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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Add option to toggle quantum object visualization separate from debug
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1390e79345
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@ -12,17 +12,17 @@ namespace NewHorizons.Builder.Props
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{
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public static class QuantumBuilder
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{
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public static void Make(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod, QuantumGroupInfo quantumGroup, GameObject[] propsInGroup)
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{
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switch(quantumGroup.type)
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switch (quantumGroup.type)
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{
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case QuantumGroupType.Sockets: MakeSocketGroup (go, sector, config, mod, quantumGroup, propsInGroup); return;
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case QuantumGroupType.States: MakeStateGroup (go, sector, config, mod, quantumGroup, propsInGroup); return;
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// case PropModule.QuantumGroupType.Shuffle: MakeShuffleGroup(go, sector, config, mod, quantumGroup, propsInGroup); return;
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case QuantumGroupType.Sockets: MakeSocketGroup(go, sector, config, mod, quantumGroup, propsInGroup); return;
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case QuantumGroupType.States: MakeStateGroup(go, sector, config, mod, quantumGroup, propsInGroup); return;
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// case PropModule.QuantumGroupType.Shuffle: MakeShuffleGroup(go, sector, config, mod, quantumGroup, propsInGroup); return;
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}
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}
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// TODO: Socket groups that have an equal number of props and sockets
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// Nice to have: socket groups that specify a filledSocketObject and an emptySocketObject (eg the archway in the giant's deep tower)
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public static void MakeSocketGroup(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod, QuantumGroupInfo quantumGroup, GameObject[] propsInGroup)
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@ -31,7 +31,7 @@ namespace NewHorizons.Builder.Props
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groupRoot.transform.parent = sector?.transform ?? go.transform;
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groupRoot.transform.localPosition = Vector3.zero;
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groupRoot.transform.localEulerAngles = Vector3.zero;
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var sockets = new QuantumSocket[quantumGroup.sockets.Length];
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for (int i = 0; i < quantumGroup.sockets.Length; i++)
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{
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@ -44,7 +44,7 @@ namespace NewHorizons.Builder.Props
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socket.SetActive(true);
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}
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foreach(var prop in propsInGroup)
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foreach (var prop in propsInGroup)
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{
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prop.SetActive(false);
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var quantumObject = prop.AddComponent<SocketedQuantumObject>();
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@ -55,7 +55,7 @@ namespace NewHorizons.Builder.Props
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quantumObject._childSockets = new List<QuantumSocket>();
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// TODO: support _alignWithGravity?
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if (prop.GetComponentInChildren<VisibilityTracker>() == null) AddBoundsVisibility(prop);
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prop.SetActive(true);
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prop.SetActive(true);
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}
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}
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@ -72,7 +72,7 @@ namespace NewHorizons.Builder.Props
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groupRoot.transform.localPosition = Vector3.zero;
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var states = new List<QuantumState>();
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foreach(var prop in propsInGroup)
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foreach (var prop in propsInGroup)
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{
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prop.transform.parent = groupRoot.transform;
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var state = prop.AddComponent<QuantumState>();
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@ -87,7 +87,7 @@ namespace NewHorizons.Builder.Props
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if (quantumGroup.hasEmptyState)
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{
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var template = propsInGroup[0];
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var empty = new GameObject("Empty State");
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empty.transform.parent = groupRoot.transform;
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var state = empty.AddComponent<QuantumState>();
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@ -97,8 +97,8 @@ namespace NewHorizons.Builder.Props
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var boxShape = empty.AddComponent<BoxShape>();
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boxShape.center = boxBounds.center;
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boxShape.extents = boxBounds.size;
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if (Main.Debug) empty.AddComponent<BoxShapeVisualizer>();
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empty.AddComponent<BoxShapeVisualizer>();
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empty.AddComponent<ShapeVisibilityTracker>();
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}
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@ -121,43 +121,43 @@ namespace NewHorizons.Builder.Props
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shuffleParent.SetActive(false);
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shuffleParent.transform.parent = sector?.transform ?? go.transform;
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shuffleParent.transform.localPosition = Vector3.zero;
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propsInGroup.ToList().ForEach(p => p.transform.parent = shuffleParent.transform);
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propsInGroup.ToList().ForEach(p => p.transform.parent = shuffleParent.transform);
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var shuffle = shuffleParent.AddComponent<QuantumShuffleObject>();
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shuffle._shuffledObjects = propsInGroup.Select(p => p.transform).ToArray();
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shuffle.Awake(); // this doesn't get called on its own for some reason. what? how?
