Refactor some planet stuff out of main

This commit is contained in:
Nick J. Connors 2022-03-01 13:49:01 -05:00
parent f24ace0721
commit b9351a28a5
8 changed files with 543 additions and 510 deletions

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@ -10,6 +10,7 @@ using UnityEngine;
using NewHorizons.External.Configs; using NewHorizons.External.Configs;
using Logger = NewHorizons.Utility.Logger; using Logger = NewHorizons.Utility.Logger;
using Random = UnityEngine.Random; using Random = UnityEngine.Random;
using NewHorizons.Handlers;
namespace NewHorizons.Builder.Body namespace NewHorizons.Builder.Body
{ {
@ -64,7 +65,7 @@ namespace NewHorizons.Builder.Body
var asteroidConfig = new PlanetConfig(config); var asteroidConfig = new PlanetConfig(config);
if (belt.ProcGen != null) asteroidConfig.ProcGen = belt.ProcGen; if (belt.ProcGen != null) asteroidConfig.ProcGen = belt.ProcGen;
var asteroid = new NewHorizonsBody(new PlanetConfig(config), mod); var asteroid = new NewHorizonsBody(new PlanetConfig(config), mod);
Main.NextPassBodies.Add(asteroid); PlanetCreationHandler.NextPassBodies.Add(asteroid);
} }
} }
} }

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@ -1,4 +1,5 @@
using NewHorizons.Utility; using NewHorizons.Components;
using NewHorizons.Utility;
using OWML.Utils; using OWML.Utils;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
@ -143,7 +144,7 @@ namespace NewHorizons.Builder.General
else if(ao.GetAstroObjectName() == AstroObject.Name.Sun) else if(ao.GetAstroObjectName() == AstroObject.Name.Sun)
{ {
var starController = ao.gameObject.GetComponent<StarController>(); var starController = ao.gameObject.GetComponent<StarController>();
Main.Instance.StarLightController.RemoveStar(starController); StarLightController.RemoveStar(starController);
GameObject.Destroy(starController); GameObject.Destroy(starController);
var audio = ao.GetComponentInChildren<SunSurfaceAudioController>(); var audio = ao.GetComponentInChildren<SunSurfaceAudioController>();

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@ -5,7 +5,7 @@ using System.Text;
using System.Threading.Tasks; using System.Threading.Tasks;
using UnityEngine; using UnityEngine;
namespace NewHorizons.Utility namespace NewHorizons.Components
{ {
public class StarController : MonoBehaviour public class StarController : MonoBehaviour
{ {

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@ -1,4 +1,5 @@
using System; using NewHorizons.Utility;
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
@ -6,12 +7,14 @@ using System.Threading.Tasks;
using UnityEngine; using UnityEngine;
using Logger = NewHorizons.Utility.Logger; using Logger = NewHorizons.Utility.Logger;
namespace NewHorizons.Utility namespace NewHorizons.Components
{ {
[RequireComponent(typeof(SunLightController))] [RequireComponent(typeof(SunLightController))]
[RequireComponent(typeof(SunLightParamUpdater))] [RequireComponent(typeof(SunLightParamUpdater))]
public class StarLightController : MonoBehaviour public class StarLightController : MonoBehaviour
{ {
public static StarLightController Instance { get; private set; }
private List<StarController> _stars = new List<StarController>(); private List<StarController> _stars = new List<StarController>();
private StarController _activeStar; private StarController _activeStar;
@ -20,33 +23,34 @@ namespace NewHorizons.Utility
public void Awake() public void Awake()
{ {
Instance = this;
_sunLightController = GetComponent<SunLightController>(); _sunLightController = GetComponent<SunLightController>();
_sunLightController.enabled = true; _sunLightController.enabled = true;
_sunLightParamUpdater = GetComponent<SunLightParamUpdater>(); _sunLightParamUpdater = GetComponent<SunLightParamUpdater>();
_sunLightParamUpdater._sunLightController = _sunLightController; _sunLightParamUpdater._sunLightController = _sunLightController;
} }
public void AddStar(StarController star) public static void AddStar(StarController star)
{ {
if (star == null) return; if (star == null) return;
Logger.Log($"Adding new star to list: {star.gameObject.name}"); Logger.Log($"Adding new star to list: {star.gameObject.name}");
_stars.Add(star); Instance._stars.Add(star);
} }
public void RemoveStar(StarController star) public static void RemoveStar(StarController star)
{ {
Logger.Log($"Removing star from list: {star?.gameObject?.name}"); Logger.Log($"Removing star from list: {star?.gameObject?.name}");
if (_stars.Contains(star)) if (Instance._stars.Contains(star))
{ {
if (_activeStar != null && _activeStar.Equals(star)) if (Instance._activeStar != null && Instance._activeStar.Equals(star))
{ {
_stars.Remove(star); Instance._stars.Remove(star);
if(_stars.Count > 0) ChangeActiveStar(_stars[0]); if(Instance._stars.Count > 0) Instance.ChangeActiveStar(Instance._stars[0]);
} }
else else
{ {
_stars.Remove(star); Instance._stars.Remove(star);
} }
} }
} }

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@ -0,0 +1,368 @@
using NewHorizons.Builder.Atmosphere;
using NewHorizons.Builder.Body;
using NewHorizons.Builder.General;
using NewHorizons.Builder.Orbital;
using NewHorizons.Builder.Props;
using NewHorizons.Builder.Updater;
using NewHorizons.Components;
using NewHorizons.External.VariableSize;
