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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Add SpawnSignal and SpawnDialogue to the API
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@ -8,21 +8,26 @@ namespace NewHorizons.Builder.Props
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{
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public static class DialogueBuilder
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{
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public static void Make(GameObject go, Sector sector, PropModule.DialogueInfo info, IModBehaviour mod)
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// Returns the character dialogue tree and remote dialogue trigger, if applicable.
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public static (CharacterDialogueTree, RemoteDialogueTrigger) Make(GameObject go, Sector sector, PropModule.DialogueInfo info, IModBehaviour mod)
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{
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// In stock I think they disable dialogue stuff with conditions
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// Here we just don't make it at all
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if (info.blockAfterPersistentCondition != null && PlayerData._currentGameSave.GetPersistentCondition(info.blockAfterPersistentCondition)) return;
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var dialogue = MakeConversationZone(go, sector, info, mod.ModHelper);
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if (info.remoteTriggerPosition != null || info.remoteTriggerRadius != 0) MakeRemoteDialogueTrigger(go, sector, info, dialogue);
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RemoteDialogueTrigger remoteTrigger = null;
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if (info.remoteTriggerPosition != null || info.remoteTriggerRadius != 0) remoteTrigger = MakeRemoteDialogueTrigger(go, sector, info, dialogue);
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// Make the character look at the player
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// Useful for dialogue replacement
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if (!string.IsNullOrEmpty(info.pathToAnimController)) MakePlayerTrackingZone(go, dialogue, info);
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return (dialogue, remoteTrigger);
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}
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public static void MakeRemoteDialogueTrigger(GameObject planetGO, Sector sector, PropModule.DialogueInfo info, CharacterDialogueTree dialogue)
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private static RemoteDialogueTrigger MakeRemoteDialogueTrigger(GameObject planetGO, Sector sector, PropModule.DialogueInfo info, CharacterDialogueTree dialogue)
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{
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GameObject conversationTrigger = new GameObject("ConversationTrigger");
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conversationTrigger.SetActive(false);
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@ -50,9 +55,11 @@ namespace NewHorizons.Builder.Props
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conversationTrigger.transform.parent = sector?.transform ?? planetGO.transform;
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conversationTrigger.transform.position = planetGO.transform.TransformPoint(info.remoteTriggerPosition ?? info.position);
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conversationTrigger.SetActive(true);
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return remoteDialogueTrigger;
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}
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public static CharacterDialogueTree MakeConversationZone(GameObject planetGO, Sector sector, PropModule.DialogueInfo info, IModHelper mod)
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private static CharacterDialogueTree MakeConversationZone(GameObject planetGO, Sector sector, PropModule.DialogueInfo info, IModHelper mod)
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{
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GameObject conversationZone = new GameObject("ConversationZone");
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conversationZone.SetActive(false);
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@ -99,7 +106,7 @@ namespace NewHorizons.Builder.Props
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return dialogueTree;
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}
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public static void MakePlayerTrackingZone(GameObject go, CharacterDialogueTree dialogue, PropModule.DialogueInfo info)
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private static void MakePlayerTrackingZone(GameObject go, CharacterDialogueTree dialogue, PropModule.DialogueInfo info)
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{
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var character = go.transform.Find(info.pathToAnimController);
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@ -14,22 +14,74 @@ namespace NewHorizons
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[Obsolete("Create(Dictionary<string, object> config) is deprecated, please use LoadConfigs(IModBehaviour mod) instead")]
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void Create(Dictionary<string, object> config, IModBehaviour mod);
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/// <summary>
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/// Will load all configs in the regular folders (planets, systems, translations, etc) for this mod.
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/// The NH addon config template is just a single call to this API method.
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/// </summary>
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void LoadConfigs(IModBehaviour mod);
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/// <summary>
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/// Retrieve the root GameObject of a custom planet made by creating configs.
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/// Will only work if the planet has been created (see GetStarSystemLoadedEvent)
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/// </summary>
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GameObject GetPlanet(string name);
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/// <summary>
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/// The name of the current star system loaded.
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/// </summary>
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string GetCurrentStarSystem();
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/// <summary>
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/// An event invoked when the player begins loading the new star system, before the scene starts to load.
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/// Gives the name of the star system being switched to.
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/// </summary>
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UnityEvent<string> GetChangeStarSystemEvent();
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/// <summary>
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/// An event invoked when NH has finished generating all planets for a new star system.
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/// Gives the name of the star system that was just loaded.
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/// </summary>
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UnityEvent<string> GetStarSystemLoadedEvent();
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/// <summary>
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/// Allows you to overwrite the default system. This is where the player is respawned after dying.
