make volume layers match base game

This commit is contained in:
JohnCorby 2023-06-05 19:51:55 -07:00
parent 4b6bba26de
commit 5e2eedde15
5 changed files with 13 additions and 7 deletions

View File

@ -16,9 +16,10 @@ namespace NewHorizons.Builder.Atmosphere
sc.isTrigger = true;
sc.radius = config.Atmosphere.size;
// copied from gd
var sfv = airGO.AddComponent<SimpleFluidVolume>();
sfv._layer = 5;
sfv._priority = 1;
sfv._priority = 0;
sfv._density = 1.2f;
sfv._fluidType = FluidVolume.Type.AIR;
sfv._allowShipAutoroll = true;

View File

@ -131,6 +131,7 @@ namespace NewHorizons.Builder.Atmosphere
OWShellCollider fluidOWSC = cloudsFluidGO.AddComponent<OWShellCollider>();
fluidOWSC._innerRadius = atmo.size * 0.9f;
// copied from gd
CloudLayerFluidVolume fluidCLFV = cloudsFluidGO.AddComponent<CloudLayerFluidVolume>();
fluidCLFV._layer = 5;
fluidCLFV._priority = 1;

View File

@ -104,7 +104,7 @@ namespace NewHorizons.Builder.Body
buoyancyObject.layer = Layer.BasicEffectVolume;
var sphereCollider = buoyancyObject.AddComponent<SphereCollider>();
sphereCollider.radius = 1;
sphereCollider.radius = 1; // scaled by localScale
sphereCollider.isTrigger = true;
var owCollider = buoyancyObject.AddComponent<OWCollider>();
@ -114,14 +114,17 @@ namespace NewHorizons.Builder.Body
var buoyancyTriggerVolume = buoyancyObject.AddComponent<OWTriggerVolume>();
buoyancyTriggerVolume._owCollider = owCollider;
// copied from gd
var fluidVolume = buoyancyObject.AddComponent<RadialFluidVolume>();
fluidVolume._fluidType = FluidVolume.Type.WATER;
fluidVolume._attachedBody = rb;
fluidVolume._allowShipAutoroll = true;
fluidVolume._disableOnStart = false;
fluidVolume._triggerVolume = buoyancyTriggerVolume;
fluidVolume._radius = waterSize;
fluidVolume._buoyancyDensity = module.buoyancy;
fluidVolume._density = module.density;
fluidVolume._layer = LayerMask.NameToLayer("BasicEffectVolume");
fluidVolume._layer = 5;
fluidVolume._priority = 3;
var fogGO = Object.Instantiate(_oceanFog, waterGO.transform);
fogGO.name = "OceanFog";

View File

@ -35,8 +35,9 @@ namespace NewHorizons.Builder.General
var owTriggerVolume = gravityGO.AddComponent<OWTriggerVolume>();
// copied from th and qm
var gravityVolume = gravityGO.AddComponent<GravityVolume>();
gravityVolume._cutoffAcceleration = 0.1f;
gravityVolume._cutoffAcceleration = 0f;
var falloff = config.Base.gravityFallOff == GravityFallOff.Linear? GravityVolume.FalloffType.linear : GravityVolume.FalloffType.inverseSquared;

View File

@ -15,12 +15,12 @@ namespace NewHorizons.External.Modules.VariableSize
/// <summary>
/// Density of the water sphere. The higher the density, the harder it is to go through this fluid.
/// </summary>
[DefaultValue(1.2f)] public float density = 1.2f;
[DefaultValue(30f)] public float density = 30f;
/// <summary>
/// Buoyancy density of the water sphere
/// </summary>
[DefaultValue(1f)] public float buoyancy = 1f;
[DefaultValue(1.1f)] public float buoyancy = 1.1f;
/// <summary>
/// Tint of the water