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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
- Added moon support - Rewrote every class for readability - Rewrote Main class to simplify code (file planets now load on scene load)
108 lines
4.5 KiB
C#
108 lines
4.5 KiB
C#
using Marshmallow.External;
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using UnityEngine;
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using Logger = Marshmallow.Utility.Logger;
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namespace Marshmallow.Atmosphere
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{
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static class MakeAtmosphere
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{
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public static void Make(GameObject body, IPlanetConfig config)
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{
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GameObject atmoGO = new GameObject();
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atmoGO.SetActive(false);
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atmoGO.name = "Atmosphere";
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atmoGO.transform.parent = body.transform;
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if (config.HasFog)
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{
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GameObject fogGO = new GameObject();
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fogGO.SetActive(false);
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fogGO.name = "FogSphere";
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fogGO.transform.parent = atmoGO.transform;
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fogGO.transform.localScale = new Vector3((config.TopCloudSize / 2) + 10, (config.TopCloudSize / 2) + 10, (config.TopCloudSize / 2) + 10);
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MeshFilter MF = fogGO.AddComponent<MeshFilter>();
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MF.mesh = GameObject.Find("Atmosphere_GD/FogSphere").GetComponent<MeshFilter>().mesh;
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MeshRenderer MR = fogGO.AddComponent<MeshRenderer>();
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MR.materials = GameObject.Find("Atmosphere_GD/FogSphere").GetComponent<MeshRenderer>().materials;
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MR.allowOcclusionWhenDynamic = true;
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PlanetaryFogController PFC = fogGO.AddComponent<PlanetaryFogController>();
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PFC.fogLookupTexture = GameObject.Find("Atmosphere_GD/FogSphere").GetComponent<PlanetaryFogController>().fogLookupTexture;
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PFC.fogRadius = (config.TopCloudSize / 2) + 10;
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PFC.fogDensity = config.FogDensity;
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PFC.fogExponent = 1f;
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PFC.fogColorRampTexture = GameObject.Find("Atmosphere_GD/FogSphere").GetComponent<PlanetaryFogController>().fogColorRampTexture;
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PFC.fogColorRampIntensity = 1f;
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PFC.fogTint = config.FogTint.ToColor32();
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fogGO.SetActive(true);
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}
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Logger.Log("Re-add LOD atmosphere!", Logger.LogType.Todo);
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/*
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GameObject atmo = new GameObject();
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atmo.SetActive(false);
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atmo.transform.parent = atmoM.transform;
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atmo.transform.localScale = new Vector3(topCloudScale + 100, topCloudScale + 100, topCloudScale + 100);
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Material mat = GameObject.Find("Atmosphere_LOD0").GetComponent<MeshRenderer>().material;
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GameObject lod0 = new GameObject();
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lod0.transform.parent = atmo.transform;
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MeshFilter f0 = lod0.AddComponent<MeshFilter>();
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f0.mesh = GameObject.Find("Atmosphere_LOD0").GetComponent<MeshFilter>().mesh;
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MeshRenderer r0 = lod0.AddComponent<MeshRenderer>();
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r0.material = mat;
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GameObject lod1 = new GameObject();
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lod0.transform.parent = atmo.transform;
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MeshFilter f1 = lod1.AddComponent<MeshFilter>();
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f1.mesh = GameObject.Find("Atmosphere_LOD1").GetComponent<MeshFilter>().mesh;
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MeshRenderer r1 = lod1.AddComponent<MeshRenderer>();
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r1.material = mat;
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GameObject lod2 = new GameObject();
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lod2.transform.parent = atmo.transform;
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MeshFilter f2 = lod2.AddComponent<MeshFilter>();
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f2.mesh = GameObject.Find("Atmosphere_LOD2").GetComponent<MeshFilter>().mesh;
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MeshRenderer r2 = lod2.AddComponent<MeshRenderer>();
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r2.material = mat;
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GameObject lod3 = new GameObject();
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lod3.transform.parent = atmo.transform;
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MeshFilter f3 = lod3.AddComponent<MeshFilter>();
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f3.mesh = GameObject.Find("Atmosphere_LOD3").GetComponent<MeshFilter>().mesh;
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MeshRenderer r3 = lod3.AddComponent<MeshRenderer>();
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r3.material = mat;
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// THIS FUCKING THING. do NOT ask why i have done this. IT WORKS.
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// This creates an LOD group in the worst way possible. i am so sorry.
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LODGroup lodg = atmo.AddComponent<LODGroup>();
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LOD[] lodlist = new LOD[4];
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Renderer[] t0 = { r0 };
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Renderer[] t1 = { r1 };
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Renderer[] t2 = { r2 };
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Renderer[] t3 = { r3 };
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LOD one = new LOD(1, t0);
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LOD two = new LOD(0.7f, t1);
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LOD three = new LOD(0.27f, t2);
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LOD four = new LOD(0.08f, t3);
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lodlist[0] = one;
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lodlist[1] = two;
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lodlist[2] = three;
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lodlist[3] = four;
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lodg.SetLODs(lodlist);
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lodg.fadeMode = LODFadeMode.None;
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*/
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//atmo.SetActive(true);
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atmoGO.SetActive(true);
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}
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}
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}
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