Fix leftover errors after merge

This commit is contained in:
Ben C 2022-05-22 13:36:10 -04:00
parent cbd0109ea0
commit 73e3cfbbb3
9 changed files with 45 additions and 28 deletions

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@ -13,14 +13,6 @@ namespace NewHorizons.Builder.Body
private static readonly int EmissionColor = Shader.PropertyToID("_EmissionColor"); private static readonly int EmissionColor = Shader.PropertyToID("_EmissionColor");
private static readonly int HeightScale = Shader.PropertyToID("_HeightScale"); private static readonly int HeightScale = Shader.PropertyToID("_HeightScale");
private enum FunnelType
{
SAND,
WATER,
LAVA,
STAR
}
public static void Make(GameObject planetGO, ConstantForceDetector detector, OWRigidbody rigidbody, FunnelModule module) public static void Make(GameObject planetGO, ConstantForceDetector detector, OWRigidbody rigidbody, FunnelModule module)
{ {
var funnelType = module.Type; var funnelType = module.Type;

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@ -77,8 +77,8 @@ namespace NewHorizons.Builder.Props
return; return;
} }
if (info.type.ToLower() == "hurricane") MakeHurricane(planetGO, sector, info, position, hasClouds); if (info.type == PropModule.TornadoInfo.TornadoType.Hurricane) MakeHurricane(planetGO, sector, info, position, hasClouds);
else MakeTornado(planetGO, sector, info, position, info.type.ToLower() == "downwards"); else MakeTornado(planetGO, sector, info, position, info.type == PropModule.TornadoInfo.TornadoType.Downwards);
} }
private static void MakeTornado(GameObject planetGO, Sector sector, PropModule.TornadoInfo info, Vector3 position, bool downwards) private static void MakeTornado(GameObject planetGO, Sector sector, PropModule.TornadoInfo info, Vector3 position, bool downwards)

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@ -27,7 +27,7 @@ namespace NewHorizons.External.Configs
/// <summary> /// <summary>
/// Unique star system containing your planet /// Unique star system containing your planet
/// </summary> /// </summary>
[DefaultValue("SolarSystem")] [System.ComponentModel.DefaultValue("SolarSystem")]
public string StarSystem = "SolarSystem"; public string StarSystem = "SolarSystem";
/// <summary> /// <summary>
@ -43,7 +43,7 @@ namespace NewHorizons.External.Configs
/// <summary> /// <summary>
/// Set to a higher number if you wish for this body to be built sooner /// Set to a higher number if you wish for this body to be built sooner
/// </summary> /// </summary>
[DefaultValue(-1)] [System.ComponentModel.DefaultValue(-1)]
public int BuildPriority = -1; public int BuildPriority = -1;
/// <summary> /// <summary>
@ -246,10 +246,9 @@ namespace NewHorizons.External.Configs
{ {
foreach(var tornado in Props.Tornados) foreach(var tornado in Props.Tornados)
{ {
if (tornado.downwards) tornado.type = "downwards"; if (tornado.downwards) tornado.type = PropModule.TornadoInfo.TornadoType.Downwards;
} }
} }
#pragma warning restore 612, 618
} }
} }
} }

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@ -28,11 +28,21 @@ namespace NewHorizons.External.Configs
/// Do you want a clean slate for this star system? Or will it be a modified version of the original. /// Do you want a clean slate for this star system? Or will it be a modified version of the original.
/// </summary> /// </summary>
public bool destroyStockPlanets = true; public bool destroyStockPlanets = true;
/// <summary>
/// Should the time loop be enabled in this system?
/// </summary>
[DefaultValue(true)]
public bool enableTimeLoop = true;
/// <summary> /// <summary>
/// Set to the FactID that must be revealed before it can be warped to. Don't set `CanEnterViaWarpDrive` to `false` if you're using this, that would make no sense. /// Set to the FactID that must be revealed before it can be warped to. Don't set `CanEnterViaWarpDrive` to `false` if you're using this, that would make no sense.
/// </summary> /// </summary>
public string factRequiredForWarp; public string factRequiredForWarp;
/// <summary>
/// Should the player not be able to view the map in this system?
/// </summary>
public bool mapRestricted; public bool mapRestricted;
/// <summary> /// <summary>