using NewHorizons.Utility;
using NewHorizons.Utility.CommonResources;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Logger = NewHorizons.Utility.Logger;
namespace NewHorizons.Handlers
{
public static class PlanetCreationHandler
{
public static List<NewHorizonsBody> NextPassBodies = new List<NewHorizonsBody>();
public static void Init(List<NewHorizonsBody> bodies)
{
Main.FurthestOrbit = 30000;
// Set up stars
// Need to manage this when there are multiple stars
var sun = GameObject.Find("Sun_Body");
var starController = sun.AddComponent<StarController>();
starController.Light = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<Light>();
starController.AmbientLight = GameObject.Find("Sun_Body/AmbientLight_SUN").GetComponent<Light>();
starController.FaceActiveCamera = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<FaceActiveCamera>();
starController.CSMTextureCacher = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<CSMTextureCacher>();
starController.ProxyShadowLight = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<ProxyShadowLight>();
starController.Intensity = 0.9859f;
starController.SunColor = new Color(1f, 0.8845f, 0.6677f, 1f);
var starLightGO = GameObject.Instantiate(sun.GetComponentInChildren<SunLightController>().gameObject);
foreach (var comp in starLightGO.GetComponents<Component>())
{
if (!(comp is SunLightController) && !(comp is SunLightParamUpdater) && !(comp is Light) && !(comp is Transform))
{
GameObject.Destroy(comp);
}
}
GameObject.Destroy(starLightGO.GetComponent<Light>());
starLightGO.name = "StarLightController";
starLightGO.AddComponent<StarLightController>();
StarLightController.AddStar(starController);
starLightGO.SetActive(true);
// Order by stars then planets then moons (not necessary but probably speeds things up, maybe) ALSO only include current star system
var toLoad = bodies
.OrderBy(b =>
(b.Config.BuildPriority != -1 ? b.Config.BuildPriority :
(b.Config.FocalPoint != null ? 0 :
(b.Config.Star != null) ? 0 :
(b.Config.Orbit.IsMoon ? 2 : 1)
))).ToList();
var passCount = 0;
while (toLoad.Count != 0)
{
Logger.Log($"Starting body loading pass #{++passCount}");
var flagNoneLoadedThisPass = true;
foreach (var body in toLoad)
{
if (LoadBody(body)) flagNoneLoadedThisPass = false;
}
if (flagNoneLoadedThisPass)
{
Logger.LogWarning("No objects were loaded this pass");
// Try again but default to sun
foreach (var body in toLoad)
{
if (LoadBody(body, true)) flagNoneLoadedThisPass = false;
}
}
if (flagNoneLoadedThisPass)
{
// Give up
Logger.Log($"Couldn't finish adding bodies.");
return;
}
toLoad = NextPassBodies;
NextPassBodies = new List<NewHorizonsBody>();
// Infinite loop failsafe
if (passCount > 10)
{
Logger.Log("Something went wrong");
break;
}
}
Logger.Log("Done loading bodies");
// I don't know what these do but they look really weird from a distance
Main.Instance.ModHelper.Events.Unity.FireInNUpdates(() => PlanetDestroyer.RemoveDistantProxyClones(), 1);
if (Main.Instance.CurrentStarSystem != "SolarSystem") PlanetDestroyer.RemoveSolarSystem();
}
public static bool LoadBody(NewHorizonsBody body, bool defaultPrimaryToSun = false)
{
// I don't remember doing this why is it exceptions what am I doing
GameObject existingPlanet = null;
try
{
existingPlanet = AstroObjectLocator.GetAstroObject(body.Config.Name).gameObject;
}
catch (Exception)
{
if (body?.Config?.Name == null) Logger.LogError($"How is there no name for {body}");
else existingPlanet = GameObject.Find(body.Config.Name.Replace(" ", "") + "_Body");
}
if (existingPlanet != null)
{
try
{
if (body.Config.Destroy)
{
var ao = existingPlanet.GetComponent<AstroObject>();
if (ao != null) Main.Instance.ModHelper.Events.Unity.FireInNUpdates(() => PlanetDestroyer.RemoveBody(ao), 1);
else Main.Instance.ModHelper.Events.Unity.FireInNUpdates(() => existingPlanet.SetActive(false), 1);
}
else UpdateBody(body, existingPlanet);
}
catch (Exception e)
{
Logger.LogError($"Couldn't update body {body.Config?.Name}: {e.Message}, {e.StackTrace}");
return false;
}
}
else
{
try
{
GameObject planetObject = GenerateBody(body, defaultPrimaryToSun);
if (planetObject == null) return false;
planetObject.SetActive(true);
}
catch (Exception e)
{
Logger.LogError($"Couldn't generate body {body.Config?.Name}: {e.Message}, {e.StackTrace}");
return false;
}
}
return true;
}
public static GameObject UpdateBody(NewHorizonsBody body, GameObject go)
{
Logger.Log($"Updating existing Object {go.name}");
var sector = go.GetComponentInChildren<Sector>();
var rb = go.GetAttachedOWRigidbody();
if (body.Config.ChildrenToDestroy != null && body.Config.ChildrenToDestroy.Length > 0)
{
foreach (var child in body.Config.ChildrenToDestroy)
{
Main.Instance.ModHelper.Events.Unity.FireInNUpdates(() => GameObject.Find(go.name + "/" + child).SetActive(false), 2);
}
}
// Do stuff that's shared between generating new planets and updating old ones
go = SharedGenerateBody(body, go, sector, rb);
// Update a position using CommonResources
// Since orbits are always there just check if they set a semi major axis
if (body.Config.Orbit != null && body.Config.Orbit.SemiMajorAxis != 0f)
{
OrbitUpdater.Update(body, go);
}
return go;
}
public static GameObject GenerateBody(NewHorizonsBody body, bool defaultPrimaryToSun = false)
