mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
279 lines
9.9 KiB
C#
279 lines
9.9 KiB
C#
using NewHorizons.Builder.Body;
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using NewHorizons.Utility;
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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.Events;
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using Logger = NewHorizons.Utility.Logger;
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namespace NewHorizons.Components.SizeControllers
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{
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public class StarEvolutionController : SizeController
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{
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public GameObject atmosphere;
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public SupernovaEffectController supernova;
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public bool WillExplode { get; set; }
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public MColor StartColour { get; set; }
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public MColor EndColour { get; set; }
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public Texture normalRamp;
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public Texture collapseRamp;
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private Color _startColour;
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private Color _endColour;
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private PlanetaryFogController _fog;
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private MeshRenderer[] _atmosphereRenderers;
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private HeatHazardVolume _heatVolume;
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private DestructionVolume _destructionVolume;
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private SolarFlareEmitter _flareEmitter;
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private bool _isCollapsing;
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private float _collapseStartSize;
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private float _collapseTimer;
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public float collapseTime = 5f; // seconds
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public float lifespan = 22f; // minutes
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private float _age;
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private bool _isSupernova;
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private float _supernovaStartTime;
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private Material _collapseStartSurfaceMaterial;
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private Material _collapseEndSurfaceMaterial;
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private Material _startSurfaceMaterial;
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private Material _endSurfaceMaterial;
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private Texture _normalRamp;
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private Texture _collapseRamp;
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private StarEvolutionController _proxy;
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public UnityEvent SupernovaStart = new UnityEvent();
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private float maxScale;
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private static readonly int ColorRamp = Shader.PropertyToID("_ColorRamp");
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private Color _currentColour;
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void Start()
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{
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var sun = GameObject.FindObjectOfType<SunController>();
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_collapseStartSurfaceMaterial = new Material(sun._collapseStartSurfaceMaterial);
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_collapseEndSurfaceMaterial = new Material(sun._collapseEndSurfaceMaterial);
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_startSurfaceMaterial = new Material(sun._startSurfaceMaterial);
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_endSurfaceMaterial = new Material(sun._endSurfaceMaterial);
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if (normalRamp == null)
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{
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_normalRamp = sun._startSurfaceMaterial.GetTexture(ColorRamp);
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} else
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{
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_normalRamp = normalRamp;
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}
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if (collapseRamp == null)
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{
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_collapseRamp = sun._collapseStartSurfaceMaterial.GetTexture(ColorRamp);
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} else
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{
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_collapseRamp = collapseRamp;
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}
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// Copy over the material that was set in star builder
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_collapseStartSurfaceMaterial.SetTexture(ColorRamp, _collapseRamp);
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_collapseEndSurfaceMaterial.SetTexture(ColorRamp, _collapseRamp);
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_startSurfaceMaterial.SetTexture(ColorRamp, _normalRamp);
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_endSurfaceMaterial.SetTexture(ColorRamp, _normalRamp);
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if (StartColour == null)
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{
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_startColour = _startSurfaceMaterial.color;
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}
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else
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{
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_startColour = StartColour.ToColor();
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_startSurfaceMaterial.color = _startColour;
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}
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if (EndColour == null)
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{
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_endColour = _startColour;
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_endSurfaceMaterial.color = _startColour;
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}
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else
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{
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_endColour = EndColour.ToColor();
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_endSurfaceMaterial.color = _startColour * 4.5948f;
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}
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_heatVolume = GetComponentInChildren<HeatHazardVolume>();
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_destructionVolume = GetComponentInChildren<DestructionVolume>();
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if (atmosphere != null)
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{
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_fog = atmosphere?.GetComponentInChildren<PlanetaryFogController>();
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_atmosphereRenderers = atmosphere?.transform?.Find("AtmoSphere")?.GetComponentsInChildren<MeshRenderer>();
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}
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if (WillExplode) GlobalMessenger.AddListener("TriggerSupernova", StartCollapse);
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if (scaleCurve != null)
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{
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maxScale = scaleCurve.keys.Select(x => x.value).Max() * size;
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}
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else
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{
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maxScale = 0;
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scaleCurve = new AnimationCurve();
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scaleCurve.AddKey(0, 1);
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}
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_flareEmitter = GetComponentInChildren<SolarFlareEmitter>();
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}
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public void OnDestroy()
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{
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if (WillExplode) GlobalMessenger.RemoveListener("TriggerSupernova", StartCollapse);
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}
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public void SetProxy(StarEvolutionController proxy)
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{
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_proxy = proxy;
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_proxy.supernova.SetIsProxy(true);
