Try and fail

Probe goes null randomly
This commit is contained in:
Nick 2024-02-03 18:35:47 -05:00
parent 0528360cc0
commit 95641bc249
7 changed files with 275 additions and 0 deletions

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@ -0,0 +1,272 @@
using NewHorizons.External.Configs;
using NewHorizons.External.SerializableData;
using NewHorizons.Utility;
using NewHorizons.Utility.DebugTools.Menu;
using NewHorizons.Utility.Files;
using NewHorizons.Utility.OuterWilds;
using NewHorizons.Utility.OWML;
using System.Collections.Generic;
using UnityEngine;
namespace NewHorizons.Components;
/// <summary>
/// When a Fluid Detector enters this volume, it's splash effects will get colourized to match whats on this planet
/// </summary>
public class SplashColourizer : MonoBehaviour
{
public float _radius;
private SphereShape _sphereShape;
private Dictionary<SplashEffect, GameObject> _cachedOriginalPrefabs = new();
private Dictionary<SplashEffect, GameObject> _cachedModifiedPrefabs = new();
private FluidDetector _playerDetector, _shipDetector, _probeDetector;
private MColor _waterColour, _cloudColour, _plasmaColour, _sandColour;
private GameObject _prefabHolder;
private bool _probeInsideVolume;
public void Awake()
{
var volume = new GameObject("Volume");
volume.transform.parent = transform;
volume.transform.localPosition = Vector3.zero;
volume.layer = Layer.BasicEffectVolume;
_sphereShape = gameObject.AddComponent<SphereShape>();
_sphereShape.radius = _radius;
volume.AddComponent<OWTriggerVolume>();
_prefabHolder = new GameObject("Prefabs");
_prefabHolder.SetActive(false);
}
public void Setup(float radius, MColor waterColour, MColor cloudColour, MColor plasmaColour, MColor sandColour)
{
_radius = radius;
if (_sphereShape != null) _sphereShape.radius = _radius;
_waterColour = waterColour;
_cloudColour = cloudColour;
_plasmaColour = plasmaColour;
_sandColour = sandColour;
}
public static void Make(GameObject planet, PlanetConfig config, float soi)
{
var water = config.Water?.tint;
var cloud = config.Atmosphere?.clouds?.tint;
var plasma = config.Lava?.tint ?? config.Star?.tint;
var sand = config.Sand?.tint;
if (water != null || cloud != null || plasma != null || sand != null)
{
var size = Mathf.Max(
soi / 2f,
config.Water?.size ?? 0f,
config.Atmosphere?.clouds?.outerCloudRadius ?? 0f,
config.Lava?.size ?? 0f,
config.Star?.size ?? 0f,
config.Sand?.size ?? 0f
) * 2f;
var colourizer = planet.AddComponent<SplashColourizer>();
colourizer.Setup(size, water, cloud, plasma, sand);
}
}
public void Start()
{
// Cache all prefabs
CachePrefabs(_playerDetector = Locator.GetPlayerDetector().GetComponent<DynamicFluidDetector>());
CachePrefabs(_shipDetector = Locator.GetShipDetector().GetComponent<ShipFluidDetector>());
// Probe is null??????
// I'm losing my mind
// Can't cache it here
GlobalMessenger<SurveyorProbe>.AddListener("RetrieveProbe", OnRetrieveProbe);
// Check if player/ship are already inside
if ((_playerDetector.transform.position - transform.position).magnitude < _radius)
{
SetSplashEffects(_playerDetector, true);
}
if ((_shipDetector.transform.position - transform.position).magnitude < _radius)
{
SetSplashEffects(_shipDetector, true);
}
}
public void OnDestroy()
{
GlobalMessenger<SurveyorProbe>.RemoveListener("RetrieveProbe", OnRetrieveProbe);
}
private void OnRetrieveProbe(SurveyorProbe probe)
{
if (_probeInsideVolume)
{
// Else it never leaves the volume
SetProbeSplashEffects(false);
}
}
public void OnTriggerEnter(Collider hitCollider) => OnEnterExit(hitCollider, true);
public void OnTriggerExit(Collider hitCollider) => OnEnterExit(hitCollider, false);
/// <summary>
/// The probe keeps being null idgi
/// </summary>
/// <returns></returns>
private bool IsProbeLaunched()
{
return Locator.GetProbe()?.IsLaunched() ?? false;
}
private void OnEnterExit(Collider hitCollider, bool entering)
{
if (!enabled) return;
if (hitCollider.attachedRigidbody != null)
