mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 12:05:23 +01:00
407 lines
22 KiB
C#
407 lines
22 KiB
C#
using NewHorizons.Builder.General;
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using NewHorizons.Builder.Props;
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using NewHorizons.Components;
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using NewHorizons.Components.EyeOfTheUniverse;
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using NewHorizons.Utility;
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using NewHorizons.Utility.OuterWilds;
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using NewHorizons.Utility.OWML;
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using UnityEngine;
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using System.Collections;
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using static NewHorizons.Main;
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using static NewHorizons.Utility.Files.AssetBundleUtilities;
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namespace NewHorizons.Handlers
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{
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public static class VesselWarpHandler
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{
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public static GameObject VesselPrefab { get; private set; }
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public static GameObject VesselObject { get; private set; }
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public static VesselWarpController WarpController { get; private set; }
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private static SpawnPoint _vesselSpawnPoint;
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public static SpawnPoint VesselSpawnPoint => _vesselSpawnPoint;
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public static void Initialize()
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{
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VesselPrefab = NHPrivateAssetBundle.LoadAsset<GameObject>("Vessel_Body");
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}
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public static bool IsVesselPresentAndActive()
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{
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var vesselConfig = SystemDict[Instance.CurrentStarSystem].Config?.Vessel;
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var vesselIsPresent = vesselConfig?.alwaysPresent ?? false;
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return Instance.IsWarpingFromVessel || vesselIsPresent;
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}
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public static bool IsVesselPresent()
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{
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var isDefaultSolarSystem = Instance.CurrentStarSystem == "SolarSystem";
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var isEyeOfTheUniverse = Instance.CurrentStarSystem == "EyeOfTheUniverse";
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return IsVesselPresentAndActive() || isDefaultSolarSystem || isEyeOfTheUniverse;
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}
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public static bool ShouldSpawnAtVessel()
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{
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var vesselConfig = SystemDict[Instance.CurrentStarSystem].Config?.Vessel;
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var shouldSpawnOnVessel = IsVesselPresent() && (vesselConfig?.spawnOnVessel ?? false);
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return !Instance.IsWarpingFromShip && (Instance.IsWarpingFromVessel || Instance.DidWarpFromVessel || shouldSpawnOnVessel);
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}
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public static void LoadVessel()
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{
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var system = SystemDict[Instance.CurrentStarSystem];
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if (Instance.CurrentStarSystem == "EyeOfTheUniverse")
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{
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_vesselSpawnPoint = SearchUtilities.Find("Vessel_Body/SPAWN_Vessel").GetComponent<EyeSpawnPoint>();
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return;
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}
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if (IsVesselPresentAndActive())
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{
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_vesselSpawnPoint = Instance.CurrentStarSystem == "SolarSystem" ? UpdateVessel() : CreateVessel();
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}
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else
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{
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var vesselDimension = SearchUtilities.Find("DB_VesselDimension_Body/Sector_VesselDimension");
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var vesselDimensionSpawn = vesselDimension.GetComponentInChildren<SpawnPoint>(true);
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var vesselWarpController = vesselDimension.GetComponentInChildren<VesselWarpController>(true);
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var defaultPlayerWarpPoint = new GameObject("DefaultPlayerWarpPos");
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defaultPlayerWarpPoint.transform.SetParent(vesselWarpController.transform, false);
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defaultPlayerWarpPoint.transform.localPosition = new Vector3(0, -5.82f, -6.56f);
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vesselWarpController._defaultPlayerWarpPoint = defaultPlayerWarpPoint.transform;
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var vesselSpawnObj = new GameObject("SPAWN_Vessel");
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vesselSpawnObj.transform.SetParent(vesselWarpController.transform.parent.parent, false);
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vesselSpawnObj.transform.localPosition = new Vector3(-0.3f, -5.18f, -6.35f);
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var vesselSpawnPoint = vesselSpawnObj.AddComponent<VesselSpawnPoint>();
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vesselSpawnPoint.WarpController = vesselWarpController;
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vesselSpawnPoint._triggerVolumes = vesselDimensionSpawn._triggerVolumes;
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_vesselSpawnPoint = vesselSpawnPoint;
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}
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}
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public static void TeleportToVessel()
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{
