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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
154 lines
5.9 KiB
C#
154 lines
5.9 KiB
C#
using NewHorizons.Builder.Props;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace NewHorizons.Utility
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{
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class DebugPropPlacer
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{
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private struct PropPlacementData
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{
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public Vector3 initial_pos;
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public Vector3 initial_rotation;
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public string body;
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public string propPath;
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public GameObject gameObject;
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public Vector3 pos { get { return gameObject.transform.localPosition; } }
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public Vector3 rotation { get { return gameObject.transform.localEulerAngles; } }
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}
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public static readonly string DEFAULT_OBJECT = currentObject = "BrittleHollow_Body/Sector_BH/Sector_NorthHemisphere/Sector_NorthPole/Sector_HangingCity/Sector_HangingCity_District1/Props_HangingCity_District1/OtherComponentsGroup/Props_HangingCity_Building_10/Prefab_NOM_VaseThin";
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public static string currentObject = DEFAULT_OBJECT;
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private static List<PropPlacementData> props = new List<PropPlacementData>();
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private static List<PropPlacementData> deletedProps = new List<PropPlacementData>();
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// TODO: RegisterProp function, call it in DetailBuilder.MakeDetail
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// TODO: Add default rotation and position offsets
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public static void PlaceObject(DebugRaycastData data)
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{
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if (!data.hitObject.name.EndsWith("_Body"))
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{
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Logger.Log("Cannot place object on non-body object: " + data.hitObject.name);
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}
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try
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{
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// TODO: if currentObject == "" or null, spawn some generic placeholder instead
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if (currentObject == "" || currentObject == null)
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{
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currentObject = DEFAULT_OBJECT;
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}
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GameObject prop = DetailBuilder.MakeDetail(data.hitObject, data.hitObject.GetComponentInChildren<Sector>(), currentObject, data.pos, data.norm, 1, false);
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PropPlacementData propData = RegisterProp_WithReturn(data.bodyName, prop);
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propData.initial_pos = data.pos;
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propData.initial_rotation = data.norm;
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// TODO: rotate around vertical axis to face player
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string origEul = prop.transform.localEulerAngles.ToString();
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prop.transform.localRotation = Quaternion.LookRotation(data.norm) * Quaternion.FromToRotation(Vector3.up, Vector3.forward);
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}
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catch (Exception e)
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{
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Logger.Log($"Failed to place object {currentObject} on body ${data.hitObject} at location ${data.pos}.");
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}
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}
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public static void RegisterProp(string bodyGameObjectName, GameObject prop)
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{
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RegisterProp_WithReturn(bodyGameObjectName, prop);
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}
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private static PropPlacementData RegisterProp_WithReturn(string bodyGameObjectName, GameObject prop)
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{
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if (Main.Debug)
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{
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// TOOD: make this prop an item
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}
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string bodyName = bodyGameObjectName.Substring(0, bodyGameObjectName.Length-"_Body".Length);
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PropPlacementData data = new PropPlacementData
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{
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body = bodyName,
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propPath = currentObject,
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gameObject = prop
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};
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props.Add(data);
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return data;
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}
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public static void PrintConfig()
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{
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var groupedProps = props
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.GroupBy(p => p.body)
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.Select(grp => grp.ToList())
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.ToList();
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foreach (List<PropPlacementData> bodyProps in groupedProps)
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{
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string configFile =
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"{" + Environment.NewLine +
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" \"$schema\": \"https://raw.githubusercontent.com/xen-42/outer-wilds-new-horizons/master/NewHorizons/schema.json\"," + Environment.NewLine +
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$" \"name\" : \"{bodyProps[0].body}\"," + Environment.NewLine +
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" \"Props\" :" + Environment.NewLine +
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" {" + Environment.NewLine +
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" \"details\": [" + Environment.NewLine;
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for(int i = 0; i < bodyProps.Count; i++)
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{
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PropPlacementData prop = bodyProps[i];
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string positionString = $"\"x\":{prop.pos.x},\"y\":{prop.pos.y},\"z\":{prop.pos.z}";
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string rotationString = $"\"x\":{prop.rotation.x},\"y\":{prop.rotation.y},\"z\":{prop.rotation.z}";
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string endingString = i == bodyProps.Count-1 ? "" : ",";
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configFile += " {\"path\" : \"" +prop.propPath+ "\", \"position\": {"+positionString+"}, \"rotation\": {"+rotationString+"}, \"scale\": 1}" + endingString + Environment.NewLine;
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}
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configFile +=
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" ]" + Environment.NewLine +
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" }" + Environment.NewLine +
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"}";
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Logger.Log(configFile);
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}
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}
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public static void DeleteLast()
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{
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if (props.Count <= 0) return;
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PropPlacementData last = props[props.Count-1];
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props.RemoveAt(props.Count-1);
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last.gameObject.SetActive(false);
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deletedProps.Add(last);
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}
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public static void UndoDelete()
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{
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if (deletedProps.Count <= 0) return;
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PropPlacementData last = deletedProps[deletedProps.Count-1];
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deletedProps.RemoveAt(deletedProps.Count-1);
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last.gameObject.SetActive(true);
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props.Add(last);
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}
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}
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}
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