mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
266 lines
9.3 KiB
C#
266 lines
9.3 KiB
C#
using NewHorizons.External.Configs;
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using NewHorizons.External.SerializableData;
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using NewHorizons.Utility;
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using NewHorizons.Utility.Files;
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using NewHorizons.Utility.OuterWilds;
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using NewHorizons.Utility.OWML;
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using System.Collections.Generic;
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using UnityEngine;
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namespace NewHorizons.Components;
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/// <summary>
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/// When a Fluid Detector enters this volume, it's splash effects will get colourized to match whats on this planet
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/// </summary>
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public class SplashColourizer : MonoBehaviour
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{
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public float _radius;
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private SphereShape _sphereShape;
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private Dictionary<SplashEffect, GameObject> _cachedOriginalPrefabs = new();
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private Dictionary<SplashEffect, GameObject> _cachedModifiedPrefabs = new();
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private FluidDetector _playerDetector, _shipDetector, _probeDetector;
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private MColor _waterColour, _cloudColour, _plasmaColour, _sandColour;
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private GameObject _prefabHolder;
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private bool _probeInsideVolume;
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private List<Texture> _customTextures = new();
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public void Awake()
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{
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var volume = new GameObject("Volume");
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volume.transform.parent = transform;
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volume.transform.localPosition = Vector3.zero;
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volume.layer = Layer.BasicEffectVolume;
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_sphereShape = gameObject.AddComponent<SphereShape>();
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_sphereShape.radius = _radius;
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volume.AddComponent<OWTriggerVolume>();
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_prefabHolder = new GameObject("Prefabs");
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_prefabHolder.SetActive(false);
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}
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public static void Make(GameObject planet, PlanetConfig config, float soi)
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{
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var water = config.Water?.tint;
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var cloud = config.Atmosphere?.clouds?.tint;
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var plasma = config.Lava?.tint ?? config.Star?.tint;
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var sand = config.Sand?.tint;
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if (water != null || cloud != null || plasma != null || sand != null)
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{
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var size = Mathf.Max(
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soi / 1.5f,
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config.Water?.size ?? 0f,
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config.Atmosphere?.clouds?.outerCloudRadius ?? 0f,
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config.Lava?.size ?? 0f,
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config.Star?.size ?? 0f,
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config.Sand?.size ?? 0f
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) * 1.5f;
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var colourizer = planet.AddComponent<SplashColourizer>();
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colourizer._radius = size;
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if (colourizer._sphereShape != null) colourizer._sphereShape.radius = size;
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colourizer._waterColour = water;
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colourizer._cloudColour = cloud;
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colourizer._plasmaColour = plasma;
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colourizer._sandColour = sand;
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}
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}
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public void Start()
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{
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// Cache all prefabs
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CachePrefabs(_playerDetector = Locator.GetPlayerDetector().GetComponent<DynamicFluidDetector>());
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CachePrefabs(_shipDetector = Locator.GetShipDetector().GetComponent<ShipFluidDetector>());
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CachePrefabs(_probeDetector = Locator.GetProbe().GetDetectorObject().GetComponent<ProbeFluidDetector>());
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GlobalMessenger<SurveyorProbe>.AddListener("RetrieveProbe", OnRetrieveProbe);
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// Check if player/ship are already inside
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if ((_playerDetector.transform.position - transform.position).magnitude < _radius)
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{
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SetSplashEffects(_playerDetector, true);
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}
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if ((_shipDetector.transform.position - transform.position).magnitude < _radius)
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{
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SetSplashEffects(_shipDetector, true);
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}
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}
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public void OnDestroy()
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{
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GlobalMessenger<SurveyorProbe>.RemoveListener("RetrieveProbe", OnRetrieveProbe);
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}
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private void OnRetrieveProbe(SurveyorProbe probe)
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{
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if (_probeInsideVolume)
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{
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// Else it never leaves the volume
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SetProbeSplashEffects(false);
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}
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}
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public void OnTriggerEnter(Collider hitCollider) => OnEnterExit(hitCollider, true);
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public void OnTriggerExit(Collider hitCollider) => OnEnterExit(hitCollider, false);
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/// <summary>
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/// The probe keeps being null idgi
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/// </summary>
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/// <returns></returns>
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private bool IsProbeLaunched()
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{
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return Locator.GetProbe()?.IsLaunched() ?? false;
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}
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private void OnEnterExit(Collider hitCollider, bool entering)
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{
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if (!enabled) return;
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if (hitCollider.attachedRigidbody != null)
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{
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var isPlayer = hitCollider.attachedRigidbody.CompareTag("Player");
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var isShip = hitCollider.attachedRigidbody.CompareTag("Ship");
