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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
removed commented out code and dead code
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@ -14,9 +14,9 @@ namespace NewHorizons.Builder.Props
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private static int MAX_MOVE_DISTANCE = 2;
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public float maxX = 2.7f;//3;
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public float minX = -2.7f;//-3;
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public float maxY = 2.6f;//2.75f;
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public float maxX = 2.7f;
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public float minX = -2.7f;
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public float maxY = 2.6f;
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public float minY = -1f;
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public void DrawBoundsWithDebugSpheres()
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@ -166,13 +166,8 @@ namespace NewHorizons.Builder.Props
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{
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if (reverseToposortedSpirals == null) GenerateReverseToposort();
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// TODO: fix LocationB not making spiral orange
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Dictionary<SpiralManipulator, Vector2> childForces = new Dictionary<SpiralManipulator, Vector2>();
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//Debug.Log(reverseToposortedSpirals.Count);
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//Debug.Log( string.Join(", ", reverseToposortedSpirals.Select(hmslnk => hmslnk.gameObject.name) ) );
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var index = -1;
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foreach (var s1 in reverseToposortedSpirals) // treating the conversation like a tree datastructure, move "leaf" spirals first so that we can propogate their force up to the parents
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{
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@ -198,8 +193,6 @@ namespace NewHorizons.Builder.Props
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if (s1 == s2) continue;
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if (s1.parent == s2) continue;
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if (s1 == s2.parent) continue;
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//if (!Overlap(s1, s2)) continue;
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// push away from other spirals
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var f = (s2.center - s1.center);
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@ -259,7 +252,7 @@ namespace NewHorizons.Builder.Props
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var bestPointDistance = 99999999f;
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for (var j = SpiralManipulator.MIN_PARENT_POINT; j < SpiralManipulator.MAX_PARENT_POINT; j++)
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{
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// skip this point if it's already occupied by ANOTHER spiral (if it's occupied by this spiral, DO count it)
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// skip this point if it's already occupied by another spiral (if it's occupied by this spiral, don't skip it)
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if (j != spiral._parentPointIndex && spiral.parent.occupiedParentPoints.Contains(j)) continue;
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var point = parentPoints[j];
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@ -68,8 +68,6 @@ namespace NewHorizons.Builder.Props
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.ToArray();
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owNomaiTextLine._points = _points;
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//owNomaiTextLine._state = NomaiTextLine.VisualState.HIDDEN;
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//owNomaiTextLine._textLineLocation = NomaiText.Location.UNSPECIFIED;
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owNomaiTextLine._active = true;
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owNomaiTextLine._prebuilt = false;
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@ -86,7 +84,6 @@ namespace NewHorizons.Builder.Props
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public struct SpiralProfile {
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// all of the Vector2 params here refer to a range of valid values
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public string profileName;
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public bool canMirror;
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public Vector2 a;
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public Vector2 b;
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public Vector2 startS;
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@ -101,7 +98,6 @@ namespace NewHorizons.Builder.Props
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public static SpiralProfile adultSpiralProfile = new SpiralProfile() {
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profileName="Adult",
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canMirror = false, // we don't want to mirror the actual mesh itself anymore, we'll just mirror the game object using localScale.x
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a = new Vector2(0.5f, 0.5f),
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b = new Vector2(0.3f, 0.6f),
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startS = new Vector2(342.8796f, 342.8796f),
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@ -114,13 +110,10 @@ namespace NewHorizons.Builder.Props
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uvScale = 4.9f,
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};
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// TODO: make a property called something like "sync random ranges" that makes a, b, etc, all be sampled with the same random number, isntead of being independently sampled
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// This will allow child spirals to be set up to be more authentic
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public static SpiralProfile childSpiralProfile = new SpiralProfile() {
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profileName="Child",
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canMirror = false, // we don't want to mirror the actual mesh itself anymore, we'll just mirror the game object using localScale.x
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a = new Vector2(0.9f, 0.9f),
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b = new Vector2(0.17f, 0.4f), //new Vector2(0.305f, 0.4f),
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b = new Vector2(0.17f, 0.4f),
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startS = new Vector2(342.8796f, 342.8796f),
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endS = new Vector2(35f, 25f),
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skeletonScale = 0.8f * new Vector2(0.01f, 0.01f),
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@ -141,7 +134,6 @@ namespace NewHorizons.Builder.Props
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// I think this'll do it
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public static SpiralProfile strangerSpiralProfile = new SpiralProfile() {
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profileName="Stranger",
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canMirror = false,
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a = new Vector2(0.9f, 0.9f), // this value doesn't really matter for this
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b = new Vector2(5f, 5f),
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startS = new Vector2(1.8505f, 1.8505f),
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@ -169,8 +161,8 @@ namespace NewHorizons.Builder.Props
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public int numSkeletonPoints = 51; // seems to be Mobius' default
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public float innerWidth = 0.001f; // width at the tip
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public float outerWidth = 0.05f; //0.107f; // width at the base
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public float uvScale = 4.9f; //2.9f;
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public float outerWidth = 0.05f; // width at the base
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public float uvScale = 4.9f;
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private float baseUVScale = 1f / 300f;
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public float uvOffset = 0;
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