Change MakeDetail to take in just DetailInfo and not all the individual parameters

This commit is contained in:
Nick 2022-08-05 18:30:37 -04:00
parent fc1f6e74c6
commit a2da11a64a
9 changed files with 238 additions and 200 deletions

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@ -2,6 +2,7 @@ using HarmonyLib;
using NewHorizons.Builder.Props;
using NewHorizons.Components;
using NewHorizons.Components.Orbital;
using NewHorizons.External.Modules;
using NewHorizons.Handlers;
using NewHorizons.Utility;
using System.Collections.Generic;
@ -56,7 +57,11 @@ namespace NewHorizons.Builder.Body
var atmo = SearchUtilities.Find("DB_HubDimension_Body/Sector_HubDimension/Atmosphere_HubDimension").InstantiateInactive();
var volumes = SearchUtilities.Find("DB_HubDimension_Body/Sector_HubDimension/Volumes_HubDimension").InstantiateInactive();
var effects = SearchUtilities.Find("DB_HubDimension_Body/Sector_HubDimension/Effects_HubDimension").InstantiateInactive();
var geometry = DetailBuilder.MakeDetail(go, sector, "DB_HubDimension_Body/Sector_HubDimension/Geometry_HubDimension", Vector3.zero, Vector3.zero, 1, false);
var prefab = SearchUtilities.Find("DB_HubDimension_Body/Sector_HubDimension/Geometry_HubDimension");
var detailInfo = new PropModule.DetailInfo();
var geometry = DetailBuilder.MakeDetail(go, sector, prefab, detailInfo);
var exitWarps = SearchUtilities.Find("DB_HubDimension_Body/Sector_HubDimension/OuterWarp_Hub").InstantiateInactive();
var repelVolume = SearchUtilities.Find("DB_HubDimension_Body/BrambleRepelVolume").InstantiateInactive();

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@ -28,11 +28,13 @@ namespace NewHorizons.Builder.Props
{
var prefab = AssetBundleUtilities.LoadPrefab(detail.assetBundle, detail.path, mod);
detailGO = MakeDetail(go, sector, prefab, detail.position, detail.rotation, detail.scale, detail.alignToNormal);
detailGO = MakeDetail(go, sector, prefab, detail);
}
else
{
detailGO = MakeDetail(go, sector, detail.path, detail.position, detail.rotation, detail.scale, detail.alignToNormal);
var prefab = SearchUtilities.Find(detail.path);
if (prefab == null) Logger.LogError($"Couldn't find detail {detail.path}");
else detailGO = MakeDetail(go, sector, prefab, detail);
}
if (detailGO == null) return;
@ -94,14 +96,7 @@ namespace NewHorizons.Builder.Props
detailInfoToCorrespondingSpawnedGameObject[detail] = detailGO;
}
public static GameObject MakeDetail(GameObject go, Sector sector, string propToClone, MVector3 position, MVector3 rotation, float scale, bool alignWithNormal)
{
var prefab = SearchUtilities.Find(propToClone);
if (prefab == null) Logger.LogError($"Couldn't find detail {propToClone}");
return MakeDetail(go, sector, prefab, position, rotation, scale, alignWithNormal);
}
public static GameObject MakeDetail(GameObject planetGO, Sector sector, GameObject prefab, MVector3 position, MVector3 rotation, float scale, bool alignWithNormal)
public static GameObject MakeDetail(GameObject planetGO, Sector sector, GameObject prefab, PropModule.DetailInfo info)
{
if (prefab == null) return null;
@ -111,165 +106,24 @@ namespace NewHorizons.Builder.Props
StreamingHandler.SetUpStreaming(prop, sector);
var torchItem = prop.GetComponent<VisionTorchItem>();
// Fix vision torch
if (torchItem)
{