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var playerSpawner = Object.FindObjectOfType<PlayerSpawner>();
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if (_vesselSpawnPoint is VesselSpawnPoint vesselSpawnPoint)
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{
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NHLogger.LogVerbose("Relative warping into vessel");
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vesselSpawnPoint.WarpPlayer();
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// #1034 Vessel warp sometimes has the player get flung away into space and die
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// We do what we do with regular spawns where we keep resetting their position to the right one while invincible until we're relatively certain
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// that the spawning sequence is done
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Delay.StartCoroutine(FixPlayerSpawning(25, vesselSpawnPoint));
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}
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else
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{
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NHLogger.LogVerbose("Debug warping into vessel");
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playerSpawner.DebugWarp(_vesselSpawnPoint);
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}
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Builder.General.SpawnPointBuilder.SuitUp();
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LoadDB();
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}
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private static IEnumerator FixPlayerSpawning(int frameInterval, VesselSpawnPoint vesselSpawn)
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{
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InvulnerabilityHandler.MakeInvulnerable(true);
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var frameCount = 0;
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while (frameCount <= frameInterval)
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{
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vesselSpawn.WarpPlayer();
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frameCount++;
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yield return null; // Wait for the next frame
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}
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InvulnerabilityHandler.MakeInvulnerable(false);
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var playerBody = SearchUtilities.Find("Player_Body").GetAttachedOWRigidbody();
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var resources = playerBody.GetComponent<PlayerResources>();
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resources._currentHealth = 100f;
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}
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public static void LoadDB()
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{
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if (Instance.CurrentStarSystem == "SolarSystem")
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{
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//Deactivate lock since we aren't in timber anymore
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GameObject.Destroy(SearchUtilities.Find("TimberHearth_Body/StreamingGroup_TH").GetComponent<StreamingLock>());
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// Deactivate village music because for some reason it still plays.
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SearchUtilities.Find("TimberHearth_Body/Sector_TH/Sector_Village/Volumes_Village/MusicVolume_Village").GetComponent<VillageMusicVolume>().Deactivate();
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// Loads it manually so the player doesn't start falling and then vessel loads in on them.
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SectorStreaming ss = SearchUtilities.Find("DB_VesselDimension_Body/Sector_VesselDimension/Sector_Streaming").GetComponent<SectorStreaming>();
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ss.enabled = true;
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ss._streamingGroup.LoadRequiredAssets();
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ss._streamingGroup.LoadRequiredColliders();
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ss._streamingGroup.LoadGeneralAssets();
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StreamingManager.loadingPriority = StreamingManager.LoadingPriority.High;
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}
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}
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public static VesselSpawnPoint CreateVessel()
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{
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var system = SystemDict[Instance.CurrentStarSystem];
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NHLogger.LogVerbose("Checking for Vessel Prefab");
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if (VesselPrefab == null) return null;
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NHLogger.LogVerbose("Creating Vessel");
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Sector sector = null;
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var vesselObject = GeneralPropBuilder.MakeFromPrefab(VesselPrefab, VesselPrefab.name, null, ref sector, system.Config.Vessel?.vesselSpawn);
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VesselObject = vesselObject;
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sector = vesselObject.GetComponentInChildren<Sector>(true);
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var vesselAO = vesselObject.AddComponent<EyeAstroObject>();
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vesselAO._owRigidbody = vesselObject.GetComponent<OWRigidbody>();
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vesselAO._rootSector = sector;
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vesselAO._customName = "Vessel";
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vesselAO._name = AstroObject.Name.CustomString;
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vesselAO._type = AstroObject.Type.SpaceStation;
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vesselAO.Register();
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vesselObject.GetComponentInChildren<ReferenceFrameVolume>(true)._referenceFrame._attachedAstroObject = vesselAO;
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VesselSingularityRoot singularityRoot = vesselObject.GetComponentInChildren<VesselSingularityRoot>(true);
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VesselWarpController vesselWarpController = vesselObject.GetComponentInChildren<VesselWarpController>(true);
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WarpController = vesselWarpController;
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GameObject WarpPlatform = SearchUtilities.Find("DB_VesselDimension_Body/Sector_VesselDimension/Sector_VesselBridge/Interactibles_VesselBridge/WarpController/Prefab_NOM_WarpPlatform");
