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This commit is contained in:
Noah Pilarski 2022-09-03 11:23:31 -04:00
parent 8e8ac84ad2
commit 6b7ed87084
4 changed files with 11 additions and 3 deletions

View File

@ -20,7 +20,7 @@ namespace NewHorizons.Builder.Body
} }
else else
{ {
groundGO.transform.localScale *= 2; groundGO.transform.localScale *= 2; // Multiply by 2 to match top layer
} }
groundGO.SetActive(true); groundGO.SetActive(true);

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@ -25,7 +25,7 @@ namespace NewHorizons.Handlers
SkyboxBuilder.Make(system.Config.Skybox, system.Mod); SkyboxBuilder.Make(system.Config.Skybox, system.Mod);
} }
// No time loop or travel audio at the eye
if (Main.Instance.CurrentStarSystem == "EyeOfTheUniverse") return; if (Main.Instance.CurrentStarSystem == "EyeOfTheUniverse") return;
if (system.Config.enableTimeLoop) if (system.Config.enableTimeLoop)

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@ -295,6 +295,8 @@ namespace NewHorizons
if (isEyeOfTheUniverse) if (isEyeOfTheUniverse)
{ {
// Create astro objects for eye and vessel because they didn't have them somehow.
var eyeOfTheUniverse = SearchUtilities.Find("EyeOfTheUniverse_Body"); var eyeOfTheUniverse = SearchUtilities.Find("EyeOfTheUniverse_Body");
var eyeSector = eyeOfTheUniverse.FindChild("Sector_EyeOfTheUniverse").GetComponent<Sector>(); var eyeSector = eyeOfTheUniverse.FindChild("Sector_EyeOfTheUniverse").GetComponent<Sector>();
var eyeAO = eyeOfTheUniverse.AddComponent<EyeAstroObject>(); var eyeAO = eyeOfTheUniverse.AddComponent<EyeAstroObject>();
@ -320,12 +322,14 @@ namespace NewHorizons
eyeSector.GetComponent<SphereShape>().SetLayer(Shape.Layer.Sector); eyeSector.GetComponent<SphereShape>().SetLayer(Shape.Layer.Sector);
// Resize vessel sector so that the vessel is fully collidable.
var vesselSectorTrigger = vesselSector.gameObject.FindChild("SectorTriggerVolume_VesselBridge"); var vesselSectorTrigger = vesselSector.gameObject.FindChild("SectorTriggerVolume_VesselBridge");
vesselSectorTrigger.transform.localPosition = new Vector3(0, 0, -207.375f); vesselSectorTrigger.transform.localPosition = new Vector3(0, 0, -207.375f);
var vesselSectorTriggerBox = vesselSectorTrigger.GetComponent<BoxShape>(); var vesselSectorTriggerBox = vesselSectorTrigger.GetComponent<BoxShape>();
vesselSectorTriggerBox.size = new Vector3(600, 600, 600); vesselSectorTriggerBox.size = new Vector3(600, 600, 600);
vesselSectorTriggerBox.SetLayer(Shape.Layer.Sector); vesselSectorTriggerBox.SetLayer(Shape.Layer.Sector);
// Why were the vessel's lights inside the eye? Let's move them from the eye to vessel.
var vesselPointlight = eyeSector.gameObject.FindChild("Pointlight_NOM_Vessel"); var vesselPointlight = eyeSector.gameObject.FindChild("Pointlight_NOM_Vessel");
vesselPointlight.transform.SetParent(vesselSector.transform, true); vesselPointlight.transform.SetParent(vesselSector.transform, true);
var vesselSpotlight = eyeSector.gameObject.FindChild("Spotlight_NOM_Vessel"); var vesselSpotlight = eyeSector.gameObject.FindChild("Spotlight_NOM_Vessel");
@ -333,6 +337,7 @@ namespace NewHorizons
var vesselAmbientLight = eyeSector.gameObject.FindChild("AmbientLight_Vessel"); var vesselAmbientLight = eyeSector.gameObject.FindChild("AmbientLight_Vessel");
vesselAmbientLight.transform.SetParent(vesselSector.transform, true); vesselAmbientLight.transform.SetParent(vesselSector.transform, true);
// Add sector streaming to vessel just in case some one moves the vessel.
var vesselStreaming = new GameObject("Sector_Streaming"); var vesselStreaming = new GameObject("Sector_Streaming");
vesselStreaming.transform.SetParent(vesselSector.transform, false); vesselStreaming.transform.SetParent(vesselSector.transform, false);
var vessel_ss = vesselStreaming.AddComponent<SectorStreaming>(); var vessel_ss = vesselStreaming.AddComponent<SectorStreaming>();
@ -481,6 +486,7 @@ namespace NewHorizons
} }
else if (isEyeOfTheUniverse) else if (isEyeOfTheUniverse)
{ {
// There is no wake up in eye scene
Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => Instance.ModHelper.Events.Unity.FireOnNextUpdate(() =>
{ {
IsSystemReady = true; IsSystemReady = true;
@ -768,7 +774,7 @@ namespace NewHorizons
} }
else else
{ {
PlayerData.SaveEyeCompletion(); PlayerData.SaveEyeCompletion(); // So that the title screen doesn't keep warping you back to eye
if (SystemDict[_currentStarSystem].Config.enableTimeLoop) SecondsElapsedInLoop = TimeLoop.GetSecondsElapsed(); if (SystemDict[_currentStarSystem].Config.enableTimeLoop) SecondsElapsedInLoop = TimeLoop.GetSecondsElapsed();
else SecondsElapsedInLoop = -1; else SecondsElapsedInLoop = -1;

View File

@ -15,6 +15,7 @@ namespace NewHorizons.Patches
private static void SwitchToDefaultIfAtEyeGoingToSS(OWScene scene) private static void SwitchToDefaultIfAtEyeGoingToSS(OWScene scene)
{ {
// Switch to default just in case another mod warps back.
if (Main.Instance.CurrentStarSystem == "EyeOfTheUniverse" && scene == OWScene.SolarSystem) Main.Instance._currentStarSystem = Main.Instance.DefaultStarSystem; if (Main.Instance.CurrentStarSystem == "EyeOfTheUniverse" && scene == OWScene.SolarSystem) Main.Instance._currentStarSystem = Main.Instance.DefaultStarSystem;
} }
@ -30,6 +31,7 @@ namespace NewHorizons.Patches
[HarmonyPatch(typeof(SubmitActionLoadScene), nameof(SubmitActionLoadScene.ConfirmSubmit))] [HarmonyPatch(typeof(SubmitActionLoadScene), nameof(SubmitActionLoadScene.ConfirmSubmit))]
public static void SubmitActionLoadScene_ConfirmSubmit(SubmitActionLoadScene __instance) public static void SubmitActionLoadScene_ConfirmSubmit(SubmitActionLoadScene __instance)
{ {
// Title screen can warp you to eye and cause problems.
if (__instance._sceneToLoad == SubmitActionLoadScene.LoadableScenes.EYE) Main.Instance._currentStarSystem = "EyeOfTheUniverse"; if (__instance._sceneToLoad == SubmitActionLoadScene.LoadableScenes.EYE) Main.Instance._currentStarSystem = "EyeOfTheUniverse";
} }