using NewHorizons.External.Configs; using NewHorizons.External.Modules; using UnityEngine; namespace NewHorizons.Builder.General { public static class RFVolumeBuilder { public static void Make(GameObject planetGO, OWRigidbody owrb, float sphereOfInfluence, ReferenceFrameModule module) { var rfGO = new GameObject("RFVolume"); rfGO.transform.parent = planetGO.transform; rfGO.transform.localPosition = Vector3.zero; rfGO.layer = 19; rfGO.SetActive(false); var SC = rfGO.AddComponent(); SC.isTrigger = true; // This radius ends up being set by min and max collider radius on the RFV but we set it anyway because why fix what aint broke SC.radius = sphereOfInfluence * 2; var RFV = rfGO.AddComponent(); var minTargetDistance = module.targetWhenClose ? 0 : sphereOfInfluence; var RV = new ReferenceFrame(owrb); RV._minSuitTargetDistance = minTargetDistance; // The game raycasts to 100km, but if the target is farther than this max distance it ignores it RV._maxTargetDistance = module.maxTargetDistance; RV._autopilotArrivalDistance = 2.0f * sphereOfInfluence; RV._autoAlignmentDistance = sphereOfInfluence * 1.5f; RV._hideLandingModePrompt = false; RV._matchAngularVelocity = true; RV._minMatchAngularVelocityDistance = 70; RV._maxMatchAngularVelocityDistance = 400; RV._bracketsRadius = module.bracketRadius > -1 ? module.bracketRadius : sphereOfInfluence; RFV._referenceFrame = RV; RFV._minColliderRadius = minTargetDistance; RFV._maxColliderRadius = module.targetColliderRadius > 0 ? module.targetColliderRadius : sphereOfInfluence * 2f; RFV._isPrimaryVolume = true; RFV._isCloseRangeVolume = false; if (module.localPosition != null) { rfGO.transform.localPosition = module.localPosition; RV._localPosition = module.localPosition; RV._useCenterOfMass = false; } owrb.SetAttachedReferenceFrameVolume(RFV); if (!module.enabled) GameObject.Destroy(rfGO); else rfGO.SetActive(!module.hideInMap); } } }