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GameObject warpBH = WarpPlatform.transform.Find("BlackHole").gameObject;
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GameObject warpWH = WarpPlatform.transform.Find("WhiteHole").gameObject;
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GameObject sourceBH = Object.Instantiate(warpBH, vesselWarpController._sourceWarpPlatform.transform, false);
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sourceBH.name = "BlackHole";
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vesselWarpController._sourceWarpPlatform._blackHole = sourceBH.GetComponentInChildren<SingularityController>();
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vesselWarpController._sourceWarpPlatform._blackHole.OnCollapse += vesselWarpController._sourceWarpPlatform.OnBlackHoleCollapse;
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GameObject sourceWH = Object.Instantiate(warpWH, vesselWarpController._sourceWarpPlatform.transform, false);
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sourceWH.name = "WhiteHole";
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vesselWarpController._sourceWarpPlatform._whiteHole = sourceWH.GetComponentInChildren<SingularityController>();
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vesselWarpController._sourceWarpPlatform._whiteHole.OnCollapse += vesselWarpController._sourceWarpPlatform.OnWhiteHoleCollapse;
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GameObject targetBH = Object.Instantiate(warpBH, vesselWarpController._targetWarpPlatform.transform, false);
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targetBH.name = "BlackHole";
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vesselWarpController._targetWarpPlatform._blackHole = targetBH.GetComponentInChildren<SingularityController>();
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vesselWarpController._targetWarpPlatform._blackHole.OnCollapse += vesselWarpController._targetWarpPlatform.OnBlackHoleCollapse;
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GameObject targetWH = Object.Instantiate(warpWH, vesselWarpController._targetWarpPlatform.transform, false);
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targetWH.name = "WhiteHole";
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vesselWarpController._targetWarpPlatform._whiteHole = targetWH.GetComponentInChildren<SingularityController>();
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vesselWarpController._targetWarpPlatform._whiteHole.OnCollapse += vesselWarpController._targetWarpPlatform.OnWhiteHoleCollapse;
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GameObject blackHole = SearchUtilities.Find("DB_VesselDimension_Body/Sector_VesselDimension/Sector_VesselBridge/Interactibles_VesselBridge/BlackHole");
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GameObject newBlackHole = Object.Instantiate(blackHole, singularityRoot.transform);
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newBlackHole.transform.localPosition = Vector3.zero;
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newBlackHole.transform.localRotation = Quaternion.identity;
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newBlackHole.transform.localScale = Vector3.one;
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newBlackHole.name = "BlackHole";
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vesselWarpController._blackHole = newBlackHole.GetComponentInChildren<SingularityController>();
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vesselWarpController._blackHoleOneShot = vesselWarpController._blackHole.transform.parent.Find("BlackHoleAudio_OneShot").GetComponent<OWAudioSource>();
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GameObject whiteHole = SearchUtilities.Find("DB_VesselDimension_Body/Sector_VesselDimension/Sector_VesselBridge/Interactibles_VesselBridge/WhiteHole");
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GameObject newWhiteHole = Object.Instantiate(whiteHole, singularityRoot.transform);
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newWhiteHole.transform.localPosition = Vector3.zero;
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newWhiteHole.transform.localRotation = Quaternion.identity;
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newWhiteHole.transform.localScale = Vector3.one;
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newWhiteHole.name = "WhiteHole";
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vesselWarpController._whiteHole = newWhiteHole.GetComponentInChildren<SingularityController>();
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vesselWarpController._whiteHoleOneShot = vesselWarpController._whiteHole.transform.parent.Find("WhiteHoleAudio_OneShot").GetComponent<OWAudioSource>();
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vesselWarpController._whiteHole._startActive = true;
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vesselObject.GetComponent<MapMarker>()._labelID = (UITextType)TranslationHandler.AddUI("Vessel", true);
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var hasParentBody = !string.IsNullOrEmpty(system.Config.Vessel?.vesselSpawn?.parentBody);
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var hasPhysics = system.Config.Vessel?.hasPhysics ?? !hasParentBody;
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var planetGO = hasParentBody ? vesselObject.transform.parent.gameObject : null;
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if (hasPhysics)
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{
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vesselObject.transform.parent = null;
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}
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else
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{
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vesselAO._owRigidbody = null;
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Object.DestroyImmediate(vesselObject.GetComponent<KinematicRigidbody>());
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Object.DestroyImmediate(vesselObject.GetComponent<CenterOfTheUniverseOffsetApplier>());
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Object.DestroyImmediate(vesselObject.GetComponent<OWRigidbody>());
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Object.DestroyImmediate(vesselObject.GetComponent<Rigidbody>());
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var rfVolume = vesselObject.transform.Find("RFVolume");
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if (rfVolume != null)
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{
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Object.Destroy(rfVolume.gameObject);
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}
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}
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if (hasParentBody)
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{
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foreach (OWRigidbody dynamicProp in vesselObject.GetComponentsInChildren<OWRigidbody>(true))
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{
