Make proxies look right

This commit is contained in:
Nick 2022-05-14 18:33:34 -04:00
parent 437609cf8f
commit bb08b575ce
10 changed files with 395 additions and 250 deletions

View File

@ -14,83 +14,13 @@ namespace NewHorizons.Builder.Atmosphere
private static Material[] _gdCloudMaterials;
public static void Make(GameObject planetGO, Sector sector, AtmosphereModule atmo, IModBehaviour mod)
{
Texture2D image, cap, ramp;
try
{
image = ImageUtilities.GetTexture(mod, atmo.Cloud);
if (atmo.CloudCap == null) cap = ImageUtilities.ClearTexture(128, 128);
else cap = ImageUtilities.GetTexture(mod, atmo.CloudCap);
if (atmo.CloudRamp == null) ramp = ImageUtilities.CanvasScaled(image, 1, image.height);
else ramp = ImageUtilities.GetTexture(mod, atmo.CloudRamp);
}
catch (Exception e)
{
Logger.LogError($"Couldn't load Cloud textures, {e.Message}, {e.StackTrace}");
return;
}
Color cloudTint = atmo.CloudTint == null ? Color.white : (Color)atmo.CloudTint.ToColor32();
GameObject cloudsMainGO = new GameObject("Clouds");
cloudsMainGO.SetActive(false);
cloudsMainGO.transform.parent = sector?.transform ?? planetGO.transform;
GameObject cloudsTopGO = new GameObject("TopClouds");
cloudsTopGO.SetActive(false);
cloudsTopGO.transform.parent = cloudsMainGO.transform;
cloudsTopGO.transform.localScale = Vector3.one * atmo.Size;
MeshFilter topMF = cloudsTopGO.AddComponent<MeshFilter>();
topMF.mesh = GameObject.Find("CloudsTopLayer_GD").GetComponent<MeshFilter>().mesh;
MeshRenderer topMR = cloudsTopGO.AddComponent<MeshRenderer>();
if (_sphereShader == null) _sphereShader = Main.NHAssetBundle.LoadAsset<Shader>("Assets/Shaders/SphereTextureWrapper.shader");
if (_gdCloudMaterials == null) _gdCloudMaterials = GameObject.Find("CloudsTopLayer_GD").GetComponent<MeshRenderer>().sharedMaterials;
var tempArray = new Material[2];
if (atmo.UseBasicCloudShader)
{
var material = new Material(_sphereShader);
if (!atmo.ShadowsOnClouds) material.renderQueue = 2550;
material.name = atmo.ShadowsOnClouds ? "BasicShadowCloud" : "BasicCloud";
tempArray[0] = material;
}
else
{
var material = new Material(_gdCloudMaterials[0]);
if (!atmo.ShadowsOnClouds) material.renderQueue = 2550;
material.name = atmo.ShadowsOnClouds ? "AdvancedShadowCloud" : "AdvancedCloud";
tempArray[0] = material;
}
// This is the stencil material for the fog under the clouds
tempArray[1] = new Material(_gdCloudMaterials[1]);
topMR.sharedMaterials = tempArray;
foreach (var material in topMR.sharedMaterials)
{
material.SetColor("_Color", cloudTint);
material.SetColor("_TintColor", cloudTint);
material.SetTexture("_MainTex", image);
material.SetTexture("_RampTex", ramp);
material.SetTexture("_CapTex", cap);
}
if(!atmo.ShadowsOnClouds)
{
cloudsTopGO.layer = LayerMask.NameToLayer("IgnoreSun");
}
RotateTransform topRT = cloudsTopGO.AddComponent<RotateTransform>();
// Idk why but the axis is weird
topRT._localAxis = atmo.UseBasicCloudShader ? Vector3.forward : Vector3.up;
topRT._degreesPerSecond = 10;
topRT._randomizeRotationRate = false;
MakeTopClouds(cloudsMainGO, atmo, mod);
GameObject cloudsBottomGO = new GameObject("BottomClouds");
cloudsBottomGO.SetActive(false);
@ -104,7 +34,7 @@ namespace NewHorizons.Builder.Atmosphere
// If they set a colour apply it to all the materials else keep the default QM one
if (atmo.CloudTint != null)