torchItem.enabled = true;
torchItem.mindProjectorTrigger.enabled = true;
torchItem.mindSlideProjector._mindProjectorImageEffect = SearchUtilities.Find("Player_Body/PlayerCamera").GetComponent<MindProjectorImageEffect>();
}
var isTorch = prop.GetComponent<VisionTorchItem>() != null;
foreach (var component in prop.GetComponentsInChildren<Component>(true))
{
/*
// Enable all children or something
// BUG doesnt work because enabled is a property, not a field
var enabledField = component?.GetType()?.GetField("enabled");
if (enabledField != null && enabledField.FieldType == typeof(bool)) Events.FireOnNextUpdate(() => enabledField.SetValue(component, true));
*/
// Fix a bunch of sector stuff
if (sector != null)
if (sector == null)
{
if (component is Sector s)
{
s.SetParentSector(sector);
}
if (component is SectorCullGroup sectorCullGroup)
{
sectorCullGroup._controllingProxy = null;
}
// fix Sector stuff, eg SectorCullGroup (without this, props that have a SectorCullGroup component will become invisible inappropriately)
if (component is ISectorGroup sectorGroup)
{
sectorGroup.SetSector(sector);
}
if (component is GhostIK ik) ik.enabled = false;
if (component is GhostEffects effects) effects.enabled = false;
if (component is DarkMatterVolume)
{
var probeVisuals = component.gameObject.transform.Find("ProbeVisuals");
if (probeVisuals != null) probeVisuals.gameObject.SetActive(true);
}
if (component is SectoredMonoBehaviour behaviour)
{
behaviour.SetSector(sector);
}
/*
else
{
// BUG: this doesnt find the field cuz _sector is private
var sectorField = component?.GetType()?.GetField("_sector");
if (sectorField != null && sectorField.FieldType == typeof(Sector))
{
Events.FireOnNextUpdate(() => sectorField.SetValue(component, sector));
}
}
*/
if (component is AnglerfishController angler)
{
try
{
angler._chaseSpeed += OWPhysics.CalculateOrbitVelocity(planetGO.GetAttachedOWRigidbody(), planetGO.GetComponent<AstroObject>().GetPrimaryBody().GetAttachedOWRigidbody()).magnitude;
}
catch (Exception e)
{
Logger.LogError($"Couldn't update AnglerFish chase speed:\n{e}");
}
}
// Fix slide reel
// softlocks if this object is a vision torch
if (!torchItem && component is SlideCollectionContainer container)
{
sector.OnOccupantEnterSector.AddListener(_ => container.LoadStreamingTextures());
}
if (component is OWItemSocket socket)
{
socket._sector = sector;
}
// fix campfires
if (component is InteractVolume interactVolume)
{
interactVolume._playerCam = GameObject.Find("Player_Body/PlayerCamera").GetComponent<OWCamera>();
}
if (component is PlayerAttachPoint playerAttachPoint)
{
var playerBody = GameObject.Find("Player_Body");
playerAttachPoint._playerController = playerBody.GetComponent<PlayerCharacterController>();
playerAttachPoint._playerOWRigidbody = playerBody.GetComponent<OWRigidbody>();
playerAttachPoint._playerTransform = playerBody.transform;
playerAttachPoint._fpsCamController = GameObject.Find("Player_Body/PlayerCamera").GetComponent<PlayerCameraController>();
}
if (component is NomaiInterfaceOrb orb)
{
orb._parentAstroObject = planetGO.GetComponent<AstroObject>();
orb._parentBody = planetGO.GetComponent<OWRigidbody>();
}
}
else
{
// Remove things that require sectors if the sector is null. Will just keep extending this as things pop up.
