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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
added scale for both nodes and dimensions, added default values to config
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@ -13,6 +13,8 @@ namespace NewHorizons.Builder.Body
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{
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{
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public static class BrambleDimensionBuilder
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public static class BrambleDimensionBuilder
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{
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{
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public static readonly float BASE_DIMENSION_RADIUS = 1705f;
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// put node here
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// put node here
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// "position": {"x": 65.2428, "y": -137.305, "z": 198.1078}, "normal": {"x": 0.303696, "y": -0.5609235, "z": 0.7701519}
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// "position": {"x": 65.2428, "y": -137.305, "z": 198.1078}, "normal": {"x": 0.303696, "y": -0.5609235, "z": 0.7701519}
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@ -53,7 +55,9 @@ namespace NewHorizons.Builder.Body
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ao.transform.position = new Vector3(6904.48f, 17048.44f, 5574.479f) + new Vector3(0, 3000, 0)*DIMENSION_COUNTER;
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ao.transform.position = new Vector3(6904.48f, 17048.44f, 5574.479f) + new Vector3(0, 3000, 0)*DIMENSION_COUNTER;
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DIMENSION_COUNTER++;
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DIMENSION_COUNTER++;
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// TODO: radius (need to determine what the base radius is first)
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// radius
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//if (body.Config.Bramble.dimension.radius != null)
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ao.transform.localScale = Vector3.one * (body.Config.Bramble.dimension.radius/BASE_DIMENSION_RADIUS);
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// fix children's names and remove base game props (mostly just bramble nodes that are children to Interactibles) and set up the OuterWarp child
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// fix children's names and remove base game props (mostly just bramble nodes that are children to Interactibles) and set up the OuterWarp child
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var dimensionSector = SearchUtilities.FindChild(dimension, "Sector_HubDimension");
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var dimensionSector = SearchUtilities.FindChild(dimension, "Sector_HubDimension");
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@ -154,6 +154,10 @@ namespace NewHorizons.Builder.Props
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var destinationAO = dimensionAO ?? AstroObjectLocator.GetAstroObject(destinationName); // find child "Sector/OuterWarp"
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var destinationAO = dimensionAO ?? AstroObjectLocator.GetAstroObject(destinationName); // find child "Sector/OuterWarp"
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if (destinationAO == null) return false;
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if (destinationAO == null) return false;
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//
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// TODO: support adding destinationAO's signals to these nodes
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//
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var destination = GetOuterFogWarpVolumeFromAstroObject(destinationAO.gameObject);
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var destination = GetOuterFogWarpVolumeFromAstroObject(destinationAO.gameObject);
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if (destination == null) return false;
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if (destination == null) return false;
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@ -191,15 +195,20 @@ namespace NewHorizons.Builder.Props
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GameObject.Destroy(SearchUtilities.FindChild(brambleNode, "Signal_Harmonica"));
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GameObject.Destroy(SearchUtilities.FindChild(brambleNode, "Signal_Harmonica"));
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//
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//
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// TODO: change the colors
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// set scale
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//
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brambleNode.transform.localScale = Vector3.one * config.scale;
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//
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// change the colors
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//
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//
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var effects = SearchUtilities.FindChild(brambleNode, "Effects");
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var effects = SearchUtilities.FindChild(brambleNode, "Effects");
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var fogRenderer = SearchUtilities.FindChild(effects, "InnerWarpFogSphere").GetComponent<OWRenderer>();
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var fogRenderer = SearchUtilities.FindChild(effects, "InnerWarpFogSphere").GetComponent<OWRenderer>();
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var lightShafts = SearchUtilities.FindChild(effects, "DB_BrambleLightShafts");
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var lightShafts = SearchUtilities.FindChild(effects, "DB_BrambleLightShafts");
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if (config.fogTint != null) fogRenderer.SetColor(config.fogTint.ToColor()); // TODO: this doesn't seem to work, but it does work in inspector
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if (config.fogTint != null) fogRenderer.SetColor(config.fogTint.ToColor());
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if (config.lightTint != null)
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if (config.lightTint != null)
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{
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{
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var lightShaft1 = SearchUtilities.FindChild(lightShafts, "BrambleLightShaft1");
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var lightShaft1 = SearchUtilities.FindChild(lightShafts, "BrambleLightShaft1");
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@ -226,27 +235,6 @@ namespace NewHorizons.Builder.Props
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warpController.Awake(); // I can't spawn this game object disabled, but Awake needs to run after _sector is set. That means I need to call Awake myself
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warpController.Awake(); // I can't spawn this game object disabled, but Awake needs to run after _sector is set. That means I need to call Awake myself
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//var exitPointsParent = SearchUtilities.FindChild(brambleNode, "FogWarpExitPoints"); // "ExitPoint", "ExitPoint (1)" ... "ExitPoint (5)"
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//var exitPointsNames = new string[]
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//{
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// "ExitPoint",
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// "ExitPoint (1)",
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// "ExitPoint (2)",
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// "ExitPoint (3)",
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// "ExitPoint (4)",
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// "ExitPoint (5)",
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//};
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//for (int i = 0; i < 6; i++)
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//{
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// var exitPoint = SearchUtilities.FindChild(exitPointsParent, exitPointsNames[i]);
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// var sphericalFogWarpExit = exitPoint.GetComponent<SphericalFogWarpExit>();
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// // I don't think anything actually needs to be done here
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//}
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//
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// TODO: support adding signals to these nodes
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//
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//
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//
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// Cleanup for dimension exits
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// Cleanup for dimension exits
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//
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//
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@ -2,6 +2,7 @@ using NewHorizons.Utility;
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using Newtonsoft.Json;
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using Newtonsoft.Json;
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using System;
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using System;
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using System.Collections.Generic;
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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 System.Linq;
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using System.Text;
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using System.Text;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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@ -29,7 +30,7 @@ namespace NewHorizons.External.Modules
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/// <summary>
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/// <summary>
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/// Defines the inner radius of this dimension. Leave blank for the default of
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/// Defines the inner radius of this dimension. Leave blank for the default of
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/// </summary>
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/// </summary>
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public float radius;
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[DefaultValue(1705f)] public float radius = 1705f;
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/// <summary>
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/// <summary>
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/// The color of the fog inside this dimension. Leave blank for the default yellowish color
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/// The color of the fog inside this dimension. Leave blank for the default yellowish color
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@ -59,7 +60,7 @@ namespace NewHorizons.External.Modules
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/// <summary>
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/// <summary>
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/// The physical scale of the node
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/// The physical scale of the node
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/// </summary>
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/// </summary>
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public float scale;
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[DefaultValue(1f)] public float scale = 1f;
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/// <summary>
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/// <summary>
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/// The name of the planet that hosts the dimension this node links to
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/// The name of the planet that hosts the dimension this node links to
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@ -74,7 +75,7 @@ namespace NewHorizons.External.Modules
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/// <summary>
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/// <summary>
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/// Set this to true to make this node a seed instead of a node the player can enter
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/// Set this to true to make this node a seed instead of a node the player can enter
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/// </summary>
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/// </summary>
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public bool isSeed;
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[DefaultValue(false)] public bool isSeed = false;
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/// <summary>
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/// <summary>
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/// The color of the fog inside the node. Leave blank for the default yellowish color
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/// The color of the fog inside the node. Leave blank for the default yellowish color
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