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AddBoundsVisibility(shuffleParent);
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shuffleParent.SetActive(true);
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}
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struct BoxShapeReciever
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{
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public MeshFilter f;
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public SkinnedMeshRenderer s;
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public GameObject g;
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public GameObject gameObject;
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}
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public static void AddBoundsVisibility(GameObject g)
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{
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var meshFilters = g.GetComponentsInChildren<MeshFilter>();
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var skinnedMeshRenderers = g.GetComponentsInChildren<SkinnedMeshRenderer>();
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var boxShapeRecievers = meshFilters
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.Select(f => new BoxShapeReciever() { f=f, g=f.gameObject })
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.Concat (
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skinnedMeshRenderers.Select(s => new BoxShapeReciever() { s=s, g=s.gameObject })
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.Select(f => new BoxShapeReciever() { f = f, gameObject = f.gameObject })
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.Concat(
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skinnedMeshRenderers.Select(s => new BoxShapeReciever() { s = s, gameObject = s.gameObject })
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)
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.ToList();
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foreach(var boxshapeReciever in boxShapeRecievers)
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foreach (var boxshapeReciever in boxShapeRecievers)
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{
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var box = boxshapeReciever.g.AddComponent<BoxShape>();
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boxshapeReciever.g.AddComponent<ShapeVisibilityTracker>();
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if (Main.Debug) boxshapeReciever.g.AddComponent<BoxShapeVisualizer>();
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var box = boxshapeReciever.gameObject.AddComponent<BoxShape>();
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boxshapeReciever.gameObject.AddComponent<ShapeVisibilityTracker>();
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boxshapeReciever.gameObject.AddComponent<BoxShapeVisualizer>();
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var fixer = boxshapeReciever.g.AddComponent<BoxShapeFixer>();
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var fixer = boxshapeReciever.gameObject.AddComponent<BoxShapeFixer>();
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fixer.shape = box;
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fixer.meshFilter = boxshapeReciever.f;
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fixer.skinnedMeshRenderer = boxshapeReciever.s;
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@ -169,7 +169,7 @@ namespace NewHorizons.Builder.Props
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{
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var meshFilters = g.GetComponentsInChildren<MeshFilter>();
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var corners = meshFilters.SelectMany(m => GetMeshCorners(m, g)).ToList();
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Bounds b = new Bounds(corners[0], Vector3.zero);
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corners.ForEach(corner => b.Encapsulate(corner));
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@ -191,9 +191,9 @@ namespace NewHorizons.Builder.Props
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new Vector3(bounds.max.x, bounds.min.y, bounds.max.z),
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new Vector3(bounds.max.x, bounds.max.y, bounds.min.z),
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};
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var globalCorners = localCorners.Select(localCorner => m.transform.TransformPoint(localCorner)).ToArray();
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if (relativeTo == null) return globalCorners;
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return globalCorners.Select(globalCorner => relativeTo.transform.InverseTransformPoint(globalCorner)).ToArray();
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@ -213,9 +213,13 @@ namespace NewHorizons.Builder.Props
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public MeshFilter meshFilter;
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public SkinnedMeshRenderer skinnedMeshRenderer;
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void Update()
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public void Update()
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{
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if (meshFilter == null && skinnedMeshRenderer == null) { NHLogger.LogVerbose("Useless BoxShapeFixer, destroying"); DestroyImmediate(this); }
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if (meshFilter == null && skinnedMeshRenderer == null)
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{
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NHLogger.LogVerbose("Useless BoxShapeFixer, destroying");
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DestroyImmediate(this);
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}
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Mesh sharedMesh = null;
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if (meshFilter != null) sharedMesh = meshFilter.sharedMesh;
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@ -223,7 +227,7 @@ namespace NewHorizons.Builder.Props
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if (sharedMesh == null) return;
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if (sharedMesh.bounds.size == Vector3.zero) return;
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shape.size = sharedMesh.bounds.size;
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shape.center = sharedMesh.bounds.center;
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@ -47,6 +47,7 @@ namespace NewHorizons
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// Settings
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public static bool Debug { get; private set; }
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public static bool VisualizeQuantumObjects { get; private set; }
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public static bool VerboseLogs { get; private set; }
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public static bool SequentialPreCaching { get; private set; }
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public static bool CustomTitleScreen { get; private set; }
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@ -134,6 +135,7 @@ namespace NewHorizons
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var currentScene = SceneManager.GetActiveScene().name;
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Debug = config.GetSettingsValue<bool>(nameof(Debug));
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VisualizeQuantumObjects = config.GetSettingsValue<bool>(nameof(VisualizeQuantumObjects));
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VerboseLogs = config.GetSettingsValue<bool>(nameof(VerboseLogs));
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SequentialPreCaching = config.GetSettingsValue<bool>(nameof(SequentialPreCaching));
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@ -4,16 +4,19 @@ namespace NewHorizons.Utility.Geometry
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{
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public class BoxShapeVisualizer : MonoBehaviour
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{
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BoxShape box;
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private BoxShape _box;
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void Awake()
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public void Awake()
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{
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box = GetComponent<BoxShape>();
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_box = GetComponent<BoxShape>();
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}
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void OnRenderObject()
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public void OnRenderObject()
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{
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Popcron.Gizmos.Cube(transform.TransformPoint(box.center), transform.rotation, Vector3.Scale(box.size, transform.lossyScale));
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if (Main.Debug && Main.VisualizeQuantumObjects)
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{
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Popcron.Gizmos.Cube(transform.TransformPoint(_box.center), transform.rotation, Vector3.Scale(_box.size, transform.lossyScale));
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}
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}
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}
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}
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@ -16,6 +16,12 @@
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"value": false,
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"tooltip": "Enables the debug raycast, visible quantum object colliders, and debug options menu."
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},
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"VisualizeQuantumObjects": {
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"title": "Visualize Quantum Objects",
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"type": "toggle",
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"value": false,
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"tooltip": "Draws boundaries around quantum objects when Debug mode is on."
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},
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"VerboseLogs": {
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"title": "Verbose Logs",
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"type": "toggle",
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