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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
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280 lines
10 KiB
C#
280 lines
10 KiB
C#
using NewHorizons.Builder.Props;
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using NewHorizons.External.Configs;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using static NewHorizons.External.Modules.PropModule;
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namespace NewHorizons.Utility.DebugUtilities
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{
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//
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// The prop placer. Doesn't interact with any files, just places and tracks props.
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//
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[RequireComponent(typeof(DebugRaycaster))]
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class DebugPropPlacer : MonoBehaviour
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{
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private struct PropPlacementData
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{
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public string body;
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public string system;
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public GameObject gameObject;
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public DetailInfo detailInfo;
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}
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// VASE
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public static readonly string DEFAULT_OBJECT = "BrittleHollow_Body/Sector_BH/Sector_NorthHemisphere/Sector_NorthPole/Sector_HangingCity/Sector_HangingCity_District1/Props_HangingCity_District1/OtherComponentsGroup/Props_HangingCity_Building_10/Prefab_NOM_VaseThin";
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public string currentObject { get; private set; } // path of the prop to be placed
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private bool hasAddedCurrentObjectToRecentsList = false;
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private List<PropPlacementData> props = new List<PropPlacementData>();
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private List<PropPlacementData> deletedProps = new List<PropPlacementData>();
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private DebugRaycaster _rc;
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public static HashSet<string> RecentlyPlacedProps = new HashSet<string>();
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public static bool active = false;
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private void Awake()
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{
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_rc = this.GetRequiredComponent<DebugRaycaster>();
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currentObject = DEFAULT_OBJECT;
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}
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private void Update()
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{
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if (!Main.Debug) return;
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if (!active) return;
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if (Keyboard.current[Key.G].wasReleasedThisFrame)
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{
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PlaceObject();
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}
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if (Keyboard.current[Key.Minus].wasReleasedThisFrame)
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{
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DeleteLast();
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}
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if (Keyboard.current[Key.Equals].wasReleasedThisFrame)
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{
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UndoDelete();
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}
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}
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public void SetCurrentObject(string s)
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{
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currentObject = s;
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hasAddedCurrentObjectToRecentsList = false;
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}
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internal void PlaceObject()
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{
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DebugRaycastData data = _rc.Raycast();
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PlaceObject(data, this.gameObject.transform.position);
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if (!hasAddedCurrentObjectToRecentsList)
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{
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hasAddedCurrentObjectToRecentsList = true;
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if (!RecentlyPlacedProps.Contains(currentObject))
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{
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RecentlyPlacedProps.Add(currentObject);
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}
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}
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}
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public void PlaceObject(DebugRaycastData data, Vector3 playerAbsolutePosition)
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{
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// TODO: implement sectors
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// if this hits a sector, store that sector and add a config file option for it
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if (!data.hitObject.name.EndsWith("_Body"))
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{
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Logger.Log("Cannot place object on non-body object: " + data.hitObject.name);
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}
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try
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{
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if (currentObject == "" || currentObject == null)
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{
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SetCurrentObject(DEFAULT_OBJECT);
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}
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GameObject prop = DetailBuilder.MakeDetail(data.hitObject, data.hitObject.GetComponentInChildren<Sector>(), currentObject, data.pos, data.norm, 1, false);
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PropPlacementData propData = RegisterProp_WithReturn(data.bodyName, prop);
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// align with surface normal
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Vector3 alignToSurface = (Quaternion.LookRotation(data.norm) * Quaternion.FromToRotation(Vector3.up, Vector3.forward)).eulerAngles;
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prop.transform.localEulerAngles = alignToSurface;
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// rotate facing dir towards player
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GameObject g = new GameObject();
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g.transform.parent = prop.transform.parent;
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g.transform.localPosition = prop.transform.localPosition;
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g.transform.localRotation = prop.transform.localRotation;
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prop.transform.parent = g.transform;
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var dirTowardsPlayer = prop.transform.parent.transform.InverseTransformPoint(playerAbsolutePosition) - prop.transform.localPosition;
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dirTowardsPlayer.y = 0;
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float rotation = Quaternion.LookRotation(dirTowardsPlayer).eulerAngles.y;
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prop.transform.localEulerAngles = new Vector3(0, rotation, 0);
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prop.transform.parent = g.transform.parent;
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GameObject.Destroy(g);
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}
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catch
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{
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Logger.Log($"Failed to place object {currentObject} on body ${data.hitObject} at location ${data.pos}.");
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}
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}
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public static string GetAstroObjectName(string bodyName)
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{
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if (bodyName.EndsWith("_Body")) bodyName = bodyName.Substring(0, bodyName.Length-"_Body".Length);