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if (dynamicProp.GetComponent<NomaiInterfaceOrb>() == null)
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{
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dynamicProp.gameObject.AddComponent<FixPhysics>();
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}
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}
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}
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var attachWarpExitToVessel = system.Config.Vessel?.warpExit?.attachToVessel ?? false;
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var warpExitParent = vesselWarpController._targetWarpPlatform.transform.parent;
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Sector warpExitSector = null;
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var warpExit = GeneralPropBuilder.MakeFromExisting(vesselWarpController._targetWarpPlatform.gameObject, planetGO, ref warpExitSector, system.Config.Vessel?.warpExit, defaultParent: attachWarpExitToVessel ? warpExitParent : null);
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if (attachWarpExitToVessel)
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{
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warpExit.transform.parent = warpExitParent;
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}
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vesselWarpController._targetWarpPlatform._owRigidbody = warpExit.GetAttachedOWRigidbody();
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var hasZeroGravityVolume = system.Config.Vessel?.hasZeroGravityVolume ?? !hasParentBody;
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if (!hasZeroGravityVolume)
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{
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var zeroGVolume = vesselObject.transform.Find("Sector_VesselBridge/Volumes_VesselBridge/ZeroGVolume");
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if (zeroGVolume != null)
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{
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Object.Destroy(zeroGVolume.gameObject);
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}
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}
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VesselSpawnPoint spawnPoint = vesselObject.GetComponentInChildren<VesselSpawnPoint>(true);
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if (ShouldSpawnAtVessel())
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{
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SpawnPointBuilder.OverridePlayerSpawn(spawnPoint);
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}
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vesselObject.SetActive(true);
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var power = vesselWarpController.transform.Find("PowerSwitchInterface");
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var orb = power.GetComponentInChildren<NomaiInterfaceOrb>(true);
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// Run after Start (when pillar is lowered immediately) and then skip 100 frames so that the weird orb rising thing doesn't happen #958
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Delay.RunWhenAndInNUpdates(() => SetupWarpController(vesselWarpController, orb), () => !vesselWarpController._coordinateInterface._pillarRaised, 100);
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return spawnPoint;
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}
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public static VesselSpawnPoint UpdateVessel()
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{
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var system = SystemDict[Instance.CurrentStarSystem];
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NHLogger.LogVerbose("Updating DB Vessel");
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var vectorSector = SearchUtilities.Find("DB_VesselDimension_Body/Sector_VesselDimension");
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VesselObject = vectorSector;
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var spawnPoint = vectorSector.GetComponentInChildren<SpawnPoint>(true);
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VesselWarpController vesselWarpController = vectorSector.GetComponentInChildren<VesselWarpController>(true);
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WarpController = vesselWarpController;
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if (vesselWarpController._whiteHole == null)
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{
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GameObject whiteHole = SearchUtilities.Find("DB_VesselDimension_Body/Sector_VesselDimension/Sector_VesselBridge/Interactibles_VesselBridge/WhiteHole");
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vesselWarpController._whiteHole = whiteHole.GetComponentInChildren<SingularityController>();
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vesselWarpController._whiteHoleOneShot = vesselWarpController._whiteHole.transform.parent.Find("WhiteHoleAudio_OneShot").GetComponent<OWAudioSource>();
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}
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vesselWarpController._whiteHole._startActive = true;
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vesselWarpController._whiteHole.Stabilize();
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var defaultPlayerWarpPoint = new GameObject("DefaultPlayerWarpPos");
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defaultPlayerWarpPoint.transform.SetParent(vesselWarpController.transform, false);
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defaultPlayerWarpPoint.transform.localPosition = new Vector3(0, -5.82f, -6.56f);
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vesselWarpController._defaultPlayerWarpPoint = defaultPlayerWarpPoint.transform;
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var vesselSpawnObj = new GameObject("SPAWN_Vessel");
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vesselSpawnObj.transform.SetParent(vesselWarpController.transform.parent.parent, false);
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vesselSpawnObj.transform.localPosition = new Vector3(-0.3f, -5.18f, -6.35f);
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var vesselSpawnPoint = vesselSpawnObj.AddComponent<VesselSpawnPoint>();
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vesselSpawnPoint.WarpController = vesselWarpController;
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vesselSpawnPoint._triggerVolumes = spawnPoint._triggerVolumes;
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var power = vesselWarpController.transform.Find("PowerSwitchInterface");
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var orb = power.GetComponentInChildren<NomaiInterfaceOrb>(true);
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// Run after Start (when pillar is lowered immediately) and then skip 100 frames so that the weird orb rising thing doesn't happen #958