{
AstroObject primaryBody;
if (body.Config.Orbit.PrimaryBody != null)
{
primaryBody = AstroObjectLocator.GetAstroObject(body.Config.Orbit.PrimaryBody);
if (primaryBody == null)
{
if (defaultPrimaryToSun)
{
Logger.Log($"Couldn't find {body.Config.Orbit.PrimaryBody}, defaulting to Sun");
primaryBody = AstroObjectLocator.GetAstroObject("Sun");
}
else
{
NextPassBodies.Add(body);
return null;
}
}
}
else
{
primaryBody = null;
}
Logger.Log($"Begin generation sequence of [{body.Config.Name}]");
var go = new GameObject(body.Config.Name.Replace(" ", "").Replace("'", "") + "_Body");
go.SetActive(false);
if (body.Config.Base.GroundSize != 0) GeometryBuilder.Make(go, body.Config.Base.GroundSize);
var atmoSize = body.Config.Atmosphere != null ? body.Config.Atmosphere.Size : 0f;
float sphereOfInfluence = Mathf.Max(Mathf.Max(atmoSize, 50), body.Config.Base.SurfaceSize * 2f);
var overrideSOI = body.Config.Base.SphereOfInfluence;
if (overrideSOI != 0) sphereOfInfluence = overrideSOI;
var outputTuple = BaseBuilder.Make(go, primaryBody, body.Config);
var ao = (AstroObject)outputTuple.Item1;
var owRigidBody = (OWRigidbody)outputTuple.Item2;
GravityVolume gv = null;
if (body.Config.Base.SurfaceGravity != 0)
gv = GravityBuilder.Make(go, ao, body.Config);
if (body.Config.Base.HasReferenceFrame)
RFVolumeBuilder.Make(go, owRigidBody, sphereOfInfluence);
if (body.Config.Base.HasMapMarker)
MarkerBuilder.Make(go, body.Config.Name, body.Config);
if (body.Config.Base.HasAmbientLight)
AmbientLightBuilder.Make(go, sphereOfInfluence);
var sector = MakeSector.Make(go, owRigidBody, sphereOfInfluence * 2f);
ao._rootSector = sector;
VolumesBuilder.Make(go, body.Config.Base.SurfaceSize, sphereOfInfluence, body.Config);
if (body.Config.HeightMap != null)
HeightMapBuilder.Make(go, body.Config.HeightMap, body.Mod);
if (body.Config.ProcGen != null)
ProcGenBuilder.Make(go, body.Config.ProcGen);
if (body.Config.Star != null) StarLightController.AddStar(StarBuilder.Make(go, sector, body.Config.Star));
if (body.Config.FocalPoint != null)
FocalPointBuilder.Make(go, body.Config.FocalPoint);
// Do stuff that's shared between generating new planets and updating old ones
go = SharedGenerateBody(body, go, sector, owRigidBody);
body.Object = go;
// Now that we're done move the planet into place
UpdatePosition(go, body, primaryBody);
// Have to do this after setting position
var initialMotion = InitialMotionBuilder.Make(go, primaryBody, owRigidBody, body.Config.Orbit);
// Spawning on other planets is a bit hacky so we do it last
if (body.Config.Spawn != null)
{
Logger.Log("Doing spawn point thing");
Main.SystemDict[body.Config.StarSystem].SpawnPoint = SpawnPointBuilder.Make(go, body.Config.Spawn, owRigidBody);
}
if (body.Config.Orbit.ShowOrbitLine && !body.Config.Orbit.IsStatic) OrbitlineBuilder.Make(body.Object, ao, body.Config.Orbit.IsMoon, body.Config);
if (!body.Config.Orbit.IsStatic) DetectorBuilder.Make(go, owRigidBody, primaryBody, ao);
if (ao.GetAstroObjectName() == AstroObject.Name.CustomString) AstroObjectLocator.RegisterCustomAstroObject(ao);
HeavenlyBodyBuilder.Make(go, body.Config, sphereOfInfluence, gv, initialMotion);
return go;
}
private static GameObject SharedGenerateBody(NewHorizonsBody body, GameObject go, Sector sector, OWRigidbody rb)
{
if (body.Config.Ring != null)
RingBuilder.Make(go, body.Config.Ring, body.Mod);
if (body.Config.AsteroidBelt != null)
AsteroidBeltBuilder.Make(body.Config.Name, body.Config, body.Mod);
if (body.Config.Base.HasCometTail)
CometTailBuilder.Make(go, body.Config.Base, go.GetComponent<AstroObject>().GetPrimaryBody());
// Backwards compatability
if (body.Config.Base.LavaSize != 0)
{
var lava = new LavaModule();
lava.Size = body.Config.Base.LavaSize;
LavaBuilder.Make(go, sector, rb, lava);
}
if (body.Config.Lava != null)
LavaBuilder.Make(go, sector, rb, body.Config.Lava);
// Backwards compatability
if (body.Config.Base.WaterSize != 0)
{
var water = new WaterModule();
water.Size = body.Config.Base.WaterSize;
water.Tint = body.Config.Base.WaterTint;
WaterBuilder.Make(go, sector, rb, water);
}
if (body.Config.Water != null)
WaterBuilder.Make(go, sector, rb, body.Config.Water);
if (body.Config.Sand != null)
SandBuilder.Make(go, sector, rb, body.Config.Sand);
if (body.Config.Atmosphere != null)
{
AirBuilder.Make(go, body.Config.Atmosphere.Size, body.Config.Atmosphere.HasRain, body.Config.Atmosphere.HasOxygen);
if (body.Config.Atmosphere.Cloud != null)
{
CloudsBuilder.Make(go, sector, body.Config.Atmosphere, body.Mod);
SunOverrideBuilder.Make(go, sector, body.Config.Base.SurfaceSize, body.Config.Atmosphere);
}
if (body.Config.Atmosphere.HasRain || body.Config.Atmosphere.HasSnow)
EffectsBuilder.Make(go, sector, body.Config.Base.SurfaceSize, body.Config.Atmosphere.Size, body.Config.Atmosphere.HasRain, body.Config.Atmosphere.HasSnow);
if (body.Config.Atmosphere.FogSize != 0)
FogBuilder.Make(go, sector, body.Config.Atmosphere);
AtmosphereBuilder.Make(go, body.Config.Atmosphere, body.Config.Base.SurfaceSize);
}
if (body.Config.Props != null)
PropBuildManager.Make(go, sector, body.Config, body.Mod, body.Mod.ModHelper.Manifest.UniqueName);
if (body.Config.Signal != null)
SignalBuilder.Make(go, sector, body.Config.Signal, body.Mod);