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/// </summary>
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bool SetDefaultSystem(string name);
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/// <summary>
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/// Allows you to instantly begin a warp to a new star system.
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/// Will return false if that system does not exist (cannot be warped to).
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/// </summary>
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bool ChangeCurrentStarSystem(string name);
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/// <summary>
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/// Returns the uniqueIDs of each installed NH addon.
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/// </summary>
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string[] GetInstalledAddons();
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GameObject SpawnObject(GameObject planet, Sector sector, string propToCopyPath, Vector3 position, Vector3 eulerAngles, float scale, bool alignWithNormal);
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/// <summary>
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/// Allows you to spawn a copy of a prop by specifying its path.
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/// This is the same as using Props->details in a config, but also returns the spawned gameObject to you.
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/// </summary>
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GameObject SpawnObject(GameObject planet, Sector sector, string propToCopyPath, Vector3 position, Vector3 eulerAngles,
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float scale, bool alignWithNormal);
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/// <summary>
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/// Allows you to spawn an AudioSignal on a planet.
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/// This is the same as using Props->signals in a config, but also returns the spawned AudioSignal to you.
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/// This method will not set its position. You will have to do that with the returned object.
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/// </summary>
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AudioSignal SpawnSignal(IModBehaviour mod, GameObject root, string audio, string name, string frequency,
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float sourceRadius = 1f, float detectionRadius = 20f, float identificationRadius = 10f, bool insideCloak = false,
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bool onlyAudibleToScope = true, string reveals = "");
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/// <summary>
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/// Allows you to spawn character dialogue on a planet. Also returns the RemoteDialogueTrigger if remoteTriggerRadius is specified.
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/// This is the same as using Props->dialogue in a config, but also returns the spawned game objects to you.
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/// This method will not set the position of the dialogue or remote trigger. You will have to do that with the returned objects.
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/// </summary>
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(CharacterDialogueTree, RemoteDialogueTrigger) SpawnDialogue(IModBehaviour mod, GameObject root, string xmlFile, float radius = 1f,
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float range = 1f, string blockAfterPersistentCondition = null, float lookAtRadius = 1f, string pathToAnimController = null,
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float remoteTriggerRadius = 0f);
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}
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}
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@ -1,4 +1,5 @@
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using NewHorizons.Builder.Props;
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using NewHorizons.External.Modules;
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using NewHorizons.Utility;
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using OWML.Common;
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using OWML.Utils;
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@ -107,9 +108,51 @@ namespace NewHorizons
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}
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}
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public GameObject SpawnObject(GameObject planet, Sector sector, string propToCopyPath, Vector3 position, Vector3 eulerAngles, float scale, bool alignWithNormal)
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public GameObject SpawnObject(GameObject planet, Sector sector, string propToCopyPath, Vector3 position, Vector3 eulerAngles,
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float scale, bool alignWithNormal)
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{
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return DetailBuilder.MakeDetail(planet, sector, propToCopyPath, position, eulerAngles, scale, alignWithNormal);
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}
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public AudioSignal SpawnSignal(IModBehaviour mod, GameObject root, string audio, string name, string frequency,
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float sourceRadius = 1f, float detectionRadius = 20f, float identificationRadius = 10f, bool insideCloak = false,
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bool onlyAudibleToScope = true, string reveals = "")
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{
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var info = new SignalModule.SignalInfo()
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{
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audio = audio,
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detectionRadius = detectionRadius,
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frequency = frequency,
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identificationRadius = identificationRadius,
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insideCloak = insideCloak,
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name = name,
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onlyAudibleToScope = onlyAudibleToScope,
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position = MVector3.zero,
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reveals = reveals,
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sourceRadius = sourceRadius
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};
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return SignalBuilder.Make(root, null, info, mod).GetComponent<AudioSignal>();
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}
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public (CharacterDialogueTree, RemoteDialogueTrigger) SpawnDialogue(IModBehaviour mod, GameObject root, string xmlFile, float radius = 1f,
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float range = 1f, string blockAfterPersistentCondition = null, float lookAtRadius = 1f, string pathToAnimController = null,
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float remoteTriggerRadius = 0f)
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{
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var info = new PropModule.DialogueInfo()
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{
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blockAfterPersistentCondition = blockAfterPersistentCondition,
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lookAtRadius = lookAtRadius,
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pathToAnimController = pathToAnimController,
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position = Vector3.zero,
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radius = radius,
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remoteTriggerPosition = null,
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range = range,
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remoteTriggerRadius = remoteTriggerRadius,
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xmlFile = xmlFile
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};
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return DialogueBuilder.Make(root, null, info, mod);
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}
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}
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}
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