mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Refactor some planet stuff out of main
This commit is contained in:
parent
f24ace0721
commit
b9351a28a5
@ -10,6 +10,7 @@ using UnityEngine;
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using NewHorizons.External.Configs;
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using Logger = NewHorizons.Utility.Logger;
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using Random = UnityEngine.Random;
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using NewHorizons.Handlers;
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namespace NewHorizons.Builder.Body
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{
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@ -64,7 +65,7 @@ namespace NewHorizons.Builder.Body
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var asteroidConfig = new PlanetConfig(config);
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if (belt.ProcGen != null) asteroidConfig.ProcGen = belt.ProcGen;
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var asteroid = new NewHorizonsBody(new PlanetConfig(config), mod);
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Main.NextPassBodies.Add(asteroid);
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PlanetCreationHandler.NextPassBodies.Add(asteroid);
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}
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}
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}
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@ -1,4 +1,5 @@
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using NewHorizons.Utility;
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using NewHorizons.Components;
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using NewHorizons.Utility;
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using OWML.Utils;
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using System;
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using System.Collections.Generic;
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@ -143,7 +144,7 @@ namespace NewHorizons.Builder.General
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else if(ao.GetAstroObjectName() == AstroObject.Name.Sun)
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{
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var starController = ao.gameObject.GetComponent<StarController>();
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Main.Instance.StarLightController.RemoveStar(starController);
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StarLightController.RemoveStar(starController);
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GameObject.Destroy(starController);
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var audio = ao.GetComponentInChildren<SunSurfaceAudioController>();
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@ -5,7 +5,7 @@ using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace NewHorizons.Utility
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namespace NewHorizons.Components
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{
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public class StarController : MonoBehaviour
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{
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@ -1,4 +1,5 @@
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using System;
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using NewHorizons.Utility;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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@ -6,12 +7,14 @@ using System.Threading.Tasks;
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using UnityEngine;
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using Logger = NewHorizons.Utility.Logger;
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namespace NewHorizons.Utility
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namespace NewHorizons.Components
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{
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[RequireComponent(typeof(SunLightController))]
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[RequireComponent(typeof(SunLightParamUpdater))]
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public class StarLightController : MonoBehaviour
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{
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public static StarLightController Instance { get; private set; }
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private List<StarController> _stars = new List<StarController>();
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private StarController _activeStar;
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@ -20,33 +23,34 @@ namespace NewHorizons.Utility
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public void Awake()
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{
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Instance = this;
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_sunLightController = GetComponent<SunLightController>();
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_sunLightController.enabled = true;
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_sunLightParamUpdater = GetComponent<SunLightParamUpdater>();
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_sunLightParamUpdater._sunLightController = _sunLightController;
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}
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public void AddStar(StarController star)
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public static void AddStar(StarController star)
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{
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if (star == null) return;
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Logger.Log($"Adding new star to list: {star.gameObject.name}");
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_stars.Add(star);
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Instance._stars.Add(star);
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}
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public void RemoveStar(StarController star)
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public static void RemoveStar(StarController star)
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{
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Logger.Log($"Removing star from list: {star?.gameObject?.name}");
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if (_stars.Contains(star))
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if (Instance._stars.Contains(star))
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{
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if (_activeStar != null && _activeStar.Equals(star))
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if (Instance._activeStar != null && Instance._activeStar.Equals(star))
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{
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_stars.Remove(star);
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if(_stars.Count > 0) ChangeActiveStar(_stars[0]);
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Instance._stars.Remove(star);