if (body.Config.Base.BlackHoleSize != 0 || body.Config.Singularity != null)
SingularityBuilder.Make(go, sector, rb, body.Config);
if (body.Config.Funnel != null)
FunnelBuilder.Make(go, go.GetComponentInChildren<ConstantForceDetector>(), rb, body.Config.Funnel);
return go;
}
private static void UpdatePosition(GameObject go, NewHorizonsBody body, AstroObject primaryBody)
{
go.transform.parent = Locator.GetRootTransform();
go.transform.position = CommonResourcesUtilities.GetPosition(body.Config.Orbit) + (primaryBody == null ? Vector3.zero : primaryBody.transform.position);
if (go.transform.position.magnitude > Main.FurthestOrbit)
{
Main.FurthestOrbit = go.transform.position.magnitude + 30000f;
}
}
}
}

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@ -0,0 +1,114 @@
using NewHorizons.Builder.Body;
using NewHorizons.External;
using NewHorizons.External.VariableSize;
using NewHorizons.Utility;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Logger = NewHorizons.Utility.Logger;
namespace NewHorizons.Handlers
{
public static class TitleSceneHandler
{
public static void DisplayBodyOnTitleScreen(List<NewHorizonsBody> bodies)
{
//Try loading one planet why not
//var eligible = BodyDict.Values.ToList().SelectMany(x => x).ToList().Where(b => (b.Config.HeightMap != null || b.Config.Atmosphere?.Cloud != null) && b.Config.Star == null).ToArray();
var eligible = bodies.Where(b => (b.Config.HeightMap != null || b.Config.Atmosphere?.Cloud != null) && b.Config.Star == null).ToArray();
var eligibleCount = eligible.Count();
if (eligibleCount == 0) return;
var selectionCount = Mathf.Min(eligibleCount, 3);
var indices = RandomUtility.GetUniqueRandomArray(0, eligible.Count(), selectionCount);
Logger.Log($"Displaying {selectionCount} bodies on the title screen");
GameObject body1, body2, body3;
body1 = LoadTitleScreenBody(eligible[indices[0]]);
body1.transform.localRotation = Quaternion.Euler(15, 0, 0);
if (selectionCount > 1)
{
body1.transform.localScale = Vector3.one * (body1.transform.localScale.x) * 0.3f;
body1.transform.localPosition = new Vector3(0, -15, 0);
body1.transform.localRotation = Quaternion.Euler(10f, 0f, 0f);
body2 = LoadTitleScreenBody(eligible[indices[1]]);
body2.transform.localScale = Vector3.one * (body2.transform.localScale.x) * 0.3f;
body2.transform.localPosition = new Vector3(7, 30, 0);
body2.transform.localRotation = Quaternion.Euler(10f, 0f, 0f);
}
if (selectionCount > 2)
{
body3 = LoadTitleScreenBody(eligible[indices[2]]);
body3.transform.localScale = Vector3.one * (body3.transform.localScale.x) * 0.3f;
body3.transform.localPosition = new Vector3(-5, 10, 0);
body3.transform.localRotation = Quaternion.Euler(10f, 0f, 0f);
}
GameObject.Find("Scene/Background/PlanetPivot/Prefab_HEA_Campfire").SetActive(false);
GameObject.Find("Scene/Background/PlanetPivot/PlanetRoot").SetActive(false);
var lightGO = new GameObject("Light");
lightGO.transform.parent = GameObject.Find("Scene/Background").transform;
lightGO.transform.localPosition = new Vector3(-47.9203f, 145.7596f, 43.1802f);
var light = lightGO.AddComponent<Light>();
light.color = new Color(1f, 1f, 1f, 1f);
light.range = 100;
light.intensity = 0.8f;
}
private static GameObject LoadTitleScreenBody(NewHorizonsBody body)
{
Logger.Log($"Displaying {body.Config.Name} on the title screen");
GameObject titleScreenGO = new GameObject(body.Config.Name + "_TitleScreen");
HeightMapModule heightMap = new HeightMapModule();
var minSize = 15;
var maxSize = 30;
float size = minSize;
if (body.Config.HeightMap != null)
{
size = Mathf.Clamp(body.Config.HeightMap.MaxHeight / 10, minSize, maxSize);
heightMap.TextureMap = body.Config.HeightMap.TextureMap;
heightMap.HeightMap = body.Config.HeightMap.HeightMap;
heightMap.MaxHeight = size;
heightMap.MinHeight = body.Config.HeightMap.MinHeight * size / body.Config.HeightMap.MaxHeight;
}
if (body.Config.Atmosphere != null && body.Config.Atmosphere.Cloud != null)
{
// Hacky but whatever I just want a sphere
size = Mathf.Clamp(body.Config.Atmosphere.Size / 10, minSize, maxSize);
heightMap.MaxHeight = heightMap.MinHeight = size + 1;
heightMap.TextureMap = body.Config.Atmosphere.Cloud;
}
HeightMapBuilder.Make(titleScreenGO, heightMap, body.Mod);
GameObject pivot = GameObject.Instantiate(GameObject.Find("Scene/Background/PlanetPivot"), GameObject.Find("Scene/Background").transform);
pivot.GetComponent<RotateTransform>()._degreesPerSecond = 10f;
foreach (Transform child in pivot.transform)
{
GameObject.Destroy(child.gameObject);
}
pivot.name = "Pivot";
if (body.Config.Ring != null)
{
RingModule newRing = new RingModule();
newRing.InnerRadius = size * 1.2f;
newRing.OuterRadius = size * 2f;
newRing.Texture = body.Config.Ring.Texture;
var ring = RingBuilder.Make(titleScreenGO, newRing, body.Mod);
titleScreenGO.transform.localScale = Vector3.one * 0.8f;
}
titleScreenGO.transform.parent = pivot.transform;
titleScreenGO.transform.localPosition = Vector3.zero;
return titleScreenGO;
}
}
}

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@ -40,24 +40,21 @@ namespace NewHorizons
public static Dictionary<string, NewHorizonsSystem> SystemDict = new Dictionary<string, NewHorizonsSystem>(); public static Dictionary<string, NewHorizonsSystem> SystemDict = new Dictionary<string, NewHorizonsSystem>();