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@ -1,6 +1,4 @@
using Newtonsoft.Json; using Newtonsoft.Json;
using UnityEngine.Internal;
using System.ComponentModel;
namespace NewHorizons.External.Modules namespace NewHorizons.External.Modules
{ {
@ -20,19 +18,19 @@ namespace NewHorizons.External.Modules
/// <summary> /// <summary>
/// Minimum size of the asteroids. /// Minimum size of the asteroids.
/// </summary> /// </summary>
[DefaultValue(20)] [System.ComponentModel.DefaultValue(20)]
public float MinSize = 20; public float MinSize = 20;
/// <summary> /// <summary>
/// Maximum size of the asteroids. /// Maximum size of the asteroids.
/// </summary> /// </summary>
[DefaultValue(50)] [System.ComponentModel.DefaultValue(50)]
public float MaxSize = 50f; public float MaxSize = 50f;
/// <summary> /// <summary>
/// Amount of asteroids to create. /// Amount of asteroids to create.
/// </summary> /// </summary>
[DefaultValue(-1)] [System.ComponentModel.DefaultValue(-1)]
public int Amount = -1; public int Amount = -1;
/// <summary> /// <summary>

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@ -67,7 +67,7 @@ namespace NewHorizons.External.Modules
/// <summary> /// <summary>
/// Allows the object to be targeted on the map. /// Allows the object to be targeted on the map.
/// </summary> /// </summary>
[DefaultValue(true)] [System.ComponentModel.DefaultValue(true)]
public bool HasReferenceFrame = true; public bool HasReferenceFrame = true;
/// <summary> /// <summary>
@ -88,7 +88,7 @@ namespace NewHorizons.External.Modules
/// <summary> /// <summary>
/// Do we show the minimap when walking around this planet? /// Do we show the minimap when walking around this planet?
/// </summary> /// </summary>
[DefaultValue(true)] [System.ComponentModel.DefaultValue(true)]
public bool ShowMinimap = true; public bool ShowMinimap = true;
#region Obsolete #region Obsolete

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@ -73,7 +73,7 @@ namespace NewHorizons.External.Modules
/// <summary> /// <summary>
/// Referring to the orbit line in the map screen. /// Referring to the orbit line in the map screen.
/// </summary> /// </summary>
[DefaultValue(true)] [System.ComponentModel.DefaultValue(true)]
public bool ShowOrbitLine { get; set; } = true; public bool ShowOrbitLine { get; set; } = true;
/// <summary> /// <summary>

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@ -184,6 +184,18 @@ namespace NewHorizons.External.Modules
[JsonObject] [JsonObject]
public class TornadoInfo public class TornadoInfo
{ {
public enum TornadoType
{
[EnumMember(Value = @"downwards")]
Downwards = 0,
[EnumMember(Value = @"upwards")]
Upwards = 1,
[EnumMember(Value = @"hurricane")]
Hurricane = 2
}
/// <summary> /// <summary>
/// Position of the tornado /// Position of the tornado
/// </summary> /// </summary>
@ -204,9 +216,15 @@ namespace NewHorizons.External.Modules
/// The colour of the tornado. /// The colour of the tornado.
/// </summary> /// </summary>
public MColor tint; public MColor tint;
/// <summary> /// <summary>
/// Should it pull things downwards? Will push them upwards by default. /// What type of cyclone should this be? Upwards and downwards are both tornados and will push in that direction.
/// </summary>
[JsonConverter(typeof(StringEnumConverter))]
public TornadoType type = TornadoType.Downwards;
/// <summary>
/// [DEPRECATED] Should this tornado shoot you down instead of up?
/// </summary> /// </summary>
public bool downwards; public bool downwards;

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@ -11,7 +11,7 @@ namespace NewHorizons.External.Modules.VariableSize
/// <summary> /// <summary>
/// Radius of the star. /// Radius of the star.
/// </summary> /// </summary>
[DefaultValue(2000f)] [System.ComponentModel.DefaultValue(2000f)]
public float Size = 2000f; public float Size = 2000f;
/// <summary> /// <summary>
@ -37,19 +37,19 @@ namespace NewHorizons.External.Modules.VariableSize
/// <summary> /// <summary>
/// Relative strength of the light compared to the sun. /// Relative strength of the light compared to the sun.
/// </summary> /// </summary>
[DefaultValue(1f)] [System.ComponentModel.DefaultValue(1f)]
public float SolarLuminosity = 1f; public float SolarLuminosity = 1f;
/// <summary> /// <summary>
/// The default sun has its own atmosphere that is different from regular planets. If you want that, set this to `true`. /// The default sun has its own atmosphere that is different from regular planets. If you want that, set this to `true`.
/// </summary> /// </summary>
[DefaultValue(true)] [System.ComponentModel.DefaultValue(true)]
public bool HasAtmosphere = true; public bool HasAtmosphere = true;
/// <summary> /// <summary>
/// Should this star explode after 22 minutes? /// Should this star explode after 22 minutes?
/// </summary> /// </summary>
[DefaultValue(true)] [System.ComponentModel.DefaultValue(true)]
public bool GoSupernova = true; public bool GoSupernova = true;
} }
} }