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if(Instance._stars.Count > 0) Instance.ChangeActiveStar(Instance._stars[0]);
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}
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else
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{
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_stars.Remove(star);
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Instance._stars.Remove(star);
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}
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}
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}
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368
NewHorizons/Handlers/PlanetCreationHandler.cs
Normal file
368
NewHorizons/Handlers/PlanetCreationHandler.cs
Normal file
@ -0,0 +1,368 @@
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using NewHorizons.Builder.Atmosphere;
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using NewHorizons.Builder.Body;
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using NewHorizons.Builder.General;
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using NewHorizons.Builder.Orbital;
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using NewHorizons.Builder.Props;
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using NewHorizons.Builder.Updater;
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using NewHorizons.Components;
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using NewHorizons.External.VariableSize;
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using NewHorizons.Utility;
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using NewHorizons.Utility.CommonResources;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using Logger = NewHorizons.Utility.Logger;
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namespace NewHorizons.Handlers
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{
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public static class PlanetCreationHandler
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{
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public static List<NewHorizonsBody> NextPassBodies = new List<NewHorizonsBody>();
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public static void Init(List<NewHorizonsBody> bodies)
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{
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Main.FurthestOrbit = 30000;
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// Set up stars
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// Need to manage this when there are multiple stars
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var sun = GameObject.Find("Sun_Body");
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var starController = sun.AddComponent<StarController>();
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starController.Light = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<Light>();
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starController.AmbientLight = GameObject.Find("Sun_Body/AmbientLight_SUN").GetComponent<Light>();
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starController.FaceActiveCamera = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<FaceActiveCamera>();
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starController.CSMTextureCacher = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<CSMTextureCacher>();
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starController.ProxyShadowLight = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<ProxyShadowLight>();
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starController.Intensity = 0.9859f;
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starController.SunColor = new Color(1f, 0.8845f, 0.6677f, 1f);
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var starLightGO = GameObject.Instantiate(sun.GetComponentInChildren<SunLightController>().gameObject);
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foreach (var comp in starLightGO.GetComponents<Component>())
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{
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if (!(comp is SunLightController) && !(comp is SunLightParamUpdater) && !(comp is Light) && !(comp is Transform))
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{
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GameObject.Destroy(comp);
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}
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}
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GameObject.Destroy(starLightGO.GetComponent<Light>());
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starLightGO.name = "StarLightController";
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starLightGO.AddComponent<StarLightController>();
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StarLightController.AddStar(starController);
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starLightGO.SetActive(true);
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// Order by stars then planets then moons (not necessary but probably speeds things up, maybe) ALSO only include current star system
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var toLoad = bodies
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.OrderBy(b =>
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(b.Config.BuildPriority != -1 ? b.Config.BuildPriority :
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(b.Config.FocalPoint != null ? 0 :
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(b.Config.Star != null) ? 0 :
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(b.Config.Orbit.IsMoon ? 2 : 1)
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))).ToList();
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var passCount = 0;
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while (toLoad.Count != 0)
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{
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Logger.Log($"Starting body loading pass #{++passCount}");
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var flagNoneLoadedThisPass = true;
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foreach (var body in toLoad)
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{
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if (LoadBody(body)) flagNoneLoadedThisPass = false;
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}
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if (flagNoneLoadedThisPass)
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{
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Logger.LogWarning("No objects were loaded this pass");
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// Try again but default to sun
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foreach (var body in toLoad)
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{
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if (LoadBody(body, true)) flagNoneLoadedThisPass = false;
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}
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}
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if (flagNoneLoadedThisPass)
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{