public static Dictionary<string, List<NewHorizonsBody>> BodyDict = new Dictionary<string, List<NewHorizonsBody>>(); public static Dictionary<string, List<NewHorizonsBody>> BodyDict = new Dictionary<string, List<NewHorizonsBody>>();
public static List<NewHorizonsBody> NextPassBodies = new List<NewHorizonsBody>();
public static Dictionary<string, AssetBundle> AssetBundles = new Dictionary<string, AssetBundle>(); public static Dictionary<string, AssetBundle> AssetBundles = new Dictionary<string, AssetBundle>();
public static List<IModBehaviour> MountedAddons = new List<IModBehaviour>(); public static List<IModBehaviour> MountedAddons = new List<IModBehaviour>();
public static float FurthestOrbit { get; set; } = 50000f; public static float FurthestOrbit { get; set; } = 50000f;
public StarLightController StarLightController { get; private set; }
private string _defaultStarSystem = "SolarSystem";
private string _currentStarSystem = "SolarSystem";
public string CurrentStarSystem { get { return Instance._currentStarSystem; } } public string CurrentStarSystem { get { return Instance._currentStarSystem; } }
private bool _isChangingStarSystem = false;
private bool _firstLoad = true;
public bool IsWarping { get; private set; } = false; public bool IsWarping { get; private set; } = false;
public bool WearingSuit { get; private set; } = false; public bool WearingSuit { get; private set; } = false;
public static bool HasWarpDrive { get; private set; } = false; public static bool HasWarpDrive { get; private set; } = false;
private string _defaultStarSystem = "SolarSystem";
private string _currentStarSystem = "SolarSystem";
private bool _isChangingStarSystem = false;
private bool _firstLoad = true;
private ShipWarpController _shipWarpController; private ShipWarpController _shipWarpController;
public override object GetApi() public override object GetApi()
@ -181,245 +178,51 @@ namespace NewHorizons
_isChangingStarSystem = false; _isChangingStarSystem = false;
if (scene.name.Equals("TitleScreen")) DisplayBodyOnTitleScreen(); if (scene.name == "TitleScreen")
if (scene.name != "SolarSystem")
{ {
// Reset back to original solar system after going to main menu. TitleSceneHandler.DisplayBodyOnTitleScreen(BodyDict.Values.ToList().SelectMany(x => x).ToList());
_currentStarSystem = _defaultStarSystem;
return;
} }
FurthestOrbit = 30000; if(scene.name == "SolarSystem")
{
HeavenlyBodyBuilder.Reset(); HeavenlyBodyBuilder.Reset();
NewHorizonsData.Load(); NewHorizonsData.Load();
SignalBuilder.Init();
// By default we dont have it AstroObjectLocator.RefreshList();
HasWarpDrive = false; PlanetCreationHandler.Init(BodyDict[CurrentStarSystem]);
// Gotta prepare it anyway
StarChartHandler.Init(SystemDict.Values.ToArray());
HasWarpDrive = StarChartHandler.CanWarp();
_shipWarpController = GameObject.Find("Ship_Body").AddComponent<ShipWarpController>();
_shipWarpController.Init();
if (HasWarpDrive == true) EnableWarpDrive();
LoadTranslations(ModHelper.Manifest.ModFolderPath + "AssetBundle/", this); LoadTranslations(ModHelper.Manifest.ModFolderPath + "AssetBundle/", this);
Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => AstroObjectLocator.GetAstroObject("MapSatellite").gameObject.AddComponent<MapSatelliteOrbitFix>());
// Need to manage this when there are multiple stars
var sun = GameObject.Find("Sun_Body");
var starController = sun.AddComponent<StarController>();
starController.Light = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<Light>();
starController.AmbientLight = GameObject.Find("Sun_Body/AmbientLight_SUN").GetComponent<Light>();
starController.FaceActiveCamera = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<FaceActiveCamera>();
starController.CSMTextureCacher = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<CSMTextureCacher>();
starController.ProxyShadowLight = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<ProxyShadowLight>();
starController.Intensity = 0.9859f;
starController.SunColor = new Color(1f, 0.8845f, 0.6677f, 1f);
var starLightGO = GameObject.Instantiate(sun.GetComponentInChildren<SunLightController>().gameObject);
foreach(var comp in starLightGO.GetComponents<Component>())
{
if(!(comp is SunLightController) && !(comp is SunLightParamUpdater) && !(comp is Light) && !(comp is Transform))
{
GameObject.Destroy(comp);
}
}
GameObject.Destroy(starLightGO.GetComponent<Light>());
starLightGO.name = "StarLightController";
StarLightController = starLightGO.AddComponent<StarLightController>();
StarLightController.AddStar(starController);
starLightGO.SetActive(true);
// TODO: Make this configurable probably
Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => Locator.GetPlayerBody().gameObject.AddComponent<DebugRaycaster>()); Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => Locator.GetPlayerBody().gameObject.AddComponent<DebugRaycaster>());
// Some builders need to be reset each time // Warp drive
SignalBuilder.Init(); StarChartHandler.Init(SystemDict.Values.ToArray());
HasWarpDrive = StarChartHandler.CanWarp();
// We do our own AstroObject tracking _shipWarpController = GameObject.Find("Ship_Body").AddComponent<ShipWarpController>();
AstroObjectLocator.RefreshList(); _shipWarpController.Init();
