mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
247 lines
11 KiB
C#
247 lines
11 KiB
C#
#region
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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 NewHorizons.External.Configs;
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using NewHorizons.External.Modules;
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using NewHorizons.Handlers;
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using NewHorizons.Utility;
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using OWML.Common;
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using UnityEngine;
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using Logger = NewHorizons.Utility.Logger;
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using Object = UnityEngine.Object;
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#endregion
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namespace NewHorizons.Builder.Props
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{
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public static class DetailBuilder
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{
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private static readonly Dictionary<PropModule.DetailInfo, GameObject>
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detailInfoToCorrespondingSpawnedGameObject = new Dictionary<PropModule.DetailInfo, GameObject>();
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public static GameObject GetSpawnedGameObjectByDetailInfo(PropModule.DetailInfo detail)
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{
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if (!detailInfoToCorrespondingSpawnedGameObject.ContainsKey(detail)) return null;
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return detailInfoToCorrespondingSpawnedGameObject[detail];
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}
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public static void Make(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod,
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string uniqueModName, PropModule.DetailInfo detail)
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{
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GameObject detailGO = null;
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if (detail.assetBundle != null)
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{
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var prefab = AssetBundleUtilities.LoadPrefab(detail.assetBundle, detail.path, mod);
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detailGO = MakeDetail(go, sector, prefab, detail.position, detail.rotation, detail.scale,
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detail.alignToNormal);
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}
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else if (detail.objFilePath != null)
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{
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try
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{
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var prefab = mod.ModHelper.Assets.Get3DObject(detail.objFilePath, detail.mtlFilePath);
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AssetBundleUtilities.ReplaceShaders(prefab);
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prefab.SetActive(false);
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detailGO = MakeDetail(go, sector, prefab, detail.position, detail.rotation, detail.scale,
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detail.alignToNormal);
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}
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catch (Exception e)
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{
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Logger.LogError(
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$"Could not load 3d object {detail.objFilePath} with texture {detail.mtlFilePath} : {e.Message}");
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}
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}
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else
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{
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detailGO = MakeDetail(go, sector, detail.path, detail.position, detail.rotation, detail.scale,
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detail.alignToNormal);
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}
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if (detailGO != null && detail.removeChildren != null)
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foreach (var childPath in detail.removeChildren)
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{
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var childObj = detailGO.transform.Find(childPath);
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if (childObj != null) childObj.gameObject.SetActive(false);
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else Logger.LogWarning($"Couldn't find {childPath}");
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}
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if (detailGO != null && detail.removeComponents)
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{
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// Just swap all the children to a new game object
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var newDetailGO = new GameObject(detailGO.name);
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newDetailGO.transform.position = detailGO.transform.position;
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newDetailGO.transform.parent = detailGO.transform.parent;
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// Can't modify parents while looping through children bc idk
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var children = new List<Transform>();
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foreach (Transform child in detailGO.transform) children.Add(child);
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foreach (var child in children) child.parent = newDetailGO.transform;
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Object.Destroy(detailGO);
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detailGO = newDetailGO;
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}
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detailInfoToCorrespondingSpawnedGameObject[detail] = detailGO;
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}
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public static GameObject MakeDetail(GameObject go, Sector sector, string propToClone, MVector3 position,
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MVector3 rotation, float scale, bool alignWithNormal)
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{
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var prefab = SearchUtilities.Find(propToClone);
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if (prefab == null) Logger.LogError($"Couldn't find detail {propToClone}");
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return MakeDetail(go, sector, prefab, position, rotation, scale, alignWithNormal);
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}
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public static GameObject MakeDetail(GameObject planetGO, Sector sector, GameObject prefab, MVector3 position,
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MVector3 rotation, float scale, bool alignWithNormal)
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{
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if (prefab == null) return null;
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var prop = prefab.InstantiateInactive();
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prop.transform.parent = sector?.transform ?? planetGO.transform;
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prop.SetActive(false);
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if (sector != null)
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sector.OnOccupantEnterSector += sd => OWAssetHandler.OnOccupantEnterSector(prop, sd, sector);
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OWAssetHandler.LoadObject(prop);
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foreach (var component in prop.GetComponents<Component>().Concat(prop.GetComponentsInChildren<Component>()))
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{
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// Enable all children or something
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var enabledField = component?.GetType()?.GetField("enabled");
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if (enabledField != null && enabledField.FieldType == typeof(bool))
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Main.Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => enabledField.SetValue(component, true));
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// Fix a bunch of sector stuff
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if (sector != null)
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{
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if (component is Sector) (component as Sector)._parentSector = sector;
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// TODO: Make this work or smthng