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// Give up
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Logger.Log($"Couldn't finish adding bodies.");
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return;
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}
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toLoad = NextPassBodies;
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NextPassBodies = new List<NewHorizonsBody>();
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// Infinite loop failsafe
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if (passCount > 10)
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{
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Logger.Log("Something went wrong");
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break;
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}
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}
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Logger.Log("Done loading bodies");
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// I don't know what these do but they look really weird from a distance
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Main.Instance.ModHelper.Events.Unity.FireInNUpdates(() => PlanetDestroyer.RemoveDistantProxyClones(), 1);
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if (Main.Instance.CurrentStarSystem != "SolarSystem") PlanetDestroyer.RemoveSolarSystem();
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}
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public static bool LoadBody(NewHorizonsBody body, bool defaultPrimaryToSun = false)
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{
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// I don't remember doing this why is it exceptions what am I doing
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GameObject existingPlanet = null;
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try
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{
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existingPlanet = AstroObjectLocator.GetAstroObject(body.Config.Name).gameObject;
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}
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catch (Exception)
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{
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if (body?.Config?.Name == null) Logger.LogError($"How is there no name for {body}");
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else existingPlanet = GameObject.Find(body.Config.Name.Replace(" ", "") + "_Body");
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}
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if (existingPlanet != null)
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{
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try
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{
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if (body.Config.Destroy)
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{
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var ao = existingPlanet.GetComponent<AstroObject>();
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if (ao != null) Main.Instance.ModHelper.Events.Unity.FireInNUpdates(() => PlanetDestroyer.RemoveBody(ao), 1);
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else Main.Instance.ModHelper.Events.Unity.FireInNUpdates(() => existingPlanet.SetActive(false), 1);
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}
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else UpdateBody(body, existingPlanet);
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}
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catch (Exception e)
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{
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Logger.LogError($"Couldn't update body {body.Config?.Name}: {e.Message}, {e.StackTrace}");
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return false;
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}
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}
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else
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{
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try
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{
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GameObject planetObject = GenerateBody(body, defaultPrimaryToSun);
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if (planetObject == null) return false;
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planetObject.SetActive(true);
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}
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catch (Exception e)
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{
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Logger.LogError($"Couldn't generate body {body.Config?.Name}: {e.Message}, {e.StackTrace}");
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return false;
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}
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}
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return true;
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}
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public static GameObject UpdateBody(NewHorizonsBody body, GameObject go)
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{
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Logger.Log($"Updating existing Object {go.name}");
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var sector = go.GetComponentInChildren<Sector>();
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var rb = go.GetAttachedOWRigidbody();
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if (body.Config.ChildrenToDestroy != null && body.Config.ChildrenToDestroy.Length > 0)
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{
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foreach (var child in body.Config.ChildrenToDestroy)
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{
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Main.Instance.ModHelper.Events.Unity.FireInNUpdates(() => GameObject.Find(go.name + "/" + child).SetActive(false), 2);
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}
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}
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// Do stuff that's shared between generating new planets and updating old ones
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go = SharedGenerateBody(body, go, sector, rb);
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// Update a position using CommonResources
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// Since orbits are always there just check if they set a semi major axis
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if (body.Config.Orbit != null && body.Config.Orbit.SemiMajorAxis != 0f)
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{
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OrbitUpdater.Update(body, go);
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}
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return go;
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}
