using HarmonyLib; using UnityEngine; using UnityEngine.SceneManagement; namespace NewHorizons.Patches.MapPatches { [HarmonyPatch(typeof(MapController))] public static class MapControllerPatches { [HarmonyPostfix] [HarmonyPatch(nameof(MapController.Awake))] public static void MapController_Awake(MapController __instance) { __instance._maxPanDistance = Mathf.Max(__instance._maxPanDistance, Main.FurthestOrbit * 1.5f); __instance._maxZoomDistance *= 6f; __instance._minPitchAngle = -90f; __instance._zoomSpeed *= 4f; __instance._mapCamera.farClipPlane = Mathf.Max(__instance._mapCamera.farClipPlane, Main.FurthestOrbit * 10f); } [HarmonyPostfix] [HarmonyPatch(nameof(MapController.OnTargetReferenceFrame))] public static void MapController_OnTargetReferenceFrame(MapController __instance, ReferenceFrame referenceFrame) { // Locked onto map satellite just means it will move vertically up from the plane of the solar system __instance._isLockedOntoMapSatellite = true; } [HarmonyPrefix] [HarmonyPatch(nameof(MapController.MapInoperable))] public static bool MapController_MapInoperable(MapController __instance, ref bool __result) { if (SceneManager.GetActiveScene().name != "SolarSystem") return true; try { if (Main.SystemDict[Main.Instance.CurrentStarSystem].Config.mapRestricted) { __instance._playerMapRestricted = true; __result = true; return false; } } catch { } return true; } } }