using NewHorizons.Components; using NewHorizons.External.Modules; using NewHorizons.Handlers; using NewHorizons.Utility; using UnityEngine; using Logger = NewHorizons.Utility.Logger; using Random = UnityEngine.Random; namespace NewHorizons.Builder.Props { public static class TornadoBuilder { private static GameObject _upPrefab; private static GameObject _downPrefab; private static GameObject _hurricanePrefab; private static GameObject _soundPrefab; private static Texture2D _mainTexture; private static Texture2D _detailTexture; private static readonly int DetailColor = Shader.PropertyToID("_DetailColor"); private static readonly int TintColor = Shader.PropertyToID("_TintColor"); private static readonly int DetailTex = Shader.PropertyToID("_DetailTex"); private static readonly int MainTex = Shader.PropertyToID("_MainTex"); private static readonly int FresnelColor = Shader.PropertyToID("_FresnelColor"); public static void Make(GameObject planetGO, Sector sector, PropModule.TornadoInfo info, bool hasClouds) { if (_upPrefab == null) { _upPrefab = GameObject.Find("BrittleHollow_Body/Sector_BH/Sector_SouthHemisphere/Sector_SouthPole/Sector_Observatory/Interactables_Observatory/MockUpTornado").InstantiateInactive(); _upPrefab.name = "Tornado_Up_Prefab"; } if (_downPrefab == null) { _downPrefab = GameObject.Find("BrittleHollow_Body/Sector_BH/Sector_SouthHemisphere/Sector_SouthPole/Sector_Observatory/Interactables_Observatory/MockDownTornado").InstantiateInactive(); _downPrefab.name = "Tornado_Down_Prefab"; } if (_hurricanePrefab == null) { _hurricanePrefab = GameObject.Find("GiantsDeep_Body/Sector_GD/Sector_GDInterior/Tornadoes_GDInterior/Hurricane/").InstantiateInactive(); // For some reason they put the hurricane at the origin and offset all its children (450) // Increasing by 40 will keep the bottom above the ground foreach (Transform child in _hurricanePrefab.transform) { child.localPosition += new Vector3(0, 40 - 450, 0); } foreach (var renderer in _hurricanePrefab.GetComponentsInChildren()) { renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; } } if (_soundPrefab == null) { _soundPrefab = GameObject.Find("GiantsDeep_Body/Sector_GD/Sector_GDInterior/Tornadoes_GDInterior/SouthernTornadoes/DownTornado_Pivot/DownTornado/AudioRail").InstantiateInactive(); _soundPrefab.name = "AudioRail_Prefab"; } if (_mainTexture == null) { _mainTexture = ImageUtilities.GetTexture(Main.Instance, "AssetBundle/Tornado_BH_Cyclone_02_d.png"); } if (_detailTexture == null) { _detailTexture = ImageUtilities.GetTexture(Main.Instance, "AssetBundle/Tornado_BH_CycloneDetail_d.png"); } Vector3 position; if (info.position != null) { position = info.position ?? Random.onUnitSphere * info.elevation; } else if (info.elevation != 0) { position = Random.onUnitSphere * info.elevation; } else { Logger.LogError($"Need either a position or an elevation for tornados"); return; } if (info.type == PropModule.TornadoInfo.TornadoType.Hurricane) MakeHurricane(planetGO, sector, info, position, hasClouds); else MakeTornado(planetGO, sector, info, position, info.type == PropModule.TornadoInfo.TornadoType.Downwards); } private static void MakeTornado(GameObject planetGO, Sector sector, PropModule.TornadoInfo info, Vector3 position, bool downwards) { var tornadoGO = downwards ? _downPrefab.InstantiateInactive() : _upPrefab.InstantiateInactive(); tornadoGO.transform.parent = sector.transform; tornadoGO.transform.position = planetGO.transform.TransformPoint(position); tornadoGO.transform.rotation = Quaternion.FromToRotation(Vector3.up, sector.transform.TransformDirection(position.normalized)); // Add the sound thing before changing the scale var soundGO = _soundPrefab.InstantiateInactive(); soundGO.name = "AudioRail"; soundGO.transform.parent = tornadoGO.transform; soundGO.transform.localPosition = Vector3.zero; soundGO.transform.localRotation = Quaternion.identity; // Height of the tornado is 10 by default var audioRail = soundGO.GetComponent(); audioRail.SetSector(sector); audioRail._railPointsRoot.GetChild(0).transform.localPosition = Vector3.zero; audioRail._railPointsRoot.GetChild(1).transform.localPosition = Vector3.up * 10; audioRail._railPoints = new Vector3[] { Vector3.zero, Vector3.up * 10 }; var audioSpreadController = soundGO.GetComponentInChildren(); audioSpreadController.SetSector(sector); var audioSource = audioRail._audioTransform.GetComponent(); audioSource.playOnAwake = true; var scale = info.height == 0 ? 