new-horizons/NewHorizons/Builder/Props/ProjectionBuilder.cs

387 lines
19 KiB
C#

using NewHorizons.External.Modules;
using NewHorizons.Handlers;
using NewHorizons.Utility;
using OWML.Common;
using System;
using System.Collections.Generic;
using UnityEngine;
using static NewHorizons.External.Modules.PropModule;
using Logger = NewHorizons.Utility.Logger;
namespace NewHorizons.Builder.Props
{
public static class ProjectionBuilder
{
private static GameObject _slideReelPrefab;
private static GameObject _autoPrefab;
private static readonly int EmissionMap = Shader.PropertyToID("_EmissionMap");
public static void Make(GameObject go, Sector sector, PropModule.ProjectionInfo info, IModBehaviour mod)
{
switch (info.type)
{
case PropModule.ProjectionInfo.SlideShowType.AutoProjector:
MakeAutoProjector(go, sector, info, mod);
break;
case PropModule.ProjectionInfo.SlideShowType.SlideReel:
MakeSlideReel(go, sector, info, mod);
break;
case PropModule.ProjectionInfo.SlideShowType.VisionTorchTarget:
MakeMindSlidesTarget(go, sector, info, mod);
break;
case PropModule.ProjectionInfo.SlideShowType.StandingVisionTorch:
MakeStandingVisionTorch(go, sector, info, mod);
break;
default:
Logger.LogError($"Invalid projection type {info.type}");
break;
}
}
private static void MakeSlideReel(GameObject planetGO, Sector sector, PropModule.ProjectionInfo info, IModBehaviour mod)
{
if (_slideReelPrefab == null)
{
_slideReelPrefab = GameObject.Find("RingWorld_Body/Sector_RingInterior/Sector_Zone1/Sector_SlideBurningRoom_Zone1/Interactables_SlideBurningRoom_Zone1/Prefab_IP_SecretAlcove/RotationPivot/SlideReelSocket/Prefab_IP_Reel_1_LibraryPath")?.gameObject?.InstantiateInactive();
if (_slideReelPrefab == null)
{
Logger.LogWarning($"Tried to make a slide reel but couldn't. Do you have the DLC installed?");
return;
}
_slideReelPrefab.name = "Prefab_IP_Reel";
}
var slideReelObj = _slideReelPrefab.InstantiateInactive();
slideReelObj.name = $"Prefab_IP_Reel_{mod.ModHelper.Manifest.Name}";
var slideReel = slideReelObj.GetComponent<SlideReelItem>();
slideReel.SetSector(sector);
slideReel.SetVisible(true);
var slideCollectionContainer = slideReelObj.GetRequiredComponent<SlideCollectionContainer>();
foreach (var renderer in slideReelObj.GetComponentsInChildren<Renderer>())
{
renderer.enabled = true;
}
slideReelObj.transform.parent = sector?.transform ?? planetGO.transform;
slideReelObj.transform.position = planetGO.transform.TransformPoint((Vector3)(info.position ?? Vector3.zero));
slideReelObj.transform.rotation = planetGO.transform.TransformRotation(Quaternion.Euler((Vector3)(info.rotation ?? Vector3.zero)));
// Now we replace the slides
int slidesCount = info.slides.Length;
var slideCollection = new SlideCollection(slidesCount);
// The base game ones only have 15 slides max
var textures = new Texture2D[slidesCount >= 15 ? 15 : slidesCount];
var imageLoader = slideReelObj.AddComponent<ImageUtilities.AsyncImageLoader>();
for (int i = 0; i < slidesCount; i++)
{
var slide = new Slide();
var slideInfo = info.slides[i];
imageLoader.pathsToLoad.Add(mod.ModHelper.Manifest.ModFolderPath + slideInfo.imagePath);
AddModules(slideInfo, ref slide);
slideCollection.slides[i] = slide;
}
// this variable just lets us track how many of the first 15 slides have been loaded.