if (component is FogLight or SectoredMonoBehaviour)
{
GameObject.DestroyImmediate(component);
continue;
}
if (FixUnsectoredComponent(component)) continue;
}
else FixSectoredComponent(component, sector, isTorch);
// Fix a bunch of stuff when done loading
Delay.RunWhen(() => Main.IsSystemReady, () =>
{
try
{
if (component == null) return;
if (component is Animator animator) animator.enabled = true;
else if (component is Collider collider) collider.enabled = true;
else if (component is Renderer renderer) renderer.enabled = true;
else if (component is Shape shape) shape.enabled = true;
else if (component is SectorCullGroup sectorCullGroup)
{
sectorCullGroup._inMapView = false;
sectorCullGroup._isFastForwarding = false;
sectorCullGroup.SetVisible(sectorCullGroup.ShouldBeVisible(), true, false);
}
// If it's not a moving anglerfish make sure the anim controller is regular
else if (component is AnglerfishAnimController angler && angler.GetComponentInParent<AnglerfishController>() == null)
{
Logger.LogVerbose("Enabling anglerfish animation");
// Remove any reference to its angler
if (angler._anglerfishController)
{
angler._anglerfishController.OnChangeAnglerState -= angler.OnChangeAnglerState;
angler._anglerfishController.OnAnglerTurn -= angler.OnAnglerTurn;
angler._anglerfishController.OnAnglerSuspended -= angler.OnAnglerSuspended;
angler._anglerfishController.OnAnglerUnsuspended -= angler.OnAnglerUnsuspended;
}
angler.enabled = true;
angler.OnChangeAnglerState(AnglerfishController.AnglerState.Lurking);
}
}
catch (Exception e)
{
Logger.LogWarning($"Exception when modifying component [{component.GetType().Name}] on [{planetGO.name}] for prop [{prefab.name}]:\n{e}");
}
});
FixComponent(component, planetGO, prefab.name);
}
prop.transform.position = position == null ? planetGO.transform.position : planetGO.transform.TransformPoint((Vector3)position);
prop.transform.position = info.position == null ? planetGO.transform.position : planetGO.transform.TransformPoint(info.position);
Quaternion rot = rotation == null ? Quaternion.identity : Quaternion.Euler((Vector3)rotation);
if (alignWithNormal)
Quaternion rot = info.rotation == null ? Quaternion.identity : Quaternion.Euler(info.rotation);
if (info.alignToNormal)
{
// Apply the rotation after aligning it with normal
var up = planetGO.transform.InverseTransformPoint(prop.transform.position).normalized;
@ -281,11 +135,159 @@ namespace NewHorizons.Builder.Props
prop.transform.rotation = planetGO.transform.TransformRotation(rot);
}
prop.transform.localScale = scale != 0 ? Vector3.one * scale : prefab.transform.localScale;
prop.transform.localScale = info.scale != 0 ? Vector3.one * info.scale : prefab.transform.localScale;
prop.SetActive(true);
return prop;
}
/// <summary>
/// Fix components that have sectors. Has a specific fix if there is a VisionTorchItem on the object.
/// </summary>
/// <param name="component"></param>
/// <param name="sector"></param>
/// <param name="isTorch"></param>
private static void FixSectoredComponent(Component component, Sector sector, bool isTorch)
{
if (component is Sector s)
{
s.SetParentSector(sector);
}
if (component is SectorCullGroup sectorCullGroup)
{
sectorCullGroup._controllingProxy = null;
}
// fix Sector stuff, eg SectorCullGroup (without this, props that have a SectorCullGroup component will become invisible inappropriately)
if (component is ISectorGroup sectorGroup)
{
sectorGroup.SetSector(sector);
}
if (component is SectoredMonoBehaviour behaviour)
{
behaviour.SetSector(sector);
}
if (component is OWItemSocket socket)
{
socket._sector = sector;
}
// Fix slide reel - Softlocks if this object is a vision torch
if (!isTorch && component is SlideCollectionContainer container)
{
sector.OnOccupantEnterSector.AddListener(_ => container.LoadStreamingTextures());
}
}
/// <summary>
/// Remove things that require sectors if the sector is null. Will just keep extending this as things pop up.
