91 lines
3.7 KiB
C#

using NewHorizons.External.Modules.Props;
using NewHorizons.Utility;
using NewHorizons.Utility.OWML;
using UnityEngine;
namespace NewHorizons.Builder.Props
{
public static class GeyserBuilder
{
private static GameObject _geyserPrefab;
internal static void InitPrefab()
{
if (_geyserPrefab == null) _geyserPrefab = SearchUtilities.Find("TimberHearth_Body/Sector_TH/Interactables_TH/Geysers/Geyser_Village").InstantiateInactive().Rename("Prefab_TH_Geyser").DontDestroyOnLoad();
}
public static void Make(GameObject planetGO, Sector sector, GeyserInfo info)
{
InitPrefab();
var geyserGO = GeneralPropBuilder.MakeFromPrefab(_geyserPrefab, "Geyser", planetGO, ref sector, info);
geyserGO.transform.position += geyserGO.transform.up * info.offset;
geyserGO.transform.localScale = Vector3.one;
var bubbles = geyserGO.FindChild("GeyserParticles/GeyserBubbles");
var shaft = geyserGO.FindChild("GeyserParticles/GeyserShaft");
var spout = geyserGO.FindChild("GeyserParticles/GeyserSpout");
if (info.tint != null)
{
var tint = info.tint.ToColor();
bubbles.GetComponent<ParticleSystemRenderer>().material.color = new Color(tint.r, tint.g, tint.b, Mathf.LerpUnclamped(0.5f, 1f, tint.a)); //bubbles disappear at 0.5 alpha
shaft.GetComponent<ParticleSystemRenderer>().material.color = tint;
spout.GetComponent<ParticleSystemRenderer>().material.color = tint;
}
if (info.disableBubbles) bubbles.SetActive(false);
if (info.disableShaft) shaft.SetActive(false);
if (info.disableSpout) spout.SetActive(false);
var geyserController = geyserGO.GetComponent<GeyserController>();
geyserController._activeDuration = info.activeDuration;
geyserController._inactiveDuration = info.inactiveDuration;
geyserGO.SetActive(true);
var geyserFluidVolume = geyserGO.GetComponentInChildren<GeyserFluidVolume>();
// Do this after awake
Delay.FireOnNextUpdate(() => geyserFluidVolume._maxHeight = 1);
if (info.force == 0f) geyserFluidVolume.enabled = false;
else
{
geyserFluidVolume.enabled = true; // why do we enable this? idk
geyserFluidVolume.GetComponent<CapsuleShape>().enabled = true; // i think this is already enabled but wtv
geyserFluidVolume._attractionalFlowSpeed *= info.force / 55f;
geyserFluidVolume._directionalFlowSpeed = info.force;
}
geyserGO.GetComponent<GeyserAudioController>().SetSector(sector);
var oneShotAudio = geyserGO.FindChild("Geyser_OneShotAudioSrc");
var loopAudio = geyserGO.FindChild("Geyser_LoopAudioSrc");
oneShotAudio.GetComponent<AudioSpreadController>().SetSector(sector);
loopAudio.GetComponent<AudioSpreadController>().SetSector(sector);
Delay.FireOnNextUpdate(() => {
if (info.volume == 0)
{
oneShotAudio.SetActive(false);
loopAudio.SetActive(false);
}
else
{
oneShotAudio.GetComponent<OWAudioSource>().SetMaxVolume(info.volume);
loopAudio.GetComponent<OWAudioSource>().SetMaxVolume(info.volume);
}
});
// If it starts at the shaft, move the start/end sounds to it
if ((info.disableSpout && !info.disableShaft) || info.offset == -67f)
{
oneShotAudio.transform.SetLocalPositionY(67f);
}
}
}
}