{
var bottomColor = atmo.CloudTint.ToColor32();
var bottomColor = cloudTint;
var bottomTSRTempArray = new Material[2];
@ -170,12 +100,93 @@ namespace NewHorizons.Builder.Atmosphere
cloudsMainGO.transform.position = planetGO.transform.TransformPoint(Vector3.zero);
cloudsBottomGO.transform.position = planetGO.transform.TransformPoint(Vector3.zero);
cloudsFluidGO.transform.position = planetGO.transform.TransformPoint(Vector3.zero);
cloudsTopGO.transform.position = planetGO.transform.TransformPoint(Vector3.zero);
cloudsTopGO.SetActive(true);
cloudsBottomGO.SetActive(true);
cloudsFluidGO.SetActive(true);
cloudsMainGO.SetActive(true);
}
public static GameObject MakeTopClouds(GameObject rootObject, AtmosphereModule atmo, IModBehaviour mod)
{
Color cloudTint = atmo.CloudTint == null ? Color.white : (Color)atmo.CloudTint.ToColor32();
Texture2D image, cap, ramp;
try
{
image = ImageUtilities.GetTexture(mod, atmo.Cloud);
if (atmo.CloudCap == null) cap = ImageUtilities.ClearTexture(128, 128);
else cap = ImageUtilities.GetTexture(mod, atmo.CloudCap);
if (atmo.CloudRamp == null) ramp = ImageUtilities.CanvasScaled(image, 1, image.height);
else ramp = ImageUtilities.GetTexture(mod, atmo.CloudRamp);
}
catch (Exception e)
{
Logger.LogError($"Couldn't load Cloud textures, {e.Message}, {e.StackTrace}");
return null;
}
GameObject cloudsTopGO = new GameObject("TopClouds");
cloudsTopGO.SetActive(false);
cloudsTopGO.transform.parent = rootObject.transform;
cloudsTopGO.transform.localScale = Vector3.one * atmo.Size;
MeshFilter topMF = cloudsTopGO.AddComponent<MeshFilter>();
topMF.mesh = GameObject.Find("CloudsTopLayer_GD").GetComponent<MeshFilter>().mesh;
MeshRenderer topMR = cloudsTopGO.AddComponent<MeshRenderer>();
if (_sphereShader == null) _sphereShader = Main.NHAssetBundle.LoadAsset<Shader>("Assets/Shaders/SphereTextureWrapper.shader");
if (_gdCloudMaterials == null) _gdCloudMaterials = GameObject.Find("CloudsTopLayer_GD").GetComponent<MeshRenderer>().sharedMaterials;
var tempArray = new Material[2];
if (atmo.UseBasicCloudShader)
{
var material = new Material(_sphereShader);
if (!atmo.ShadowsOnClouds) material.renderQueue = 2550;
material.name = atmo.ShadowsOnClouds ? "BasicShadowCloud" : "BasicCloud";
tempArray[0] = material;
}
else
{
var material = new Material(_gdCloudMaterials[0]);
if (!atmo.ShadowsOnClouds) material.renderQueue = 2550;
material.name = atmo.ShadowsOnClouds ? "AdvancedShadowCloud" : "AdvancedCloud";
tempArray[0] = material;
}
// This is the stencil material for the fog under the clouds
tempArray[1] = new Material(_gdCloudMaterials[1]);
topMR.sharedMaterials = tempArray;
foreach (var material in topMR.sharedMaterials)
{
material.SetColor("_Color", cloudTint);
material.SetColor("_TintColor", cloudTint);
material.SetTexture("_MainTex", image);
material.SetTexture("_RampTex", ramp);
material.SetTexture("_CapTex", cap);
}
if (!atmo.ShadowsOnClouds)
{
cloudsTopGO.layer = LayerMask.NameToLayer("IgnoreSun");
}
RotateTransform topRT = cloudsTopGO.AddComponent<RotateTransform>();
// Idk why but the axis is weird
topRT._localAxis = atmo.UseBasicCloudShader ? Vector3.forward : Vector3.up;
topRT._degreesPerSecond = 10;
topRT._randomizeRotationRate = false;
cloudsTopGO.transform.localPosition = Vector3.zero;
cloudsTopGO.SetActive(true);
return cloudsTopGO;
}
}
}

