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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
88 lines
4.0 KiB
C#
88 lines
4.0 KiB
C#
using NewHorizons.External.Modules;
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using NewHorizons.Utility;
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using UnityEngine;
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namespace NewHorizons.Builder.Props
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{
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public static class GeyserBuilder
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{
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public static void Make(GameObject planetGO, Sector sector, PropModule.GeyserInfo info)
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{
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var geyserGO = SearchUtilities.Find("TimberHearth_Body/Sector_TH/Interactables_TH/Geysers/Geyser_Village").InstantiateInactive();
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geyserGO.transform.parent = sector?.transform ?? planetGO.transform;
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geyserGO.name = "Geyser";
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var pos = (Vector3)info.position;
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// Offset height, default -97.5 pushes it underground so the spout is at the surface
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var length = pos.magnitude + info.offset;
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// About 130 high, bubbles start at 10, shaft starts at 67, spout starts at 97.5
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geyserGO.transform.position = planetGO.transform.TransformPoint(pos.normalized * length);
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geyserGO.transform.localScale = Vector3.one;
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var up = planetGO.transform.TransformPoint(pos) - planetGO.transform.position;
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geyserGO.transform.rotation = Quaternion.FromToRotation(geyserGO.transform.up, up) * geyserGO.transform.rotation;
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var bubbles = geyserGO.FindChild("GeyserParticles/GeyserBubbles");
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var shaft = geyserGO.FindChild("GeyserParticles/GeyserShaft");
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var spout = geyserGO.FindChild("GeyserParticles/GeyserSpout");
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if (info.tint != null)
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{
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var tint = info.tint.ToColor();
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bubbles.GetComponent<ParticleSystemRenderer>().material.color = new Color(tint.r, tint.g, tint.b, Mathf.LerpUnclamped(0.5f, 1f, tint.a)); //bubbles disappear at 0.5 alpha
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shaft.GetComponent<ParticleSystemRenderer>().material.color = tint;
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spout.GetComponent<ParticleSystemRenderer>().material.color = tint;
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}
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if (info.disableBubbles) bubbles.SetActive(false);
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if (info.disableShaft) shaft.SetActive(false);
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if (info.disableSpout) spout.SetActive(false);
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var geyserController = geyserGO.GetComponent<GeyserController>();
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geyserController._activeDuration = info.activeDuration;
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geyserController._inactiveDuration = info.inactiveDuration;
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geyserGO.SetActive(true);
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var geyserFluidVolume = geyserGO.GetComponentInChildren<GeyserFluidVolume>();
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// Do this after awake
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Delay.FireOnNextUpdate(() => geyserFluidVolume._maxHeight = 1);
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if (info.force == 0f) geyserFluidVolume.enabled = false;
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else
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{
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geyserFluidVolume.enabled = true; // why do we enable this? idk
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geyserFluidVolume.GetComponent<CapsuleShape>().enabled = true; // i think this is already enabled but wtv
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geyserFluidVolume._attractionalFlowSpeed *= info.force / 55f;
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geyserFluidVolume._directionalFlowSpeed = info.force;
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}
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geyserGO.GetComponent<GeyserAudioController>().SetSector(sector);
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var oneShotAudio = geyserGO.FindChild("Geyser_OneShotAudioSrc");
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var loopAudio = geyserGO.FindChild("Geyser_LoopAudioSrc");
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oneShotAudio.GetComponent<AudioSpreadController>().SetSector(sector);
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loopAudio.GetComponent<AudioSpreadController>().SetSector(sector);
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// Someone might want a geyser just for its force maybe idk
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if (info.disableSpout & info.disableShaft & info.disableBubbles)
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{
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oneShotAudio.SetActive(false);
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loopAudio.SetActive(false);
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}
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// Disable start/end sounds if its just bubbles
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else if (info.disableSpout & info.disableShaft)
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{
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oneShotAudio.SetActive(false);
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}
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// If it starts at the shaft, move the start/end sounds to it
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else if ((info.disableSpout & !info.disableShaft) | info.offset == -67f)
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{
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oneShotAudio.transform.SetLocalPositionY(67f);
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}
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}
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}
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}
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