Try and fail
Probe goes null randomly
BIN
NewHorizons/Assets/textures/CloudEntry_GD_Island_d.png
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NewHorizons/Components/SplashColourizer.cs
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@ -0,0 +1,272 @@
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using NewHorizons.External.Configs;
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using NewHorizons.External.SerializableData;
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using NewHorizons.Utility;
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using NewHorizons.Utility.DebugTools.Menu;
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using NewHorizons.Utility.Files;
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using NewHorizons.Utility.OuterWilds;
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using NewHorizons.Utility.OWML;
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using System.Collections.Generic;
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using UnityEngine;
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namespace NewHorizons.Components;
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/// <summary>
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/// When a Fluid Detector enters this volume, it's splash effects will get colourized to match whats on this planet
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/// </summary>
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public class SplashColourizer : MonoBehaviour
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{
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public float _radius;
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private SphereShape _sphereShape;
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private Dictionary<SplashEffect, GameObject> _cachedOriginalPrefabs = new();
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private Dictionary<SplashEffect, GameObject> _cachedModifiedPrefabs = new();
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private FluidDetector _playerDetector, _shipDetector, _probeDetector;
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private MColor _waterColour, _cloudColour, _plasmaColour, _sandColour;
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private GameObject _prefabHolder;
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private bool _probeInsideVolume;
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public void Awake()
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{
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var volume = new GameObject("Volume");
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volume.transform.parent = transform;
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volume.transform.localPosition = Vector3.zero;
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volume.layer = Layer.BasicEffectVolume;
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_sphereShape = gameObject.AddComponent<SphereShape>();
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_sphereShape.radius = _radius;
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volume.AddComponent<OWTriggerVolume>();
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_prefabHolder = new GameObject("Prefabs");
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_prefabHolder.SetActive(false);
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}
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public void Setup(float radius, MColor waterColour, MColor cloudColour, MColor plasmaColour, MColor sandColour)
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{
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_radius = radius;
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if (_sphereShape != null) _sphereShape.radius = _radius;
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_waterColour = waterColour;
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_cloudColour = cloudColour;
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_plasmaColour = plasmaColour;
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_sandColour = sandColour;
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}
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public static void Make(GameObject planet, PlanetConfig config, float soi)
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{
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var water = config.Water?.tint;
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var cloud = config.Atmosphere?.clouds?.tint;
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var plasma = config.Lava?.tint ?? config.Star?.tint;
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var sand = config.Sand?.tint;
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if (water != null || cloud != null || plasma != null || sand != null)
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{
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var size = Mathf.Max(
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soi / 2f,
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config.Water?.size ?? 0f,
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config.Atmosphere?.clouds?.outerCloudRadius ?? 0f,
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config.Lava?.size ?? 0f,
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config.Star?.size ?? 0f,
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config.Sand?.size ?? 0f
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) * 2f;
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var colourizer = planet.AddComponent<SplashColourizer>();
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colourizer.Setup(size, water, cloud, plasma, sand);
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}
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}
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public void Start()
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{
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// Cache all prefabs
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CachePrefabs(_playerDetector = Locator.GetPlayerDetector().GetComponent<DynamicFluidDetector>());
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CachePrefabs(_shipDetector = Locator.GetShipDetector().GetComponent<ShipFluidDetector>());
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// Probe is null??????
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// I'm losing my mind
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// Can't cache it here
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GlobalMessenger<SurveyorProbe>.AddListener("RetrieveProbe", OnRetrieveProbe);
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// Check if player/ship are already inside
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if ((_playerDetector.transform.position - transform.position).magnitude < _radius)
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{
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SetSplashEffects(_playerDetector, true);
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}
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if ((_shipDetector.transform.position - transform.position).magnitude < _radius)
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{
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SetSplashEffects(_shipDetector, true);
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}
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}
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public void OnDestroy()
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{
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GlobalMessenger<SurveyorProbe>.RemoveListener("RetrieveProbe", OnRetrieveProbe);
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}
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private void OnRetrieveProbe(SurveyorProbe probe)
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{
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if (_probeInsideVolume)
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{
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// Else it never leaves the volume
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SetProbeSplashEffects(false);
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}
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}
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public void OnTriggerEnter(Collider hitCollider) => OnEnterExit(hitCollider, true);
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public void OnTriggerExit(Collider hitCollider) => OnEnterExit(hitCollider, false);
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/// <summary>
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/// The probe keeps being null idgi
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/// </summary>
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/// <returns></returns>
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private bool IsProbeLaunched()
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{
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return Locator.GetProbe()?.IsLaunched() ?? false;
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}
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private void OnEnterExit(Collider hitCollider, bool entering)
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{
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if (!enabled) return;
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if (hitCollider.attachedRigidbody != null)
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{
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var isPlayer = hitCollider.attachedRigidbody.CompareTag("Player");
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var isShip = hitCollider.attachedRigidbody.CompareTag("Ship");
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var isProbe = hitCollider.attachedRigidbody.CompareTag("Probe");
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if (isPlayer)
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{
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SetSplashEffects(_playerDetector, entering);
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if (IsProbeLaunched())
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{
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SetProbeSplashEffects(entering);
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}
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}
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else if (isShip)
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{
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SetSplashEffects(_shipDetector, entering);
