2022-05-22 18:57:05 -04:00

280 lines
10 KiB
C#

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