// this way as soon as the last one is loaded (due to async loading, this may be
// slide 7, or slide 3, or whatever), we can build the slide reel texture. This allows us
// to avoid doing a "is every element in the array `textures` not null" check every time a texture finishes loading
int displaySlidesLoaded = 0;
imageLoader.imageLoadedEvent.AddListener(
(Texture2D tex, int index) =>
{
slideCollection.slides[index].textureOverride = ImageUtilities.Invert(tex);
// Track the first 15 to put on the slide reel object
if (index < 15)
{
textures[index] = tex;
displaySlidesLoaded++; // threading moment
}
if (displaySlidesLoaded >= textures.Length)
{
// all textures required to build the reel's textures have been loaded
var slidesBack = slideReelObj.transform.Find("Props_IP_SlideReel_7/Slides_Back").GetComponent<MeshRenderer>();
var slidesFront = slideReelObj.transform.Find("Props_IP_SlideReel_7/Slides_Front").GetComponent<MeshRenderer>();
// Now put together the textures into a 4x4 thing for the materials
var reelTexture = ImageUtilities.MakeReelTexture(textures);
slidesBack.material.mainTexture = reelTexture;
slidesBack.material.SetTexture(EmissionMap, reelTexture);
slidesFront.material.mainTexture = reelTexture;
slidesFront.material.SetTexture(EmissionMap, reelTexture);
}
}
);
// Else when you put them down you can't pick them back up
slideReelObj.GetComponent<OWCollider>()._physicsRemoved = false;
slideCollectionContainer.slideCollection = slideCollection;
// Idk why but it wants reveals to be comma delimited not a list
if (info.reveals != null) slideCollectionContainer._shipLogOnComplete = string.Join(",", info.reveals);
OWAssetHandler.LoadObject(slideReelObj);
sector.OnOccupantEnterSector.AddListener((x) => OWAssetHandler.LoadObject(slideReelObj));
slideReelObj.SetActive(true);
}
public static void MakeAutoProjector(GameObject planetGO, Sector sector, PropModule.ProjectionInfo info, IModBehaviour mod)
{
if (_autoPrefab == null)
{
_autoPrefab = GameObject.Find("RingWorld_Body/Sector_RingInterior/Sector_Zone4/Sector_BlightedShore/Sector_JammingControlRoom_Zone4/Interactables_JammingControlRoom_Zone4/AutoProjector_SignalJammer/Prefab_IP_AutoProjector_SignalJammer")?.gameObject?.InstantiateInactive();
if (_autoPrefab == null)
{
Logger.LogWarning($"Tried to make a auto projector but couldn't. Do you have the DLC installed?");
return;
}
_autoPrefab.name = "Prefab_IP_AutoProjector";
}
var projectorObj = _autoPrefab.InstantiateInactive();
projectorObj.name = $"Prefab_IP_AutoProjector_{mod.ModHelper.Manifest.Name}";
var autoProjector = projectorObj.GetComponent<AutoSlideProjector>();
autoProjector._sector = sector;
var slideCollectionContainer = autoProjector.GetRequiredComponent<SlideCollectionContainer>();
autoProjector.transform.parent = sector?.transform ?? planetGO.transform;
autoProjector.transform.position = planetGO.transform.TransformPoint((Vector3)(info.position ?? Vector3.zero));
autoProjector.transform.rotation = planetGO.transform.TransformRotation(Quaternion.Euler((Vector3)(info.rotation ?? Vector3.zero)));
// Now we replace the slides
int slidesCount = info.slides.Length;
var slideCollection = new SlideCollection(slidesCount);
var imageLoader = projectorObj.AddComponent<ImageUtilities.AsyncImageLoader>();
for (int i = 0; i < slidesCount; i++)
{
var slide = new Slide();
var slideInfo = info.slides[i];
imageLoader.pathsToLoad.Add(mod.ModHelper.Manifest.ModFolderPath + slideInfo.imagePath);
AddModules(slideInfo, ref slide);
slideCollection.slides[i] = slide;
}
imageLoader.imageLoadedEvent.AddListener((Texture2D tex, int index) => { slideCollection.slides[index].textureOverride = ImageUtilities.Invert(tex); });
slideCollectionContainer.slideCollection = slideCollection;
OWAssetHandler.LoadObject(projectorObj);
sector.OnOccupantEnterSector.AddListener((x) => OWAssetHandler.LoadObject(projectorObj));
// Change the picture on the lens
var lens = projectorObj.transform.Find("Spotlight/Prop_IP_SingleSlideProjector/Projector_Lens").GetComponent<MeshRenderer>();
lens.materials[1].mainTexture = slideCollection.slides[0]._textureOverride;
lens.materials[1].SetTexture(EmissionMap, slideCollection.slides[0]._textureOverride);