/// Returns true if the object is destroyed
/// </summary>
/// <param name="component"></param>
private static bool FixUnsectoredComponent(Component component)
{
if (component is FogLight or SectoredMonoBehaviour)
{
GameObject.DestroyImmediate(component);
return true;
}
return false;
}
private static void FixComponent(Component component, GameObject planetGO, string prefab)
{
// Fix other components
// I forget why this is here
if (component is GhostIK ik) ik.enabled = false;
if (component is GhostEffects effects) effects.enabled = false;
if (component is DarkMatterVolume)
{
var probeVisuals = component.gameObject.transform.Find("ProbeVisuals");
if (probeVisuals != null) probeVisuals.gameObject.SetActive(true);
}
// Fix anglerfish speed on orbiting planets
if (component is AnglerfishController angler)
{
try
{
angler._chaseSpeed += OWPhysics.CalculateOrbitVelocity(planetGO.GetAttachedOWRigidbody(), planetGO.GetComponent<AstroObject>().GetPrimaryBody().GetAttachedOWRigidbody()).magnitude;
}
catch (Exception e)
{
Logger.LogError($"Couldn't update AnglerFish chase speed:\n{e}");
}
}
// fix campfires
if (component is InteractVolume interactVolume)
{
interactVolume._playerCam = GameObject.Find("Player_Body/PlayerCamera").GetComponent<OWCamera>();
}
if (component is PlayerAttachPoint playerAttachPoint)
{
var playerBody = GameObject.Find("Player_Body");
playerAttachPoint._playerController = playerBody.GetComponent<PlayerCharacterController>();
playerAttachPoint._playerOWRigidbody = playerBody.GetComponent<OWRigidbody>();
playerAttachPoint._playerTransform = playerBody.transform;
playerAttachPoint._fpsCamController = GameObject.Find("Player_Body/PlayerCamera").GetComponent<PlayerCameraController>();
}
if (component is NomaiInterfaceOrb orb)
{
orb._parentAstroObject = planetGO.GetComponent<AstroObject>();
orb._parentBody = planetGO.GetComponent<OWRigidbody>();
}
if (component is VisionTorchItem torchItem)
{
torchItem.enabled = true;
torchItem.mindProjectorTrigger.enabled = true;
torchItem.mindSlideProjector._mindProjectorImageEffect = SearchUtilities.Find("Player_Body/PlayerCamera").GetComponent<MindProjectorImageEffect>();
}
// Fix a bunch of stuff when done loading
Delay.RunWhen(() => Main.IsSystemReady, () =>
{
try
{
if (component == null) return;
if (component is Animator animator) animator.enabled = true;
else if (component is Collider collider) collider.enabled = true;
else if (component is Renderer renderer) renderer.enabled = true;
else if (component is Shape shape) shape.enabled = true;
else if (component is SectorCullGroup sectorCullGroup)
{
sectorCullGroup._inMapView = false;
sectorCullGroup._isFastForwarding = false;
sectorCullGroup.SetVisible(sectorCullGroup.ShouldBeVisible(), true, false);
}
// If it's not a moving anglerfish make sure the anim controller is regular
else if (component is AnglerfishAnimController angler && angler.GetComponentInParent<AnglerfishController>() == null)
{
Logger.LogVerbose("Enabling anglerfish animation");
// Remove any reference to its angler
if (angler._anglerfishController)
{
angler._anglerfishController.OnChangeAnglerState -= angler.OnChangeAnglerState;
angler._anglerfishController.OnAnglerTurn -= angler.OnAnglerTurn;
angler._anglerfishController.OnAnglerSuspended -= angler.OnAnglerSuspended;
angler._anglerfishController.OnAnglerUnsuspended -= angler.OnAnglerUnsuspended;
}
angler.enabled = true;
angler.OnChangeAnglerState(AnglerfishController.AnglerState.Lurking);
}
}
catch (Exception e)
{
Logger.LogWarning($"Exception when modifying component [{component.GetType().Name}] on [{planetGO.name}] for prop [{prefab}]:\n{e}");
}
