2023-02-21 19:07:24 -06:00

160 lines
6.7 KiB
C#

using NewHorizons.Components.SizeControllers;
using NewHorizons.Utility;
using UnityEngine;
using NewHorizons.External.Modules.VariableSize;
using Tessellation;
namespace NewHorizons.Builder.Body
{
public static class WaterBuilder
{
private static MeshGroup _oceanMeshGroup;
private static Material[] _oceanLowAltitudeMaterials;
private static GameObject _oceanFog;
private static GameObject _oceanAmbientLight;
private static bool _isInit;
internal static void InitPrefabs()
{
if (_isInit) return;
_isInit = true;
if (_oceanMeshGroup == null)
{
_oceanMeshGroup = ScriptableObject.CreateInstance<MeshGroup>().Rename("Ocean").DontDestroyOnLoad();
var gdVariants = SearchUtilities.Find("Ocean_GD").GetComponent<TessellatedSphereRenderer>().tessellationMeshGroup.variants;
for (int i = 0; i < 16; i++)
{
var mesh = new Mesh();
mesh.CopyPropertiesFrom(gdVariants[i]);
mesh.name = gdVariants[i].name;
mesh.DontDestroyOnLoad();
_oceanMeshGroup.variants[i] = mesh;
}
}
if (_oceanLowAltitudeMaterials == null) _oceanLowAltitudeMaterials = SearchUtilities.Find("Ocean_GD").GetComponent<TessellatedSphereLOD>()._lowAltitudeMaterials.MakePrefabMaterials();
if (_oceanFog == null) _oceanFog = SearchUtilities.Find("GiantsDeep_Body/Sector_GD/Sector_GDInterior/Effects_GDInterior/OceanFog").InstantiateInactive().Rename("Prefab_GD_OceanFog").DontDestroyOnLoad();
if (_oceanAmbientLight == null) _oceanAmbientLight = SearchUtilities.Find("Ocean_GD").GetComponent<OceanLODController>()._ambientLight.gameObject.InstantiateInactive().Rename("OceanAmbientLight").DontDestroyOnLoad();
}
public static RadialFluidVolume Make(GameObject planetGO, Sector sector, OWRigidbody rb, WaterModule module)
{
InitPrefabs();
var waterSize = module.size;
GameObject waterGO = new GameObject("Water");
waterGO.SetActive(false);
waterGO.transform.parent = sector?.transform ?? planetGO.transform;
waterGO.transform.localScale = new Vector3(waterSize, waterSize, waterSize);
// Don't ignore sun when not under clouds
waterGO.layer = 0;
Delay.FireOnNextUpdate(() => { if (planetGO.FindChild("Sector/SunOverride") != null) waterGO.layer = 15; });
TessellatedSphereRenderer TSR = waterGO.AddComponent<TessellatedSphereRenderer>();
TSR.tessellationMeshGroup = ScriptableObject.CreateInstance<MeshGroup>();
for (int i = 0; i < 16; i++)
{
var mesh = new Mesh();
mesh.CopyPropertiesFrom(_oceanMeshGroup.variants[i]);
TSR.tessellationMeshGroup.variants[i] = mesh;
}
var GDSharedMaterials = _oceanLowAltitudeMaterials;
var tempArray = new Material[GDSharedMaterials.Length];
for (int i = 0; i < GDSharedMaterials.Length; i++)
{
tempArray[i] = new Material(GDSharedMaterials[i]);
if (module.tint != null)
{
tempArray[i].color = module.tint.ToColor();
tempArray[i].SetColor("_FogColor", module.tint.ToColor());
}
}
TSR.sharedMaterials = tempArray;
// stuff is black without this crap
OceanEffectController OEC = waterGO.AddComponent<OceanEffectController>();
OEC._sector = sector;
OEC._ocean = TSR;
var OLC = waterGO.AddComponent<OceanLODController>();
OLC._sector = sector;
OLC._ambientLight = _oceanAmbientLight.GetComponent<Light>(); // this needs to be set or else is black
// trigger sector enter
Delay.FireOnNextUpdate(() =>
{
OEC._active = true;
OEC.enabled = true;
OLC.enabled = true;
});
//Buoyancy
var buoyancyObject = new GameObject("WaterVolume");
buoyancyObject.transform.parent = waterGO.transform;
buoyancyObject.transform.localScale = Vector3.one;
buoyancyObject.layer = LayerMask.NameToLayer("BasicEffectVolume");
var sphereCollider = buoyancyObject.AddComponent<SphereCollider>();
sphereCollider.radius = 1;
sphereCollider.isTrigger = true;
var owCollider = buoyancyObject.AddComponent<OWCollider>();
owCollider._parentBody = rb;
owCollider._collider = sphereCollider;
var buoyancyTriggerVolume = buoyancyObject.AddComponent<OWTriggerVolume>();
buoyancyTriggerVolume._owCollider = owCollider;
var fluidVolume = buoyancyObject.AddComponent<RadialFluidVolume>();
fluidVolume._fluidType = FluidVolume.Type.WATER;
fluidVolume._attachedBody = rb;
fluidVolume._triggerVolume = buoyancyTriggerVolume;
fluidVolume._radius = waterSize;
fluidVolume._buoyancyDensity = module.buoyancy;
fluidVolume._density = module.density;
fluidVolume._layer = LayerMask.NameToLayer("BasicEffectVolume");
var fogGO = GameObject.Instantiate(_oceanFog, waterGO.transform);
fogGO.name = "OceanFog";
fogGO.transform.localPosition = Vector3.zero;
fogGO.transform.localScale = Vector3.one;
fogGO.SetActive(true);
if (module.tint != null)
{
var adjustedColour = module.tint.ToColor() / 4f;
adjustedColour.a *= 4f;
fogGO.GetComponent<MeshRenderer>().material.color = adjustedColour;
}
if (module.curve != null)
{
var sizeController = waterGO.AddComponent<WaterSizeController>();
sizeController.SetScaleCurve(module.curve);
sizeController.oceanFogMaterial = fogGO.GetComponent<MeshRenderer>().material;
sizeController.fluidVolume = fluidVolume;
sizeController.size = module.size;
}
else
{
fogGO.GetComponent<MeshRenderer>().material.SetFloat("_Radius", module.size);
fogGO.GetComponent<MeshRenderer>().material.SetFloat("_Radius2", 0);
}
// TODO: fix ruleset making the sand bubble pop up
waterGO.transform.position = planetGO.transform.position;
waterGO.SetActive(true);
return fluidVolume;
}
}
}