fixed some cull groups that didn't have their sector properly set

This commit is contained in:
FreezeDriedMangoes 2022-07-15 08:58:00 -04:00
parent 0de5f5a1eb
commit a782094e43

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@ -194,6 +194,24 @@ namespace NewHorizons.Builder.Body
repelVolume.transform.parent = sector.transform;
repelVolume.transform.localPosition = Vector3.zero;
// remove default vines
var geoBatchedGroup = geometry.FindChild("BatchedGroup");
var collider = geoBatchedGroup.FindChild("BatchedMeshColliders_1");
collider.transform.parent = geometry.transform;
GameObject.Destroy(geoBatchedGroup);
var geoOtherComponentsGroup = geometry.FindChild("OtherComponentsGroup");
var dimensionWalls = geoOtherComponentsGroup.FindChild("Terrain_DB_BrambleSphere_Outer_v2");
dimensionWalls.transform.parent = geometry.transform;
GameObject.Destroy(geoOtherComponentsGroup);
// fix some cull groups
volumes.GetComponent<SectorCollisionGroup>()._sector = sector;
volumes.FindChild("SunOverrideVolume").GetComponent<SunOverrideVolume>()._sector = sector;
effects.GetComponent<SectorCullGroup>()._sector = sector;
atmo.GetComponent<SectorCullGroup>()._sector = sector;
atmo.GetComponent<SectorLightsCullGroup>()._sector = sector;
// Set up rulesets
var thrustRuleset = sector.gameObject.AddComponent<ThrustRuleset>();
thrustRuleset._attachedBody = owRigidBody;
@ -253,10 +271,6 @@ namespace NewHorizons.Builder.Body
cloak._sectors = new Sector[] { sector };
cloak.GetComponent<Renderer>().enabled = true;
// fix the fog backdrop
atmo.GetComponent<SectorCullGroup>()._sector = sector;
atmo.GetComponent<SectorLightsCullGroup>()._sector = sector;
// finalize
atmo.SetActive(true);
volumes.SetActive(true);