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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
feat: added check for empty string and default object path, removed unneeded log, added todo
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@ -24,8 +24,9 @@ namespace NewHorizons.Utility
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public Vector3 rotation { get { return gameObject.transform.localEulerAngles; } }
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public Vector3 rotation { get { return gameObject.transform.localEulerAngles; } }
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}
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}
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// placeholder currentObject
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public static readonly string DEFAULT_OBJECT = currentObject = "BrittleHollow_Body/Sector_BH/Sector_NorthHemisphere/Sector_NorthPole/Sector_HangingCity/Sector_HangingCity_District1/Props_HangingCity_District1/OtherComponentsGroup/Props_HangingCity_Building_10/Prefab_NOM_VaseThin";
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public static string currentObject = "BrittleHollow_Body/Sector_BH/Sector_NorthHemisphere/Sector_NorthPole/Sector_HangingCity/Sector_HangingCity_District1/Props_HangingCity_District1/OtherComponentsGroup/Props_HangingCity_Building_10/Prefab_NOM_VaseThin";
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public static string currentObject = DEFAULT_OBJECT;
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private static List<PropPlacementData> props = new List<PropPlacementData>();
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private static List<PropPlacementData> props = new List<PropPlacementData>();
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private static List<PropPlacementData> deletedProps = new List<PropPlacementData>();
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private static List<PropPlacementData> deletedProps = new List<PropPlacementData>();
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@ -43,14 +44,19 @@ namespace NewHorizons.Utility
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{
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{
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// TODO: if currentObject == "" or null, spawn some generic placeholder instead
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// TODO: if currentObject == "" or null, spawn some generic placeholder instead
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if (currentObject == "" || currentObject == null)
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{
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currentObject = DEFAULT_OBJECT;
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}
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GameObject prop = DetailBuilder.MakeDetail(data.hitObject, data.hitObject.GetComponentInChildren<Sector>(), currentObject, data.pos, data.norm, 1, false);
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GameObject prop = DetailBuilder.MakeDetail(data.hitObject, data.hitObject.GetComponentInChildren<Sector>(), currentObject, data.pos, data.norm, 1, false);
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PropPlacementData propData = RegisterProp_WithReturn(data.bodyName, prop);
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PropPlacementData propData = RegisterProp_WithReturn(data.bodyName, prop);
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propData.initial_pos = data.pos;
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propData.initial_pos = data.pos;
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propData.initial_rotation = data.norm;
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propData.initial_rotation = data.norm;
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// TODO: rotate around vertical axis to face player
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string origEul = prop.transform.localEulerAngles.ToString();
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string origEul = prop.transform.localEulerAngles.ToString();
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prop.transform.localRotation = Quaternion.LookRotation(data.norm) * Quaternion.FromToRotation(Vector3.up, Vector3.forward);
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prop.transform.localRotation = Quaternion.LookRotation(data.norm) * Quaternion.FromToRotation(Vector3.up, Vector3.forward);
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Logger.Log($"{data.norm.ToString()} -=- {prop.transform.localEulerAngles.ToString()} => {prop.transform.localEulerAngles.ToString()}");
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}
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}
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catch (Exception e)
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catch (Exception e)
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{
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{
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