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68 lines
3.0 KiB
C#
68 lines
3.0 KiB
C#
using NewHorizons.External.Configs;
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using NewHorizons.External.Modules;
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using UnityEngine;
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using Logger = NewHorizons.Utility.Logger;
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namespace NewHorizons.Builder.General
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{
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public static class GravityBuilder
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{
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public static GravityVolume Make(GameObject planetGO, AstroObject ao, PlanetConfig config)
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{
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var exponent = config.Base.gravityFallOff == GravityFallOff.Linear ? 1f : 2f;
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var GM = config.Base.surfaceGravity * Mathf.Pow(config.Base.surfaceSize, exponent);
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// Gravity limit will be when the acceleration it would cause is less than 0.1 m/s^2
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var gravityRadius = GM / 0.1f;
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if (exponent == 2f) gravityRadius = Mathf.Sqrt(gravityRadius);
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// To let you actually orbit things the way you would expect we cap this at 4x the diameter if its not a star or black hole (this is what giants deep has)
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if (config.Star == null && config.Singularity == null) gravityRadius = Mathf.Min(gravityRadius, 4 * config.Base.surfaceSize);
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else gravityRadius = Mathf.Min(gravityRadius, 15 * config.Base.surfaceSize);
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if (config.Base.sphereOfInfluence != 0f) gravityRadius = config.Base.sphereOfInfluence;
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var gravityGO = new GameObject("GravityWell");
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gravityGO.transform.parent = planetGO.transform;
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gravityGO.transform.localPosition = Vector3.zero;
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gravityGO.layer = 17;
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gravityGO.SetActive(false);
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var SC = gravityGO.AddComponent<SphereCollider>();
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SC.isTrigger = true;
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SC.radius = gravityRadius;
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var owCollider = gravityGO.AddComponent<OWCollider>();
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owCollider.SetLODActivationMask(DynamicOccupant.Player);
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var owTriggerVolume = gravityGO.AddComponent<OWTriggerVolume>();
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var gravityVolume = gravityGO.AddComponent<GravityVolume>();
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gravityVolume._cutoffAcceleration = 0.1f;
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var falloff = config.Base.gravityFallOff == GravityFallOff.Linear? GravityVolume.FalloffType.linear : GravityVolume.FalloffType.inverseSquared;
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gravityVolume._falloffType = falloff;
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// Radius where your feet turn to the planet
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var alignmentRadius = config.Atmosphere?.clouds?.outerCloudRadius ?? 1.5f * config.Base.surfaceSize;
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if (config.Base.surfaceGravity == 0) alignmentRadius = 0;
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gravityVolume._alignmentRadius = alignmentRadius;
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gravityVolume._upperSurfaceRadius = config.Base.surfaceSize;
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gravityVolume._lowerSurfaceRadius = 0;
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gravityVolume._layer = 3;
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gravityVolume._priority = 0;
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gravityVolume._alignmentPriority = 0;
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gravityVolume._surfaceAcceleration = config.Base.surfaceGravity;
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gravityVolume._inheritable = false;
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gravityVolume._isPlanetGravityVolume = true;
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gravityVolume._cutoffRadius = 0f;
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gravityGO.SetActive(true);
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ao._gravityVolume = gravityVolume;
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return gravityVolume;
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}
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}
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}
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