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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Initial velocity is wrong
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97f104852a
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@ -137,6 +137,8 @@ namespace NewHorizons.Builder.Props
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prop.transform.localScale = info.scale != 0 ? Vector3.one * info.scale : prefab.transform.localScale;
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if (info.hasPhysics) AddPhysics(prop, sector);
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prop.SetActive(true);
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return prop;
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@ -293,5 +295,28 @@ namespace NewHorizons.Builder.Props
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}
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});
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}
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private static void AddPhysics(GameObject prop, Sector sector)
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{
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var rb = prop.AddComponent<Rigidbody>();
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var owrb = prop.AddComponent<OWRigidbody>();
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var kine = prop.AddComponent<KinematicRigidbody>();
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rb.isKinematic = true;
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owrb._simulateInSector = sector;
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owrb._kinematicSimulation = true;
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owrb._kinematicRigidbody = kine;
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prop.AddComponent<InitialMotion>();
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prop.AddComponent<MatchInitialMotion>().SetBodyToMatch(prop.GetComponentInParent<OWRigidbody>());
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prop.AddComponent<CenterOfTheUniverseOffsetApplier>();
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var detector = new GameObject("Detector");
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detector.transform.parent = prop.transform;
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detector.transform.localPosition = Vector3.zero;
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var shape = detector.AddComponent<SphereShape>();
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detector.AddComponent<DynamicForceDetector>();
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detector.AddComponent<ForceApplier>();
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}
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}
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}
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5
NewHorizons/External/Modules/PropModule.cs
vendored
5
NewHorizons/External/Modules/PropModule.cs
vendored
@ -210,6 +210,11 @@ namespace NewHorizons.External.Modules
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/// Should this detail stay loaded even if you're outside the sector (good for very large props)
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/// </summary>
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public bool keepLoaded;
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/// <summary>
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/// Should this object dynamically move around
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/// </summary>
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public bool hasPhysics;
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}
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[JsonObject]
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