using NewHorizons.External; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Random = UnityEngine.Random; using Logger = NewHorizons.Utility.Logger; using System.Reflection; namespace NewHorizons.Builder.Props { public static class PropBuilder { public static GameObject Make(GameObject body, string propToClone, Vector3 position, Sector sector) { var prefab = GameObject.Find(propToClone); return Make(body, prefab, position, sector); } public static GameObject Make(GameObject body, GameObject prefab, Vector3 position, Sector sector) { if (prefab == null) return null; GameObject prop = GameObject.Instantiate(prefab, sector.transform); prop.transform.localPosition = position; prop.transform.rotation = Quaternion.FromToRotation(prop.transform.TransformDirection(Vector3.up), position.normalized); prop.SetActive(false); List assetBundles = new List(); foreach (var streamingHandle in prop.GetComponentsInChildren()) { var assetBundle = streamingHandle.assetBundle; if (!assetBundles.Contains(assetBundle)) { assetBundles.Add(assetBundle); } } foreach (var assetBundle in assetBundles) { sector.OnOccupantEnterSector += ((SectorDetector sd) => StreamingManager.LoadStreamingAssets(assetBundle)); } foreach(var component in prop.GetComponentsInChildren()) { try { var setSectorMethod = component.GetType().GetMethod("SetSector"); var sectorField = component.GetType().GetField("_sector"); if (setSectorMethod != null) { Logger.Log($"Found a SetSector method in {prop}.{component}"); setSectorMethod.Invoke(component, new object[] { sector }); } else if (sectorField != null) { Logger.Log($"Found a _sector field in {component}"); sectorField.SetValue(component, sector); } } catch (Exception e) { Logger.Log($"{e.Message}, {e.StackTrace}"); } } prop.SetActive(true); return prop; } public static void Scatter(GameObject body, PropModule.ScatterInfo[] scatterInfo, float radius, Sector sector) { var area = 4f * Mathf.PI * radius * radius; var points = FibonacciSphere((int)area); foreach (var propInfo in scatterInfo) { var prefab = GameObject.Find(propInfo.path); for(int i = 0; i < propInfo.count; i++) { var randomInd = (int)Random.Range(0, points.Count); var point = points[randomInd]; var prop = Make(body, prefab, point.normalized * radius, sector); if(propInfo.offset != null) prop.transform.localPosition += prop.transform.TransformVector(propInfo.offset); if(propInfo.rotation != null) prop.transform.rotation *= Quaternion.Euler(propInfo.rotation); points.RemoveAt(randomInd); if (points.Count == 0) return; } } } private static List FibonacciSphere(int samples) { List points = new List(); var phi = Mathf.PI * (3f - Mathf.Sqrt(5f)); for(int i = 0; i < samples; i++) { var y = 1 - (i / (float)(samples - 1)) * 2f; var radius = Mathf.Sqrt(1 - y * y); var theta = phi * i; var x = Mathf.Cos(theta) * radius; var z = Mathf.Sin(theta) * radius; points.Add(new Vector3(x, y, z)); } return points; } } }