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var isProbe = hitCollider.attachedRigidbody.CompareTag("Probe");
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if (isPlayer)
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{
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SetSplashEffects(_playerDetector, entering);
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if (IsProbeLaunched())
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{
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SetProbeSplashEffects(entering);
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}
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}
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else if (isShip)
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{
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SetSplashEffects(_shipDetector, entering);
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if (PlayerState.IsInsideShip())
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{
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SetSplashEffects(_playerDetector, entering);
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}
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if (IsProbeLaunched())
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{
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SetProbeSplashEffects(entering);
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}
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}
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else if (isProbe)
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{
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SetProbeSplashEffects(entering);
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}
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// If the probe isn't launched we always consider it as being inside the volume
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if (isProbe || !IsProbeLaunched())
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{
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_probeInsideVolume = entering;
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}
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}
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}
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public void CachePrefabs(FluidDetector detector)
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{
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foreach (var splashEffect in detector._splashEffects)
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{
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if (!_cachedOriginalPrefabs.ContainsKey(splashEffect))
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{
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_cachedOriginalPrefabs[splashEffect] = splashEffect.splashPrefab;
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}
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if (!_cachedModifiedPrefabs.ContainsKey(splashEffect))
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{
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Color? colour = null;
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if (splashEffect.fluidType == FluidVolume.Type.CLOUD)
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{
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colour = _cloudColour?.ToColor();
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}
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switch(splashEffect.fluidType)
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{
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case FluidVolume.Type.CLOUD:
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colour = _cloudColour?.ToColor();
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break;
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case FluidVolume.Type.WATER:
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colour = _waterColour?.ToColor();
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break;
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case FluidVolume.Type.PLASMA:
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colour = _plasmaColour?.ToColor();
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break;
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case FluidVolume.Type.SAND:
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colour = _sandColour?.ToColor();
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break;
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}
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if (colour is Color tint)
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{
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var flagError = false;
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var prefab = splashEffect.splashPrefab.InstantiateInactive();
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var meshRenderers = prefab.GetComponentsInChildren<MeshRenderer>(true);
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foreach (var meshRenderer in meshRenderers)
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{
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if (_customTextures.Contains(meshRenderer.material.mainTexture))
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{
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// Might be some shared material stuff? This image is already tinted, so skip it
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continue;
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}
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// Can't access the textures in memory so we need to have our own copies
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var texture = ImageUtilities.GetTexture(Main.Instance, $"Assets/textures/{meshRenderer.material.mainTexture.name}.png");
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if (texture == null)
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{
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NHLogger.LogError($"Go tell an NH dev to add this image texture to the mod because I can't be bothered to until somebody complains: {meshRenderer.material.mainTexture.name}");
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GameObject.Destroy(prefab);
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flagError = true;
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}
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_customTextures.Add(texture);
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meshRenderer.material = new(meshRenderer.material)
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{
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color = Color.white,
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mainTexture = ImageUtilities.TintImage(texture, tint)
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};
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}
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if (flagError) continue;
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// Have to be active when being used by the base game classes but can't be seen
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// Keep them active as children of an inactive game object
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prefab.transform.parent = _prefabHolder.transform;
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prefab.SetActive(true);
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_cachedModifiedPrefabs[splashEffect] = prefab;
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}
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}
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}
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}
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public void SetSplashEffects(FluidDetector detector, bool entering)
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{
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NHLogger.LogVerbose($"Body {detector.name} {(entering ? "entered" : "left")} colourizing volume on {name}");
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foreach (var splashEffect in detector._splashEffects)
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{
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var prefabs = entering ? _cachedModifiedPrefabs : _cachedOriginalPrefabs;
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if (prefabs.TryGetValue(splashEffect, out var prefab))
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{
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splashEffect.splashPrefab = prefab;
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}
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}
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}
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public void SetProbeSplashEffects(bool entering)
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{
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_probeInsideVolume = entering;
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SetSplashEffects(_probeDetector, entering);
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}
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}
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