2022-05-22 21:30:45 -04:00

125 lines
4.9 KiB
C#

#region
using NewHorizons.Components;
using NewHorizons.Components.SizeControllers;
using NewHorizons.External.Modules.VariableSize;
using NewHorizons.Utility;
using Tessellation;
using UnityEngine;
#endregion
namespace NewHorizons.Builder.Body
{
public static class WaterBuilder
{
private static readonly int Radius = Shader.PropertyToID("_Radius");
private static readonly int Radius2 = Shader.PropertyToID("_Radius2");
public static void Make(GameObject planetGO, Sector sector, OWRigidbody rb, WaterModule module)
{
var waterSize = module.size;
var waterGO = new GameObject("Water");
waterGO.SetActive(false);
waterGO.layer = 15;
waterGO.transform.parent = sector?.transform ?? planetGO.transform;
waterGO.transform.localScale = new Vector3(waterSize, waterSize, waterSize);
var GDTSR = GameObject.Find("Ocean_GD").GetComponent<TessellatedSphereRenderer>();
var TSR = waterGO.AddComponent<TessellatedSphereRenderer>();
TSR.tessellationMeshGroup = ScriptableObject.CreateInstance<MeshGroup>();
for (var i = 0; i < 16; i++)
{
var mesh = new Mesh();
mesh.CopyPropertiesFrom(GDTSR.tessellationMeshGroup.variants[i]);
TSR.tessellationMeshGroup.variants[i] = mesh;
}
var GDSharedMaterials =
GameObject.Find("Ocean_GD").GetComponent<TessellatedSphereLOD>()._lowAltitudeMaterials;
var tempArray = new Material[GDSharedMaterials.Length];
for (var i = 0; i < GDSharedMaterials.Length; i++)
{
tempArray[i] = new Material(GDSharedMaterials[i]);
if (module.tint != null)
{
tempArray[i].color = module.tint;
tempArray[i].SetColor("_FogColor", module.tint);
}
}
TSR.sharedMaterials = tempArray;
TSR.maxLOD = 0;
TSR.LODBias = 0;
TSR.LODRadius = 0;
var OEC = waterGO.AddComponent<OceanEffectController>();
OEC._sector = sector;
OEC._ocean = TSR;
//Buoyancy
var buoyancyObject = new GameObject("WaterVolume");
buoyancyObject.transform.parent = waterGO.transform;
buoyancyObject.transform.localScale = Vector3.one;
buoyancyObject.layer = LayerMask.NameToLayer("BasicEffectVolume");
var sphereCollider = buoyancyObject.AddComponent<SphereCollider>();
sphereCollider.radius = 1;
sphereCollider.isTrigger = true;
var owCollider = buoyancyObject.AddComponent<OWCollider>();
owCollider._parentBody = rb;
owCollider._collider = sphereCollider;
var buoyancyTriggerVolume = buoyancyObject.AddComponent<OWTriggerVolume>();
buoyancyTriggerVolume._owCollider = owCollider;
var fluidVolume = buoyancyObject.AddComponent<NHFluidVolume>();
fluidVolume._fluidType = FluidVolume.Type.WATER;
fluidVolume._attachedBody = rb;
fluidVolume._triggerVolume = buoyancyTriggerVolume;
fluidVolume._radius = waterSize;
fluidVolume._layer = LayerMask.NameToLayer("BasicEffectVolume");
var fogGO = Object.Instantiate(
GameObject.Find("GiantsDeep_Body/Sector_GD/Sector_GDInterior/Effects_GDInterior/OceanFog"),
waterGO.transform);
fogGO.name = "OceanFog";
fogGO.transform.localPosition = Vector3.zero;
fogGO.transform.localScale = Vector3.one;
if (module.tint != null)
{
var adjustedColour = (Color) module.tint / 4f;
adjustedColour.a = adjustedColour.a * 4f;
fogGO.GetComponent<MeshRenderer>().material.color = adjustedColour;
}
if (module.Curve != null)
{
var sizeController = waterGO.AddComponent<WaterSizeController>();
var curve = new AnimationCurve();
foreach (var pair in module.Curve) curve.AddKey(new Keyframe(pair.Time, pair.Value));
sizeController.scaleCurve = curve;
sizeController.oceanFogMaterial = fogGO.GetComponent<MeshRenderer>().material;
sizeController.size = module.size;
}
else
{
fogGO.GetComponent<MeshRenderer>().material.SetFloat(Radius, module.size);
fogGO.GetComponent<MeshRenderer>().material.SetFloat(Radius2, module.size / 2f);
}
// TODO: make LOD work
//waterGO.AddComponent<TessellatedSphereLOD>();
//waterGO.AddComponent<OceanLODController>();
// TODO: fix ruleset making the sand bubble pop up
waterGO.transform.position = planetGO.transform.position;
waterGO.SetActive(true);
}
}
}