foreach (AstroObject ao in GameObject.FindObjectsOfType<AstroObject>()) if (HasWarpDrive == true) EnableWarpDrive();
{
AstroObjectLocator.AddAstroObject(ao);
}
// Order by stars then planets then moons (not necessary but probably speeds things up, maybe) ALSO only include current star system
var toLoad = BodyDict[_currentStarSystem]
.OrderBy(b =>
(b.Config.BuildPriority != -1 ? b.Config.BuildPriority :
(b.Config.FocalPoint != null ? 0 :
(b.Config.Star != null) ? 0 :
(b.Config.Orbit.IsMoon ? 2 : 1)
))).ToList();
var passCount = 0;
while (toLoad.Count != 0)
{
Logger.Log($"Starting body loading pass #{++passCount}");
var flagNoneLoadedThisPass = true;
foreach (var body in toLoad)
{
if (LoadBody(body)) flagNoneLoadedThisPass = false;
}
if (flagNoneLoadedThisPass)
{
Logger.LogWarning("No objects were loaded this pass");
// Try again but default to sun
foreach (var body in toLoad)
{
if (LoadBody(body, true)) flagNoneLoadedThisPass = false;
}
}
if (flagNoneLoadedThisPass)
{
// Give up
Logger.Log($"Couldn't finish adding bodies.");
return;
}
toLoad = NextPassBodies;
NextPassBodies = new List<NewHorizonsBody>();
// Infinite loop failsafe
if (passCount > 10)
{
Logger.Log("Something went wrong");
break;
}
}
Logger.Log("Done loading bodies");
// I don't know what these do but they look really weird from a distance
Instance.ModHelper.Events.Unity.FireInNUpdates(() => PlanetDestroyer.RemoveDistantProxyClones(), 1);
if(!_currentStarSystem.Equals("SolarSystem")) PlanetDestroyer.RemoveSolarSystem();
var map = GameObject.FindObjectOfType<MapController>();
if (map != null) map._maxPanDistance = FurthestOrbit * 1.5f;
Logger.Log($"Is the player warping in? {IsWarping}"); Logger.Log($"Is the player warping in? {IsWarping}");
if (IsWarping && _shipWarpController) Instance.ModHelper.Events.Unity.FireInNUpdates(() => _shipWarpController.WarpIn(WearingSuit), 5); if (IsWarping && _shipWarpController) Instance.ModHelper.Events.Unity.FireInNUpdates(() => _shipWarpController.WarpIn(WearingSuit), 5);
else Instance.ModHelper.Events.Unity.FireInNUpdates(() => GameObject.FindObjectOfType<PlayerSpawner>().DebugWarp(SystemDict[_currentStarSystem].SpawnPoint), 5); else Instance.ModHelper.Events.Unity.FireInNUpdates(() => GameObject.FindObjectOfType<PlayerSpawner>().DebugWarp(SystemDict[_currentStarSystem].SpawnPoint), 5);
IsWarping = false; IsWarping = false;
var map = GameObject.FindObjectOfType<MapController>();
if (map != null) map._maxPanDistance = FurthestOrbit * 1.5f;
}
else
{
// Reset back to original solar system after going to main menu.
_currentStarSystem = _defaultStarSystem;
}
} }
public void EnableWarpDrive() public void EnableWarpDrive()
{ {
Logger.Log("Setting up warp drive"); Logger.Log("Setting up warp drive");
LoadBody(LoadConfig(this, "AssetBundle/WarpDriveConfig.json")); PlanetCreationHandler.LoadBody(LoadConfig(this, "AssetBundle/WarpDriveConfig.json"));
HasWarpDrive = true; HasWarpDrive = true;
} }
#region TitleScreen
public void DisplayBodyOnTitleScreen()
{
//Try loading one planet why not
var eligible = BodyDict.Values.SelectMany(x => x).ToList().Where(b => (b.Config.HeightMap != null || b.Config.Atmosphere?.Cloud != null) && b.Config.Star == null).ToArray();
var eligibleCount = eligible.Count();
if (eligibleCount == 0) return;
var selectionCount = Mathf.Min(eligibleCount, 3);
var indices = RandomUtility.GetUniqueRandomArray(0, eligible.Count(), selectionCount);
Logger.Log($"Displaying {selectionCount} bodies on the title screen");
GameObject body1, body2, body3;
body1 = LoadTitleScreenBody(eligible[indices[0]]);
body1.transform.localRotation = Quaternion.Euler(15, 0, 0);
if (selectionCount > 1)
{
body1.transform.localScale = Vector3.one * (body1.transform.localScale.x) * 0.3f;
body1.transform.localPosition = new Vector3(0, -15, 0);
body1.transform.localRotation = Quaternion.Euler(10f, 0f, 0f);
body2 = LoadTitleScreenBody(eligible[indices[1]]);
body2.transform.localScale = Vector3.one * (body2.transform.localScale.x) * 0.3f;
body2.transform.localPosition = new Vector3(7, 30, 0);
body2.transform.localRotation = Quaternion.Euler(10f, 0f, 0f);
}
if (selectionCount > 2)
{
body3 = LoadTitleScreenBody(eligible[indices[2]]);
body3.transform.localScale = Vector3.one * (body3.transform.localScale.x) * 0.3f;
body3.transform.localPosition = new Vector3(-5, 10, 0);
body3.transform.localRotation = Quaternion.Euler(10f, 0f, 0f);
}
GameObject.Find("Scene/Background/PlanetPivot/Prefab_HEA_Campfire").SetActive(false);
GameObject.Find("Scene/Background/PlanetPivot/PlanetRoot").SetActive(false);
var lightGO = new GameObject("Light");
lightGO.transform.parent = GameObject.Find("Scene/Background").transform;
lightGO.transform.localPosition = new Vector3(-47.9203f, 145.7596f, 43.1802f);
var light = lightGO.AddComponent<Light>();
light.color = new Color(1f, 1f, 1f, 1f);
light.range = 100;
light.intensity = 0.8f;
}
private GameObject LoadTitleScreenBody(NewHorizonsBody body)
{
Logger.Log($"Displaying {body.Config.Name} on the title screen");
GameObject titleScreenGO = new GameObject(body.Config.Name + "_TitleScreen");
HeightMapModule heightMap = new HeightMapModule();
var minSize = 15;
var maxSize = 30;
float size = minSize;
if (body.Config.HeightMap != null)
{
