TerrificTrifid da8ef0db92 Geyser audio
2022-08-09 14:45:16 -05:00

86 lines
3.8 KiB
C#

using NewHorizons.External.Modules;
using NewHorizons.Utility;
using UnityEngine;
namespace NewHorizons.Builder.Props
{
public static class GeyserBuilder
{
public static void Make(GameObject planetGO, Sector sector, PropModule.GeyserInfo info)
{
var geyserGO = SearchUtilities.Find("TimberHearth_Body/Sector_TH/Interactables_TH/Geysers/Geyser_Village").InstantiateInactive();
geyserGO.transform.parent = sector?.transform ?? planetGO.transform;
geyserGO.name = "Geyser";
var pos = (Vector3)info.position;
// Offset height, default -97.5 pushes it underground so the spout is at the surface
var length = pos.magnitude + info.offset;
// About 130 high, bubbles start at 10, shaft starts at 67, spout starts at 97.5
geyserGO.transform.position = planetGO.transform.TransformPoint(pos.normalized * length);
geyserGO.transform.localScale = Vector3.one;
var up = planetGO.transform.TransformPoint(pos) - planetGO.transform.position;
geyserGO.transform.rotation = Quaternion.FromToRotation(geyserGO.transform.up, up) * geyserGO.transform.rotation;
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);
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);
// Someone might want a geyser just for its force maybe idk
if (info.disableSpout & info.disableShaft & info.disableBubbles)
{
oneShotAudio.SetActive(false);
loopAudio.SetActive(false);
}
// Disable start/end sounds if its just bubbles
else if (info.disableSpout & info.disableShaft)
{
oneShotAudio.SetActive(false);
}
// If it starts at the shaft, move the start/end sounds to it
else if ((info.disableSpout & !info.disableShaft) | info.offset == -67f)
{
oneShotAudio.transform.SetLocalPositionY(67f);
}
}
}
}