2023-03-18 13:30:22 -04:00

77 lines
3.3 KiB
C#

using HarmonyLib;
using UnityEngine;
namespace NewHorizons.Patches.EchoesOfTheEyePatches
{
[HarmonyPatch(typeof(RaftController))]
public static class RaftControllerPatches
{
[HarmonyPrefix]
[HarmonyPatch(nameof(RaftController.FixedUpdate))]
public static bool RaftController_FixedUpdate(RaftController __instance)
{
// If it has a river fluid its a normal one and we don't do anything
if (__instance._riverFluid != null) return true;
// Copy paste the original method
if (__instance._raftBody.IsSuspended())
{
return false;
}
bool playerInEffectsRange = __instance._playerInEffectsRange;
__instance._playerInEffectsRange = (Locator.GetPlayerBody().GetPosition() - __instance._raftBody.GetPosition()).sqrMagnitude < 2500f;
if (playerInEffectsRange && !__instance._playerInEffectsRange)
{
__instance._effectsController.StopAllEffects();
}
if (__instance._dock != null || __instance._movingToTarget)
{
__instance._localAcceleration = Vector3.zero;
if (__instance._playerInEffectsRange)
{
__instance._effectsController.UpdateMovementAudio(false, __instance._lightSensors);
}
if (__instance._movingToTarget)
{
__instance.UpdateMoveToTarget();
}
return false;
}
if (__instance._fluidDetector.InFluidType(FluidVolume.Type.WATER))
{
if (__instance._lightSensors[0].IsIlluminated())
{
__instance._localAcceleration += Vector3.forward * __instance._acceleration;
}
if (__instance._lightSensors[1].IsIlluminated())
{
__instance._localAcceleration += Vector3.right * __instance._acceleration;
}
if (__instance._lightSensors[2].IsIlluminated())
{
__instance._localAcceleration -= Vector3.forward * __instance._acceleration;
}
if (__instance._lightSensors[3].IsIlluminated())
{
__instance._localAcceleration -= Vector3.right * __instance._acceleration;
}
}
if (__instance._localAcceleration.sqrMagnitude > 0.001f)
{
__instance._raftBody.AddLocalAcceleration(__instance._localAcceleration);
}
if (__instance._playerInEffectsRange)
{
// All this to change what fluidVolume we use on this line
float num = __instance._fluidDetector.InFluidType(FluidVolume.Type.WATER) ? __instance._fluidDetector._alignmentFluid.GetFractionSubmerged(__instance._fluidDetector) : 0f;
bool allowMovement = num > 0.25f && num < 1f;
__instance._effectsController.UpdateMovementAudio(allowMovement, __instance._lightSensors);
__instance._effectsController.UpdateGroundedAudio(__instance._fluidDetector);
}
__instance._localAcceleration = Vector3.zero;
return false;
}
}
}