{
var isPlayer = hitCollider.attachedRigidbody.CompareTag("Player");
var isShip = hitCollider.attachedRigidbody.CompareTag("Ship");
var isProbe = hitCollider.attachedRigidbody.CompareTag("Probe");
if (isPlayer)
{
SetSplashEffects(_playerDetector, entering);
if (IsProbeLaunched())
{
SetProbeSplashEffects(entering);
}
}
else if (isShip)
{
SetSplashEffects(_shipDetector, entering);
if (PlayerState.IsInsideShip())
{
SetSplashEffects(_playerDetector, entering);
}
if (IsProbeLaunched())
{
SetProbeSplashEffects(entering);
}
}
else if (isProbe)
{
SetProbeSplashEffects(entering);
}
// If the probe isn't launched we always consider it as being inside the volume
if (isProbe || !IsProbeLaunched())
{
_probeInsideVolume = entering;
}
}
}
public void CachePrefabs(FluidDetector detector)
{
foreach (var splashEffect in detector._splashEffects)
{
if (!_cachedOriginalPrefabs.ContainsKey(splashEffect))
{
_cachedOriginalPrefabs[splashEffect] = splashEffect.splashPrefab;
}
if (!_cachedModifiedPrefabs.ContainsKey(splashEffect))
{
Color? colour = null;
if (splashEffect.fluidType == FluidVolume.Type.CLOUD)
{
colour = _cloudColour?.ToColor();
}
switch(splashEffect.fluidType)
{
case FluidVolume.Type.CLOUD:
colour = _cloudColour?.ToColor();
break;
case FluidVolume.Type.WATER:
colour = _waterColour?.ToColor();
break;
case FluidVolume.Type.PLASMA:
colour = _plasmaColour?.ToColor();
break;
case FluidVolume.Type.SAND:
colour = _sandColour?.ToColor();
break;
}
if (colour is Color tint)
{
var flagError = false;
var prefab = splashEffect.splashPrefab.InstantiateInactive();
var meshRenderers = prefab.GetComponentsInChildren<MeshRenderer>(true);
foreach (var meshRenderer in meshRenderers)
{
// Can't access the textures in memory so we need to have our own copies
var texture = ImageUtilities.GetTexture(Main.Instance, $"Assets/textures/{meshRenderer.material.mainTexture.name}.png");
if (texture == null)
{
NHLogger.LogError($"Go tell an NH dev to add this image texture to the mod because I can't be bothered to until somebody complains: {meshRenderer.material.mainTexture.name}");
GameObject.Destroy(prefab);
flagError = true;
}
meshRenderer.material = new(meshRenderer.material)
{
color = Color.white,
mainTexture = ImageUtilities.TintImage(texture, tint)
};
}
if (flagError) continue;
// Have to be active when being used by the base game classes but can't be seen
// Keep them active as children of an inactive game object
prefab.transform.parent = _prefabHolder.transform;
prefab.SetActive(true);
_cachedModifiedPrefabs[splashEffect] = prefab;
}
}
}
}
public void SetSplashEffects(FluidDetector detector, bool entering)
{
foreach (var splashEffect in detector._splashEffects)
{
var prefabs = entering ? _cachedModifiedPrefabs : _cachedOriginalPrefabs;
if (prefabs.TryGetValue(splashEffect, out var prefab))
{
splashEffect.splashPrefab = prefab;
}
}
}
public void SetProbeSplashEffects(bool entering)
{
// Probe detector keeps being null, I hate my life
if (_probeDetector == null)
{
_probeDetector ??= Locator.GetProbe()?.GetDetectorObject()?.GetComponent<ProbeFluidDetector>();
if (_probeDetector != null)
{
CachePrefabs(_probeDetector);
}
}
_probeInsideVolume = entering;
if (_probeDetector != null)
{
SetSplashEffects(_probeDetector, entering);
}
}
}

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@ -19,6 +19,7 @@ using UnityEngine;
using NewHorizons.Streaming;
using Newtonsoft.Json;
using NewHorizons.External.Modules.VariableSize;
using NewHorizons.Components;
namespace NewHorizons.Handlers
{
@ -727,6 +728,8 @@ namespace NewHorizons.Handlers
SupernovaEffectBuilder.Make(go, sector, body.Config, body.Mod, procGen, ambientLight, fog, atmosphere, null, fog?._fogImpostor);
}
SplashColourizer.Make(go, body.Config, sphereOfInfluence);
// We allow removing children afterwards so you can also take bits off of the modules you used
if (body.Config.removeChildren != null) RemoveChildren(go, body);