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Delay.RunWhenAndInNUpdates(() => SetupWarpController(vesselWarpController, orb, true), () => !vesselWarpController._coordinateInterface._pillarRaised, 100);
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return vesselSpawnPoint;
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}
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public static void SetupWarpController(VesselWarpController vesselWarpController, NomaiInterfaceOrb orb, bool db = false)
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{
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if (db)
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{
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//Make warp core
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foreach (WarpCoreItem core in Resources.FindObjectsOfTypeAll<WarpCoreItem>())
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{
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if (core.GetWarpCoreType().Equals(WarpCoreType.Vessel))
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{
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var newCore = Object.Instantiate(core, AstroObjectLocator.GetAstroObject("Vessel Dimension")?.transform ?? Locator.GetPlayerBody()?.transform);
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newCore._visible = true;
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foreach (OWRenderer render in newCore._renderers)
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{
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if (render)
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{
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render.enabled = true;
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render.SetActivation(true);
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render.SetLODActivation(true);
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if (render.GetRenderer()) render.GetRenderer().enabled = true;
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}
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}
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foreach (ParticleSystem particleSystem in newCore._particleSystems)
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{
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if (particleSystem) particleSystem.Play(true);
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}
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foreach (OWLight2 light in newCore._lights)
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{
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if (light)
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{
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light.enabled = true;
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light.SetActivation(true);
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light.SetLODActivation(true);
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if (light.GetLight()) light.GetLight().enabled = true;
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}
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}
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vesselWarpController._coreSocket._socketedItem = newCore;
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newCore.SocketItem(vesselWarpController._coreSocket._socketTransform, vesselWarpController._coreSocket._sector);
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newCore.PlaySocketAnimation();
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vesselWarpController._coreSocket.enabled = true;
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vesselWarpController.SetPowered(true);
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break;
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}
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}
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}
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else
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{
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foreach (NomaiLamp lamp in vesselWarpController.transform.root.GetComponentsInChildren<NomaiLamp>(true))
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{
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lamp._startOn = true;
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lamp.Awake();
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}
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}
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vesselWarpController.OnSlotDeactivated(vesselWarpController._coordinatePowerSlot);
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vesselWarpController._gravityVolume.SetFieldMagnitude(vesselWarpController._origGravityMagnitude);
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vesselWarpController._coreCable.SetPowered(true);
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vesselWarpController._warpPlatformCable.SetPowered(false);
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orb.SetOrbPosition(vesselWarpController._coordinatePowerSlot.transform.position);
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orb._occupiedSlot = vesselWarpController._coordinatePowerSlot;
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orb._enterSlotTime = Time.time;
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vesselWarpController.OnSlotActivated(vesselWarpController._coordinatePowerSlot);
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vesselWarpController._coordinateCable.SetPowered(true);
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vesselWarpController._cageClosed = true;
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if (vesselWarpController._cageAnimator != null)
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{
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vesselWarpController._cageAnimator.TranslateToLocalPosition(new Vector3(0.0f, -8.1f, 0.0f), 0.1f);
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vesselWarpController._cageAnimator.RotateToLocalEulerAngles(new Vector3(0.0f, 180f, 0.0f), 0.1f);
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vesselWarpController._cageAnimator.OnTranslationComplete -= new TransformAnimator.AnimationEvent(vesselWarpController.OnCageAnimationComplete);
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vesselWarpController._cageAnimator.OnTranslationComplete += new TransformAnimator.AnimationEvent(vesselWarpController.OnCageAnimationComplete);
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}
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// Normally the power-on sound is 2D/global, we set it to 3D/local so it isn't audible if the player isn't nearby
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vesselWarpController._audioSource.spatialBlend = 1f;
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vesselWarpController._audioSource.rolloffMode = AudioRolloffMode.Linear;
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}
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}
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}
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