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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
better version of remove keepautoplacement (#549)
also - remove ignoresun on details - fix cairn nre - remove groups from keeploaded details - make unused field in warp transmitter info used
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commit
c252112215
@ -3,6 +3,7 @@ using NewHorizons.Components;
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using NewHorizons.External.Modules;
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using NewHorizons.Handlers;
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using NewHorizons.Utility;
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using NewHorizons.Utility.OWUtilities;
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using OWML.Common;
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using System;
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using System.Collections.Generic;
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@ -118,7 +119,7 @@ namespace NewHorizons.Builder.Props
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{
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if (FixUnsectoredComponent(component)) continue;
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}
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else FixSectoredComponent(component, sector, isTorch);
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else FixSectoredComponent(component, sector, isTorch, detail.keepLoaded);
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FixComponent(component, go);
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}
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@ -213,11 +214,16 @@ namespace NewHorizons.Builder.Props
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/// <summary>
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/// Fix components that have sectors. Has a specific fix if there is a VisionTorchItem on the object.
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/// </summary>
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/// <param name="component"></param>
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/// <param name="sector"></param>
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/// <param name="isTorch"></param>
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private static void FixSectoredComponent(Component component, Sector sector, bool isTorch = false)
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private static void FixSectoredComponent(Component component, Sector sector, bool isTorch, bool keepLoaded)
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{
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// keepLoaded should remove existing groups
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// renderers/colliders get enabled later so we dont have to do that here
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if (keepLoaded && component is SectorCullGroup or SectorCollisionGroup or SectorLightsCullGroup)
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{
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Component.DestroyImmediate(component);
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return;
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}
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// fix Sector stuff, eg SectorCullGroup (without this, props that have a SectorCullGroup component will become invisible inappropriately)
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if (component is ISectorGroup sectorGroup)
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{
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@ -234,6 +240,12 @@ namespace NewHorizons.Builder.Props
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else if (component is SectorCullGroup sectorCullGroup)
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{
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sectorCullGroup._controllingProxy = null;
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// fixes sector cull group deactivating renderers on map view enter and fast foward
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// TODO: does this actually work? what? how?
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sectorCullGroup._inMapView = false;
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sectorCullGroup._isFastForwarding = false;
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sectorCullGroup.SetVisible(sectorCullGroup.ShouldBeVisible(), true, false);
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}
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else if(component is SectoredMonoBehaviour behaviour)
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@ -264,7 +276,7 @@ namespace NewHorizons.Builder.Props
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/// </summary>
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private static bool FixUnsectoredComponent(Component component)
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{
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if (component is FogLight or SectoredMonoBehaviour)
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if (component is FogLight or SectoredMonoBehaviour or ISectorGroup)
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{
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GameObject.DestroyImmediate(component);
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return true;
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@ -275,8 +287,13 @@ namespace NewHorizons.Builder.Props
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private static void FixComponent(Component component, GameObject planetGO)
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{
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// Fix other components
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// IgnoreSun is just a shadow casting optimization for caves and stuff so we can get rid of it
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if (component is Transform && component.gameObject.layer == Layer.IgnoreSun)
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{
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component.gameObject.layer = Layer.Default;
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}
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// I forget why this is here
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if (component is GhostIK or GhostEffects)
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else if (component is GhostIK or GhostEffects)
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{
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Component.DestroyImmediate(component);
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return;
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@ -334,15 +351,6 @@ namespace NewHorizons.Builder.Props
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else if (component is Renderer renderer && component.gameObject.GetComponent<ElectricityEffect>() == null) renderer.enabled = true;
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else if(component is Shape shape) shape.enabled = true;
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// fixes sector cull group deactivating renderers on map view enter and fast foward
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// TODO: does this actually work? what? how?
