70 lines
2.7 KiB
C#

using NewHorizons.Builder.Orbital;
using NewHorizons.Utility;
using NewHorizons.Utility.CommonResources;
using PacificEngine.OW_CommonResources.Game.Resource;
using PacificEngine.OW_CommonResources.Game.State;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Logger = NewHorizons.Utility.Logger;
namespace NewHorizons.Builder.Updater
{
public static class OrbitUpdater
{
public static void Update(NewHorizonsBody body, GameObject go)
{
var mapping = Planet.defaultMapping;
var heavenlyBody = CommonResourcesUtilities.HeavenlyBodyFromAstroObject(AstroObjectLocator.GetAstroObject(body.Config.Name));
Logger.Log($"Updating position of {body.Config.Name}/{heavenlyBody}");
if (heavenlyBody != HeavenlyBody.None)
{
var original = mapping[heavenlyBody];
var coords = body.Config.Orbit.GetKeplerCoords();
var parent = original.state.parent;
if (body.Config.Orbit.PrimaryBody != null)
{
var parentAO = AstroObjectLocator.GetAstroObject(body.Config.Orbit.PrimaryBody);
var newParent = CommonResourcesUtilities.HeavenlyBodyFromAstroObject(parentAO);
if (newParent != HeavenlyBody.None)
{
Logger.LogWarning($"Sorry, can't change primary body for planets yet. You tried making {body.Config.Name} orbit {newParent}");
/*
parent = newParent;
// Have to change the gravity stuff
go.GetComponentInChildren<ConstantForceDetector>()._detectableFields = new ForceVolume[] { parentAO.GetGravityVolume() };
go.GetComponent<AstroObject>()._primaryBody = parentAO;
*/
}
else Logger.LogError($"Couldn't find new parent {body.Config.Orbit.PrimaryBody}");
}
var planetoid = new Planet.Plantoid(
original.size,
original.gravity,
mapping[heavenlyBody].state.orbit.orientation.rotation,
InitialMotionBuilder.SiderealPeriodToAngularSpeed(body.Config.Orbit.SiderealPeriod),
parent,
coords
);
mapping[heavenlyBody] = planetoid;
Planet.defaultMapping = mapping;
Planet.mapping = mapping;
}
else
{
Logger.LogError($"Couldn't find heavenlyBody for {body.Config.Name}");
}
}
}
}