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@ -17,7 +17,7 @@ namespace NewHorizons.Builder.Body
{
public static Shader PlanetShader;
public static void Make(GameObject planetGO, Sector sector, HeightMapModule module, IModBehaviour mod)
public static void Make(GameObject planetGO, Sector sector, HeightMapModule module, IModBehaviour mod, int resolution = 51)
{
Texture2D heightMap, textureMap;
try
@ -39,7 +39,7 @@ namespace NewHorizons.Builder.Body
cubeSphere.transform.rotation = Quaternion.Euler(90, 0, 0);
Vector3 stretch = module.Stretch != null ? (Vector3)module.Stretch : Vector3.one;
Mesh mesh = CubeSphere.Build(51, heightMap, module.MinHeight, module.MaxHeight, stretch);
Mesh mesh = CubeSphere.Build(resolution, heightMap, module.MinHeight, module.MaxHeight, stretch);
cubeSphere.AddComponent<MeshFilter>();
cubeSphere.GetComponent<MeshFilter>().mesh = mesh;

View File

@ -1,4 +1,5 @@
using NewHorizons.Components;
using NewHorizons.Builder.Atmosphere;
using NewHorizons.Components;
using NewHorizons.Utility;
using OWML.Common;
using UnityEngine;
@ -30,23 +31,62 @@ namespace NewHorizons.Builder.Body
});
}
*/
// TODO: Make it not do it on vanilla bodies
var newModel = GameObject.CreatePrimitive(PrimitiveType.Sphere);
Object.Destroy(newModel.GetComponent<Collider>());
var newProxy = new GameObject(proxyName);
newModel.transform.SetParent(newProxy.transform);
newModel.transform.position = Vector3.zero;
newModel.transform.localScale = 1000 * Vector3.one;
newModel.transform.rotation = Quaternion.identity;
var proxyController = newProxy.AddComponent<NHProxy>();
proxyController.astroName = body.Config.Name;
proxyController._realObjectDiameter = body.Config.Base?.SurfaceSize ?? 100f;
proxyController.renderer = newProxy.GetComponentInChildren<Renderer>();
// We want to take the largest size I think
var realSize = body.Config.Base.SurfaceSize;
if (body.Config.HeightMap != null)
{
HeightMapBuilder.Make(newProxy, null, body.Config.HeightMap, body.Mod, 20);
if(realSize < body.Config.HeightMap.MaxHeight) realSize = body.Config.HeightMap.MaxHeight;
}
if (body.Config.Base.GroundSize != 0)
{
GeometryBuilder.Make(newProxy, null, body.Config.Base.GroundSize);
if (realSize < body.Config.Base.GroundSize) realSize = body.Config.Base.GroundSize;
}
if (body.Config.Atmosphere != null)
{
CloudsBuilder.MakeTopClouds(newProxy, body.Config.Atmosphere, body.Mod);
if (realSize < body.Config.Atmosphere.Size) realSize = body.Config.Atmosphere.Size;
}
if (body.Config.Ring != null)
{
RingBuilder.MakeRingGraphics(newProxy, null, body.Config.Ring, body.Mod);
if (realSize < body.Config.Ring.OuterRadius) realSize = body.Config.Ring.OuterRadius;
}
if (body.Config.Star != null)
{
StarBuilder.MakeStarGraphics(newProxy, null, body.Config.Star);
if (realSize < body.Config.Star.Size) realSize = body.Config.Star.Size;
}
if(body.Config.ProcGen != null)
{
ProcGenBuilder.Make(newProxy, null, body.Config.ProcGen);
if (realSize < body.Config.ProcGen.Scale) realSize = body.Config.ProcGen.Scale;
}
private static void MakeHeightMapProxy(NewHorizonsBody body, IModBehaviour mod)
// Remove all collisions if there are any
foreach (var col in newProxy.GetComponentsInChildren<Collider>())
{
GameObject.Destroy(col);
}
// Fix render idk
foreach (var renderer in newProxy.GetComponentsInChildren<Renderer>())
{
renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
renderer.receiveShadows = false;
renderer.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.BlendProbes;
renderer.enabled = false;
}
var proxyController = newProxy.AddComponent<NHProxy>();
proxyController.astroName = body.Config.Name;
proxyController._realObjectDiameter = realSize;
proxyController.renderers = newProxy.GetComponentsInChildren<Renderer>();
proxyController.tessellatedRenderers = newProxy.GetComponentsInChildren<TessellatedRenderer>();
}
}
}

