace NewHorizons.Components.Volumes
{ {
/// <summary>
/// A cloak can interfere with the rendering of water
/// Water has a lower render queue and is transparent, so you can see the background black cloak over top of the water
/// We fix this by setting the water's render queue to that of the cloak
/// However, this means that when you are inside the water you will see through the cloak since it's not rendered on top
/// To fix that, we set the render queue back to normal when the player enters the water
/// Currently this doesnt nothing to fix probe camera pictures. If you are outside of the water, the probe will see the stars and through the cloak
/// Oh well
/// </summary>
internal class WaterCloakFixerVolume : MonoBehaviour internal class WaterCloakFixerVolume : MonoBehaviour
{ {
public Material material; public Material material;
private OWTriggerVolume _volume; private OWTriggerVolume _volume;
public const int WATER_RENDER_QUEUE = 2990;
public const int CLOAK_RENDER_QUEUE = 3000;
public void Start() public void Start()
{ {
_volume = GetComponent<RadialFluidVolume>().GetOWTriggerVolume(); _volume = GetComponent<RadialFluidVolume>().GetOWTriggerVolume();
@ -14,7 +26,7 @@ namespace NewHorizons.Components.Volumes
_volume.OnEntry += WaterCloakFixerVolume_OnEntry; _volume.OnEntry += WaterCloakFixerVolume_OnEntry;
_volume.OnExit += WaterCloakFixerVolume_OnExit; _volume.OnExit += WaterCloakFixerVolume_OnExit;
material.renderQueue = 3000; material.renderQueue = CLOAK_RENDER_QUEUE;
} }
public void OnDestroy() public void OnDestroy()
@ -27,7 +39,7 @@ namespace NewHorizons.Components.Volumes
{ {
if (hitObj.CompareTag("PlayerDetector")) if (hitObj.CompareTag("PlayerDetector"))
{ {
material.renderQueue = 2990; material.renderQueue = WATER_RENDER_QUEUE;
} }
} }
@ -35,7 +47,7 @@ namespace NewHorizons.Components.Volumes
{ {
if (hitObj.CompareTag("PlayerDetector")) if (hitObj.CompareTag("PlayerDetector"))
{ {
material.renderQueue = 3000; material.renderQueue = CLOAK_RENDER_QUEUE;
} }
} }
} }

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@ -48,7 +48,7 @@ namespace NewHorizons.Handlers
var cloak = GetDefaultSpawn()?.GetAttachedOWRigidbody()?.GetComponentInChildren<CloakFieldController>(); var cloak = GetDefaultSpawn()?.GetAttachedOWRigidbody()?.GetComponentInChildren<CloakFieldController>();
if (cloak != null) if (cloak != null)
{ {
// Ensures it has invoked everything and actually placed the player in the cloaking field // Ensures it has invoked everything and actually placed the player in the cloaking field #671
cloak._firstUpdate = true; cloak._firstUpdate = true;
} }
} }