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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Allow changing orbit line distance shown at #225
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@ -61,15 +61,17 @@ namespace NewHorizons.Builder.Orbital
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var fade = isMoon;
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/*
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if (config.Base.IsSatellite)
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if (config.Orbit.orbitLineFadeStartDistance >= 0)
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{
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if (config.Orbit.Tint != null) color = new Color(0.4082f, 0.516f, 0.4469f, 1f);
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fade = true;
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orbitLine._fadeEndDist = 5000;
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orbitLine._fadeStartDist = 3000;
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orbitLine._fadeStartDist = config.Orbit.orbitLineFadeStartDistance;
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}
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if (config.Orbit.orbitLineFadeEndDistance >= 0)
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{
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fade = true;
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orbitLine._fadeEndDist = config.Orbit.orbitLineFadeEndDistance;
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}
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*/
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orbitLine._color = color;
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lineRenderer.endColor = new Color(color.r, color.g, color.b, 0f);
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22
NewHorizons/External/Modules/OrbitModule.cs
vendored
22
NewHorizons/External/Modules/OrbitModule.cs
vendored
@ -45,6 +45,12 @@ namespace NewHorizons.External.Modules
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/// </summary>
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public bool isTidallyLocked;
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/// <summary>
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/// Is the body meant to stay in one place without moving? If staticPosition is not set, the initial position
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/// will be determined using its orbital parameters.
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/// </summary>
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public bool isStatic;
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/// <summary>
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/// If it is tidally locked, this direction will face towards the primary. Ex: Interloper uses `0, -1, 0`. Most planets
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/// will want something like `-1, 0, 0`.
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@ -62,12 +68,6 @@ namespace NewHorizons.External.Modules
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/// </summary>
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public bool dottedOrbitLine;
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/// <summary>
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/// Is the body meant to stay in one place without moving? If staticPosition is not set, the initial position
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/// will be determined using its orbital parameters.
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/// </summary>
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public bool isStatic;
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/// <summary>
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/// Colour of the orbit-line in the map view.
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/// </summary>
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@ -78,6 +78,16 @@ namespace NewHorizons.External.Modules
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/// </summary>
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public bool trackingOrbitLine;
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/// <summary>
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/// If the camera is farther than this distance the orbit line will fade out. Leave empty to not have it fade out.
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/// </summary>
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public float orbitLineFadeEndDistance = -1f;
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/// <summary>
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/// If the camera is closer than this distance the orbit line will fade out. Leave empty to not have it fade out.
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/// </summary>
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public float orbitLineFadeStartDistance = -1f;
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/// <summary>
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/// The semi-major axis of the ellipse that is the body's orbit. For a circular orbit this is the radius.
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/// </summary>
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