});
}
}
}

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@ -276,7 +276,11 @@ namespace NewHorizons.Builder.Props
}
case PropModule.NomaiTextInfo.NomaiTextType.PreCrashComputer:
{
var computerObject = DetailBuilder.MakeDetail(planetGO, sector, _preCrashComputerPrefab, info.position, Vector3.zero, 1, false);
var detailInfo = new PropModule.DetailInfo()
{
position = info.position
};
var computerObject = DetailBuilder.MakeDetail(planetGO, sector, _preCrashComputerPrefab, detailInfo);
computerObject.SetActive(false);
if (!string.IsNullOrEmpty(info.rename))

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@ -222,7 +222,13 @@ namespace NewHorizons.Builder.Props
{
// spawn a trigger for the vision torch
var path = "DreamWorld_Body/Sector_DreamWorld/Sector_Underground/Sector_PrisonCell/Ghosts_PrisonCell/GhostNodeMap_PrisonCell_Lower/Prefab_IP_GhostBird_Prisoner/Ghostbird_IP_ANIM/Ghostbird_Skin_01:Ghostbird_Rig_V01:Base/Ghostbird_Skin_01:Ghostbird_Rig_V01:Root/Ghostbird_Skin_01:Ghostbird_Rig_V01:Spine01/Ghostbird_Skin_01:Ghostbird_Rig_V01:Spine02/Ghostbird_Skin_01:Ghostbird_Rig_V01:Spine03/Ghostbird_Skin_01:Ghostbird_Rig_V01:Spine04/Ghostbird_Skin_01:Ghostbird_Rig_V01:Neck01/Ghostbird_Skin_01:Ghostbird_Rig_V01:Neck02/Ghostbird_Skin_01:Ghostbird_Rig_V01:Head/PrisonerHeadDetector";
var g = DetailBuilder.MakeDetail(planetGO, sector, path, info.position, Vector3.zero, 2, false);
var prefab = SearchUtilities.Find(path);
var detailInfo = new PropModule.DetailInfo()
{
position = info.position,
scale = 2
};
var g = DetailBuilder.MakeDetail(planetGO, sector, prefab, detailInfo);
if (!string.IsNullOrEmpty(info.parentPath))
{
@ -280,12 +286,15 @@ namespace NewHorizons.Builder.Props
public static GameObject MakeStandingVisionTorch(GameObject planetGO, Sector sector, PropModule.ProjectionInfo info, IModBehaviour mod)
{
//
// spawn the torch itself
//
// Spawn the torch itself
var path = "RingWorld_Body/Sector_RingWorld/Sector_SecretEntrance/Interactibles_SecretEntrance/Experiment_1/VisionTorchApparatus/VisionTorchRoot/Prefab_IP_VisionTorchProjector";
var standingTorch = DetailBuilder.MakeDetail(planetGO, sector, path, info.position, info.rotation, 1, false);
var prefab = SearchUtilities.Find(path);
var detailInfo = new PropModule.DetailInfo()
{
position = info.position,
rotation = info.rotation
};
var standingTorch = DetailBuilder.MakeDetail(planetGO, sector, prefab, detailInfo);
if (!string.IsNullOrEmpty(info.parentPath))
{
@ -306,22 +315,16 @@ namespace NewHorizons.Builder.Props
return null;
}
//
// set some required properties on the torch
//
// Set some required properties on the torch
var mindSlideProjector = standingTorch.GetComponent<MindSlideProjector>();
mindSlideProjector._mindProjectorImageEffect = SearchUtilities.Find("Player_Body/PlayerCamera").GetComponent<MindProjectorImageEffect>();
// setup for visually supporting async texture loading
// Setup for visually supporting async texture loading
mindSlideProjector.enabled = false;
var visionBeamEffect = standingTorch.FindChild("VisionBeam");
visionBeamEffect.SetActive(false);
//
// set up slides
//
// Set up slides
// The number of slides is unlimited, 15 is only for texturing the actual slide reel item. This is not a slide reel item
var slides = info.slides;
var slidesCount = slides.Length;
@ -340,8 +343,8 @@ namespace NewHorizons.Builder.Props
slideCollection.slides[i] = slide;
}
// this variable just lets us track how many of the slides have been loaded.
// this way as soon as the last one is loaded (due to async loading, this may be
// This variable just lets us track how many of the slides have been loaded.
