116 lines
5.0 KiB
C#

using NewHorizons.External.Modules;
using NewHorizons.Utility;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace NewHorizons.Builder.Atmosphere
{
public static class AtmosphereBuilder
{
private static readonly int InnerRadius = Shader.PropertyToID("_InnerRadius");
private static readonly int OuterRadius = Shader.PropertyToID("_OuterRadius");
private static readonly int SkyColor = Shader.PropertyToID("_SkyColor");
private static readonly int SunIntensity = Shader.PropertyToID("_SunIntensity");
public static readonly List<(GameObject, Material)> Skys = new();
public static void Init()
{
Skys.Clear();
}
private static GameObject _atmospherePrefab;
private static GameObject _proxyAtmospherePrefab;
private static bool _isInit;
internal static void InitPrefabs()
{
if (_isInit) return;
_isInit = true;
if (_atmospherePrefab == null) _atmospherePrefab = SearchUtilities.Find("TimberHearth_Body/Atmosphere_TH/AtmoSphere").InstantiateInactive().Rename("Atmosphere").DontDestroyOnLoad();
if (_proxyAtmospherePrefab == null) _proxyAtmospherePrefab = Object.FindObjectOfType<DistantProxyManager>()._proxies.FirstOrDefault(apt => apt.astroName == AstroObject.Name.TimberHearth).proxyPrefab.FindChild("Atmosphere_TH/Atmosphere_LOD3").InstantiateInactive().Rename("ProxyAtmosphere").DontDestroyOnLoad();
}
public static GameObject Make(GameObject planetGO, Sector sector, AtmosphereModule atmosphereModule, float surfaceSize, bool proxy = false)
{
InitPrefabs();
GameObject atmoGO = new GameObject("Atmosphere");
atmoGO.SetActive(false);
atmoGO.transform.parent = sector?.transform ?? planetGO.transform;
if (atmosphereModule.useAtmosphereShader)
{
GameObject prefab = proxy ? _proxyAtmospherePrefab : _atmospherePrefab;
if (prefab != null)
{
GameObject atmo = Object.Instantiate(prefab, atmoGO.transform);
atmo.name = "Atmosphere";
atmo.transform.localPosition = Vector3.zero;
atmo.transform.localEulerAngles = Vector3.zero;
atmo.SetActive(true);
Material material;
if (proxy)
{
atmo.transform.localScale = Vector3.one * atmosphereModule.size * 1.2f * 2f;
var renderer = atmo.GetComponent<MeshRenderer>();
material = renderer.material; // makes a new material
renderer.sharedMaterial = material;
}
else
{
atmo.transform.localScale = Vector3.one * atmosphereModule.size * 1.2f;
var renderers = atmo.GetComponentsInChildren<MeshRenderer>();
material = renderers[0].material; // makes a new material
foreach (var renderer in renderers)
{
renderer.sharedMaterial = material;
}
}
material.SetFloat(InnerRadius, (atmosphereModule.clouds != null && atmosphereModule.clouds.cloudsPrefab != CloudPrefabType.Transparent) ? atmosphereModule.size : surfaceSize);
material.SetFloat(OuterRadius, atmosphereModule.size * 1.2f);
if (atmosphereModule.atmosphereTint != null) material.SetColor(SkyColor, atmosphereModule.atmosphereTint.ToColor());
atmo.SetActive(true);
if (atmosphereModule.atmosphereSunIntensity == 0)
{
// Do it based on distance
Skys.Add((planetGO, material));
if (Main.Instance.CurrentStarSystem == "EyeOfTheUniverse") material.SetFloat(SunIntensity, 0.2f);
}
else
{
// Use the override instead
material.SetFloat(SunIntensity, atmosphereModule.atmosphereSunIntensity);
}
}
}
atmoGO.transform.position = planetGO.transform.TransformPoint(Vector3.zero);
atmoGO.SetActive(true);
// CullGroups have already set up their renderers when this is done so we need to add ourself to it
// TODO: There are probably other builders where this is relevant
// This in particular was a bug affecting hazy dreams
if (sector != null && sector.gameObject.GetComponent<CullGroup>() is CullGroup cullGroup)
{
cullGroup.RecursivelyAddRenderers(atmoGO.transform, true);
cullGroup.SetVisible(cullGroup.IsVisible());
}
return atmoGO;
}
}
}