size = Mathf.Clamp(body.Config.HeightMap.MaxHeight / 10, minSize, maxSize);
heightMap.TextureMap = body.Config.HeightMap.TextureMap;
heightMap.HeightMap = body.Config.HeightMap.HeightMap;
heightMap.MaxHeight = size;
heightMap.MinHeight = body.Config.HeightMap.MinHeight * size / body.Config.HeightMap.MaxHeight;
}
if (body.Config.Atmosphere != null && body.Config.Atmosphere.Cloud != null)
{
// Hacky but whatever I just want a sphere
size = Mathf.Clamp(body.Config.Atmosphere.Size / 10, minSize, maxSize);
heightMap.MaxHeight = heightMap.MinHeight = size + 1;
heightMap.TextureMap = body.Config.Atmosphere.Cloud;
}
HeightMapBuilder.Make(titleScreenGO, heightMap, body.Mod);
GameObject pivot = GameObject.Instantiate(GameObject.Find("Scene/Background/PlanetPivot"), GameObject.Find("Scene/Background").transform);
pivot.GetComponent<RotateTransform>()._degreesPerSecond = 10f;
foreach (Transform child in pivot.transform)
{
GameObject.Destroy(child.gameObject);
}
pivot.name = "Pivot";
if (body.Config.Ring != null)
{
RingModule newRing = new RingModule();
newRing.InnerRadius = size * 1.2f;
newRing.OuterRadius = size * 2f;
newRing.Texture = body.Config.Ring.Texture;
var ring = RingBuilder.Make(titleScreenGO, newRing, body.Mod);
titleScreenGO.transform.localScale = Vector3.one * 0.8f;
}
titleScreenGO.transform.parent = pivot.transform;
titleScreenGO.transform.localPosition = Vector3.zero;
return titleScreenGO;
}
#endregion TitleScreen
#region Load #region Load
public void LoadConfigs(IModBehaviour mod) public void LoadConfigs(IModBehaviour mod)
@ -517,270 +320,8 @@ namespace NewHorizons
return body; return body;
} }
private bool LoadBody(NewHorizonsBody body, bool defaultPrimaryToSun = false)
{
// I don't remember doing this why is it exceptions what am I doing
GameObject existingPlanet = null;
try
{
existingPlanet = AstroObjectLocator.GetAstroObject(body.Config.Name).gameObject;
}
catch (Exception)
{
if (body?.Config?.Name == null) Logger.LogError($"How is there no name for {body}");
else existingPlanet = GameObject.Find(body.Config.Name.Replace(" ", "") + "_Body");
}
if (existingPlanet != null)
{
try
{
if (body.Config.Destroy)
{
var ao = existingPlanet.GetComponent<AstroObject>();
if (ao != null) Instance.ModHelper.Events.Unity.FireInNUpdates(() => PlanetDestroyer.RemoveBody(ao), 1);
else Instance.ModHelper.Events.Unity.FireInNUpdates(() => existingPlanet.SetActive(false), 1);
}
else UpdateBody(body, existingPlanet);
}
catch (Exception e)
{
Logger.LogError($"Couldn't update body {body.Config?.Name}: {e.Message}, {e.StackTrace}");
return false;
}
}
else
{
try
{
GameObject planetObject = GenerateBody(body, defaultPrimaryToSun);
if (planetObject == null) return false;
planetObject.SetActive(true);
}
catch (Exception e)
{
Logger.LogError($"Couldn't generate body {body.Config?.Name}: {e.Message}, {e.StackTrace}");
return false;
}
}
return true;
}
public GameObject UpdateBody(NewHorizonsBody body, GameObject go)
{
Logger.Log($"Updating existing Object {go.name}");
var sector = go.GetComponentInChildren<Sector>();
var rb = go.GetAttachedOWRigidbody();
if (body.Config.ChildrenToDestroy != null && body.Config.ChildrenToDestroy.Length > 0)
{
foreach (var child in body.Config.ChildrenToDestroy)
{
Instance.ModHelper.Events.Unity.FireInNUpdates(() => GameObject.Find(go.name + "/" + child).SetActive(false), 2);
}
}
// Do stuff that's shared between generating new planets and updating old ones
go = SharedGenerateBody(body, go, sector, rb);
// Update a position using CommonResources
// Since orbits are always there just check if they set a semi major axis
if (body.Config.Orbit != null && body.Config.Orbit.SemiMajorAxis != 0f)
{
OrbitUpdater.Update(body, go);
}
return go;
}
#endregion Load #endregion Load
#region Body generation
public GameObject GenerateBody(NewHorizonsBody body, bool defaultPrimaryToSun = false)
{
AstroObject primaryBody;
if (body.Config.Orbit.PrimaryBody != null)
{
primaryBody = AstroObjectLocator.GetAstroObject(body.Config.Orbit.PrimaryBody);
if (primaryBody == null)
{
if (defaultPrimaryToSun)
{
Logger.Log($"Couldn't find {body.Config.Orbit.PrimaryBody}, defaulting to Sun");
primaryBody = AstroObjectLocator.GetAstroObject("Sun");
}
else
{
NextPassBodies.Add(body);
return null;
}
}
}
else
{
primaryBody = null;
}
Logger.Log($"Begin generation sequence of [{body.Config.Name}]");
var go = new GameObject(body.Config.Name.Replace(" ", "").Replace("'", "") + "_Body");
go.SetActive(false);
if (body.Config.Base.GroundSize != 0) GeometryBuilder.Make(go, body.Config.Base.GroundSize);
var atmoSize = body.Config.Atmosphere != null ? body.Config.Atmosphere.Size : 0f;
float sphereOfInfluence = Mathf.Max(Mathf.Max(atmoSize, 50), body.Config.Base.SurfaceSize * 2f);
var overrideSOI = body.Config.Base.SphereOfInfluence;
if (overrideSOI != 0) sphereOfInfluence = overrideSOI;
var outputTuple = BaseBuilder.Make(go, primaryBody, body.Config);
var ao = (AstroObject)outputTuple.Item1;
var owRigidBody = (OWRigidbody)outputTuple.Item2;
GravityVolume gv = null;
if (body.Config.Base.SurfaceGravity != 0)
gv = GravityBuilder.Make(go, ao, body.Config);
if (body.Config.Base.HasReferenceFrame)
RFVolumeBuilder.Make(go, owRigidBody, sphereOfInfluence);
if (body.Config.Base.HasMapMarker)