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@ -23,59 +23,7 @@ namespace NewHorizons.Builder.Body
public static GameObject Make(GameObject planetGO, Sector sector, RingModule ring, IModBehaviour mod)
{
// Properly lit shader doesnt work yet
ring.Unlit = true;
Texture2D ringTexture;
try
{
ringTexture = ImageUtilities.GetTexture(mod, ring.Texture);
}
catch (Exception e)
{
Logger.LogError($"Couldn't load Ring texture, {e.Message}, {e.StackTrace}");
return null;
}
var ringGO = new GameObject("Ring");
ringGO.transform.parent = sector?.transform ?? planetGO.transform;
ringGO.transform.position = planetGO.transform.position;
ringGO.transform.rotation = planetGO.transform.rotation;
ringGO.transform.Rotate(ringGO.transform.TransformDirection(Vector3.up), ring.LongitudeOfAscendingNode);
ringGO.transform.Rotate(ringGO.transform.TransformDirection(Vector3.left), ring.Inclination);
var ringMF = ringGO.AddComponent<MeshFilter>();
var ringMesh = ringMF.mesh;
var ringMR = ringGO.AddComponent<MeshRenderer>();
var texture = ringTexture;
if (RingShader == null) RingShader = Main.NHAssetBundle.LoadAsset<Shader>("Assets/Shaders/Ring.shader");
if (UnlitRingShader == null) UnlitRingShader = Main.NHAssetBundle.LoadAsset<Shader>("Assets/Shaders/UnlitTransparent.shader");
if (RingShader1Pixel == null) RingShader1Pixel = Main.NHAssetBundle.LoadAsset<Shader>("Assets/Shaders/Ring1Pixel.shader");
if (UnlitRingShader1Pixel == null) UnlitRingShader1Pixel = Main.NHAssetBundle.LoadAsset<Shader>("Assets/Shaders/UnlitRing1Pixel.shader");
var mat = new Material(ring.Unlit ? UnlitRingShader : RingShader);
if (texture.width == 1)
{
mat = new Material(ring.Unlit ? UnlitRingShader1Pixel : RingShader1Pixel);
mat.SetFloat("_InnerRadius", 0);
}
ringMR.receiveShadows = !ring.Unlit;
mat.mainTexture = texture;
mat.renderQueue = 3000;
ringMR.material = mat;
// Make mesh
var segments = (int)Mathf.Clamp(ring.OuterRadius, 20, 2000);
BuildRingMesh(ringMesh, segments, ring.InnerRadius, ring.OuterRadius);
if (ring.RotationSpeed != 0)
{
var rot = ringGO.AddComponent<RotateTransform>();
rot._degreesPerSecond = ring.RotationSpeed;
rot._localAxis = Vector3.down;
}
var ringGO = MakeRingGraphics(planetGO, sector, ring, mod);
// Funny collider thing
var ringVolume = new GameObject("RingVolume");
@ -119,6 +67,67 @@ namespace NewHorizons.Builder.Body
ringVolume.SetActive(true);
return ringGO;
}
public static GameObject MakeRingGraphics(GameObject rootObject, Sector sector, RingModule ring, IModBehaviour mod)
{
// Properly lit shader doesnt work yet
ring.Unlit = true;
Texture2D ringTexture;
try
{
ringTexture = ImageUtilities.GetTexture(mod, ring.Texture);
}
catch (Exception e)
{
Logger.LogError($"Couldn't load Ring texture, {e.Message}, {e.StackTrace}");
return null;
}
var ringGO = new GameObject("Ring");
ringGO.transform.parent = sector?.transform ?? rootObject.transform;
ringGO.transform.position = rootObject.transform.position;
ringGO.transform.rotation = rootObject.transform.rotation;
ringGO.transform.Rotate(ringGO.transform.TransformDirection(Vector3.up), ring.LongitudeOfAscendingNode);
ringGO.transform.Rotate(ringGO.transform.TransformDirection(Vector3.left), ring.Inclination);
var ringMF = ringGO.AddComponent<MeshFilter>();
var ringMesh = ringMF.mesh;
var ringMR = ringGO.AddComponent<MeshRenderer>();
var texture = ringTexture;
if (RingShader == null) RingShader = Main.NHAssetBundle.LoadAsset<Shader>("Assets/Shaders/Ring.shader");
if (UnlitRingShader == null) UnlitRingShader = Main.NHAssetBundle.LoadAsset<Shader>("Assets/Shaders/UnlitTransparent.shader");
if (RingShader1Pixel == null) RingShader1Pixel = Main.NHAssetBundle.LoadAsset<Shader>("Assets/Shaders/Ring1Pixel.shader");
if (UnlitRingShader1Pixel == null) UnlitRingShader1Pixel = Main.NHAssetBundle.LoadAsset<Shader>("Assets/Shaders/UnlitRing1Pixel.shader");
var mat = new Material(ring.Unlit ? UnlitRingShader : RingShader);
if (texture.width == 1)
{
mat = new Material(ring.Unlit ? UnlitRingShader1Pixel : RingShader1Pixel);
mat.SetFloat("_InnerRadius", 0);
}
ringMR.receiveShadows = !ring.Unlit;
mat.mainTexture = texture;
mat.renderQueue = 3000;
ringMR.material = mat;
// Make mesh
var segments = (int)Mathf.Clamp(ring.OuterRadius, 20, 2000);
BuildRingMesh(ringMesh, segments, ring.InnerRadius, ring.OuterRadius);
if (ring.RotationSpeed != 0)
{
var rot = ringGO.AddComponent<RotateTransform>();
rot._degreesPerSecond = ring.RotationSpeed;
rot._localAxis = Vector3.down;
}
if (ring.Curve != null)
{
var levelController = ringGO.AddComponent<SizeController>();

