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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
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Fixes for Outsider (#805)
## Improvements - Implemented features for potential Outsider compatibility ## Bug fixes - NH will not longer resize Dark Brambles fog #778 - Custom Bramble seeds now have fog inside of them
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61a3717d68
@ -33,12 +33,17 @@ namespace NewHorizons.Builder.Props
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private static GameObject _brambleSeedPrefab;
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private static GameObject _brambleNodePrefab;
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private static HashSet<FogWarpVolume> _nhFogWarpVolumes = new();
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public static bool IsNHFogWarpVolume(FogWarpVolume volume) => _nhFogWarpVolumes.Contains(volume);
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public static void Init(PlanetConfig[] dimensionConfigs)
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{
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_unpairedNodes.Clear();
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_propagatedSignals.Clear();
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namedNodes.Clear();
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builtBrambleNodes.Clear();
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_nhFogWarpVolumes.Clear();
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PropagateSignals(dimensionConfigs);
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}
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@ -190,6 +195,12 @@ namespace NewHorizons.Builder.Props
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collider.enabled = true;
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}
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// We track all the fog warp volumes that NH created so we can only effect those in patches, this way we leave base game stuff alone.
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foreach (var fogWarpVolume in brambleNode.GetComponentsInChildren<FogWarpVolume>(true).Append(brambleNode.GetComponent<FogWarpVolume>()))
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{
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_nhFogWarpVolumes.Add(fogWarpVolume);
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}
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var innerFogWarpVolume = brambleNode.GetComponent<InnerFogWarpVolume>();
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var outerFogWarpVolume = GetOuterFogWarpVolumeFromAstroObject(go);
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var fogLight = brambleNode.GetComponent<FogLight>();
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@ -239,6 +250,12 @@ namespace NewHorizons.Builder.Props
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foreach(Transform child in brambleNode.transform)
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{
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child.localScale = Vector3.one * config.scale;
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// The fog on bramble seeds has a specific scale we need to copy over
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if (child.name == "VolumetricFogSphere (2)")
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{
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child.localScale *= 6.3809f;
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}
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}
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innerFogWarpVolume._warpRadius *= config.scale;
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innerFogWarpVolume._exitRadius *= config.scale;
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@ -1,8 +0,0 @@
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namespace NewHorizons.Components.Volumes
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{
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public class NHInnerFogWarpVolume : InnerFogWarpVolume
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{
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public override bool IsProbeOnly() => _exitRadius <= 6;
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public override float GetFogThickness() => _exitRadius;
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}
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}
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@ -14,9 +14,6 @@ namespace NewHorizons.Handlers
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public static int SUBTITLE_HEIGHT = 97;
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public static int SUBTITLE_WIDTH = 669; // nice
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public Graphic graphic;
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public Image image;
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public float fadeSpeed = 0.005f;
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public float fade = 1;
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public bool fadingAway = true;
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@ -29,13 +26,27 @@ namespace NewHorizons.Handlers
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public static readonly int PAUSE_TIMER_MAX = 50;
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public int pauseTimer = PAUSE_TIMER_MAX;
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private Image _subtitleDisplay;
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private Graphic _graphic;
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private static List<(IModBehaviour mod, string filePath)> _additionalSubtitles = new();
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public static void RegisterAdditionalSubtitle(IModBehaviour mod, string filePath)
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{
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_additionalSubtitles.Add((mod, filePath));
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}
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public void CheckForEOTE()
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{
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if (!eoteSubtitleHasBeenInserted)
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{
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if (Main.HasDLC)
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{
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if (eoteSprite != null) possibleSubtitles.Insert(0, eoteSprite); // ensure that the Echoes of the Eye subtitle always appears first
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if (eoteSprite != null)
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{
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// Don't make it appear first actually because we have mods to display!
