mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
310 lines
12 KiB
C#
310 lines
12 KiB
C#
using NewHorizons.Builder.Props;
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using NewHorizons.External.Configs;
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using NewHorizons.External.Modules;
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using NewHorizons.External.Props;
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using NewHorizons.Handlers;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.InputSystem;
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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 AstroObject 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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public GameObject mostRecentlyPlacedPropGO { get { return props.Count() <= 0 ? null : props[props.Count() - 1].gameObject; } }
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public string mostRecentlyPlacedPropPath { get { return props.Count() <= 0 ? "" : props[props.Count() - 1].detailInfo.path; } }
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private ScreenPrompt _placePrompt;
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private ScreenPrompt _undoPrompt;
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private ScreenPrompt _redoPrompt;
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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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_placePrompt = new ScreenPrompt(TranslationHandler.GetTranslation("DEBUG_PLACE", TranslationHandler.TextType.UI) + " <CMD>", ImageUtilities.GetButtonSprite(KeyCode.G));
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_undoPrompt = new ScreenPrompt(TranslationHandler.GetTranslation("DEBUG_UNDO", TranslationHandler.TextType.UI) + " <CMD>", ImageUtilities.GetButtonSprite(KeyCode.Minus));
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_redoPrompt = new ScreenPrompt(TranslationHandler.GetTranslation("DEBUG_REDO", TranslationHandler.TextType.UI) + " <CMD>", ImageUtilities.GetButtonSprite(KeyCode.Equals));
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Locator.GetPromptManager().AddScreenPrompt(_placePrompt, PromptPosition.UpperRight, false);
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Locator.GetPromptManager().AddScreenPrompt(_undoPrompt, PromptPosition.UpperRight, false);
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Locator.GetPromptManager().AddScreenPrompt(_redoPrompt, PromptPosition.UpperRight, false);
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}
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private void OnDestroy()
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{
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var promptManager = Locator.GetPromptManager();
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if (promptManager == null) return;
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promptManager.RemoveScreenPrompt(_placePrompt, PromptPosition.UpperRight);
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promptManager.RemoveScreenPrompt(_undoPrompt, PromptPosition.UpperRight);
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promptManager.RemoveScreenPrompt(_redoPrompt, PromptPosition.UpperRight);
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}
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private void Update()
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{
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UpdatePromptVisibility();
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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 UpdatePromptVisibility()
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{
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var visible = !OWTime.IsPaused() && Main.Debug && active;
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_placePrompt.SetVisibility(visible);
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_undoPrompt.SetVisibility(visible && props.Count > 0);
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_redoPrompt.SetVisibility(visible && deletedProps.Count > 0);
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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);
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//TODO: use DropItem logic to make props not clip through the ground when placed
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//public virtual void DropItem(Vector3 position, Vector3 normal, Transform parent, Sector sector, IItemDropTarget customDropTarget)
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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)
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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.hitBodyGameObject == null)
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{
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Logger.LogError($"Failed to place object {currentObject} on nothing.");
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return;
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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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var planetGO = data.hitBodyGameObject;
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if (!planetGO.name.EndsWith("_Body"))
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{
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Logger.LogWarning("Cannot place object on non-body object: " + data.hitBodyGameObject.name);
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}
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var sector = planetGO.GetComponentInChildren<Sector>();
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var prefab = SearchUtilities.Find(currentObject);
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var detailInfo = new DetailInfo()
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{
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position = data.pos,
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rotation = data.rot.eulerAngles,
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};
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var prop = DetailBuilder.Make(planetGO, sector, prefab, detailInfo);
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var body = data.hitBodyGameObject.GetComponent<AstroObject>();
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if (body != null) RegisterProp(body, prop);
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}
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catch
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{
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Logger.LogError($"Failed to place object {currentObject} on body ${data.hitBodyGameObject} 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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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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return astroObjectName;
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}
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public void FindAndRegisterPropsFromConfig(PlanetConfig config, List<string> pathsList = null)
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{
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if (config.starSystem != Main.Instance.CurrentStarSystem) return;
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var 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 astroObject = AstroObjectLocator.GetAstroObject(config.name);
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foreach (var detail in config.Props.details)
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{
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var 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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var data = RegisterProp_WithReturn(astroObject, 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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if (pathsList != null) pathsList.Add(data.detailInfo.path);
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}
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}
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}
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public void RegisterProp(AstroObject body, GameObject prop)
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{
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RegisterProp_WithReturn(body, prop);
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}
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private PropPlacementData RegisterProp_WithReturn(AstroObject body, 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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//var body = AstroObjectLocator.GetAstroObject(bodyGameObjectName);
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Logger.LogVerbose($"Adding prop to {Main.Instance.CurrentStarSystem}::{body.name}");
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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 = body,
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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<AstroObject, 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<AstroObject, DetailInfo[]> propConfigs = new Dictionary<AstroObject, 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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if (bodyProps[0].body == null) continue;
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var body = bodyProps[0].body;
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Logger.LogVerbose("getting prop group for body " + body.name);
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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[body] = 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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