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@ -23,37 +23,7 @@ namespace NewHorizons.Builder.Body
{
if (_colorOverTime == null) _colorOverTime = ImageUtilities.GetTexture(Main.Instance, "AssetBundle/StarColorOverTime.png");
var starGO = new GameObject("Star");
starGO.transform.parent = sector?.transform ?? planetGO.transform;
var sunSurface = GameObject.Instantiate(GameObject.Find("Sun_Body/Sector_SUN/Geometry_SUN/Surface"), starGO.transform);
sunSurface.transform.position = planetGO.transform.position;
sunSurface.transform.localScale = Vector3.one;
sunSurface.name = "Surface";
var sunLight = new GameObject();
sunLight.transform.parent = starGO.transform;
sunLight.transform.localPosition = Vector3.zero;
sunLight.transform.localScale = Vector3.one;
sunLight.name = "StarLight";
var light = sunLight.AddComponent<Light>();
light.CopyPropertiesFrom(GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<Light>());
light.intensity *= starModule.SolarLuminosity;
light.range *= Mathf.Sqrt(starModule.SolarLuminosity);
var faceActiveCamera = sunLight.AddComponent<FaceActiveCamera>();
faceActiveCamera.CopyPropertiesFrom(GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<FaceActiveCamera>());
var csmTextureCacher = sunLight.AddComponent<CSMTextureCacher>();
csmTextureCacher.CopyPropertiesFrom(GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<CSMTextureCacher>());
csmTextureCacher._light = light;
var proxyShadowLight = sunLight.AddComponent<ProxyShadowLight>();
proxyShadowLight.CopyPropertiesFrom(GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<ProxyShadowLight>());
proxyShadowLight._light = light;
var solarFlareEmitter = GameObject.Instantiate(GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SolarFlareEmitter"), starGO.transform);
solarFlareEmitter.transform.localPosition = Vector3.zero;
solarFlareEmitter.transform.localScale = Vector3.one;
solarFlareEmitter.name = "SolarFlareEmitter";
var starGO = MakeStarGraphics(planetGO, sector, starModule);
var sunAudio = GameObject.Instantiate(GameObject.Find("Sun_Body/Sector_SUN/Audio_SUN"), starGO.transform);
sunAudio.transform.localPosition = Vector3.zero;
@ -112,9 +82,19 @@ namespace NewHorizons.Builder.Body
deathVolume.GetComponent<DestructionVolume>()._shrinkBodies = false;
deathVolume.name = "DestructionVolume";
TessellatedSphereRenderer surface = sunSurface.GetComponent<TessellatedSphereRenderer>();
Light ambientLight = ambientLightGO.GetComponent<Light>();
var sunLight = new GameObject();
sunLight.transform.parent = starGO.transform;
sunLight.transform.localPosition = Vector3.zero;
sunLight.transform.localScale = Vector3.one;
sunLight.name = "StarLight";
var light = sunLight.AddComponent<Light>();
light.CopyPropertiesFrom(GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<Light>());
light.intensity *= starModule.SolarLuminosity;
light.range *= Mathf.Sqrt(starModule.SolarLuminosity);
Color lightColour = light.color;
if (starModule.LightTint != null) lightColour = starModule.LightTint.ToColor();
if (lightColour == null && starModule.Tint != null)
@ -130,8 +110,69 @@ namespace NewHorizons.Builder.Body
light.color = lightColour;
ambientLight.color = lightColour;
if(starModule.Tint != null)
var faceActiveCamera = sunLight.AddComponent<FaceActiveCamera>();
faceActiveCamera.CopyPropertiesFrom(GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<FaceActiveCamera>());
var csmTextureCacher = sunLight.AddComponent<CSMTextureCacher>();
csmTextureCacher.CopyPropertiesFrom(GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<CSMTextureCacher>());
csmTextureCacher._light = light;
var proxyShadowLight = sunLight.AddComponent<ProxyShadowLight>();
proxyShadowLight.CopyPropertiesFrom(GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<ProxyShadowLight>());
proxyShadowLight._light = light;
StarController starController = null;
if (starModule.SolarLuminosity != 0)
{
starController = planetGO.AddComponent<StarController>();
starController.Light = light;
starController.AmbientLight = ambientLight;
starController.FaceActiveCamera = faceActiveCamera;
starController.CSMTextureCacher = csmTextureCacher;
starController.ProxyShadowLight = proxyShadowLight;
starController.Intensity = starModule.SolarLuminosity;
starController.SunColor = lightColour;
}
return starController;
}
public static GameObject MakeStarGraphics(GameObject rootObject, Sector sector, StarModule starModule)
{
var starGO = new GameObject("Star");
starGO.transform.parent = sector?.transform ?? rootObject.transform;
var sunSurface = GameObject.Instantiate(GameObject.Find("Sun_Body/Sector_SUN/Geometry_SUN/Surface"), starGO.transform);
sunSurface.transform.position = rootObject.transform.position;
sunSurface.transform.localScale = Vector3.one;
sunSurface.name = "Surface";
var solarFlareEmitter = GameObject.Instantiate(GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SolarFlareEmitter"), starGO.transform);
solarFlareEmitter.transform.localPosition = Vector3.zero;
solarFlareEmitter.transform.localScale = Vector3.one;
solarFlareEmitter.name = "SolarFlareEmitter";
if (starModule.SolarFlareTint != null)
{
solarFlareEmitter.GetComponent<SolarFlareEmitter>().tint = starModule.SolarFlareTint.ToColor();
}
starGO.transform.position = rootObject.transform.position;
starGO.transform.localScale = starModule.Size * Vector3.one;
if (starModule.Curve != null)
{
var levelController = starGO.AddComponent<SandLevelController>();
var curve = new AnimationCurve();
foreach (var pair in starModule.Curve)
{
curve.AddKey(new Keyframe(pair.Time, starModule.Size * pair.Value));
}
levelController._scaleCurve = curve;
}
if (starModule.Tint != null)
{
TessellatedSphereRenderer surface = sunSurface.GetComponent<TessellatedSphereRenderer>();
var colour = starModule.Tint.ToColor();
var sun = GameObject.Find("Sun_Body");
@ -148,37 +189,7 @@ namespace NewHorizons.Builder.Body
surface.sharedMaterial.SetTexture("_ColorRamp", ImageUtilities.LerpGreyscaleImage(_colorOverTime, adjustedColour, darkenedColor));
}
if(starModule.SolarFlareTint != null)
solarFlareEmitter.GetComponent<SolarFlareEmitter>().tint = starModule.SolarFlareTint.ToColor();
starGO.transform.position = planetGO.transform.position;
starGO.transform.localScale = starModule.Size * Vector3.one;
StarController starController = null;
if (starModule.SolarLuminosity != 0)
{
starController = planetGO.AddComponent<StarController>();
starController.Light = light;
starController.AmbientLight = ambientLight;
starController.FaceActiveCamera = faceActiveCamera;
starController.CSMTextureCacher = csmTextureCacher;
starController.ProxyShadowLight = proxyShadowLight;
starController.Intensity = starModule.SolarLuminosity;
starController.SunColor = lightColour;
}
if (starModule.Curve != null)
{
var levelController = starGO.AddComponent<SandLevelController>();
var curve = new AnimationCurve();
foreach (var pair in starModule.Curve)
{
curve.AddKey(new Keyframe(pair.Time, starModule.Size * pair.Value));
}
levelController._scaleCurve = curve;
}
return starController;
return starGO;
}
}
}