// This way as soon as the last one is loaded (due to async loading, this may be
// slide 7, or slide 3, or whatever), we can enable the vision torch. This allows us
// to avoid doing a "is every element in the array `slideCollection.slides` not null" check every time a texture finishes loading
int displaySlidesLoaded = 0;
@ -359,13 +362,13 @@ namespace NewHorizons.Builder.Props
}
);
// set up the containers for the slides
// Set up the containers for the slides
var slideCollectionContainer = standingTorch.AddComponent<SlideCollectionContainer>();
slideCollectionContainer.slideCollection = slideCollection;
var mindSlideCollection = standingTorch.AddComponent<MindSlideCollection>();
mindSlideCollection._slideCollectionContainer = slideCollectionContainer;
// make sure that these slides play when the player wanders into the beam
// Make sure that these slides play when the player wanders into the beam
mindSlideProjector.SetMindSlideCollection(mindSlideCollection);

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@ -92,7 +92,14 @@ namespace NewHorizons.Builder.Props
point = Quaternion.Euler(90, 0, 0) * point;
}
var prop = DetailBuilder.MakeDetail(go, sector, prefab, (MVector3)(point.normalized * height), null, propInfo.scale, true);
var detailInfo = new PropModule.DetailInfo()
{
position = point.normalized * height,
scale = propInfo.scale,
alignToNormal = true
};
var prop = DetailBuilder.MakeDetail(go, sector, prefab, detailInfo);
if (propInfo.offset != null) prop.transform.localPosition += prop.transform.TransformVector(propInfo.offset);
if (propInfo.rotation != null) prop.transform.rotation *= Quaternion.Euler(propInfo.rotation);

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@ -200,6 +200,11 @@ namespace NewHorizons.External.Modules
/// The path (not including the root planet object) of the parent of this game object. Optional (will default to the root sector).
/// </summary>
public string parentPath;
/// <summary>
/// Should this detail stay loaded even if you're outside the sector (good for very large props)
/// </summary>
public bool keepLoaded;
}
[JsonObject]

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@ -111,7 +111,14 @@ namespace NewHorizons
public GameObject SpawnObject(GameObject planet, Sector sector, string propToCopyPath, Vector3 position, Vector3 eulerAngles,
float scale, bool alignWithNormal)
{
return DetailBuilder.MakeDetail(planet, sector, propToCopyPath, position, eulerAngles, scale, alignWithNormal);
var prefab = SearchUtilities.Find(propToCopyPath);
var detailInfo = new PropModule.DetailInfo() {
position = position,
rotation = eulerAngles,
scale = scale,
alignToNormal = alignWithNormal
};
return DetailBuilder.MakeDetail(planet, sector, prefab, detailInfo);
}
public AudioSignal SpawnSignal(IModBehaviour mod, GameObject root, string audio, string name, string frequency,

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@ -1,10 +1,10 @@
using HarmonyLib;
using NewHorizons.Builder.Props;
using NewHorizons.Components;
using NewHorizons.External;
using NewHorizons.Handlers;
using System;
using UnityEngine;
namespace NewHorizons.Patches
{
[HarmonyPatch]

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@ -1,13 +1,10 @@
using NewHorizons.Builder.Props;
using NewHorizons.External.Configs;
using System;
using NewHorizons.External.Modules;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.InputSystem;
using static NewHorizons.External.Modules.PropModule;
namespace NewHorizons.Utility.DebugUtilities
{
@ -24,7 +21,7 @@ namespace NewHorizons.Utility.DebugUtilities
public AstroObject body;
public string system;
public GameObject gameObject;
public DetailInfo detailInfo;
public PropModule.DetailInfo detailInfo;
}