projectorObj.SetActive(true);
}
// Makes a target for a vision torch to scan
public static GameObject MakeMindSlidesTarget(GameObject planetGO, Sector sector, PropModule.ProjectionInfo info, IModBehaviour mod)
{
// spawn a trigger for the vision torch
var path = "DreamWorld_Body/Sector_DreamWorld/Sector_Underground/Sector_PrisonCell/Ghosts_PrisonCell/GhostNodeMap_PrisonCell_Lower/Prefab_IP_GhostBird_Prisoner/Ghostbird_IP_ANIM/Ghostbird_Skin_01:Ghostbird_Rig_V01:Base/Ghostbird_Skin_01:Ghostbird_Rig_V01:Root/Ghostbird_Skin_01:Ghostbird_Rig_V01:Spine01/Ghostbird_Skin_01:Ghostbird_Rig_V01:Spine02/Ghostbird_Skin_01:Ghostbird_Rig_V01:Spine03/Ghostbird_Skin_01:Ghostbird_Rig_V01:Spine04/Ghostbird_Skin_01:Ghostbird_Rig_V01:Neck01/Ghostbird_Skin_01:Ghostbird_Rig_V01:Neck02/Ghostbird_Skin_01:Ghostbird_Rig_V01:Head/PrisonerHeadDetector";
var g = DetailBuilder.MakeDetail(planetGO, sector, path, info.position, Vector3.zero, 2, false);
if (g == null)
{
Logger.LogWarning($"Tried to make a vision torch target but couldn't. Do you have the DLC installed?");
return null;
}
g.name = "VisionStaffDetector";
// The number of slides is unlimited, 15 is only for texturing the actual slide reel item. This is not a slide reel item
var slides = info.slides;
var slidesCount = slides.Length;
var slideCollection = new SlideCollection(slidesCount);
var imageLoader = g.AddComponent<ImageUtilities.AsyncImageLoader>();
for (int i = 0; i < slidesCount; i++)
{
var slide = new Slide();
var slideInfo = slides[i];
imageLoader.pathsToLoad.Add(mod.ModHelper.Manifest.ModFolderPath + slideInfo.imagePath);
AddModules(slideInfo, ref slide);
slideCollection.slides[i] = slide;
}
imageLoader.imageLoadedEvent.AddListener((Texture2D tex, int index) => { slideCollection.slides[index].textureOverride = tex; });
// attatch a component to store all the data for the slides that play when a vision torch scans this target
var target = g.AddComponent<VisionTorchTarget>();
var slideCollectionContainer = g.AddComponent<SlideCollectionContainer>();
slideCollectionContainer.slideCollection = slideCollection;
target.slideCollection = g.AddComponent<MindSlideCollection>();
target.slideCollection._slideCollectionContainer = slideCollectionContainer;
target.slideCollectionContainer = slideCollectionContainer;
// Idk why but it wants reveals to be comma delimited not a list
if (info.reveals != null) slideCollectionContainer._shipLogOnComplete = string.Join(",", info.reveals);
return g;
}
public static GameObject MakeStandingVisionTorch(GameObject planetGO, Sector sector, PropModule.ProjectionInfo info, IModBehaviour mod)
{
//
// spawn the torch itself
//
var path = "RingWorld_Body/Sector_RingWorld/Sector_SecretEntrance/Interactibles_SecretEntrance/Experiment_1/VisionTorchApparatus/VisionTorchRoot/Prefab_IP_VisionTorchProjector";
var standingTorch = DetailBuilder.MakeDetail(planetGO, sector, path, info.position, info.rotation, 1, false);
if (standingTorch == null)
{
Logger.LogWarning($"Tried to make a vision torch target but couldn't. Do you have the DLC installed?");
return null;
}
//
// set some required properties on the torch
//
var mindSlideProjector = standingTorch.GetComponent<MindSlideProjector>();
mindSlideProjector._mindProjectorImageEffect = GameObject.Find("Player_Body/PlayerCamera").GetComponent<MindProjectorImageEffect>();
// setup for visually supporting async texture loading
mindSlideProjector.enabled = false;
var visionBeamEffect = SearchUtilities.FindChild(standingTorch, "VisionBeam");
visionBeamEffect.SetActive(false);
//
// set up slides
//
// The number of slides is unlimited, 15 is only for texturing the actual slide reel item. This is not a slide reel item
var slides = info.slides;
var slidesCount = slides.Length;
var slideCollection = new SlideCollection(slidesCount);
var imageLoader = standingTorch.AddComponent<ImageUtilities.AsyncImageLoader>();
for (int i = 0; i < slidesCount; i++)
{
var slide = new Slide();
var slideInfo = slides[i];
imageLoader.pathsToLoad.Add(mod.ModHelper.Manifest.ModFolderPath + slideInfo.imagePath);
AddModules(slideInfo, ref slide);
slideCollection.slides[i] = slide;
}
// this variable just lets us track how many of the slides have been loaded.