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@ -1,4 +1,5 @@
using NewHorizons.Utility;
using System.Collections.Generic;
using UnityEngine;
namespace NewHorizons.Components
@ -6,7 +7,8 @@ namespace NewHorizons.Components
public class NHProxy : ProxyPlanet
{
public string astroName;
public Renderer renderer;
public Renderer[] renderers;
public TessellatedRenderer[] tessellatedRenderers;
public override void Initialize()
{
@ -32,7 +34,10 @@ namespace NewHorizons.Components
public override void ToggleRendering(bool on)
{
base.ToggleRendering(on);
renderer.enabled = on;
foreach (Transform child in transform)
{
child.gameObject.SetActive(on);
}
}
}
}

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@ -237,6 +237,7 @@ namespace NewHorizons.Handlers
return true;
}
// Called when updating an existing planet
public static GameObject UpdateBody(NewHorizonsBody body, GameObject go)
{
Logger.Log($"Updating existing Object {go.name}");
@ -264,6 +265,7 @@ namespace NewHorizons.Handlers
return go;
}
// Only called when making new planets
public static GameObject GenerateBody(NewHorizonsBody body, bool defaultPrimaryToSun = false)
{
AstroObject primaryBody;
@ -357,6 +359,11 @@ namespace NewHorizons.Handlers
AstroObjectLocator.RegisterCustomAstroObject(ao);
}
Main.Instance.ModHelper.Events.Unity.FireOnNextUpdate(() =>
{
ProxyBuilder.Make(go, body);
});
return go;
}
@ -369,6 +376,7 @@ namespace NewHorizons.Handlers
return sphereOfInfluence;
}
// What is called both on existing planets and new planets
private static GameObject SharedGenerateBody(NewHorizonsBody body, GameObject go, Sector sector, OWRigidbody rb)
{
var sphereOfInfluence = GetSphereOfInfluence(body);
@ -500,11 +508,6 @@ namespace NewHorizons.Handlers
CloakBuilder.Make(go, sector, rb, body.Config.Base.CloakRadius);
}
Main.Instance.ModHelper.Events.Unity.FireOnNextUpdate(() =>
{
ProxyBuilder.Make(go, body);
});
return go;
}