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public static GameObject GenerateBody(NewHorizonsBody body, bool defaultPrimaryToSun = false)
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{
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AstroObject primaryBody;
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if (body.Config.Orbit.PrimaryBody != null)
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{
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primaryBody = AstroObjectLocator.GetAstroObject(body.Config.Orbit.PrimaryBody);
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if (primaryBody == null)
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{
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if (defaultPrimaryToSun)
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{
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Logger.Log($"Couldn't find {body.Config.Orbit.PrimaryBody}, defaulting to Sun");
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primaryBody = AstroObjectLocator.GetAstroObject("Sun");
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}
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else
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{
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NextPassBodies.Add(body);
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return null;
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}
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}
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}
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else
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{
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primaryBody = null;
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}
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Logger.Log($"Begin generation sequence of [{body.Config.Name}]");
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var go = new GameObject(body.Config.Name.Replace(" ", "").Replace("'", "") + "_Body");
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go.SetActive(false);
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if (body.Config.Base.GroundSize != 0) GeometryBuilder.Make(go, body.Config.Base.GroundSize);
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var atmoSize = body.Config.Atmosphere != null ? body.Config.Atmosphere.Size : 0f;
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float sphereOfInfluence = Mathf.Max(Mathf.Max(atmoSize, 50), body.Config.Base.SurfaceSize * 2f);
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var overrideSOI = body.Config.Base.SphereOfInfluence;
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if (overrideSOI != 0) sphereOfInfluence = overrideSOI;
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var outputTuple = BaseBuilder.Make(go, primaryBody, body.Config);
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var ao = (AstroObject)outputTuple.Item1;
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var owRigidBody = (OWRigidbody)outputTuple.Item2;
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GravityVolume gv = null;
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if (body.Config.Base.SurfaceGravity != 0)
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gv = GravityBuilder.Make(go, ao, body.Config);
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if (body.Config.Base.HasReferenceFrame)
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RFVolumeBuilder.Make(go, owRigidBody, sphereOfInfluence);
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if (body.Config.Base.HasMapMarker)
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MarkerBuilder.Make(go, body.Config.Name, body.Config);
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if (body.Config.Base.HasAmbientLight)
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AmbientLightBuilder.Make(go, sphereOfInfluence);
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var sector = MakeSector.Make(go, owRigidBody, sphereOfInfluence * 2f);
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ao._rootSector = sector;
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VolumesBuilder.Make(go, body.Config.Base.SurfaceSize, sphereOfInfluence, body.Config);
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if (body.Config.HeightMap != null)
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HeightMapBuilder.Make(go, body.Config.HeightMap, body.Mod);
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if (body.Config.ProcGen != null)
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ProcGenBuilder.Make(go, body.Config.ProcGen);
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if (body.Config.Star != null) StarLightController.AddStar(StarBuilder.Make(go, sector, body.Config.Star));
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if (body.Config.FocalPoint != null)
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FocalPointBuilder.Make(go, body.Config.FocalPoint);
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// Do stuff that's shared between generating new planets and updating old ones
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go = SharedGenerateBody(body, go, sector, owRigidBody);
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body.Object = go;
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// Now that we're done move the planet into place
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UpdatePosition(go, body, primaryBody);
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// Have to do this after setting position
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var initialMotion = InitialMotionBuilder.Make(go, primaryBody, owRigidBody, body.Config.Orbit);
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// Spawning on other planets is a bit hacky so we do it last
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if (body.Config.Spawn != null)
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{
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Logger.Log("Doing spawn point thing");
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Main.SystemDict[body.Config.StarSystem].SpawnPoint = SpawnPointBuilder.Make(go, body.Config.Spawn, owRigidBody);
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}
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if (body.Config.Orbit.ShowOrbitLine && !body.Config.Orbit.IsStatic) OrbitlineBuilder.Make(body.Object, ao, body.Config.Orbit.IsMoon, body.Config);
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if (!body.Config.Orbit.IsStatic) DetectorBuilder.Make(go, owRigidBody, primaryBody, ao);
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if (ao.GetAstroObjectName() == AstroObject.Name.CustomString) AstroObjectLocator.RegisterCustomAstroObject(ao);
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HeavenlyBodyBuilder.Make(go, body.Config, sphereOfInfluence, gv, initialMotion);
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return go;
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}
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private static GameObject SharedGenerateBody(NewHorizonsBody body, GameObject go, Sector sector, OWRigidbody rb)
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{
