mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
148 lines
4.7 KiB
C#
148 lines
4.7 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.UI;
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using NewHorizons.Utility;
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using OWML.Common;
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using Logger = NewHorizons.Utility.Logger;
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namespace NewHorizons.Handlers
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{
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class SubtitlesHandler : MonoBehaviour
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{
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public static int SUBTITLE_HEIGHT = 97;
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public static int SUBTITLE_WIDTH = 669; // nice
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public Graphic graphic;
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public Image image;
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public float fadeSpeed = 0.005f;
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public float fade = 1;
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public bool fadingAway = true;
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public List<Sprite> possibleSubtitles = new List<Sprite>();
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public bool eoteSubtitleHasBeenInserted = false;
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public Sprite eoteSprite;
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public int subtitleIndex;
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public System.Random randomizer;
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public static readonly int PAUSE_TIMER_MAX = 50;
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public int pauseTimer = PAUSE_TIMER_MAX;
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public void CheckForEOTE()
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{
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if (!eoteSubtitleHasBeenInserted)
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{
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if (Main.HasDLC)
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{
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if (eoteSprite != null) possibleSubtitles.Insert(0, eoteSprite); // ensure that the Echoes of the Eye subtitle always appears first
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eoteSubtitleHasBeenInserted = true;
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}
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}
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}
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public void Start()
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{
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randomizer = new System.Random();
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GetComponent<CanvasGroup>().alpha = 1;
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graphic = GetComponent<Graphic>();
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image = GetComponent<UnityEngine.UI.Image>();
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graphic.enabled = true;
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image.enabled = true;
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eoteSprite = image.sprite;
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CheckForEOTE();
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image.sprite = null; // Just in case. I don't know how not having the dlc changes the subtitle game object
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AddSubtitles();
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}
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private void AddSubtitles()
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{
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foreach (var mod in Main.MountedAddons.Where(mod => File.Exists($"{mod.ModHelper.Manifest.ModFolderPath}subtitle.png")))
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{
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AddSubtitle(mod, "subtitle.png");
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}
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}
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public void AddSubtitle(IModBehaviour mod, string filepath)
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{
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Logger.Log($"Adding subtitle for {mod.ModHelper.Manifest.Name}");
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var tex = ImageUtilities.GetTexture(mod, filepath, false);
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if (tex == null) return;
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var sprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, SUBTITLE_HEIGHT), new Vector2(0.5f, 0.5f), 100.0f);
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AddSubtitle(sprite);
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}
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public void AddSubtitle(Sprite sprite)
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{
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possibleSubtitles.Add(sprite);
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}
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public void Update()
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{
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CheckForEOTE();
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if (possibleSubtitles.Count == 0) return;
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if (image.sprite == null) image.sprite = possibleSubtitles[0];
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// don't fade transition subtitles if there's only one subtitle
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if (possibleSubtitles.Count <= 1) return;
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if (pauseTimer > 0)
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{
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pauseTimer--;
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return;
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}
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if (fadingAway)
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{
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fade -= fadeSpeed;
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if (fade <= 0)
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{
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fade = 0;
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ChangeSubtitle();
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fadingAway = false;
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}
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}
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else
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{
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fade += fadeSpeed;
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if (fade >= 1)
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{
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fade = 1;
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fadingAway = true;
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pauseTimer = PAUSE_TIMER_MAX;
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}
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}
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graphic.color = new Color(1, 1, 1, fade);
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}
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public void ChangeSubtitle()
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{
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// to pick a new random subtitle without requiring retries, we generate a random offset less than the length of the possible subtitles array
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// we then add that offset to the current index, modulo NUMBER_OF_POSSIBLE_SUBTITLES
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// since the offset can never be NUMBER_OF_POSSIBLE_SUBTITLES, it will never wrap all the way back around to the initial subtitleIndex
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// note, this makes the code more confusing, but Random.Next(min, max) generates a random number on the range [min, max)
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// that is, the below code will generate numbers up to and including Count-1, not Count.
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var newIndexOffset = randomizer.Next(1, possibleSubtitles.Count);
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subtitleIndex = (subtitleIndex + newIndexOffset) % possibleSubtitles.Count;
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image.sprite = possibleSubtitles[subtitleIndex];
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}
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}
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}
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