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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
42 lines
1.6 KiB
C#
42 lines
1.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using Logger = NewHorizons.Utility.Logger;
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namespace NewHorizons.Components
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{
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public class NHPlanetaryRaftFix : MonoBehaviour
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{
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private RaftController _raftController;
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private RaftFluidDetector _fluidDetector;
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private FluidVolume _fluidVolume;
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private RaftEffectsController _effectsController;
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public void Awake()
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{
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_raftController = gameObject.GetComponent<RaftController>();
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_fluidDetector = _raftController._fluidDetector;
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_fluidVolume = _fluidDetector._alignmentFluid;
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_effectsController = _raftController._effectsController;
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}
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public void FixedUpdate()
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{
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if (_raftController._raftBody.IsSuspended()) return;
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if (!_raftController._playerInEffectsRange) return;
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// Normally this part won't get called because in RaftController it checks how submerged we are in the Ringworld river
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// Just copy pasted it here using the actual fluid volume instead of making an ugly patch
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float num = _fluidDetector.InFluidType(FluidVolume.Type.WATER) ? _fluidVolume.GetFractionSubmerged(_fluidDetector) : 0f;
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bool allowMovement = num > 0.25f && num < 1f;
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Logger.Log($"AllowMovement? [{allowMovement}]");
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allowMovement = true;
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_effectsController.UpdateMovementAudio(allowMovement, _raftController._lightSensors);
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_effectsController.UpdateGroundedAudio(_fluidDetector);
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}
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}
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}
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