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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
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71 lines
3.4 KiB
C#
71 lines
3.4 KiB
C#
using NewHorizons.Components.Orbital;
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using NewHorizons.External.Configs;
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using NewHorizons.Utility.OWML;
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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 AstroObjectBuilder
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{
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public static NHAstroObject Make(GameObject body, AstroObject primaryBody, PlanetConfig config, bool isVanilla)
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{
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NHAstroObject astroObject = body.AddComponent<NHAstroObject>();
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astroObject.isVanilla = isVanilla;
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astroObject.HideDisplayName = !config.Base.hasMapMarker;
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astroObject.invulnerableToSun = config.Base.invulnerableToSun;
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if (config.Orbit != null) astroObject.SetOrbitalParametersFromConfig(config.Orbit);
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var type = AstroObject.Type.Planet;
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if (config.Orbit.isMoon) type = AstroObject.Type.Moon;
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// else if (config.Base.IsSatellite) type = AstroObject.Type.Satellite;
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else if (config.CometTail != null) type = AstroObject.Type.Comet;
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else if (config.Star != null) type = AstroObject.Type.Star;
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else if (config.FocalPoint != null) type = AstroObject.Type.None;
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astroObject._type = type;
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astroObject._name = AstroObject.Name.CustomString;
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astroObject._customName = config.name;
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astroObject._primaryBody = primaryBody;
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// Expand gravitational sphere of influence of the primary to encompass this body if needed
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if (primaryBody?.gameObject?.GetComponent<SphereCollider>() != null && !config.Orbit.isStatic)
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{
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var primarySphereOfInfluence = primaryBody.GetGravityVolume().gameObject.GetComponent<SphereCollider>();
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if (primarySphereOfInfluence.radius < config.Orbit.semiMajorAxis)
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primarySphereOfInfluence.radius = config.Orbit.semiMajorAxis * 1.5f;
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}
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if (config.Orbit.isTidallyLocked)
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{
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var alignmentAxis = config.Orbit.alignmentAxis ?? new Vector3(0, -1, 0);
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// Start it off facing the right way
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var facing = body.transform.TransformDirection(alignmentAxis);
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body.transform.rotation = Quaternion.FromToRotation(facing, alignmentAxis) * body.transform.rotation;
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var alignment = body.AddComponent<AlignWithTargetBody>();
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alignment.SetTargetBody(primaryBody?.GetAttachedOWRigidbody());
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alignment._usePhysicsToRotate = false;
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alignment._localAlignmentAxis = alignmentAxis;
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// Static bodies won't update rotation with physics for some reason
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// Have to set it in 2 ticks else it flings the player into deep space on spawn (#171)
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// Pushed to 3 frames after system is ready, bc spawning takes 2 frames, this is hurting my brain too much to try to improve the numbers idc
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if (!config.Orbit.isStatic) Delay.RunWhen(() => Main.IsSystemReady, () => Delay.FireInNUpdates(() => alignment._usePhysicsToRotate = true, 3));
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}
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if (config.Base.centerOfSolarSystem)
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{
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NHLogger.Log($"Setting center of universe to {config.name}");
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Delay.RunWhen(
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() => Locator._centerOfTheUniverse != null,
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() => Locator._centerOfTheUniverse._staticReferenceFrame = astroObject.GetComponent<OWRigidbody>()
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);
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}
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return astroObject;
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}
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}
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}
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