Joshua Thome 77fc15f18e Revert "Moved prop info and volume info classes to their own files"
This reverts commit 550c96d1678a0969edaa40c7266d9459ccd4c2f8.
2023-03-18 12:35:15 -05:00

309 lines
12 KiB
C#

using NewHorizons.Builder.Props;
using NewHorizons.External.Configs;
using NewHorizons.External.Modules;
using NewHorizons.Handlers;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.InputSystem;
namespace NewHorizons.Utility.DebugUtilities
{
//
// The prop placer. Doesn't interact with any files, just places and tracks props.
//
[RequireComponent(typeof(DebugRaycaster))]
class DebugPropPlacer : MonoBehaviour
{
private struct PropPlacementData
{
public AstroObject body;
public string system;
public GameObject gameObject;
public PropModule.DetailInfo detailInfo;
}
// VASE
public static readonly string DEFAULT_OBJECT = "BrittleHollow_Body/Sector_BH/Sector_NorthHemisphere/Sector_NorthPole/Sector_HangingCity/Sector_HangingCity_District1/Props_HangingCity_District1/OtherComponentsGroup/Props_HangingCity_Building_10/Prefab_NOM_VaseThin";
public string currentObject { get; private set; } // path of the prop to be placed
private bool hasAddedCurrentObjectToRecentsList = false;
private List<PropPlacementData> props = new List<PropPlacementData>();
private List<PropPlacementData> deletedProps = new List<PropPlacementData>();
private DebugRaycaster _rc;
public static HashSet<string> RecentlyPlacedProps = new HashSet<string>();
public static bool active = false;
public GameObject mostRecentlyPlacedPropGO { get { return props.Count() <= 0 ? null : props[props.Count() - 1].gameObject; } }
public string mostRecentlyPlacedPropPath { get { return props.Count() <= 0 ? "" : props[props.Count() - 1].detailInfo.path; } }
private ScreenPrompt _placePrompt;
private ScreenPrompt _undoPrompt;
private ScreenPrompt _redoPrompt;
private void Awake()
{
_rc = this.GetRequiredComponent<DebugRaycaster>();
currentObject = DEFAULT_OBJECT;
_placePrompt = new ScreenPrompt(TranslationHandler.GetTranslation("DEBUG_PLACE", TranslationHandler.TextType.UI) + " <CMD>", ImageUtilities.GetButtonSprite(KeyCode.G));
_undoPrompt = new ScreenPrompt(TranslationHandler.GetTranslation("DEBUG_UNDO", TranslationHandler.TextType.UI) + " <CMD>", ImageUtilities.GetButtonSprite(KeyCode.Minus));
_redoPrompt = new ScreenPrompt(TranslationHandler.GetTranslation("DEBUG_REDO", TranslationHandler.TextType.UI) + " <CMD>", ImageUtilities.GetButtonSprite(KeyCode.Equals));
Locator.GetPromptManager().AddScreenPrompt(_placePrompt, PromptPosition.UpperRight, false);
Locator.GetPromptManager().AddScreenPrompt(_undoPrompt, PromptPosition.UpperRight, false);
Locator.GetPromptManager().AddScreenPrompt(_redoPrompt, PromptPosition.UpperRight, false);
}
private void OnDestroy()
{
var promptManager = Locator.GetPromptManager();
if (promptManager == null) return;
promptManager.RemoveScreenPrompt(_placePrompt, PromptPosition.UpperRight);
promptManager.RemoveScreenPrompt(_undoPrompt, PromptPosition.UpperRight);
promptManager.RemoveScreenPrompt(_redoPrompt, PromptPosition.UpperRight);
}
private void Update()
{
UpdatePromptVisibility();
if (!Main.Debug) return;
if (!active) return;
if (Keyboard.current[Key.G].wasReleasedThisFrame)
{
PlaceObject();
}
if (Keyboard.current[Key.Minus].wasReleasedThisFrame)
{
DeleteLast();
}
if (Keyboard.current[Key.Equals].wasReleasedThisFrame)
{
UndoDelete();
}
}
public void UpdatePromptVisibility()
{
var visible = !OWTime.IsPaused() && Main.Debug && active;
_placePrompt.SetVisibility(visible);
_undoPrompt.SetVisibility(visible && props.Count > 0);
_redoPrompt.SetVisibility(visible && deletedProps.Count > 0);
}
public void SetCurrentObject(string s)
{
currentObject = s;
hasAddedCurrentObjectToRecentsList = false;
}
internal void PlaceObject()
{
DebugRaycastData data = _rc.Raycast();
PlaceObject(data);
//TODO: use DropItem logic to make props not clip through the ground when placed
//public virtual void DropItem(Vector3 position, Vector3 normal, Transform parent, Sector sector, IItemDropTarget customDropTarget)
if (!hasAddedCurrentObjectToRecentsList)
{
hasAddedCurrentObjectToRecentsList = true;
if (!RecentlyPlacedProps.Contains(currentObject))
{
RecentlyPlacedProps.Add(currentObject);
}
}
}
public void PlaceObject(DebugRaycastData data)
{
// TODO: implement sectors
// if this hits a sector, store that sector and add a config file option for it
if (data.hitBodyGameObject == null)
{
Logger.LogError($"Failed to place object {currentObject} on nothing.");
return;
}
try
{
if (currentObject == "" || currentObject == null)
{
SetCurrentObject(DEFAULT_OBJECT);
}
var planetGO = data.hitBodyGameObject;