1 : info.height / 10f; tornadoGO.transform.localScale = Vector3.one * scale; // Resize the distance it can be heard from to match roughly with the size audioSource.maxDistance = 100 * scale; var controller = tornadoGO.GetComponent(); controller.SetSector(sector); // Found these values by messing around in unity explorer until it looked right controller._bottomStartPos = Vector3.up * -20; controller._midStartPos = Vector3.up * 150; controller._topStartPos = Vector3.up * 300; controller._bottomBone.localPosition = controller._bottomStartPos; controller._midBone.localPosition = controller._midStartPos; controller._topBone.localPosition = controller._topStartPos; OWAssetHandler.LoadObject(tornadoGO); sector.OnOccupantEnterSector += (sd) => OWAssetHandler.LoadObject(tornadoGO); tornadoGO.GetComponentInChildren().enabled = true; // Resize it so the force volume goes all the way up switch (downwards) { case true: tornadoGO.transform.Find("MockDownTornado_FluidCenter").localScale = new Vector3(1, 2f, 1); break; default: tornadoGO.transform.Find("MockUpTornado_FluidCenter").localScale = new Vector3(1, 2f, 1); break; } if (info.tint != null) { ApplyTint(tornadoGO, info.tint, false, downwards); } if (info.wanderRate != 0) { ApplyWanderer(tornadoGO, sector, info); } soundGO.SetActive(true); tornadoGO.SetActive(true); } private static void MakeHurricane(GameObject planetGO, Sector sector, PropModule.TornadoInfo info, Vector3 position, bool hasClouds) { var hurricaneGO = _hurricanePrefab.InstantiateInactive(); hurricaneGO.transform.parent = sector.transform; hurricaneGO.transform.position = planetGO.transform.TransformPoint(position); hurricaneGO.transform.rotation = Quaternion.FromToRotation(Vector3.up, sector.transform.TransformDirection(position.normalized)); var fluidVolume = hurricaneGO.GetComponentInChildren(); fluidVolume._density = 8; var effects = hurricaneGO.transform.Find("Effects_GD_Hurricane").gameObject; if (!hasClouds) { foreach (Transform child in effects.transform) { if (child.name.Contains("HurricaneCloudBlend")) { child.localPosition = new Vector3(0, 60, 0); child.localScale = Vector3.one * 1.1f; } if (child.name.Equals("Effects_GD_HurricaneCycloneExterior")) { child.localScale = new Vector3(0.88f, 1f, 0.88f); } } } // Rotation is off by default for some reason foreach (var rotate in hurricaneGO.GetComponentsInChildren()) { rotate._sector = sector; } // Streaming render mesh handles scare me foreach(var streamingRenderMeshHandle in hurricaneGO.GetComponentsInChildren()) { streamingRenderMeshHandle.enabled = false; } // Height of the hurricane is 405 by default if (info.height != 0) hurricaneGO.transform.localScale = Vector3.one * info.height / 405f; if (info.tint != null) { ApplyTint(hurricaneGO, info.tint, true, false); } if (info.wanderRate != 0) { ApplyWanderer(hurricaneGO, sector, info); } hurricaneGO.SetActive(true); } private static void ApplyTint(GameObject go, Color colour, bool hurricane, bool downwards) { colour.a = 1f; var detailTexture = ImageUtilities.TintImage(_detailTexture, colour); var mainTexture = ImageUtilities.TintImage(_mainTexture, colour); string materialName; if (hurricane) materialName = "Hurricane_GD_Cyclone_mat"; else materialName = $"Tornado_BH_Cyclone_{(downwards ? "Down" : "Up")}_mat"; foreach (var renderer in go.GetComponentsInChildren()) { renderer.material.SetColor(DetailColor, colour); renderer.material.SetColor(TintColor, colour); if (renderer.material.name.Contains(materialName)) { renderer.material.SetTexture(DetailTex, detailTexture); renderer.material.SetTexture(MainTex, mainTexture); renderer.material.SetColor(FresnelColor, colour); } else { // If we set the colour on the ones with the material from before, it makes the gradient look bad renderer.material.color = colour; } } } private static void ApplyWanderer(GameObject go, Sector sector, PropModule.TornadoInfo info) { var wanderer = go.AddComponent(); wanderer.wanderRate = info.wanderRate; wanderer.wanderDegreesX = info.wanderDegreesX; wanderer.wanderDegreesZ = info.wanderDegreesZ; wanderer.sector = sector; } } }