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@ -206,16 +206,16 @@ namespace NewHorizons.Handlers
private static void RemoveProxy(string name)
{
// if (name.Equals("TowerTwin")) name = "AshTwin";
// if (name.Equals("CaveTwin")) name = "EmberTwin";
// var distantProxy = GameObject.Find(name + "_DistantProxy");
// var distantProxyClone = GameObject.Find(name + "_DistantProxy(Clone)");
//
// if (distantProxy != null) GameObject.Destroy(distantProxy.gameObject);
// if (distantProxyClone != null) GameObject.Destroy(distantProxyClone.gameObject);
//
// if (distantProxy == null && distantProxyClone == null)
// Logger.Log($"Couldn't find proxy for {name}");
if (name.Equals("TowerTwin")) name = "AshTwin";
if (name.Equals("CaveTwin")) name = "EmberTwin";
var distantProxy = GameObject.Find(name + "_DistantProxy");
var distantProxyClone = GameObject.Find(name + "_DistantProxy(Clone)");
if (distantProxy != null) GameObject.Destroy(distantProxy.gameObject);
if (distantProxyClone != null) GameObject.Destroy(distantProxyClone.gameObject);
if (distantProxy == null && distantProxyClone == null)
Logger.Log($"Couldn't find proxy for {name}");
}
}
}

View File

@ -0,0 +1,56 @@
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace NewHorizons.Patches
{
[HarmonyPatch]
public static class ProxyBodyPatches
{
[HarmonyPrefix]
[HarmonyPatch(typeof(ProxyBody), nameof(ProxyBody.Awake))]
public static void ProxyBody_Awake(ProxyBody __instance)
{
// Mobius rly used the wrong event name
GlobalMessenger.AddListener("EnterMapView", __instance.OnEnterMapView);
GlobalMessenger.AddListener("ExitMapView", __instance.OnExitMapView);
}
[HarmonyPrefix]
[HarmonyPatch(typeof(ProxyBody), nameof(ProxyBody.OnDestroy))]
public static void ProxyBody_OnDestroy(ProxyBody __instance)
{
GlobalMessenger.RemoveListener("EnterMapView", __instance.OnEnterMapView);
GlobalMessenger.RemoveListener("ExitMapView", __instance.OnExitMapView);
}
[HarmonyPrefix]
[HarmonyPatch(typeof(ProxyBody), nameof(ProxyBody.OnEnterMapView))]
public static void ProxyBody_OnEnterMapView(ProxyBody __instance)
{
// Set this to false before the method sets the rendering to false so it matches
__instance._outOfRange = false;
}
// Mobius why doesn't ProxyOrbiter inherit from ProxyBody
[HarmonyPrefix]
[HarmonyPatch(typeof(ProxyOrbiter), nameof(ProxyOrbiter.Awake))]
public static void ProxyOrbiter_Awake(ProxyOrbiter __instance)
{
// Mobius rly used the wrong event name
GlobalMessenger.AddListener("EnterMapView", __instance.OnEnterMapView);
GlobalMessenger.AddListener("ExitMapView", __instance.OnExitMapView);
}
[HarmonyPrefix]
[HarmonyPatch(typeof(ProxyOrbiter), nameof(ProxyOrbiter.OnDestroy))]
public static void ProxyOrbiter_OnDestroy(ProxyOrbiter __instance)
{
GlobalMessenger.RemoveListener("EnterMapView", __instance.OnEnterMapView);
GlobalMessenger.RemoveListener("ExitMapView", __instance.OnExitMapView);
}
}
}