// this way as soon as the last one is loaded (due to async loading, this may be
// slide 7, or slide 3, or whatever), we can enable the vision torch. This allows us
// to avoid doing a "is every element in the array `slideCollection.slides` not null" check every time a texture finishes loading
int displaySlidesLoaded = 0;
imageLoader.imageLoadedEvent.AddListener(
(Texture2D tex, int index) =>
{
slideCollection.slides[index].textureOverride = tex;
displaySlidesLoaded++; // threading moment
if (displaySlidesLoaded >= slides.Length)
{
mindSlideProjector.enabled = true;
visionBeamEffect.SetActive(true);
}
}
);
// set up the containers for the slides
var slideCollectionContainer = standingTorch.AddComponent<SlideCollectionContainer>();
slideCollectionContainer.slideCollection = slideCollection;
var mindSlideCollection = standingTorch.AddComponent<MindSlideCollection>();
mindSlideCollection._slideCollectionContainer = slideCollectionContainer;
// make sure that these slides play when the player wanders into the beam
// _slideCollectionItem is actually a reference to a SlideCollectionContainer. Not a slide reel item
mindSlideProjector._mindSlideCollection = mindSlideCollection;
mindSlideProjector._slideCollectionItem = slideCollectionContainer;
mindSlideProjector.SetMindSlideCollection(mindSlideCollection);
// Idk why but it wants reveals to be comma delimited not a list
if (info.reveals != null) slideCollectionContainer._shipLogOnComplete = string.Join(",", info.reveals);
return standingTorch;
}
private static void AddModules(PropModule.SlideInfo slideInfo, ref Slide slide)
{
var modules = new List<SlideFunctionModule>();
if (!String.IsNullOrEmpty(slideInfo.beatAudio))
{
var audioBeat = new SlideBeatAudioModule();
audioBeat._audioType = (AudioType)Enum.Parse(typeof(AudioType), slideInfo.beatAudio);
audioBeat._delay = slideInfo.beatDelay;
modules.Add(audioBeat);
}
if (!String.IsNullOrEmpty(slideInfo.backdropAudio))
{
var audioBackdrop = new SlideBackdropAudioModule();
audioBackdrop._audioType = (AudioType)Enum.Parse(typeof(AudioType), slideInfo.backdropAudio);
audioBackdrop._fadeTime = slideInfo.backdropFadeTime;
modules.Add(audioBackdrop);
}
if (slideInfo.ambientLightIntensity > 0)
{
var ambientLight = new SlideAmbientLightModule();
ambientLight._intensity = slideInfo.ambientLightIntensity;
ambientLight._range = slideInfo.ambientLightRange;
ambientLight._color = slideInfo.ambientLightColor.ToColor();
ambientLight._spotIntensityMod = slideInfo.spotIntensityMod;
modules.Add(ambientLight);
}
if (slideInfo.playTimeDuration != 0)
{
var playTime = new SlidePlayTimeModule();
playTime._duration = slideInfo.playTimeDuration;
modules.Add(playTime);
}
if (slideInfo.blackFrameDuration != 0)
{
var blackFrame = new SlideBlackFrameModule();
blackFrame._duration = slideInfo.blackFrameDuration;
modules.Add(blackFrame);
}
if (!String.IsNullOrEmpty(slideInfo.reveal))
{
var shipLogEntry = new SlideShipLogEntryModule();
shipLogEntry._entryKey = slideInfo.reveal;
modules.Add(shipLogEntry);
}
Slide.WriteModules(modules, ref slide._modulesList, ref slide._modulesData, ref slide.lengths);
}
}
public class VisionTorchTarget : MonoBehaviour
{
public MindSlideCollection slideCollection;
public SlideCollectionContainer slideCollectionContainer;
public OWEvent.OWCallback onSlidesComplete;
}
}