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else if(component is SectorCullGroup sectorCullGroup)
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{
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sectorCullGroup._inMapView = false;
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sectorCullGroup._isFastForwarding = false;
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sectorCullGroup.SetVisible(sectorCullGroup.ShouldBeVisible(), true, false);
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}
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// If it's not a moving anglerfish make sure the anim controller is regular
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else if(component is AnglerfishAnimController && component.GetComponentInParent<AnglerfishController>() == null)
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{
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@ -1,3 +1,4 @@
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using HarmonyLib;
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using NewHorizons.External.Modules;
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using NewHorizons.Handlers;
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using NewHorizons.Utility;
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@ -276,12 +277,16 @@ namespace NewHorizons.Builder.Props.TranslatorText
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cairnObject.SetActive(true);
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// Make it do the thing when it finishes being knocked over
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foreach (var rock in cairnObject.GetComponent<NomaiCairn>()._rocks)
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// idk why, but sometimes stuff is null here, so just wait a frame to let it initialize
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Delay.FireOnNextUpdate(() =>
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{
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rock._returning = false;
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rock._owCollider.SetActivation(true);
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rock.enabled = false;
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}
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foreach (var rock in cairnObject.GetComponent<NomaiCairn>()._rocks)
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{
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rock._returning = false;
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rock._owCollider.SetActivation(true);
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rock.enabled = false;
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}
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});
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// So we can actually knock it over
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cairnObject.GetComponent<CapsuleCollider>().enabled = true;
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@ -350,15 +355,10 @@ namespace NewHorizons.Builder.Props.TranslatorText
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}
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case PropModule.NomaiTextType.Whiteboard:
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{
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var whiteboardInfo = new PropModule.DetailInfo()
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var whiteboardInfo = new PropModule.DetailInfo(info)
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{
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alignRadial = info.alignRadial,
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isRelativeToParent = info.isRelativeToParent,
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parentPath = info.parentPath,
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path = "BrittleHollow_Body/Sector_BH/Sector_NorthHemisphere/Sector_NorthPole/Sector_HangingCity/Sector_HangingCity_District2/Interactables_HangingCity_District2/VisibleFrom_HangingCity/Props_NOM_Whiteboard (1)",
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position = info.position,
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rename = info.rename ?? "Props_NOM_Whiteboard",
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rotation = info.rotation,
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};
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var whiteboardObject = DetailBuilder.Make(planetGO, sector, whiteboardInfo);
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@ -522,14 +522,12 @@ namespace NewHorizons.Builder.Props.TranslatorText
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var arcInfo = info.arcInfo[j];
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var arc = arranger.spirals[j];
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if (arcInfo.position != null) arc.transform.localPosition = new Vector3(arcInfo.position.x, arcInfo.position.y, 0);
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if (arcInfo.zRotation != null) arc.transform.localRotation = Quaternion.Euler(0, 0, arcInfo.zRotation.Value);
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if (arcInfo.mirror != null)
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if (arcInfo.position != null || arcInfo.zRotation != null || arcInfo.mirror != null)
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{
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if (arcInfo.mirror.Value) arc.transform.localScale = new Vector3(-1, 1, 1);
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else arc.transform.localScale = new Vector3(1, 1, 1);
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var pos = (Vector2)(arcInfo.position ?? Vector2.zero);
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arc.transform.localPosition = new Vector3(pos.x, pos.y, 0);
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arc.transform.localRotation = Quaternion.Euler(0, 0, arcInfo.zRotation.GetValueOrDefault());
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arc.transform.localScale = arcInfo.mirror.GetValueOrDefault() ? new Vector3(-1, 1, 1) : new Vector3(1, 1, 1);
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}
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}
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@ -113,6 +113,8 @@ namespace NewHorizons.Builder.Props
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transmitter._alignmentWindow = info.alignmentWindow;
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transmitter._upsideDown = info.flipAlignment;
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transmitter.GetComponent<BoxShape>().enabled = true;
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transmitterObject.SetActive(true);
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22
NewHorizons/External/Modules/PropModule.cs
vendored
22
NewHorizons/External/Modules/PropModule.cs
vendored
@ -610,30 +610,30 @@ namespace NewHorizons.External.Modules
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}
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/// <summary>
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/// Whether to flip the spiral from left-curling to right-curling or vice versa. If not specified, will use auto spiral generated value.
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/// The type of text to display.