if (!planetGO.name.EndsWith("_Body"))
{
Logger.LogWarning("Cannot place object on non-body object: " + data.hitBodyGameObject.name);
}
var sector = planetGO.GetComponentInChildren<Sector>();
var prefab = SearchUtilities.Find(currentObject);
var detailInfo = new PropModule.DetailInfo()
{
position = data.pos,
rotation = data.rot.eulerAngles,
};
var prop = DetailBuilder.Make(planetGO, sector, prefab, detailInfo);
var body = data.hitBodyGameObject.GetComponent<AstroObject>();
if (body != null) RegisterProp(body, prop);
}
catch
{
Logger.LogError($"Failed to place object {currentObject} on body ${data.hitBodyGameObject} at location ${data.pos}.");
}
}
public static string GetAstroObjectName(string bodyName)
{
var astroObject = AstroObjectLocator.GetAstroObject(bodyName);
if (astroObject == null) return null;
var astroObjectName = astroObject.name;
return astroObjectName;
}
public void FindAndRegisterPropsFromConfig(PlanetConfig config, List<string> pathsList = null)
{
if (config.starSystem != Main.Instance.CurrentStarSystem) return;
var planet = AstroObjectLocator.GetAstroObject(config.name);
if (planet == null) return;
if (config.Props == null || config.Props.details == null) return;
var astroObject = AstroObjectLocator.GetAstroObject(config.name);
foreach (var detail in config.Props.details)
{
var spawnedProp = DetailBuilder.GetSpawnedGameObjectByDetailInfo(detail);
if (spawnedProp == null)
{
Logger.LogError("No spawned prop found for " + detail.path);
continue;
}
var data = RegisterProp_WithReturn(astroObject, spawnedProp, detail.path, detail);
// note: we do not support placing props from assetbundles, so they will not be added to the
// selectable list of placed props
if (detail.assetBundle == null && !RecentlyPlacedProps.Contains(data.detailInfo.path))
{
if (pathsList != null) pathsList.Add(data.detailInfo.path);
}
}
}
public void RegisterProp(AstroObject body, GameObject prop)
{
RegisterProp_WithReturn(body, prop);
}
private PropPlacementData RegisterProp_WithReturn(AstroObject body, GameObject prop, string propPath = null, PropModule.DetailInfo detailInfo = null)
{
if (Main.Debug)
{
// TOOD: make this prop an item
}
//var body = AstroObjectLocator.GetAstroObject(bodyGameObjectName);
Logger.LogVerbose($"Adding prop to {Main.Instance.CurrentStarSystem}::{body.name}");
detailInfo = detailInfo == null ? new PropModule.DetailInfo() : detailInfo;
detailInfo.path = propPath == null ? currentObject : propPath;
PropPlacementData data = new PropPlacementData
{
body = body,
gameObject = prop,
system = Main.Instance.CurrentStarSystem,
detailInfo = detailInfo
};
props.Add(data);
return data;
}
public Dictionary<AstroObject, PropModule.DetailInfo[]> GetPropsConfigByBody()
{
var groupedProps = props
.GroupBy(p => p.system + "." + p.body)
.Select(grp => grp.ToList())
.ToList();
Dictionary<AstroObject, PropModule.DetailInfo[]> propConfigs = new Dictionary<AstroObject, PropModule.DetailInfo[]>();
foreach (List<PropPlacementData> bodyProps in groupedProps)
{
if (bodyProps == null || bodyProps.Count == 0) continue;
if (bodyProps[0].body == null) continue;
var body = bodyProps[0].body;
Logger.LogVerbose("getting prop group for body " + body.name);
//string bodyName = GetAstroObjectName(bodyProps[0].body);
PropModule.DetailInfo[] infoArray = new PropModule.DetailInfo[bodyProps.Count];
propConfigs[body] = infoArray;
for (int i = 0; i < bodyProps.Count; i++)
{
var prop = bodyProps[i];
var rootTransform = prop.gameObject.transform.root;
// Objects are parented to the sector and not to the planet
// However, raycasted positions are reported relative to the root game object
// Normally these two are the same, but there are some notable exceptions (ex, floating islands)
// So we can't use local position/rotation here, we have to inverse transform the global position/rotation relative to root object
prop.detailInfo.position = rootTransform.InverseTransformPoint(prop.gameObject.transform.position);
prop.detailInfo.scale = prop.gameObject.transform.localScale.x;
if (!prop.detailInfo.alignToNormal) prop.detailInfo.rotation = rootTransform.InverseTransformRotation(prop.gameObject.transform.rotation).eulerAngles;
infoArray[i] = prop.detailInfo;
}
}
return propConfigs;
}
public void DeleteLast()
{
if (props.Count <= 0) return;
PropPlacementData last = props[props.Count - 1];
props.RemoveAt(props.Count - 1);
last.gameObject.SetActive(false);
deletedProps.Add(last);
}
public void UndoDelete()
{
if (deletedProps.Count <= 0) return;
PropPlacementData last = deletedProps[deletedProps.Count - 1];
deletedProps.RemoveAt(deletedProps.Count - 1);
last.gameObject.SetActive(true);
props.Add(last);
}
}
}