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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Fix leftover errors after merge
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parent
cbd0109ea0
commit
73e3cfbbb3
@ -13,14 +13,6 @@ namespace NewHorizons.Builder.Body
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private static readonly int EmissionColor = Shader.PropertyToID("_EmissionColor");
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private static readonly int EmissionColor = Shader.PropertyToID("_EmissionColor");
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private static readonly int HeightScale = Shader.PropertyToID("_HeightScale");
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private static readonly int HeightScale = Shader.PropertyToID("_HeightScale");
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private enum FunnelType
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{
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SAND,
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WATER,
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LAVA,
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STAR
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}
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public static void Make(GameObject planetGO, ConstantForceDetector detector, OWRigidbody rigidbody, FunnelModule module)
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public static void Make(GameObject planetGO, ConstantForceDetector detector, OWRigidbody rigidbody, FunnelModule module)
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{
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{
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var funnelType = module.Type;
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var funnelType = module.Type;
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@ -77,8 +77,8 @@ namespace NewHorizons.Builder.Props
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return;
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return;
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}
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}
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if (info.type.ToLower() == "hurricane") MakeHurricane(planetGO, sector, info, position, hasClouds);
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if (info.type == PropModule.TornadoInfo.TornadoType.Hurricane) MakeHurricane(planetGO, sector, info, position, hasClouds);
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else MakeTornado(planetGO, sector, info, position, info.type.ToLower() == "downwards");
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else MakeTornado(planetGO, sector, info, position, info.type == PropModule.TornadoInfo.TornadoType.Downwards);
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}
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}
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private static void MakeTornado(GameObject planetGO, Sector sector, PropModule.TornadoInfo info, Vector3 position, bool downwards)
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private static void MakeTornado(GameObject planetGO, Sector sector, PropModule.TornadoInfo info, Vector3 position, bool downwards)
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7
NewHorizons/External/Configs/PlanetConfig.cs
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7
NewHorizons/External/Configs/PlanetConfig.cs
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@ -27,7 +27,7 @@ namespace NewHorizons.External.Configs
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/// <summary>
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/// <summary>
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/// Unique star system containing your planet
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/// Unique star system containing your planet
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/// </summary>
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/// </summary>
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[DefaultValue("SolarSystem")]
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[System.ComponentModel.DefaultValue("SolarSystem")]
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public string StarSystem = "SolarSystem";
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public string StarSystem = "SolarSystem";
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/// <summary>
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/// <summary>
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@ -43,7 +43,7 @@ namespace NewHorizons.External.Configs
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/// <summary>
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/// <summary>
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/// Set to a higher number if you wish for this body to be built sooner
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/// Set to a higher number if you wish for this body to be built sooner
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/// </summary>
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/// </summary>
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[DefaultValue(-1)]
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[System.ComponentModel.DefaultValue(-1)]
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public int BuildPriority = -1;
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public int BuildPriority = -1;
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/// <summary>
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/// <summary>
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@ -246,10 +246,9 @@ namespace NewHorizons.External.Configs
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{
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{
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foreach(var tornado in Props.Tornados)
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foreach(var tornado in Props.Tornados)
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{
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{
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if (tornado.downwards) tornado.type = "downwards";
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if (tornado.downwards) tornado.type = PropModule.TornadoInfo.TornadoType.Downwards;
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}
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}
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}
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}
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#pragma warning restore 612, 618
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}
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}
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}
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}
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}
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}
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10
NewHorizons/External/Configs/StarSystemConfig.cs
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10
NewHorizons/External/Configs/StarSystemConfig.cs
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@ -28,11 +28,21 @@ namespace NewHorizons.External.Configs
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/// Do you want a clean slate for this star system? Or will it be a modified version of the original.
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/// Do you want a clean slate for this star system? Or will it be a modified version of the original.
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/// </summary>
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/// </summary>
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public bool destroyStockPlanets = true;
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public bool destroyStockPlanets = true;
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/// <summary>
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/// Should the time loop be enabled in this system?
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/// </summary>
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[DefaultValue(true)]
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public bool enableTimeLoop = true;
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/// <summary>
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/// <summary>
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/// 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.
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/// 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.
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/// </summary>
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/// </summary>
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public string factRequiredForWarp;
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public string factRequiredForWarp;
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/// <summary>
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/// Should the player not be able to view the map in this system?
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/// </summary>
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public bool mapRestricted;
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public bool mapRestricted;
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/// <summary>
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/// <summary>
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@ -1,6 +1,4 @@
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using Newtonsoft.Json;
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using Newtonsoft.Json;
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using UnityEngine.Internal;
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using System.ComponentModel;
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namespace NewHorizons.External.Modules
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namespace NewHorizons.External.Modules
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{
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{
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@ -20,19 +18,19 @@ namespace NewHorizons.External.Modules
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/// <summary>
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/// <summary>
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/// Minimum size of the asteroids.
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/// Minimum size of the asteroids.
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/// </summary>
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/// </summary>
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[DefaultValue(20)]
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[System.ComponentModel.DefaultValue(20)]
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public float MinSize = 20;
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public float MinSize = 20;
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/// <summary>
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/// <summary>
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/// Maximum size of the asteroids.
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/// Maximum size of the asteroids.
