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synced 2025-12-11 20:15:44 +01:00
Fix up comments
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@ -201,7 +201,7 @@ namespace NewHorizons.Components.Stars
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transform.localPosition = Vector3.zero;
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// Some effects use Locator.GetSunTransform so hopefully its fine to change it
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// Use the root transform of the star because that's the default behaviour, breaks SunProxy is not (potentially others)
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// Use the root transform of the star because that's the default behaviour, breaks SunProxy if not (potentially others)
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Locator._sunTransform = star.transform;
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// 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;
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namespace NewHorizons.Components.Volumes
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{
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/// <summary>
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/// A cloak can interfere with the rendering of water
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/// Water has a lower render queue and is transparent, so you can see the background black cloak over top of the water
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/// We fix this by setting the water's render queue to that of the cloak
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/// However, this means that when you are inside the water you will see through the cloak since it's not rendered on top
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/// To fix that, we set the render queue back to normal when the player enters the water
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/// 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
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/// Oh well
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/// </summary>
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internal class WaterCloakFixerVolume : MonoBehaviour
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{
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public Material material;
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private OWTriggerVolume _volume;
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public const int WATER_RENDER_QUEUE = 2990;
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public const int CLOAK_RENDER_QUEUE = 3000;
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public void Start()
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{
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_volume = GetComponent<RadialFluidVolume>().GetOWTriggerVolume();
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@ -14,7 +26,7 @@ namespace NewHorizons.Components.Volumes
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_volume.OnEntry += WaterCloakFixerVolume_OnEntry;
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_volume.OnExit += WaterCloakFixerVolume_OnExit;
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material.renderQueue = 3000;
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material.renderQueue = CLOAK_RENDER_QUEUE;
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}
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public void OnDestroy()
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@ -27,7 +39,7 @@ namespace NewHorizons.Components.Volumes
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{
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if (hitObj.CompareTag("PlayerDetector"))
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{
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material.renderQueue = 2990;
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material.renderQueue = WATER_RENDER_QUEUE;
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}
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}
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@ -35,7 +47,7 @@ namespace NewHorizons.Components.Volumes
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{
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if (hitObj.CompareTag("PlayerDetector"))
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{
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material.renderQueue = 3000;
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material.renderQueue = CLOAK_RENDER_QUEUE;
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}
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}
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}
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@ -48,7 +48,7 @@ namespace NewHorizons.Handlers
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var cloak = GetDefaultSpawn()?.GetAttachedOWRigidbody()?.GetComponentInChildren<CloakFieldController>();
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if (cloak != null)
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{
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// Ensures it has invoked everything and actually placed the player in the cloaking field
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// Ensures it has invoked everything and actually placed the player in the cloaking field #671
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cloak._firstUpdate = true;
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}
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}
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