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if (body.Config.Ring != null)
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RingBuilder.Make(go, body.Config.Ring, body.Mod);
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if (body.Config.AsteroidBelt != null)
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AsteroidBeltBuilder.Make(body.Config.Name, body.Config, body.Mod);
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if (body.Config.Base.HasCometTail)
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CometTailBuilder.Make(go, body.Config.Base, go.GetComponent<AstroObject>().GetPrimaryBody());
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// Backwards compatability
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if (body.Config.Base.LavaSize != 0)
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{
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var lava = new LavaModule();
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lava.Size = body.Config.Base.LavaSize;
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LavaBuilder.Make(go, sector, rb, lava);
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}
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if (body.Config.Lava != null)
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LavaBuilder.Make(go, sector, rb, body.Config.Lava);
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// Backwards compatability
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if (body.Config.Base.WaterSize != 0)
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{
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var water = new WaterModule();
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water.Size = body.Config.Base.WaterSize;
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water.Tint = body.Config.Base.WaterTint;
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WaterBuilder.Make(go, sector, rb, water);
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}
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if (body.Config.Water != null)
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WaterBuilder.Make(go, sector, rb, body.Config.Water);
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if (body.Config.Sand != null)
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SandBuilder.Make(go, sector, rb, body.Config.Sand);
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if (body.Config.Atmosphere != null)
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{
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AirBuilder.Make(go, body.Config.Atmosphere.Size, body.Config.Atmosphere.HasRain, body.Config.Atmosphere.HasOxygen);
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if (body.Config.Atmosphere.Cloud != null)
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{
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CloudsBuilder.Make(go, sector, body.Config.Atmosphere, body.Mod);
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SunOverrideBuilder.Make(go, sector, body.Config.Base.SurfaceSize, body.Config.Atmosphere);
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}
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if (body.Config.Atmosphere.HasRain || body.Config.Atmosphere.HasSnow)
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EffectsBuilder.Make(go, sector, body.Config.Base.SurfaceSize, body.Config.Atmosphere.Size, body.Config.Atmosphere.HasRain, body.Config.Atmosphere.HasSnow);
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if (body.Config.Atmosphere.FogSize != 0)
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FogBuilder.Make(go, sector, body.Config.Atmosphere);
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AtmosphereBuilder.Make(go, body.Config.Atmosphere, body.Config.Base.SurfaceSize);
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}
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if (body.Config.Props != null)
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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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
114
NewHorizons/Handlers/TitleSceneHandler.cs
Normal file
114
NewHorizons/Handlers/TitleSceneHandler.cs
Normal file
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -40,24 +40,21 @@ namespace NewHorizons
|
||||
|
||||
public static Dictionary<string, NewHorizonsSystem> SystemDict = new Dictionary<string, NewHorizonsSystem>();
|
||||
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 List<IModBehaviour> MountedAddons = new List<IModBehaviour>();
|
||||
|
||||
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; } }
|
||||
|
||||
private bool _isChangingStarSystem = false;
|
||||
private bool _firstLoad = true;
|
||||
public bool IsWarping { get; private set; } = false;
|
||||
public bool WearingSuit { 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;
|
||||
|
||||
public override object GetApi()
|
||||
@ -181,245 +178,51 @@ namespace NewHorizons
|
||||
|
||||
_isChangingStarSystem = false;
|
||||
|
||||
if (scene.name.Equals("TitleScreen")) DisplayBodyOnTitleScreen();
|
||||
|
||||
if (scene.name != "SolarSystem")
|
||||
if (scene.name == "TitleScreen")
|
||||
{
|
||||
// Reset back to original solar system after going to main menu.
|
||||
_currentStarSystem = _defaultStarSystem;
|
||||
return;
|
||||
TitleSceneHandler.DisplayBodyOnTitleScreen(BodyDict.Values.ToList().SelectMany(x => x).ToList());
|
||||
}
|
||||
|
||||
FurthestOrbit = 30000;
|
||||
|
||||
if(scene.name == "SolarSystem")
|
||||
{
|
||||
HeavenlyBodyBuilder.Reset();
|
||||
|
||||
NewHorizonsData.Load();
|
||||
|
||||
// By default we dont have it
|
||||
HasWarpDrive = false;
|
||||
|
||||
// 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();
|
||||
|
||||
SignalBuilder.Init();
|
||||
AstroObjectLocator.RefreshList();
|
||||
PlanetCreationHandler.Init(BodyDict[CurrentStarSystem]);
|
||||
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>());
|
||||
|
||||
// Some builders need to be reset each time
|
||||
SignalBuilder.Init();
|
||||
|
||||
// We do our own AstroObject tracking
|
||||
AstroObjectLocator.RefreshList();
|
||||
foreach (AstroObject ao in GameObject.FindObjectsOfType<AstroObject>())
|
||||
{
|
||||
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;
|
||||
// Warp drive
|
||||
StarChartHandler.Init(SystemDict.Values.ToArray());
|
||||
HasWarpDrive = StarChartHandler.CanWarp();
|
||||
_shipWarpController = GameObject.Find("Ship_Body").AddComponent<ShipWarpController>();
|
||||
_shipWarpController.Init();
|
||||
if (HasWarpDrive == true) EnableWarpDrive();
|
||||
|
||||
Logger.Log($"Is the player warping in? {IsWarping}");
|
||||
if (IsWarping && _shipWarpController) Instance.ModHelper.Events.Unity.FireInNUpdates(() => _shipWarpController.WarpIn(WearingSuit), 5);
|
||||
else Instance.ModHelper.Events.Unity.FireInNUpdates(() => GameObject.FindObjectOfType<PlayerSpawner>().DebugWarp(SystemDict[_currentStarSystem].SpawnPoint), 5);
|
||||
|
||||
IsWarping = false;
|
||||
|
||||
var map = GameObject.FindObjectOfType<MapController>();
|
||||
if (map != null) map._maxPanDistance = FurthestOrbit * 1.5f;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Reset back to original solar system after going to main menu.
