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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
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revert da thingy
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@ -1,4 +1,3 @@
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using NewHorizons.Builder.General;
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using NewHorizons.External.Configs;
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using NewHorizons.External.Modules;
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using NewHorizons.Handlers;
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@ -6,10 +5,8 @@ using NewHorizons.Utility;
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using OWML.Common;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Linq;
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using UnityEngine;
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using Component = UnityEngine.Component;
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using Logger = NewHorizons.Utility.Logger;
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namespace NewHorizons.Builder.Props
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{
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@ -74,9 +71,6 @@ namespace NewHorizons.Builder.Props
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var isTorch = prop.GetComponent<VisionTorchItem>() != null;
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// Fix a bunch of stuff when done loading
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var fixes = new List<Component>();
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foreach (var component in prop.GetComponentsInChildren<Component>(true))
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{
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if (sector == null)
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@ -86,16 +80,6 @@ namespace NewHorizons.Builder.Props
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else FixSectoredComponent(component, sector, isTorch);
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FixComponent(component, go, prefab.name);
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if (DetailFixer.fixes.Keys.Any(x => x.IsInstanceOfType(component)))
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{
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fixes.Add(component);
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}
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}
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if (fixes.Count > 0)
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{
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prop.AddComponent<DetailFixer>().SetFixes(fixes);
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}
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prop.transform.position = detail.position == null ? go.transform.position : go.transform.TransformPoint(detail.position);
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@ -116,7 +100,6 @@ namespace NewHorizons.Builder.Props
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prop.transform.localScale = detail.scale != 0 ? Vector3.one * detail.scale : prefab.transform.localScale;
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if (!detail.keepLoaded) GroupsBuilder.Make(prop, sector);
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prop.SetActive(true);
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if (prop == null) return null;
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@ -294,75 +277,44 @@ namespace NewHorizons.Builder.Props
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torchItem.mindProjectorTrigger.enabled = true;
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torchItem.mindSlideProjector._mindProjectorImageEffect = SearchUtilities.Find("Player_Body/PlayerCamera").GetComponent<MindProjectorImageEffect>();
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}
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}
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/// <summary>
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/// Performs fixes that have to be done after the system loads
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/// Has to be done this way to ensure that scatter works
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/// </summary>
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private class DetailFixer : MonoBehaviour
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{
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public static Dictionary<Type, Action<Component>> fixes = new()
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// Fix a bunch of stuff when done loading
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Delay.RunWhen(() => Main.IsSystemReady, () =>
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{
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[typeof(AnglerfishAnimController)] = (x) =>
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try
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{
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var angler = x as AnglerfishAnimController;
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Logger.LogVerbose("Enabling anglerfish animation");
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// Remove any reference to its angler
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if (angler._anglerfishController)
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if (component == null) return;
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if (component is Animator animator) animator.enabled = true;
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else if (component is Collider collider) collider.enabled = true;
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else if (component is Renderer renderer) renderer.enabled = true;
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else if (component is Shape shape) shape.enabled = true;
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else if (component is SectorCullGroup sectorCullGroup)
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{
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angler._anglerfishController.OnChangeAnglerState -= angler.OnChangeAnglerState;
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angler._anglerfishController.OnAnglerTurn -= angler.OnAnglerTurn;
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angler._anglerfishController.OnAnglerSuspended -= angler.OnAnglerSuspended;
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angler._anglerfishController.OnAnglerUnsuspended -= angler.OnAnglerUnsuspended;
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sectorCullGroup._inMapView = false;
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sectorCullGroup._isFastForwarding = false;
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sectorCullGroup.SetVisible(sectorCullGroup.ShouldBeVisible(), true, false);
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}
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angler.enabled = true;
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angler.OnChangeAnglerState(AnglerfishController.AnglerState.Lurking);
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},
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[typeof(SectorCullGroup)] = (x) =>
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{
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var sectorCullGroup = x as SectorCullGroup;
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sectorCullGroup._inMapView = false;
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sectorCullGroup._isFastForwarding = false;
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sectorCullGroup.SetVisible(sectorCullGroup.ShouldBeVisible(), true, false);
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},
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[typeof(Shape)] = (x) => (x as Shape).enabled = true,
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[typeof(Renderer)] = (x) => (x as Renderer).enabled = true,
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[typeof(Collider)] = (x) => (x as Collider).enabled = true,
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[typeof(Animator)] = (x) => (x as Animator).enabled = true
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};
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// Have to be public to be copied by Instantiate
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public Component[] componentsToFix;
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public void SetFixes(List<Component> fixes)
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{
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// Components must be in a list for unity to properly deep copy
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componentsToFix = fixes.ToArray();
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}
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public void Start()
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{
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for (int i = 0; i < componentsToFix.Length; i++)
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{
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var component = componentsToFix[i];
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try
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// If it's not a moving anglerfish make sure the anim controller is regular
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else if (component is AnglerfishAnimController angler && angler.GetComponentInParent<AnglerfishController>() == null)
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{
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if (component != null)
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Logger.LogVerbose("Enabling anglerfish animation");
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// Remove any reference to its angler
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if (angler._anglerfishController)
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{
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var key = fixes.Keys.FirstOrDefault(x => x.IsInstanceOfType(component));
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var fix = fixes[key];
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fix(component);
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angler._anglerfishController.OnChangeAnglerState -= angler.OnChangeAnglerState;
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angler._anglerfishController.OnAnglerTurn -= angler.OnAnglerTurn;
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angler._anglerfishController.OnAnglerSuspended -= angler.OnAnglerSuspended;
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angler._anglerfishController.OnAnglerUnsuspended -= angler.OnAnglerUnsuspended;
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}
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}
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catch (Exception)
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{
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Logger.LogWarning($"Failed to fix component {component} on {gameObject.name}");
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angler.enabled = true;
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angler.OnChangeAnglerState(AnglerfishController.AnglerState.Lurking);
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}
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}
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}
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catch (Exception e)
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{
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Logger.LogWarning($"Exception when modifying component [{component.GetType().Name}] on [{planetGO.name}] for prop [{prefab}]:\n{e}");
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}
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});
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}
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}
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}
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