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/// </summary>
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/// </summary>
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[DefaultValue(50)]
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[System.ComponentModel.DefaultValue(50)]
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public float MaxSize = 50f;
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public float MaxSize = 50f;
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/// <summary>
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/// <summary>
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/// Amount of asteroids to create.
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/// Amount of asteroids to create.
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/// </summary>
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/// </summary>
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[DefaultValue(-1)]
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[System.ComponentModel.DefaultValue(-1)]
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public int Amount = -1;
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public int Amount = -1;
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/// <summary>
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/// <summary>
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4
NewHorizons/External/Modules/BaseModule.cs
vendored
4
NewHorizons/External/Modules/BaseModule.cs
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@ -67,7 +67,7 @@ namespace NewHorizons.External.Modules
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/// <summary>
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/// <summary>
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/// Allows the object to be targeted on the map.
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/// Allows the object to be targeted on the map.
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/// </summary>
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/// </summary>
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[DefaultValue(true)]
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[System.ComponentModel.DefaultValue(true)]
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public bool HasReferenceFrame = true;
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public bool HasReferenceFrame = true;
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/// <summary>
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/// <summary>
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@ -88,7 +88,7 @@ namespace NewHorizons.External.Modules
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/// <summary>
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/// <summary>
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/// Do we show the minimap when walking around this planet?
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/// Do we show the minimap when walking around this planet?
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/// </summary>
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/// </summary>
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[DefaultValue(true)]
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[System.ComponentModel.DefaultValue(true)]
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public bool ShowMinimap = true;
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public bool ShowMinimap = true;
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#region Obsolete
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#region Obsolete
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2
NewHorizons/External/Modules/OrbitModule.cs
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2
NewHorizons/External/Modules/OrbitModule.cs
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@ -73,7 +73,7 @@ namespace NewHorizons.External.Modules
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/// <summary>
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/// <summary>
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/// Referring to the orbit line in the map screen.
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/// Referring to the orbit line in the map screen.
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/// </summary>
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/// </summary>
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[DefaultValue(true)]
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[System.ComponentModel.DefaultValue(true)]
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public bool ShowOrbitLine { get; set; } = true;
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public bool ShowOrbitLine { get; set; } = true;
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/// <summary>
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/// <summary>
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22
NewHorizons/External/Modules/PropModule.cs
vendored
22
NewHorizons/External/Modules/PropModule.cs
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@ -184,6 +184,18 @@ namespace NewHorizons.External.Modules
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[JsonObject]
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[JsonObject]
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public class TornadoInfo
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public class TornadoInfo
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{
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{
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public enum TornadoType
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{
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[EnumMember(Value = @"downwards")]
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Downwards = 0,
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[EnumMember(Value = @"upwards")]
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Upwards = 1,
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[EnumMember(Value = @"hurricane")]
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Hurricane = 2
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}
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/// <summary>
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/// <summary>
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/// Position of the tornado
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/// Position of the tornado
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/// </summary>
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/// </summary>
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@ -204,9 +216,15 @@ namespace NewHorizons.External.Modules
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/// The colour of the tornado.
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/// The colour of the tornado.
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/// </summary>
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/// </summary>
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public MColor tint;
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public MColor tint;
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/// <summary>
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/// <summary>
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/// Should it pull things downwards? Will push them upwards by default.
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/// What type of cyclone should this be? Upwards and downwards are both tornados and will push in that direction.
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/// </summary>
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[JsonConverter(typeof(StringEnumConverter))]
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public TornadoType type = TornadoType.Downwards;
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/// <summary>
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/// [DEPRECATED] Should this tornado shoot you down instead of up?
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/// </summary>
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/// </summary>
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public bool downwards;
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public bool downwards;
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@ -11,7 +11,7 @@ namespace NewHorizons.External.Modules.VariableSize
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/// <summary>
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/// <summary>
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/// Radius of the star.
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/// Radius of the star.
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/// </summary>
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/// </summary>
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[DefaultValue(2000f)]
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[System.ComponentModel.DefaultValue(2000f)]
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public float Size = 2000f;
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public float Size = 2000f;
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/// <summary>
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/// <summary>
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@ -37,19 +37,19 @@ namespace NewHorizons.External.Modules.VariableSize
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/// <summary>
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/// <summary>
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/// Relative strength of the light compared to the sun.
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/// Relative strength of the light compared to the sun.
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/// </summary>
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/// </summary>
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[DefaultValue(1f)]
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[System.ComponentModel.DefaultValue(1f)]
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public float SolarLuminosity = 1f;
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public float SolarLuminosity = 1f;
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/// <summary>
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/// <summary>
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/// The default sun has its own atmosphere that is different from regular planets. If you want that, set this to `true`.
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/// The default sun has its own atmosphere that is different from regular planets. If you want that, set this to `true`.
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/// </summary>
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/// </summary>
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[DefaultValue(true)]
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[System.ComponentModel.DefaultValue(true)]
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public bool HasAtmosphere = true;
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public bool HasAtmosphere = true;
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/// <summary>
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/// <summary>
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/// Should this star explode after 22 minutes?
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/// Should this star explode after 22 minutes?
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/// </summary>
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/// </summary>
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[DefaultValue(true)]
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[System.ComponentModel.DefaultValue(true)]
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public bool GoSupernova = true;
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public bool GoSupernova = true;
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}
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}
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}
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}
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