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}
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private void UpdateMainSequence()
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{
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// Only do colour transition stuff if they set an end colour
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if (EndColour != null)
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{
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// Use the age if theres no resizing happening, else make it get redder the larger it is or wtv
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var t = _age / (lifespan * 60f);
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if (maxScale > 0) t = CurrentScale / maxScale;
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if (t < 1f)
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{
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_currentColour = Color.Lerp(_startColour, _endColour, t);
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supernova._surface._materials[0].Lerp(_startSurfaceMaterial, _endSurfaceMaterial, t);
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}
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else
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{
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_currentColour = _endColour;
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}
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}
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else
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{
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_currentColour = _startColour;
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}
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if (_flareEmitter != null) _flareEmitter._tint = _currentColour;
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}
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private void UpdateCollapse()
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{
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// When its collapsing we directly take over the scale
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var t = _collapseTimer / collapseTime;
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CurrentScale = Mathf.Lerp(_collapseStartSize, 0, t);
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transform.localScale = Vector3.one * CurrentScale;
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_collapseTimer += Time.deltaTime;
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_currentColour = Color.Lerp(_endColour, Color.white, t);
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supernova._surface._materials[0].Lerp(_collapseStartSurfaceMaterial, _collapseEndSurfaceMaterial, t);
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// After the collapse is done we go supernova
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if (_collapseTimer > collapseTime) StartSupernova();
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}
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private void UpdateSupernova()
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{
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// Reset the scale back to normal bc now its just the supernova scaling itself + destruction and heat volumes
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transform.localScale = Vector3.one;
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// Make the destruction volume scale slightly smaller so you really have to be in the supernova to die
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if (_destructionVolume != null) _destructionVolume.transform.localScale = Vector3.one * supernova.GetSupernovaRadius() * 0.9f;
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if (_heatVolume != null) _heatVolume.transform.localScale = Vector3.one * supernova.GetSupernovaRadius();
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if (Time.time > _supernovaStartTime + 45f)
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{
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// Just turn off the star entirely
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base.gameObject.SetActive(false);
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}
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}
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public void StartCollapse()
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{
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Logger.LogVerbose($"{gameObject.transform.root.name} started collapse");
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_isCollapsing = true;
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_collapseStartSize = CurrentScale;
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_collapseTimer = 0f;
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supernova._surface._materials[0].CopyPropertiesFromMaterial(_collapseStartSurfaceMaterial);
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if (_proxy != null) _proxy.StartCollapse();
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}
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private void StartSupernova()
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{
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Logger.LogVerbose($"{gameObject.transform.root.name} started supernova");
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SupernovaStart.Invoke();
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supernova.enabled = true;
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_isSupernova = true;
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_supernovaStartTime = Time.time;
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if (atmosphere != null) atmosphere.SetActive(false);
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if (_destructionVolume != null) _destructionVolume._deathType = DeathType.Supernova;
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}
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protected new void FixedUpdate()
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{
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_age += Time.deltaTime;
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// If we've gone supernova and its been 45 seconds that means it has faded out and is gone
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// The 45 is from the animation curve used for the supernova alpha
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if (_isSupernova)
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{
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UpdateSupernova();
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return;
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}
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if (!_isCollapsing)
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{
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base.FixedUpdate();
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UpdateMainSequence();
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}
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else
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{
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UpdateCollapse();
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if (_isSupernova) return;
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}
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// This is just all the scales stuff for the atmosphere effects
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if (_fog != null)
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{
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_fog.fogRadius = CurrentScale * StarBuilder.OuterRadiusRatio;
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_fog.lodFadeDistance = CurrentScale * StarBuilder.OuterRadiusRatio / 3f;
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// The colour thing goes over one
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var max = Math.Max(_currentColour.g, Math.Max(_currentColour.b, _currentColour.r));
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var fogColour = _currentColour / max / 1.5f;
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fogColour.a = 1f;
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_fog.fogTint = fogColour;
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_fog._fogTint = fogColour;
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}
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if (_atmosphereRenderers != null && _atmosphereRenderers.Count() > 0)
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{
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foreach (var lod in _atmosphereRenderers)
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{
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lod.material.SetFloat("_InnerRadius", CurrentScale);
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lod.material.SetFloat("_OuterRadius", CurrentScale * StarBuilder.OuterRadiusRatio);
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// These break once it reaches endColour and I have no idea why
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//lod.material.SetColor("_SkyColor", _currentColour);
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}
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}
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}
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}
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}
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