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/// </summary>
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public bool? mirror;
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[DefaultValue("adult")] public NomaiTextArcType type = NomaiTextArcType.Adult;
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/// <summary>
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/// The local position of this object on the wall. If not specified, will use auto spiral generated value.
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/// The local position of this object on the wall. If specified, auto spiral will not touch this arc.
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/// </summary>
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public MVector2 position;
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/// <summary>
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/// The type of text to display.
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/// The z euler angle for this arc. If specified, auto spiral will not touch this arc.
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/// </summary>
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[DefaultValue("adult")] public NomaiTextArcType type = NomaiTextArcType.Adult;
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[Range(0f, 360f)] public float? zRotation;
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/// <summary>
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/// Whether to flip the spiral from left-curling to right-curling or vice versa. If specified, auto spiral will not touch this arc.
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/// </summary>
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public bool? mirror;
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/// <summary>
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/// Which variation of the chosen type to place. If not specified, a random variation will be selected based on the seed provided in the parent module.
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/// </summary>
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[Obsolete("only used in old nomai text")]
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[DefaultValue(-1)] public int variation = -1;
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/// <summary>
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/// The z euler angle for this arc. If not specified, will use auto spiral generated value.
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/// </summary>
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[Range(0f, 360f)] public float? zRotation;
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}
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[JsonObject]
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@ -12,8 +12,8 @@ namespace NewHorizons.External.Modules.WarpPad
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[DefaultValue(5f)] public float alignmentWindow = 5f;
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/// <summary>
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/// Is this transmitter upsidedown? Means alignment will be checked facing the other way.
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/// This makes the alignment happen if the destination planet is BELOW you rather than above.
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/// </summary>
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public bool upsideDown = false;
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public bool flipAlignment;
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}
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}
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@ -1471,45 +1471,31 @@
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"type": "object",
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"additionalProperties": false,
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"properties": {
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"mirror": {
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"type": [
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"boolean",
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"null"
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],
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"description": "Whether to flip the spiral from left-curling to right-curling or vice versa. If not specified, will use auto spiral generated value."
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},
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"position": {
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"description": "The local position of this object on the wall. If not specified, will use auto spiral generated value.",
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"$ref": "#/definitions/MVector2"
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},
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"type": {
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"description": "The type of text to display.",
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"default": "adult",
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"$ref": "#/definitions/NomaiTextArcType"
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},
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"position": {
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"description": "The local position of this object on the wall. If specified, auto spiral will not touch this arc.",
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"$ref": "#/definitions/MVector2"
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},
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"zRotation": {
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"type": [
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"null",
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"number"
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],
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"description": "The z euler angle for this arc. If not specified, will use auto spiral generated value.",
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"description": "The z euler angle for this arc. If specified, auto spiral will not touch this arc.",
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"format": "float",
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"maximum": 360.0,
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"minimum": 0.0
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}
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}
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},
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"MVector2": {
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"type": "object",
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"additionalProperties": false,
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"properties": {
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"x": {
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"type": "number",
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"format": "float"
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},
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"y": {
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"type": "number",
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"format": "float"
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"mirror": {
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"type": [
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"boolean",
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"null"
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],
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"description": "Whether to flip the spiral from left-curling to right-curling or vice versa. If specified, auto spiral will not touch this arc."
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}
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}
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},
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@ -1527,6 +1513,20 @@
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"stranger"
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]
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},
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"MVector2": {
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"type": "object",
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"additionalProperties": false,
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"properties": {
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"x": {
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"type": "number",
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"format": "float"
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},
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"y": {
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"type": "number",
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"format": "float"
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}
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}
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},
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"NomaiTextType": {
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"type": "string",
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"description": "",
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@ -2528,9 +2528,9 @@
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"format": "float",
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"default": 5.0
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},
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"upsideDown": {
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"flipAlignment": {
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"type": "boolean",
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"description": "Is this transmitter upsidedown? Means alignment will be checked facing the other way."
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"description": "This makes the alignment happen if the destination planet is BELOW you rather than above."
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}
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}
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},
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