|
||||
_currentStarSystem = _defaultStarSystem;
|
||||
}
|
||||
}
|
||||
|
||||
public void EnableWarpDrive()
|
||||
{
|
||||
Logger.Log("Setting up warp drive");
|
||||
LoadBody(LoadConfig(this, "AssetBundle/WarpDriveConfig.json"));
|
||||
PlanetCreationHandler.LoadBody(LoadConfig(this, "AssetBundle/WarpDriveConfig.json"));
|
||||
HasWarpDrive = true;
|
||||
}
|
||||
|
||||
#region TitleScreen
|
||||
|
||||
public void DisplayBodyOnTitleScreen()
|
||||
{
|
||||
//Try loading one planet why not
|
||||
var eligible = BodyDict.Values.SelectMany(x => x).ToList().Where(b => (b.Config.HeightMap != null || b.Config.Atmosphere?.Cloud != null) && b.Config.Star == null).ToArray();
|
||||
var eligibleCount = eligible.Count();
|
||||
if (eligibleCount == 0) return;
|
||||
|
||||
var selectionCount = Mathf.Min(eligibleCount, 3);
|
||||
var indices = RandomUtility.GetUniqueRandomArray(0, eligible.Count(), selectionCount);
|
||||
|
||||
Logger.Log($"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
|
||||
public void LoadConfigs(IModBehaviour mod)
|
||||
@ -517,270 +320,8 @@ namespace NewHorizons
|
||||
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($"Updating existing Object {go.name}");
|
||||
|
||||
var sector = go.GetComponentInChildren<Sector>();
|
||||
var rb = go.GetAttachedOWRigidbody();
|
||||
|
||||
if (body.Config.ChildrenToDestroy != null && body.Config.ChildrenToDestroy.Length > 0)
|
||||
{
|
||||
foreach (var child in body.Config.ChildrenToDestroy)
|
||||
{
|
||||
Instance.ModHelper.Events.Unity.FireInNUpdates(() => GameObject.Find(go.name + "/" + child).SetActive(false), 2);
|
||||
}
|
||||
}
|
||||
|
||||
// Do stuff that's shared between generating new planets and updating old ones
|
||||
go = SharedGenerateBody(body, go, sector, rb);
|
||||
|
||||
// Update a position using CommonResources
|
||||
// Since orbits are always there just check if they set a semi major axis
|
||||
if (body.Config.Orbit != null && body.Config.Orbit.SemiMajorAxis != 0f)
|
||||
{
|
||||
OrbitUpdater.Update(body, go);
|
||||
}
|
||||
|
||||
return go;
|
||||
}
|
||||
|
||||
#endregion Load
|
||||
|
||||
#region Body generation
|
||||
|
||||
public GameObject GenerateBody(NewHorizonsBody body, bool defaultPrimaryToSun = false)
|
||||
{
|
||||
AstroObject primaryBody;
|
||||
if (body.Config.Orbit.PrimaryBody != null)
|
||||
{
|
||||
primaryBody = AstroObjectLocator.GetAstroObject(body.Config.Orbit.PrimaryBody);
|
||||
if (primaryBody == null)
|
||||
{
|
||||
if (defaultPrimaryToSun)
|
||||
{
|
||||
Logger.Log($"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
|
||||
public void ChangeCurrentStarSystem(string newStarSystem, bool warp = false)
|
||||
{
|
||||
|
||||
@ -102,6 +102,10 @@ namespace NewHorizons.Utility
|
||||
{
|
||||
_customAstroObjectDictionary = new Dictionary<string, AstroObject>();
|
||||
_list = new List<AstroObject>();
|
||||
foreach (AstroObject ao in GameObject.FindObjectsOfType<AstroObject>())
|
||||
{
|
||||
AddAstroObject(ao);
|
||||
}
|
||||
}
|
||||
|
||||
public static AstroObject[] GetAllAstroObjects()
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user