mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
121 lines
5.0 KiB
C#
121 lines
5.0 KiB
C#
using NewHorizons.Builder.Props;
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using NewHorizons.External.Modules;
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using NewHorizons.Utility;
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using NewHorizons.Utility.OuterWilds;
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using NewHorizons.Utility.OWML;
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using System;
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using System.Linq;
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using System.Reflection;
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using UnityEngine;
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namespace NewHorizons.Builder.General
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{
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public static class SpawnPointBuilder
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{
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private static bool suitUpQueued = false;
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// Ship
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public static SpawnModule.ShipSpawnPoint ShipSpawnInfo { get; private set; }
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public static SpawnPoint ShipSpawn { get; private set; }
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public static Vector3 ShipSpawnOffset { get; private set; }
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// Player
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public static SpawnModule.PlayerSpawnPoint PlayerSpawnInfo { get; private set; }
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public static SpawnPoint PlayerSpawn { get; private set; }
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public static void OverridePlayerSpawn(SpawnPoint newSpawn)
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{
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PlayerSpawn = newSpawn;
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PlayerSpawnInfo = null;
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}
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public static SpawnPoint Make(GameObject planetGO, SpawnModule module, OWRigidbody owRigidBody)
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{
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SpawnPoint playerSpawn = null;
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// Make the spawn point even if it won't be used this loop
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if (module.playerSpawn != null)
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{
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GameObject spawnGO = GeneralPropBuilder.MakeNew("PlayerSpawnPoint", planetGO, null, module.playerSpawn);
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spawnGO.layer = Layer.PlayerSafetyCollider;
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playerSpawn = spawnGO.AddComponent<SpawnPoint>();
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playerSpawn._attachedBody = owRigidBody;
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playerSpawn._spawnLocation = SpawnLocation.None;
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// #601 we need to actually set the right trigger volumes here
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playerSpawn._triggerVolumes = new OWTriggerVolume[0];
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// This was a stupid hack to stop players getting stuck in the ground and now we have to keep it forever
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spawnGO.transform.position += spawnGO.transform.TransformDirection(module.playerSpawn.offset ?? Vector3.up * 4f);
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if (PlayerSpawn == null || module.playerSpawn.GetPriority() > PlayerSpawnInfo.GetPriority())
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{
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PlayerSpawn = playerSpawn;
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PlayerSpawnInfo = module.playerSpawn;
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}
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}
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if (module.shipSpawn != null)
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{
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var spawnGO = GeneralPropBuilder.MakeNew("ShipSpawnPoint", planetGO, null, module.shipSpawn);
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spawnGO.SetActive(false);
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spawnGO.layer = Layer.PlayerSafetyCollider;
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var shipSpawn = spawnGO.AddComponent<SpawnPoint>();
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shipSpawn._isShipSpawn = true;
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shipSpawn._attachedBody = owRigidBody;
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shipSpawn._spawnLocation = SpawnLocation.None;
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// #601 we need to actually set the right trigger volumes here
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shipSpawn._triggerVolumes = new OWTriggerVolume[0];
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var shipSpawnOffset = module.shipSpawn.offset ?? (module.shipSpawn.alignRadial.GetValueOrDefault() ? Vector3.up * 4 : Vector3.zero);
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if (ShipSpawn == null || module.shipSpawn.GetPriority() > ShipSpawnInfo.GetPriority())
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{
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ShipSpawn = shipSpawn;
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ShipSpawnOffset = shipSpawnOffset;
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ShipSpawnInfo = module.shipSpawn;
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}
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spawnGO.SetActive(true);
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}
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if ((Main.Instance.IsWarpingFromVessel || (!Main.Instance.IsWarpingFromShip && (module.playerSpawn?.startWithSuit ?? false))) && !suitUpQueued)
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{
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suitUpQueued = true;
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Delay.RunWhen(() => Main.IsSystemReady, SuitUp);
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}
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NHLogger.Log($"Made spawnpoint on [{planetGO.name}]");
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return playerSpawn;
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}
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public static void SuitUp()
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{
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suitUpQueued = false;
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if (!Locator.GetPlayerController()._isWearingSuit)
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{
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Locator.GetPlayerSuit().SuitUp(false, true, true);
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var spv = SearchUtilities.Find("Ship_Body/Module_Supplies/Systems_Supplies/ExpeditionGear")?.GetComponent<SuitPickupVolume>();
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if (spv != null)
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{
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var command = spv._interactVolume.GetInteractionAt(spv._pickupSuitCommandIndex).inputCommand;
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// Make the ship act as if the player took the suit
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var eventDelegate = (MulticastDelegate)typeof(MultipleInteractionVolume).GetField(
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nameof(MultipleInteractionVolume.OnPressInteract),
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BindingFlags.Instance | BindingFlags.NonPublic)
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.GetValue(spv._interactVolume);
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foreach (var handler in eventDelegate.GetInvocationList())
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{
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handler.Method.Invoke(handler.Target, new object[] { command });
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}
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spv._interactVolume._listInteractions.First(x => x.promptText == UITextType.SuitUpPrompt).interactionEnabled = true;
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}
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}
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}
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}
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}
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