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var astroObject = AstroObjectLocator.GetAstroObject(bodyName);
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if (astroObject == null) return null;
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var astroObjectName = astroObject.name;
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if (astroObjectName.EndsWith("_Body")) astroObjectName = astroObjectName.Substring(0, astroObjectName.Length-"_Body".Length);
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return astroObjectName;
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}
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public void FindAndRegisterPropsFromConfig(PlanetConfig config)
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{
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if (config.starSystem != Main.Instance.CurrentStarSystem) return;
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AstroObject planet = AstroObjectLocator.GetAstroObject(config.name);
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if (planet == null) return;
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if (config.Props == null || config.Props.details == null) return;
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var astroObjectName = GetAstroObjectName(config.name);
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foreach (var detail in config.Props.details)
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{
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GameObject spawnedProp = DetailBuilder.GetSpawnedGameObjectByDetailInfo(detail);
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if (spawnedProp == null)
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{
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Logger.LogError("No spawned prop found for " + detail.path);
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continue;
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}
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PropPlacementData data = RegisterProp_WithReturn(astroObjectName, spawnedProp, detail.path, detail);
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// note: we do not support placing props from assetbundles, so they will not be added to the
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// selectable list of placed props
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if (detail.assetBundle == null && !RecentlyPlacedProps.Contains(data.detailInfo.path))
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{
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RecentlyPlacedProps.Add(data.detailInfo.path);
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}
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}
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}
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public void RegisterProp(string bodyGameObjectName, GameObject prop)
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{
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RegisterProp_WithReturn(bodyGameObjectName, prop);
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}
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private PropPlacementData RegisterProp_WithReturn(string bodyGameObjectName, GameObject prop, string propPath = null, DetailInfo detailInfo = null)
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{
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if (Main.Debug)
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{
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// TOOD: make this prop an item
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}
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string bodyName = GetAstroObjectName(bodyGameObjectName);
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Logger.Log("Adding prop to " + Main.Instance.CurrentStarSystem + "::" + bodyName);
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detailInfo = detailInfo == null ? new DetailInfo() : detailInfo;
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detailInfo.path = propPath == null ? currentObject : propPath;
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PropPlacementData data = new PropPlacementData
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{
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body = bodyName,
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gameObject = prop,
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system = Main.Instance.CurrentStarSystem,
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detailInfo = detailInfo
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};
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props.Add(data);
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return data;
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}
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public Dictionary<string, DetailInfo[]> GetPropsConfigByBody()
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{
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var groupedProps = props
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.GroupBy(p => p.system + "." + p.body)
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.Select(grp => grp.ToList())
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.ToList();
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Dictionary<string, DetailInfo[]> propConfigs = new Dictionary<string, DetailInfo[]>();
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foreach (List<PropPlacementData> bodyProps in groupedProps)
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{
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if (bodyProps == null || bodyProps.Count == 0) continue;
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Logger.Log("getting prop group for body " + bodyProps[0].body);
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if (AstroObjectLocator.GetAstroObject(bodyProps[0].body) == null) continue;
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string bodyName = GetAstroObjectName(bodyProps[0].body);
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DetailInfo[] infoArray = new DetailInfo[bodyProps.Count];
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propConfigs[bodyName] = infoArray;
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for(int i = 0; i < bodyProps.Count; i++)
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{
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var prop = bodyProps[i];
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var rootTransform = prop.gameObject.transform.root;
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// Objects are parented to the sector and not to the planet
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// However, raycasted positions are reported relative to the root game object
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// Normally these two are the same, but there are some notable exceptions (ex, floating islands)
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// So we can't use local position/rotation here, we have to inverse transform the global position/rotation relative to root object
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prop.detailInfo.position = rootTransform.InverseTransformPoint(prop.gameObject.transform.position);
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prop.detailInfo.scale = prop.gameObject.transform.localScale.x;
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if (!prop.detailInfo.alignToNormal) prop.detailInfo.rotation = rootTransform.InverseTransformRotation(prop.gameObject.transform.rotation).eulerAngles;
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infoArray[i] = prop.detailInfo;
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}
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}
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return propConfigs;
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}
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public void DeleteLast()
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{
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if (props.Count <= 0) return;
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PropPlacementData last = props[props.Count-1];
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props.RemoveAt(props.Count-1);
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last.gameObject.SetActive(false);
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deletedProps.Add(last);
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}
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public void UndoDelete()
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{
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if (deletedProps.Count <= 0) return;
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PropPlacementData last = deletedProps[deletedProps.Count-1];
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deletedProps.RemoveAt(deletedProps.Count-1);
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last.gameObject.SetActive(true);
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props.Add(last);
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}
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}
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}
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