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Fix drowning in ship
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parent
67a9684eb3
commit
7bf85b2017
@ -0,0 +1,33 @@
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using NewHorizons.Utility.OWML;
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using UnityEngine;
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namespace NewHorizons.Components.Fixers;
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/// <summary>
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/// Fixes a bug where spawning into the ship would not trigger the hatch entryway, so the player could drown if the ship flew into water
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/// </summary>
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internal class PlayerShipAtmosphereDetectorFix : MonoBehaviour
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{
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private PlayerCameraFluidDetector _fluidDetector;
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private SimpleFluidVolume _shipAtmosphereVolume;
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public void Start()
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{
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_fluidDetector = Locator.GetPlayerCameraDetector().GetComponent<PlayerCameraFluidDetector>();
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_shipAtmosphereVolume = Locator.GetShipBody().transform.Find("Volumes/ShipAtmosphereVolume").GetComponent<SimpleFluidVolume>();
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}
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public void Update()
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{
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if (PlayerState.IsInsideShip())
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{
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if (!_fluidDetector._activeVolumes.Contains(_shipAtmosphereVolume))
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{
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NHLogger.LogVerbose($"{nameof(PlayerShipAtmosphereDetectorFix)} had to add the ship atmosphere volume [{_shipAtmosphereVolume}] to the fluid detector");
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_fluidDetector.AddVolume(_shipAtmosphereVolume);
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}
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NHLogger.LogVerbose($"{nameof(PlayerShipAtmosphereDetectorFix)} applied its fix");
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Component.Destroy(this);
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}
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}
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}
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@ -601,6 +601,7 @@ namespace NewHorizons
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Locator.GetPlayerBody().gameObject.AddComponent<DebugRaycaster>();
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Locator.GetPlayerBody().gameObject.AddComponent<DebugPropPlacer>();
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Locator.GetPlayerBody().gameObject.AddComponent<DebugMenu>();
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Locator.GetPlayerBody().gameObject.AddComponent<PlayerShipAtmosphereDetectorFix>();
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PlayerSpawnHandler.OnSystemReady(shouldWarpInFromShip, shouldWarpInFromVessel);
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