Vessel fixes

This commit is contained in:
Joshua Thome 2023-03-21 21:17:45 -05:00
parent 4085eb8eff
commit 9aa436c60f
3 changed files with 36 additions and 8 deletions

View File

@ -191,7 +191,7 @@ namespace NewHorizons.External.Configs
public string promptFact;
/// <summary>
/// Whether the vessel should spawn in this system even if it wasn't used to warp to it.
/// Whether the vessel should spawn in this system even if it wasn't used to warp to it. This will automatically power on the vessel.
/// </summary>
public bool alwaysPresent;
@ -205,6 +205,11 @@ namespace NewHorizons.External.Configs
/// </summary>
[DefaultValue(true)] public bool hasPhysics = true;
/// <summary>
/// Whether the vessel should have a zero-gravity volume around it that ignores any other sources of gravity, like the vessel works in Dark Bramble.
/// </summary>
public bool hasZeroGravityVolume;
/// <summary>
/// The location that the vessel will warp to.
/// </summary>

View File

@ -27,19 +27,25 @@ namespace NewHorizons.Handlers
VesselPrefab = Main.NHPrivateAssetBundle.LoadAsset<GameObject>("Vessel_Body");
}
public static bool IsVesselPresent()
public static bool IsVesselPresentAndActive()
{
var vesselConfig = SystemDict[Instance.CurrentStarSystem].Config?.Vessel;
var isDefaultSolarSystem = Instance.CurrentStarSystem == "SolarSystem";
var vesselIsPresent = vesselConfig?.alwaysPresent ?? isDefaultSolarSystem;
var vesselIsPresent = vesselConfig?.alwaysPresent ?? false;
return Instance.IsWarpingFromVessel || vesselIsPresent;
}
public static bool IsVesselPresent()
{
var isDefaultSolarSystem = Instance.CurrentStarSystem == "SolarSystem";
var isEyeOfTheUniverse = Instance.CurrentStarSystem == "EyeOfTheUniverse";
return IsVesselPresentAndActive() || isDefaultSolarSystem || isEyeOfTheUniverse;
}
public static bool ShouldSpawnAtVessel()
{
var vesselConfig = SystemDict[Instance.CurrentStarSystem].Config?.Vessel;
var shouldSpawnOnVessel = IsVesselPresent() && (vesselConfig?.spawnOnVessel ?? false);
return Instance.IsWarpingFromVessel || (IsVesselPresent() && shouldSpawnOnVessel);
return Instance.IsWarpingFromVessel || shouldSpawnOnVessel;
}
public static void LoadVessel()
@ -51,7 +57,7 @@ namespace NewHorizons.Handlers
return;
}
if (IsVesselPresent())
if (IsVesselPresentAndActive())
_vesselSpawnPoint = Instance.CurrentStarSystem == "SolarSystem" ? UpdateVessel() : CreateVessel();
else
_vesselSpawnPoint = SearchUtilities.Find("DB_VesselDimension_Body/Sector_VesselDimension").GetComponentInChildren<SpawnPoint>();
@ -182,9 +188,23 @@ namespace NewHorizons.Handlers
UnityEngine.Object.DestroyImmediate(vesselObject.GetComponent<CenterOfTheUniverseOffsetApplier>());
UnityEngine.Object.DestroyImmediate(vesselObject.GetComponent<OWRigidbody>());
UnityEngine.Object.DestroyImmediate(vesselObject.GetComponent<Rigidbody>());
var rfVolume = vesselObject.transform.Find("RFVolume");
if (rfVolume != null)
{
GameObject.Destroy(rfVolume.gameObject);
}
}
vesselWarpController._targetWarpPlatform._owRigidbody = warpExit.GetAttachedOWRigidbody();
if (system.Config.Vessel?.hasZeroGravityVolume ?? false)
{
var zeroGVolume = vesselObject.transform.Find("Sector_VesselBridge/Volumes_VesselBridge/ZeroGVolume");
if (zeroGVolume != null)
{
GameObject.Destroy(zeroGVolume.gameObject);
}
}
vesselObject.SetActive(true);
Delay.FireOnNextUpdate(() => SetupWarpController(vesselWarpController));
@ -274,6 +294,10 @@ namespace NewHorizons.Handlers
vesselWarpController._cageAnimator.OnTranslationComplete -= new TransformAnimator.AnimationEvent(vesselWarpController.OnCageAnimationComplete);
vesselWarpController._cageAnimator.OnTranslationComplete += new TransformAnimator.AnimationEvent(vesselWarpController.OnCageAnimationComplete);
}
// Normally the power-on sound is 2D/global, we set it to 3D/local so it isn't audible if the player isn't nearby
vesselWarpController._audioSource.spatialBlend = 1f;
vesselWarpController._audioSource.rolloffMode = AudioRolloffMode.Linear;
}
}
}

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@ -146,8 +146,7 @@ namespace NewHorizons
x = new int[5]{ 0,3,2,1,5 },
y = new int[5]{ 4,5,3,2,1 },
z = new int[5]{ 4,1,2,5,0 }
},
alwaysPresent = true,
}
}
}
};