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if (PlayerState.IsInsideShip())
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{
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SetSplashEffects(_playerDetector, entering);
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}
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if (IsProbeLaunched())
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{
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SetProbeSplashEffects(entering);
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}
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}
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else if (isProbe)
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{
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SetProbeSplashEffects(entering);
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}
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// If the probe isn't launched we always consider it as being inside the volume
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if (isProbe || !IsProbeLaunched())
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{
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_probeInsideVolume = entering;
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}
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}
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}
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public void CachePrefabs(FluidDetector detector)
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{
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foreach (var splashEffect in detector._splashEffects)
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{
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if (!_cachedOriginalPrefabs.ContainsKey(splashEffect))
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{
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_cachedOriginalPrefabs[splashEffect] = splashEffect.splashPrefab;
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}
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if (!_cachedModifiedPrefabs.ContainsKey(splashEffect))
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{
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Color? colour = null;
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if (splashEffect.fluidType == FluidVolume.Type.CLOUD)
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{
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colour = _cloudColour?.ToColor();
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}
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switch(splashEffect.fluidType)
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{
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case FluidVolume.Type.CLOUD:
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colour = _cloudColour?.ToColor();
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break;
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case FluidVolume.Type.WATER:
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colour = _waterColour?.ToColor();
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break;
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case FluidVolume.Type.PLASMA:
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colour = _plasmaColour?.ToColor();
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break;
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case FluidVolume.Type.SAND:
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colour = _sandColour?.ToColor();
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break;
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}
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if (colour is Color tint)
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{
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var flagError = false;
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var prefab = splashEffect.splashPrefab.InstantiateInactive();
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var meshRenderers = prefab.GetComponentsInChildren<MeshRenderer>(true);
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foreach (var meshRenderer in meshRenderers)
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{
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// Can't access the textures in memory so we need to have our own copies
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var texture = ImageUtilities.GetTexture(Main.Instance, $"Assets/textures/{meshRenderer.material.mainTexture.name}.png");
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if (texture == null)
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{
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NHLogger.LogError($"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}");
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GameObject.Destroy(prefab);
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flagError = true;
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}
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meshRenderer.material = new(meshRenderer.material)
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{
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color = Color.white,
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mainTexture = ImageUtilities.TintImage(texture, tint)
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};
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}
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if (flagError) continue;
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// Have to be active when being used by the base game classes but can't be seen
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// Keep them active as children of an inactive game object
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prefab.transform.parent = _prefabHolder.transform;
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prefab.SetActive(true);
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_cachedModifiedPrefabs[splashEffect] = prefab;
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}
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}
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}
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}
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public void SetSplashEffects(FluidDetector detector, bool entering)
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{
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foreach (var splashEffect in detector._splashEffects)
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{
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var prefabs = entering ? _cachedModifiedPrefabs : _cachedOriginalPrefabs;
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if (prefabs.TryGetValue(splashEffect, out var prefab))
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{
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splashEffect.splashPrefab = prefab;
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}
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}
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}
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public void SetProbeSplashEffects(bool entering)
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{
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// Probe detector keeps being null, I hate my life
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if (_probeDetector == null)
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{
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_probeDetector ??= Locator.GetProbe()?.GetDetectorObject()?.GetComponent<ProbeFluidDetector>();
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if (_probeDetector != null)
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{
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CachePrefabs(_probeDetector);
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}
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}
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_probeInsideVolume = entering;
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if (_probeDetector != null)
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{
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SetSplashEffects(_probeDetector, entering);
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}
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}
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}
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@ -19,6 +19,7 @@ using UnityEngine;
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using NewHorizons.Streaming;
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using NewHorizons.Streaming;
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using Newtonsoft.Json;
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using Newtonsoft.Json;
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using NewHorizons.External.Modules.VariableSize;
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using NewHorizons.External.Modules.VariableSize;
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using NewHorizons.Components;
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namespace NewHorizons.Handlers
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namespace NewHorizons.Handlers
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{
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{
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@ -727,6 +728,8 @@ namespace NewHorizons.Handlers
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SupernovaEffectBuilder.Make(go, sector, body.Config, body.Mod, procGen, ambientLight, fog, atmosphere, null, fog?._fogImpostor);
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SupernovaEffectBuilder.Make(go, sector, body.Config, body.Mod, procGen, ambientLight, fog, atmosphere, null, fog?._fogImpostor);
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}
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}
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SplashColourizer.Make(go, body.Config, sphereOfInfluence);
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// We allow removing children afterwards so you can also take bits off of the modules you used
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// We allow removing children afterwards so you can also take bits off of the modules you used
|
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if (body.Config.removeChildren != null) RemoveChildren(go, body);
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if (body.Config.removeChildren != null) RemoveChildren(go, body);
|
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