MarkerBuilder.Make(go, body.Config.Name, body.Config);
if (body.Config.Base.HasAmbientLight)
AmbientLightBuilder.Make(go, sphereOfInfluence);
var sector = MakeSector.Make(go, owRigidBody, sphereOfInfluence * 2f);
ao.SetValue("_rootSector", sector);
VolumesBuilder.Make(go, body.Config.Base.SurfaceSize, sphereOfInfluence, body.Config);
if (body.Config.HeightMap != null)
HeightMapBuilder.Make(go, body.Config.HeightMap, body.Mod);
if (body.Config.ProcGen != null)
ProcGenBuilder.Make(go, body.Config.ProcGen);
if (body.Config.Star != null) StarLightController.AddStar(StarBuilder.Make(go, sector, body.Config.Star));
if (body.Config.FocalPoint != null)
FocalPointBuilder.Make(go, body.Config.FocalPoint);
// Do stuff that's shared between generating new planets and updating old ones
go = SharedGenerateBody(body, go, sector, owRigidBody);
body.Object = go;
// Now that we're done move the planet into place
UpdatePosition(go, body, primaryBody);
// Have to do this after setting position
var initialMotion = InitialMotionBuilder.Make(go, primaryBody, owRigidBody, body.Config.Orbit);
// Spawning on other planets is a bit hacky so we do it last
if (body.Config.Spawn != null)
{
Logger.Log("Doing spawn point thing");
SystemDict[body.Config.StarSystem].SpawnPoint = SpawnPointBuilder.Make(go, body.Config.Spawn, owRigidBody);
}
if (body.Config.Orbit.ShowOrbitLine && !body.Config.Orbit.IsStatic) OrbitlineBuilder.Make(body.Object, ao, body.Config.Orbit.IsMoon, body.Config);
if (!body.Config.Orbit.IsStatic) DetectorBuilder.Make(go, owRigidBody, primaryBody, ao);
if (ao.GetAstroObjectName() == AstroObject.Name.CustomString) AstroObjectLocator.RegisterCustomAstroObject(ao);
HeavenlyBodyBuilder.Make(go, body.Config, sphereOfInfluence, gv, initialMotion);
return go;
}
private GameObject SharedGenerateBody(NewHorizonsBody body, GameObject go, Sector sector, OWRigidbody rb)
{
if (body.Config.Ring != null)
RingBuilder.Make(go, body.Config.Ring, body.Mod);
if (body.Config.AsteroidBelt != null)
AsteroidBeltBuilder.Make(body.Config.Name, body.Config, body.Mod);
if (body.Config.Base.HasCometTail)
CometTailBuilder.Make(go, body.Config.Base, go.GetComponent<AstroObject>().GetPrimaryBody());
// Backwards compatability
if (body.Config.Base.LavaSize != 0)
{
var lava = new LavaModule();
lava.Size = body.Config.Base.LavaSize;
LavaBuilder.Make(go, sector, rb, lava);
}
if (body.Config.Lava != null)
LavaBuilder.Make(go, sector, rb, body.Config.Lava);
// Backwards compatability
if (body.Config.Base.WaterSize != 0)
{
var water = new WaterModule();
water.Size = body.Config.Base.WaterSize;
water.Tint = body.Config.Base.WaterTint;
WaterBuilder.Make(go, sector, rb, water);
}
if (body.Config.Water != null)
WaterBuilder.Make(go, sector, rb, body.Config.Water);
if (body.Config.Sand != null)
SandBuilder.Make(go, sector, rb, body.Config.Sand);
if (body.Config.Atmosphere != null)
{
AirBuilder.Make(go, body.Config.Atmosphere.Size, body.Config.Atmosphere.HasRain, body.Config.Atmosphere.HasOxygen);
if (body.Config.Atmosphere.Cloud != null)
{
CloudsBuilder.Make(go, sector, body.Config.Atmosphere, body.Mod);
SunOverrideBuilder.Make(go, sector, body.Config.Base.SurfaceSize, body.Config.Atmosphere);
}
if (body.Config.Atmosphere.HasRain || body.Config.Atmosphere.HasSnow)
EffectsBuilder.Make(go, sector, body.Config.Base.SurfaceSize, body.Config.Atmosphere.Size, body.Config.Atmosphere.HasRain, body.Config.Atmosphere.HasSnow);
if (body.Config.Atmosphere.FogSize != 0)
FogBuilder.Make(go, sector, body.Config.Atmosphere);
AtmosphereBuilder.Make(go, body.Config.Atmosphere, body.Config.Base.SurfaceSize);
}
if (body.Config.Props != null)
PropBuildManager.Make(go, sector, body.Config, body.Mod, body.Mod.ModHelper.Manifest.UniqueName);
if (body.Config.Signal != null)
SignalBuilder.Make(go, sector, body.Config.Signal, body.Mod);
if (body.Config.Base.BlackHoleSize != 0 || body.Config.Singularity != null)
SingularityBuilder.Make(go, sector, rb, body.Config);
if (body.Config.Funnel != null)
FunnelBuilder.Make(go, go.GetComponentInChildren<ConstantForceDetector>(), rb, body.Config.Funnel);
return go;
}
private void UpdatePosition(GameObject go, NewHorizonsBody body, AstroObject primaryBody)
{
go.transform.parent = Locator.GetRootTransform();
go.transform.position = CommonResourcesUtilities.GetPosition(body.Config.Orbit) + (primaryBody == null ? Vector3.zero : primaryBody.transform.position);
if (go.transform.position.magnitude > FurthestOrbit)
{
FurthestOrbit = go.transform.position.magnitude + 30000f;
}
}
#endregion Body generation
#region Change star system #region Change star system
public void ChangeCurrentStarSystem(string newStarSystem, bool warp = false) public void ChangeCurrentStarSystem(string newStarSystem, bool warp = false)
{ {

View File

@ -102,6 +102,10 @@ namespace NewHorizons.Utility
{ {
_customAstroObjectDictionary = new Dictionary<string, AstroObject>(); _customAstroObjectDictionary = new Dictionary<string, AstroObject>();
_list = new List<AstroObject>(); _list = new List<AstroObject>();
foreach (AstroObject ao in GameObject.FindObjectsOfType<AstroObject>())
{
AddAstroObject(ao);
}
} }
public static AstroObject[] GetAllAstroObjects() public static AstroObject[] GetAllAstroObjects()