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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Reorganize a bit and add more comments
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187bf415dc
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@ -36,6 +36,8 @@ namespace NewHorizons.Handlers
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[HarmonyPatch(typeof(PlayerImpactAudio), nameof(PlayerImpactAudio.OnImpact))]
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[HarmonyPatch(typeof(PlayerImpactAudio), nameof(PlayerImpactAudio.OnImpact))]
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public static bool DeathManager_KillPlayer_Prefix()
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public static bool DeathManager_KillPlayer_Prefix()
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{
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{
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// Base game _invincible is still overriden by high speed impacts
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// We also are avoiding playing impact related effects by just skipping these methods
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return !_invulnerable;
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return !_invulnerable;
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}
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}
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@ -70,18 +70,24 @@ namespace NewHorizons.Handlers
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// Spawn ship
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// Spawn ship
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Delay.FireInNUpdates(SpawnShip, 30);
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Delay.FireInNUpdates(SpawnShip, 30);
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Delay.FireInNUpdates(() =>
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{
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var spawnOWRigidBody = GetDefaultSpawn().GetAttachedOWRigidbody();
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if (shouldWarpInFromVessel) spawnOWRigidBody = VesselWarpHandler.VesselSpawnPoint.GetAttachedOWRigidbody();
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if (shouldWarpInFromShip) spawnOWRigidBody = Locator.GetShipBody();
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var spawnVelocity = spawnOWRigidBody.GetVelocity();
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// Have had bug reports (#1034, #975) where sometimes after spawning via vessel warp or ship warp you die from impact velocity after being flung
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var spawnAngularVelocity = spawnOWRigidBody.GetPointTangentialVelocity(Locator.GetPlayerBody().GetPosition());
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// Something weird must be happening with velocity.
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var velocity = spawnVelocity + spawnAngularVelocity;
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// Try to correct it here after the ship is done spawning
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Delay.FireInNUpdates(() => FixVelocity(shouldWarpInFromVessel, shouldWarpInFromShip), 31);
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}
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Locator.GetPlayerBody().SetVelocity(velocity);
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private static void FixVelocity(bool shouldWarpInFromVessel, bool shouldWarpInFromShip)
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}, 31);
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{
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var spawnOWRigidBody = GetDefaultSpawn().GetAttachedOWRigidbody();
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if (shouldWarpInFromVessel) spawnOWRigidBody = VesselWarpHandler.VesselSpawnPoint.GetAttachedOWRigidbody();
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if (shouldWarpInFromShip) spawnOWRigidBody = Locator.GetShipBody();
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var spawnVelocity = spawnOWRigidBody.GetVelocity();
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var spawnAngularVelocity = spawnOWRigidBody.GetPointTangentialVelocity(Locator.GetPlayerBody().GetPosition());
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var velocity = spawnVelocity + spawnAngularVelocity;
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Locator.GetPlayerBody().SetVelocity(velocity);
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}
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}
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public static void SpawnShip()
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public static void SpawnShip()
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@ -56,7 +56,9 @@ namespace NewHorizons.Handlers
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}
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}
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if (IsVesselPresentAndActive())
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if (IsVesselPresentAndActive())
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{
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_vesselSpawnPoint = Instance.CurrentStarSystem == "SolarSystem" ? UpdateVessel() : CreateVessel();
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_vesselSpawnPoint = Instance.CurrentStarSystem == "SolarSystem" ? UpdateVessel() : CreateVessel();
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}
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else
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else
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{
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{
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var vesselDimension = SearchUtilities.Find("DB_VesselDimension_Body/Sector_VesselDimension");
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var vesselDimension = SearchUtilities.Find("DB_VesselDimension_Body/Sector_VesselDimension");
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@ -84,9 +86,12 @@ namespace NewHorizons.Handlers
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if (_vesselSpawnPoint is VesselSpawnPoint vesselSpawnPoint)
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if (_vesselSpawnPoint is VesselSpawnPoint vesselSpawnPoint)
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{
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{
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NHLogger.LogVerbose("Relative warping into vessel");
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NHLogger.LogVerbose("Relative warping into vessel");
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vesselSpawnPoint.WarpPlayer();//Delay.FireOnNextUpdate(vesselSpawnPoint.WarpPlayer);
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vesselSpawnPoint.WarpPlayer();
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//Delay.FireInNUpdates(() => InvulnerabilityHandler.MakeInvulnerable(false), 25);
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Delay.StartCoroutine(RunEveryNFrames(25, vesselSpawnPoint));
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// #1034 Vessel warp sometimes has the player get flung away into space and die
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// We do what we do with regular spawns where we keep resetting their position to the right one while invincible until we're relatively certain
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// that the spawning sequence is done
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Delay.StartCoroutine(FixPlayerSpawning(25, vesselSpawnPoint));
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}
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}
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else
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else
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{
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{
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@ -98,24 +103,22 @@ namespace NewHorizons.Handlers
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LoadDB();
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LoadDB();
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}
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}
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private static IEnumerator RunEveryNFrames(int frameInterval, VesselSpawnPoint vesselSpawn)
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private static IEnumerator FixPlayerSpawning(int frameInterval, VesselSpawnPoint vesselSpawn)
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{
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{
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int frameCount = 0;
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InvulnerabilityHandler.MakeInvulnerable(true);
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InvulnerabilityHandler.MakeInvulnerable(true);
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var frameCount = 0;
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while (frameCount <= frameInterval)
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while (frameCount <= frameInterval)
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{
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{
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vesselSpawn.WarpPlayer();
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vesselSpawn.WarpPlayer();
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if (frameCount == frameInterval)
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{
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InvulnerabilityHandler.MakeInvulnerable(false);
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var playerBody = SearchUtilities.Find("Player_Body").GetAttachedOWRigidbody();
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var resources = playerBody.GetComponent<PlayerResources>();
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resources._currentHealth = 100f;
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}
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frameCount++;
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frameCount++;
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yield return null; // Wait for the next frame
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yield return null; // Wait for the next frame
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}
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}
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InvulnerabilityHandler.MakeInvulnerable(false);
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var playerBody = SearchUtilities.Find("Player_Body").GetAttachedOWRigidbody();
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var resources = playerBody.GetComponent<PlayerResources>();
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resources._currentHealth = 100f;
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}
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}
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public static void LoadDB()
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public static void LoadDB()
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@ -613,7 +613,7 @@ namespace NewHorizons
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{
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{
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IsSystemReady = true;
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IsSystemReady = true;
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// ShipWarpController will handle the invulnerability otherwise
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// ShipWarpController or VesselWarpHandler will handle the invulnerability otherwise
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if (!shouldWarpInFromShip && !shouldWarpInFromVessel)
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if (!shouldWarpInFromShip && !shouldWarpInFromVessel)
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{
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{
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Delay.FireOnNextUpdate(() => InvulnerabilityHandler.MakeInvulnerable(false));
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Delay.FireOnNextUpdate(() => InvulnerabilityHandler.MakeInvulnerable(false));
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