// VASE
@ -108,8 +105,16 @@ namespace NewHorizons.Utility.DebugUtilities
SetCurrentObject(DEFAULT_OBJECT);
}
GameObject prop = DetailBuilder.MakeDetail(data.hitBodyGameObject, data.hitBodyGameObject.GetComponentInChildren<Sector>(), currentObject, data.pos, data.norm, 1, false);
PropPlacementData propData = RegisterProp_WithReturn(data.hitBodyGameObject.GetComponent<AstroObject>(), prop);
var planetGO = data.hitBodyGameObject;
var sector = planetGO.GetComponentInChildren<Sector>();
var prefab = SearchUtilities.Find(currentObject);
var detailInfo = new PropModule.DetailInfo()
{
position = data.pos,
rotation = data.norm,
};
var prop = DetailBuilder.MakeDetail(planetGO, sector, prefab, detailInfo);
var propData = RegisterProp_WithReturn(data.hitBodyGameObject.GetComponent<AstroObject>(), prop);
SetGameObjectRotation(prop, data, playerAbsolutePosition);
}
@ -156,7 +161,7 @@ namespace NewHorizons.Utility.DebugUtilities
{
if (config.starSystem != Main.Instance.CurrentStarSystem) return;
AstroObject planet = AstroObjectLocator.GetAstroObject(config.name);
var planet = AstroObjectLocator.GetAstroObject(config.name);
if (planet == null) return;
if (config.Props == null || config.Props.details == null) return;
@ -165,7 +170,7 @@ namespace NewHorizons.Utility.DebugUtilities
foreach (var detail in config.Props.details)
{
GameObject spawnedProp = DetailBuilder.GetSpawnedGameObjectByDetailInfo(detail);
var spawnedProp = DetailBuilder.GetSpawnedGameObjectByDetailInfo(detail);
if (spawnedProp == null)
{
@ -173,7 +178,7 @@ namespace NewHorizons.Utility.DebugUtilities
continue;
}
PropPlacementData data = RegisterProp_WithReturn(astroObject, spawnedProp, detail.path, detail);
var data = RegisterProp_WithReturn(astroObject, spawnedProp, detail.path, detail);
// note: we do not support placing props from assetbundles, so they will not be added to the
// selectable list of placed props
@ -189,7 +194,7 @@ namespace NewHorizons.Utility.DebugUtilities
RegisterProp_WithReturn(body, prop);
}
private PropPlacementData RegisterProp_WithReturn(AstroObject body, GameObject prop, string propPath = null, DetailInfo detailInfo = null)
private PropPlacementData RegisterProp_WithReturn(AstroObject body, GameObject prop, string propPath = null, PropModule.DetailInfo detailInfo = null)
{
if (Main.Debug)
{
@ -201,7 +206,7 @@ namespace NewHorizons.Utility.DebugUtilities
Logger.LogVerbose($"Adding prop to {Main.Instance.CurrentStarSystem}::{body.name}");
detailInfo = detailInfo == null ? new DetailInfo() : detailInfo;
detailInfo = detailInfo == null ? new PropModule.DetailInfo() : detailInfo;
detailInfo.path = propPath == null ? currentObject : propPath;
PropPlacementData data = new PropPlacementData
@ -216,14 +221,14 @@ namespace NewHorizons.Utility.DebugUtilities
return data;
}
public Dictionary<AstroObject, DetailInfo[]> GetPropsConfigByBody()
public Dictionary<AstroObject, PropModule.DetailInfo[]> GetPropsConfigByBody()
{
var groupedProps = props
.GroupBy(p => p.system + "." + p.body)
.Select(grp => grp.ToList())
.ToList();
Dictionary<AstroObject, DetailInfo[]> propConfigs = new Dictionary<AstroObject, DetailInfo[]>();
Dictionary<AstroObject, PropModule.DetailInfo[]> propConfigs = new Dictionary<AstroObject, PropModule.DetailInfo[]>();
foreach (List<PropPlacementData> bodyProps in groupedProps)
{
@ -233,7 +238,7 @@ namespace NewHorizons.Utility.DebugUtilities
Logger.LogVerbose("getting prop group for body " + body.name);
//string bodyName = GetAstroObjectName(bodyProps[0].body);
DetailInfo[] infoArray = new DetailInfo[bodyProps.Count];
PropModule.DetailInfo[] infoArray = new PropModule.DetailInfo[bodyProps.Count];
propConfigs[body] = infoArray;
for (int i = 0; i < bodyProps.Count; i++)