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

125 lines
5.3 KiB
C#

using NewHorizons.Utility;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using static NewHorizons.External.Modules.BrambleModule;
namespace NewHorizons.Builder.Props
{
public static class BrambleNodeBuilder
{
private static Dictionary<BrambleNodeInfo, InnerFogWarpVolume> unpairedNodes = new Dictionary<BrambleNodeInfo, InnerFogWarpVolume>();
public static void PairUnpairedNodes()
{
// copy the keys since we'll be modifying the dictionary as we loop over it
var configsToCheck = unpairedNodes.Keys.ToList();
foreach (var config in configsToCheck)
{
var success = Pair(unpairedNodes[config], config.linksTo);
if (success) unpairedNodes.Remove(config);
}
}
private static OuterFogWarpVolume GetOuterFogWarpVolumeFromAstroObject(GameObject go)
{
var sector = SearchUtilities.FindChild(go, "Sector");
if (sector == null) return null;
var outerWarpGO = SearchUtilities.FindChild(sector, "OuterWarp");
if (outerWarpGO == null) return null;
var outerFogWarpVolume = outerWarpGO.GetComponent<OuterFogWarpVolume>();
return outerFogWarpVolume;
}
private static bool Pair(InnerFogWarpVolume nodeWarp, string destinationName)
{
var destinationAO = AstroObjectLocator.GetAstroObject(destinationName); // find child "Sector/OuterWarp"
if (destinationAO == null) return false;
var destination = GetOuterFogWarpVolumeFromAstroObject(destinationAO.gameObject);
if (destination == null) return false;
nodeWarp._linkedOuterWarpVolume = destination;
return true;
}
// DB_EscapePodDimension_Body/Sector_EscapePodDimension/Interactables_EscapePodDimension/InnerWarp_ToAnglerNest // need to change the light shaft color
// DB_ExitOnlyDimension_Body/Sector_ExitOnlyDimension/Interactables_ExitOnlyDimension/InnerWarp_ToExitOnly // need to change the colors
// DB_HubDimension_Body/Sector_HubDimension/Interactables_HubDimension/InnerWarp_ToCluster // need to delete the child "Signal_Harmonica"
public static void Make(GameObject go, Sector sector, BrambleNodeInfo[] configs)
{
foreach(var config in configs)
{
Make(go, sector, config);
}
}
public static GameObject Make(GameObject go, Sector sector, BrambleNodeInfo config)
{
//
// spawn the bramble node
//
var brambleNodePrefabPath = "DB_HubDimension_Body/Sector_HubDimension/Interactables_HubDimension/InnerWarp_ToCluster";
var brambleNode = DetailBuilder.MakeDetail(go, sector, brambleNodePrefabPath, config.position, config.rotation, config.scale, false);
// this node comes with Feldspar's signal, we don't want that though
GameObject.Destroy(SearchUtilities.FindChild(brambleNode, "Signal_Harmonica"));
//
// TODO: change the colors
//
//var effects = SearchUtilities.FindChild(brambleNode, "Effects");
//var fogRenderer = SearchUtilities.FindChild(effects, "InnerWarpFogSphere");
//var lightShafts = SearchUtilities.FindChild(effects, "DB_BrambleLightShafts");
//var lightShaft1 = SearchUtilities.FindChild(lightShafts, "BrambleLightShaft1");
//
// set up warps
//
var warpController = brambleNode.GetComponent<InnerFogWarpVolume>();
warpController._sector = sector;
warpController._attachedBody = go.GetComponent<OWRigidbody>(); // I don't think this is necessary, it seems to be set correctly on its own
warpController._containerWarpVolume = GetOuterFogWarpVolumeFromAstroObject(go); // the OuterFogWarpVolume of the dimension this node is inside of (null if this node is not inside of a bramble dimension (eg it's sitting on a planet or something))
var success = Pair(warpController, config.linksTo);
if (!success) unpairedNodes[config] = warpController;
//var exitPointsParent = SearchUtilities.FindChild(brambleNode, "FogWarpExitPoints"); // "ExitPoint", "ExitPoint (1)" ... "ExitPoint (5)"
//var exitPointsNames = new string[]
//{
// "ExitPoint",
// "ExitPoint (1)",
// "ExitPoint (2)",
// "ExitPoint (3)",
// "ExitPoint (4)",
// "ExitPoint (5)",
//};
//for (int i = 0; i < 6; i++)
//{
// var exitPoint = SearchUtilities.FindChild(exitPointsParent, exitPointsNames[i]);
// var sphericalFogWarpExit = exitPoint.GetComponent<SphericalFogWarpExit>();
// // I don't think anything actually needs to be done here
//}
//
// TODO: support adding signals to these nodes
//
// Done!
return brambleNode;
}
}
}