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tidy a lil
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@ -249,7 +249,7 @@ namespace NewHorizons.Builder.Body
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var newEntrances = new List<SphericalFogWarpExit>();
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var newEntrances = new List<SphericalFogWarpExit>();
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foreach (var index in config.allowedEntrances)
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foreach (var index in config.allowedEntrances)
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{
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{
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if(index < 0 || 5 < index) continue;
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if(index is < 0 or > 5) continue;
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newEntrances.Add(entrances[index]);
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newEntrances.Add(entrances[index]);
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}
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}
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outerFogWarpVolume._exits = newEntrances.ToArray();
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outerFogWarpVolume._exits = newEntrances.ToArray();
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@ -215,14 +215,14 @@ namespace NewHorizons.Builder.Props
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sector.RegisterFogLight(fogLight);
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sector.RegisterFogLight(fogLight);
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// If the config says only certain entrances are allowed, enforce that
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// If the config says only certain exits are allowed, enforce that
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if (config.possibleExits != null)
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if (config.possibleExits != null)
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{
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{
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var exits = innerFogWarpVolume._exits;
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var exits = innerFogWarpVolume._exits;
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var newExits = new List<SphericalFogWarpExit>();
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var newExits = new List<SphericalFogWarpExit>();
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foreach (var index in config.possibleExits)
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foreach (var index in config.possibleExits)
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{
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{
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if(index < 0 || 5 < index) continue;
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if(index is < 0 or > 5) continue;
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newExits.Add(exits[index]);
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newExits.Add(exits[index]);
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}
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}
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innerFogWarpVolume._exits = newExits.ToArray();
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innerFogWarpVolume._exits = newExits.ToArray();
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@ -233,8 +233,7 @@ namespace NewHorizons.Builder.Props
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// (this isn't jank I swear, this is how it's supposed to work)
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// (this isn't jank I swear, this is how it's supposed to work)
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var sectorHasFogEffectRuleset = sector
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var sectorHasFogEffectRuleset = sector
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.GetComponents<EffectRuleset>()
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.GetComponents<EffectRuleset>()
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.Where(effectRuleset => effectRuleset._type == EffectRuleset.BubbleType.FogWarp)
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.Any(effectRuleset => effectRuleset._type == EffectRuleset.BubbleType.FogWarp);
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.Count() > 0;
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if (!sectorHasFogEffectRuleset)
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if (!sectorHasFogEffectRuleset)
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{
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{
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var fogEffectRuleset = sector.gameObject.AddComponent<EffectRuleset>();
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var fogEffectRuleset = sector.gameObject.AddComponent<EffectRuleset>();
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@ -257,7 +256,7 @@ namespace NewHorizons.Builder.Props
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// Seed fog works differently, so it doesn't need to be fixed (it's also located on a different child path, so the below FindChild calls wouldn't work)
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// Seed fog works differently, so it doesn't need to be fixed (it's also located on a different child path, so the below FindChild calls wouldn't work)
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if (!config.isSeed)
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if (!config.isSeed)
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{
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{
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var fog = brambleNode.FindChild("Effects").FindChild("InnerWarpFogSphere");
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var fog = brambleNode.FindChild("Effects/InnerWarpFogSphere");
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var fogMaterial = fog.GetComponent<MeshRenderer>().sharedMaterial;
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var fogMaterial = fog.GetComponent<MeshRenderer>().sharedMaterial;
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fog.transform.localScale /= config.scale;
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fog.transform.localScale /= config.scale;
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fogMaterial.SetFloat("_Radius", fogMaterial.GetFloat("_Radius") * config.scale);
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fogMaterial.SetFloat("_Radius", fogMaterial.GetFloat("_Radius") * config.scale);
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@ -313,7 +312,7 @@ namespace NewHorizons.Builder.Props
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fogRenderer._fogColor = fogTint.Value;
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fogRenderer._fogColor = fogTint.Value;
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var fogBackdrop = brambleNode.FindChild("Terrain_DB_BrambleSphere_Inner_v2")?.FindChild("fogbackdrop_v2");
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var fogBackdrop = brambleNode.FindChild("Terrain_DB_BrambleSphere_Inner_v2/fogbackdrop_v2");
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if (fogBackdrop != null) fogBackdrop.GetComponent<MeshRenderer>().sharedMaterial.color = (Color)fogTint;
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if (fogBackdrop != null) fogBackdrop.GetComponent<MeshRenderer>().sharedMaterial.color = (Color)fogTint;
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}
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}
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