View File

@ -20,14 +20,24 @@ namespace NewHorizons.Utility
Logger.Log($"Already loaded image at path: {path}");
return _loadedTextures[path];
}
Logger.Log($"Loading image at path: {path}");
try
{
var data = File.ReadAllBytes(path);
var texture = new Texture2D(2, 2);
texture.name = Path.GetFileNameWithoutExtension(path);
texture.LoadImage(data);
_loadedTextures.Add(path, texture);
return texture;
}
catch (Exception ex)
{
Logger.LogError($"Exception thrown while loading texture [{filename}]: {ex.Message}, {ex.StackTrace}");
return null;
}
}
public static void ClearCache()
{
@ -40,7 +50,7 @@ namespace NewHorizons.Utility
}
_loadedTextures.Clear();
foreach(var texture in _generatedTextures)
foreach (var texture in _generatedTextures)
{
if (texture == null) continue;
UnityEngine.Object.Destroy(texture);
@ -57,7 +67,7 @@ namespace NewHorizons.Utility
var y = (int)Mathf.Floor(i / texture.height);
// Needs a black border
if(x == 0 || y == 0 || x == texture.width-1 || y == texture.height-1)
if (x == 0 || y == 0 || x == texture.width - 1 || y == texture.height - 1)
{
pixels[i].r = 1;
pixels[i].g = 1;
@ -92,20 +102,20 @@ namespace NewHorizons.Utility
texture.name = "SlideReelAtlas";
Color[] fillPixels = new Color[size * size * 4 * 4];
for(int xIndex = 0; xIndex < 4; xIndex++)
for (int xIndex = 0; xIndex < 4; xIndex++)
{
for(int yIndex = 0; yIndex < 4; yIndex++)
for (int yIndex = 0; yIndex < 4; yIndex++)
{
int index = yIndex * 4 + xIndex;
var srcTexture = index < textures.Length ? textures[index] : null;
for(int i = 0; i < size; i++)
for (int i = 0; i < size; i++)
{
for(int j = 0; j < size; j++)
for (int j = 0; j < size; j++)
{
var colour = Color.black;
if(srcTexture)
if (srcTexture)
{
var srcX = i * srcTexture.width / (float)size;
var srcY = j * srcTexture.height / (float)size;
@ -118,11 +128,11 @@ namespace NewHorizons.Utility
var x = xIndex * size + i;
// Want it to start from the first row from the bottom then go down then modulo around idk
// 5 because no pos mod idk
var y = ((5 - yIndex)%4) * size + j;
var y = ((5 - yIndex) % 4) * size + j;
var pixelIndex = x + y * (size * 4);
if(pixelIndex < fillPixels.Length && pixelIndex >= 0) fillPixels[pixelIndex] = colour;
if (pixelIndex < fillPixels.Length && pixelIndex >= 0) fillPixels[pixelIndex] = colour;
}
}
}
@ -149,7 +159,7 @@ namespace NewHorizons.Utility
{
var fillColor = new Color(0, 0, 0, 0);
if(pixels[x + y * texture.width].a == 1 && CloseToTransparent(pixels, texture.width, texture.height, x, y, thickness))
if (pixels[x + y * texture.width].a == 1 && CloseToTransparent(pixels, texture.width, texture.height, x, y, thickness))
{
fillColor = color;
}
@ -168,10 +178,10 @@ namespace NewHorizons.Utility
private static bool CloseToTransparent(Color[] pixels, int width, int height, int x, int y, int thickness)
{
// Check nearby
var minX = Math.Max(0, x - thickness/2);
var minY = Math.Max(0, y - thickness/2);
var maxX = Math.Min(width, x + thickness/2);
var maxY = Math.Min(height, y + thickness/2);
var minX = Math.Max(0, x - thickness / 2);
var minY = Math.Max(0, y - thickness / 2);
var maxX = Math.Min(width, x + thickness / 2);
var maxY = Math.Min(height, y + thickness / 2);
for (int i = minX; i < maxX; i++)
{
@ -229,7 +239,7 @@ namespace NewHorizons.Utility
tex.name = "Clear";
Color fillColor = Color.clear;
Color[] fillPixels = new Color[tex.width * tex.height];
for(int i = 0; i < fillPixels.Length; i++)
for (int i = 0; i < fillPixels.Length; i++)
{
fillPixels[i] = fillColor;
}
@ -248,7 +258,7 @@ namespace NewHorizons.Utility
Color[] fillPixels = new Color[tex.width * tex.height];
for (int i = 0; i < tex.width; i++)
{
for(int j = 0; j < tex.height; j++)
for (int j = 0; j < tex.height; j++)
{
var x = i + (src.width - width) / 2;
var y = j + (src.height - height) / 2;
@ -274,7 +284,7 @@ namespace NewHorizons.Utility
var g = 0f;
var b = 0f;
var length = pixels.Length;
for(int i = 0; i < pixels.Length; i++)
for (int i = 0; i < pixels.Length; i++)
{
var color = pixels[i];
r += (float)color.r / length;