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51 lines
2.1 KiB
C#
51 lines
2.1 KiB
C#
using NewHorizons.External.Configs;
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using NewHorizons.External.Modules;
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using UnityEngine;
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namespace NewHorizons.Builder.General
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{
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public static class RFVolumeBuilder
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{
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public static void Make(GameObject planetGO, OWRigidbody owrb, float sphereOfInfluence, ReferenceFrameModule module)
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{
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var rfGO = new GameObject("RFVolume");
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rfGO.transform.parent = planetGO.transform;
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rfGO.transform.localPosition = Vector3.zero;
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rfGO.layer = 19;
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rfGO.SetActive(false);
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var SC = rfGO.AddComponent<SphereCollider>();
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SC.isTrigger = true;
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// This radius ends up being set by min and max collider radius on the RFV but we set it anyway because why fix what aint broke
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SC.radius = sphereOfInfluence * 2;
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var RFV = rfGO.AddComponent<ReferenceFrameVolume>();
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var minTargetDistance = module.targetWhenClose ? 0 : sphereOfInfluence;
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var RV = new ReferenceFrame(owrb);
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RV._minSuitTargetDistance = minTargetDistance;
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// The game raycasts to 100km, but if the target is farther than this max distance it ignores it
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RV._maxTargetDistance = module.maxTargetDistance;
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RV._autopilotArrivalDistance = 2.0f * sphereOfInfluence;
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RV._autoAlignmentDistance = sphereOfInfluence * 1.5f;
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RV._hideLandingModePrompt = false;
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RV._matchAngularVelocity = true;
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RV._minMatchAngularVelocityDistance = 70;
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RV._maxMatchAngularVelocityDistance = 400;
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RV._bracketsRadius = module.bracketRadius > -1 ? module.bracketRadius : sphereOfInfluence;
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RFV._referenceFrame = RV;
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RFV._minColliderRadius = minTargetDistance;
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RFV._maxColliderRadius = module.targetColliderRadius > 0 ? module.targetColliderRadius : sphereOfInfluence * 2f;
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RFV._isPrimaryVolume = true;
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RFV._isCloseRangeVolume = false;
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owrb.SetAttachedReferenceFrameVolume(RFV);
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if (!module.enabled) GameObject.Destroy(rfGO);
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else rfGO.SetActive(!module.hideInMap);
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}
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}
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}
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