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possibleSubtitles.Add(eoteSprite);
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}
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eoteSubtitleHasBeenInserted = true;
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}
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}
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@ -43,18 +54,25 @@ namespace NewHorizons.Handlers
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public void Start()
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{
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// We preserve the current image to add it to our custom subtitle
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// We also need this element to preserve its size
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GetComponent<CanvasGroup>().alpha = 1;
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graphic = GetComponent<Graphic>();
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image = GetComponent<UnityEngine.UI.Image>();
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graphic.enabled = true;
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image.enabled = true;
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var image = GetComponent<Image>();
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eoteSprite = image.sprite;
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image.sprite = null;
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image.enabled = false;
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var layout = GetComponent<LayoutElement>();
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layout.minHeight = SUBTITLE_HEIGHT;
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CheckForEOTE();
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image.sprite = null; // Just in case. I don't know how not having the dlc changes the subtitle game object
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// We add our subtitles as a child object so that their sizing doesnt shift the layout of the main menu
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_subtitleDisplay = new GameObject().AddComponent<Image>();
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_subtitleDisplay.transform.parent = transform;
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_subtitleDisplay.transform.localPosition = new Vector3(0, 0, 0);
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_subtitleDisplay.transform.localScale = new Vector3(0.75f, 0.75f, 0.75f);
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_graphic = _subtitleDisplay.gameObject.GetAddComponent<Graphic>();
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_subtitleDisplay.gameObject.GetAddComponent<LayoutElement>().minWidth = SUBTITLE_WIDTH;
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AddSubtitles();
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}
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@ -73,6 +91,10 @@ namespace NewHorizons.Handlers
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AddSubtitle(mod, "subtitle.png");
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}
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}
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foreach (var pair in _additionalSubtitles)
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{
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AddSubtitle(pair.mod, pair.filePath);
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}
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}
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public void AddSubtitle(IModBehaviour mod, string filepath)
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@ -82,7 +104,7 @@ namespace NewHorizons.Handlers
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var tex = ImageUtilities.GetTexture(mod, filepath, false);
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if (tex == null) return;
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var sprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, SUBTITLE_HEIGHT), new Vector2(0.5f, 0.5f), 100.0f);
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var sprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, Mathf.Max(SUBTITLE_HEIGHT, tex.height)), new Vector2(0.5f, 0.5f), 100.0f);
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AddSubtitle(sprite);
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}
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@ -95,12 +117,25 @@ namespace NewHorizons.Handlers
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{
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CheckForEOTE();
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if (possibleSubtitles.Count == 0) return;
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if (possibleSubtitles.Count == 0)
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{
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return;
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}
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if (image.sprite == null) image.sprite = possibleSubtitles[0];
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_subtitleDisplay.transform.localPosition = new Vector3(0, -36, 0);
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if (_subtitleDisplay.sprite == null)
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{
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_subtitleDisplay.sprite = possibleSubtitles[0];
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// Always call this in case we stop changing subtitles after
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ChangeSubtitle();
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}
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// don't fade transition subtitles if there's only one subtitle
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if (possibleSubtitles.Count <= 1) return;
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if (possibleSubtitles.Count <= 1)
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{
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return;
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}
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if (pauseTimer > 0)
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{
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@ -131,14 +166,16 @@ namespace NewHorizons.Handlers
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}
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}
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graphic.color = new Color(1, 1, 1, fade);
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_graphic.color = new Color(1, 1, 1, fade);
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}
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public void ChangeSubtitle()
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{
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subtitleIndex = (subtitleIndex + 1) % possibleSubtitles.Count;
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image.sprite = possibleSubtitles[subtitleIndex];
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_subtitleDisplay.sprite = possibleSubtitles[subtitleIndex];
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var ratio = SUBTITLE_WIDTH / _subtitleDisplay.sprite.texture.width;
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_subtitleDisplay.rectTransform.sizeDelta = new Vector2(_subtitleDisplay.sprite.texture.width, _subtitleDisplay.sprite.texture.height) * ratio;
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}
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}
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}
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@ -207,5 +207,13 @@ namespace NewHorizons
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/// <returns></returns>
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string GetTranslationForOtherText(string text);
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#endregion
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/// <summary>
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/// Registers a subtitle for the main menu.
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/// Call this once before the main menu finishes loading
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/// </summary>
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/// <param name="mod"></param>
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/// <param name="filePath"></param>
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void AddSubtitle(IModBehaviour mod, string filePath);
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}
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}
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@ -336,5 +336,7 @@ namespace NewHorizons
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public string GetTranslationForUI(string text) => TranslationHandler.GetTranslation(text, TranslationHandler.TextType.UI);
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public string GetTranslationForOtherText(string text) => TranslationHandler.GetTranslation(text, TranslationHandler.TextType.OTHER);
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public void AddSubtitle(IModBehaviour mod, string filePath) => SubtitlesHandler.RegisterAdditionalSubtitle(mod, filePath);
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}
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}
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@ -1,4 +1,5 @@
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using HarmonyLib;
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using NewHorizons.Builder.Props;
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using UnityEngine;
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namespace NewHorizons.Patches.VolumePatches
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@ -8,20 +9,38 @@ namespace NewHorizons.Patches.VolumePatches
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{
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[HarmonyPrefix]
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[HarmonyPatch(typeof(SphericalFogWarpVolume), nameof(SphericalFogWarpVolume.IsProbeOnly))]
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public static bool SphericalFogWarpVolume_IsProbeOnly(SphericalFogWarpVolume __instance, out bool __result)
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public static bool SphericalFogWarpVolume_IsProbeOnly(SphericalFogWarpVolume __instance, ref bool __result)
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{
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__result = Mathf.Approximately(__instance._exitRadius / __instance._warpRadius, 2f); // Check the ratio between these to determine if seed, instead of just < 10
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// Do not affect base game volumes
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if (!BrambleNodeBuilder.IsNHFogWarpVolume(__instance))
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{
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return true;
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}
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// Check the ratio between these to determine if seed, instead of just < 10
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__result = Mathf.Approximately(__instance._exitRadius / __instance._warpRadius, 2f);
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return false;
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(FogWarpVolume), nameof(FogWarpVolume.GetFogThickness))]
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public static bool FogWarpVolume_GetFogThickness(FogWarpVolume __instance, out float __result)
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public static bool FogWarpVolume_GetFogThickness(FogWarpVolume __instance, ref float __result)
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{
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if (__instance is InnerFogWarpVolume sph) __result = sph._exitRadius;
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else __result = 50; // 50f is hardcoded as the return value in the base game
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// Do not affect base game volumes
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if (!BrambleNodeBuilder.IsNHFogWarpVolume(__instance))
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{
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return true;
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}
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if (__instance is InnerFogWarpVolume sph)
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{
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__result = sph._exitRadius;
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return false;
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}
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else
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{
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return true;
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}
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}
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}
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}
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