2023-08-10 18:44:07 -07:00

145 lines
5.5 KiB
C#

using NewHorizons.Utility.OuterWilds;
using System;
using System.Collections;
using UnityEngine;
namespace NewHorizons.Components;
/// <summary>
/// properly add physics to a detail
/// </summary>
[DisallowMultipleComponent]
public class AddPhysics : MonoBehaviour
{
[Tooltip("The sector that the rigidbody will be simulated in, or none for it to always be on.")]
public Sector Sector;
[Tooltip("The mass of the physics object.\n" +
"Most pushable props use the default value, which matches the player mass.")]
public float Mass = 0.001f;
[Tooltip("The radius that the added sphere collider will use for physics collision.\n" +
"If there's already good colliders on the detail, you can make this 0.")]
public float Radius = 1f;
[Tooltip("If true, this detail will stay still until it touches something.\n" +
"Good for zero-g props.")]
public bool SuspendUntilImpact;
[NonSerialized]
public bool KeepLoaded;
private OWRigidbody _body;
private ImpactSensor _impactSensor;
private IEnumerator Start()
{
// detectors dont detect unless we wait for some reason
yield return new WaitForSeconds(.1f);
var parentBody = GetComponentInParent<OWRigidbody>();
// hack: make all mesh colliders convex
// triggers are already convex
// prints errors for non readable meshes but whatever
foreach (var meshCollider in GetComponentsInChildren<MeshCollider>(true))
meshCollider.convex = true;
var bodyGo = new GameObject($"{name}_Body");
bodyGo.SetActive(false);
bodyGo.transform.parent = transform.parent;
bodyGo.transform.position = transform.position;
bodyGo.transform.rotation = transform.rotation;
_body = bodyGo.AddComponent<OWRigidbody>();
_body._simulateInSector = KeepLoaded ? null : Sector;
bodyGo.layer = Layer.PhysicalDetector;
bodyGo.tag = "DynamicPropDetector";
// this collider is not included in groups. oh well
bodyGo.AddComponent<SphereCollider>().radius = Radius;
var shape = bodyGo.AddComponent<SphereShape>();
shape._collisionMode = Shape.CollisionMode.Detector;
shape._layerMask = (int)(Shape.Layer.Default | Shape.Layer.Gravity);
shape._radius = Radius;
bodyGo.AddComponent<DynamicForceDetector>();
var fluidDetector = bodyGo.AddComponent<DynamicFluidDetector>();
fluidDetector._buoyancy = Locator.GetProbe().GetOWRigidbody()._attachedFluidDetector._buoyancy;
fluidDetector._splashEffects = Locator.GetProbe().GetOWRigidbody()._attachedFluidDetector._splashEffects;
_impactSensor = bodyGo.AddComponent<ImpactSensor>();
var audioSource = bodyGo.AddComponent<AudioSource>();
audioSource.maxDistance = 30;
audioSource.dopplerLevel = 0;
audioSource.rolloffMode = AudioRolloffMode.Custom;
audioSource.playOnAwake = false;
audioSource.spatialBlend = 1;
var owAudioSource = bodyGo.AddComponent<OWAudioSource>();
owAudioSource._audioSource = audioSource;
owAudioSource._track = OWAudioMixer.TrackName.Environment;
var objectImpactAudio = bodyGo.AddComponent<ObjectImpactAudio>();
objectImpactAudio._minPitch = 0.4f;
objectImpactAudio._maxPitch = 0.6f;
objectImpactAudio._impactSensor = _impactSensor;
bodyGo.SetActive(true);
transform.parent = bodyGo.transform;
_body.SetMass(Mass);
_body.SetVelocity(parentBody.GetPointVelocity(_body.GetWorldCenterOfMass()));
_body.SetAngularVelocity(parentBody.GetAngularVelocity());
// #536 - Physics objects in bramble dimensions not disabled on load
// sectors wait 3 frames and then call OnSectorOccupantsUpdated
// however we wait .1 real seconds which is longer
// so we have to manually call this
if (_body._simulateInSector != null)
_body.OnSectorOccupantsUpdated();
if (SuspendUntilImpact)
{
// copied from OWRigidbody.Suspend
_body._suspensionBody = parentBody;
_body.MakeKinematic();
_body._transform.parent = parentBody.transform;
_body._suspended = true;
_body._unsuspendNextUpdate = false;
_impactSensor.OnImpact += OnImpact;
Locator.GetProbe().OnAnchorProbe += OnAnchorProbe;
}
else
{
Destroy(this);
}
}
private void OnImpact(ImpactData impact)
{
_body.UnsuspendImmediate(false);
_impactSensor.OnImpact -= OnImpact;
Locator.GetProbe().OnAnchorProbe -= OnAnchorProbe;
Destroy(this);
}
private void OnAnchorProbe()
{
var attachedOWRigidbody = Locator.GetProbe().GetAttachedOWRigidbody(true);
if (attachedOWRigidbody == _body)
{
OnImpact(null);
// copied from ProbeAnchor.AnchorToObject
var _probeBody = Locator.GetProbe().GetOWRigidbody();
var hitPoint = _probeBody.GetWorldCenterOfMass();
if (attachedOWRigidbody.GetMass() < 100f)
{
Vector3 vector = _probeBody.GetVelocity() - attachedOWRigidbody.GetPointVelocity(_probeBody.GetPosition());
attachedOWRigidbody.GetRigidbody().AddForceAtPosition(vector.normalized * 0.005f, hitPoint, ForceMode.Impulse);
}
}
}
private void OnDrawGizmosSelected()
{
Gizmos.DrawWireSphere(transform.position, Radius);
}
}