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if (component is GhostIK) (component as GhostIK).enabled = false;
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if (component is GhostEffects) (component as GhostEffects).enabled = false;
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if (component is DarkMatterVolume)
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{
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var probeVisuals = component.gameObject.transform.Find("ProbeVisuals");
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if (probeVisuals != null) probeVisuals.gameObject.SetActive(true);
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}
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if (component is SectoredMonoBehaviour)
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{
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(component as SectoredMonoBehaviour).SetSector(sector);
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}
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else
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{
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var sectorField = component?.GetType()?.GetField("_sector");
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if (sectorField != null && sectorField.FieldType == typeof(Sector))
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Main.Instance.ModHelper.Events.Unity.FireOnNextUpdate(() =>
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sectorField.SetValue(component, sector));
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}
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if (component is AnglerfishController)
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try
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{
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(component as AnglerfishController)._chaseSpeed += OWPhysics
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.CalculateOrbitVelocity(planetGO.GetAttachedOWRigidbody(),
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planetGO.GetComponent<AstroObject>().GetPrimaryBody().GetAttachedOWRigidbody())
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.magnitude;
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}
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catch (Exception e)
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{
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Logger.LogError($"Couldn't update AnglerFish chase speed: {e.Message}");
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}
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// Fix slide reel
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if (component is SlideCollectionContainer)
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sector.OnOccupantEnterSector.AddListener(_ =>
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(component as SlideCollectionContainer).LoadStreamingTextures());
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if (component is OWItemSocket) (component as OWItemSocket)._sector = sector;
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}
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else
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{
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// Remove things that require sectors. Will just keep extending this as things pop up
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if (component is FogLight || component is SectoredMonoBehaviour)
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{
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Object.DestroyImmediate(component);
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continue;
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}
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}
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// Fix a bunch of stuff when done loading
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Main.Instance.ModHelper.Events.Unity.RunWhen(() => Main.IsSystemReady, () =>
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{
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try
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{
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if (component is Animator)
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{
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(component as Animator).enabled = true;
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}
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else if (component is Collider)
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{
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(component as Collider).enabled = true;
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}
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else if (component is Renderer)
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{
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(component as Renderer).enabled = true;
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}
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else if (component is Shape)
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{
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(component as Shape).enabled = true;
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}
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// If it's not a moving anglerfish make sure the anim controller is regular
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else if (component is AnglerfishAnimController &&
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component.GetComponentInParent<AnglerfishController>() == null)
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{
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Logger.Log("Enabling anglerfish animation");
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var angler = component as AnglerfishAnimController;
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// Remove any reference to its angler
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if (angler._anglerfishController)
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{
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angler._anglerfishController.OnChangeAnglerState -= angler.OnChangeAnglerState;
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angler._anglerfishController.OnAnglerTurn -= angler.OnAnglerTurn;
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angler._anglerfishController.OnAnglerSuspended -= angler.OnAnglerSuspended;
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angler._anglerfishController.OnAnglerUnsuspended -= angler.OnAnglerUnsuspended;
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}
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angler.enabled = true;
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angler.OnChangeAnglerState(AnglerfishController.AnglerState.Lurking);
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}
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}
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catch (Exception e)
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{
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Logger.LogWarning(
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$"Exception when modifying component [{component.GetType().Name}] on [{planetGO.name}] : {e.Message}, {e.StackTrace}");
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}
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});
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}
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prop.transform.position = position == null
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? planetGO.transform.position
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: planetGO.transform.TransformPoint((Vector3) position);
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var rot = rotation == null ? Quaternion.identity : Quaternion.Euler((Vector3) rotation);
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if (alignWithNormal)
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{
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// Apply the rotation after aligning it with normal
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var up = planetGO.transform.InverseTransformPoint(prop.transform.position).normalized;
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prop.transform.rotation = Quaternion.FromToRotation(Vector3.up, up);
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prop.transform.rotation *= rot;
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}
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else
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{
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prop.transform.rotation = planetGO.transform.TransformRotation(rot);
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}
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prop.transform.localScale = scale != 0 ? Vector3.one * scale : prefab.transform.localScale;
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prop.SetActive(true);
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return prop;
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}
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}
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} |