mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
259 lines
11 KiB
C#
259 lines
11 KiB
C#
using NewHorizons.Components;
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using NewHorizons.External.Modules;
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using NewHorizons.Handlers;
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using NewHorizons.Utility;
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using UnityEngine;
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using Logger = NewHorizons.Utility.Logger;
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using Random = UnityEngine.Random;
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namespace NewHorizons.Builder.Props
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{
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public static class TornadoBuilder
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{
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private static GameObject _upPrefab;
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private static GameObject _downPrefab;
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private static GameObject _hurricanePrefab;
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private static GameObject _soundPrefab;
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private static Texture2D _mainTexture;
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private static Texture2D _detailTexture;
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private static readonly int DetailColor = Shader.PropertyToID("_DetailColor");
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private static readonly int TintColor = Shader.PropertyToID("_TintColor");
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private static readonly int DetailTex = Shader.PropertyToID("_DetailTex");
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private static readonly int MainTex = Shader.PropertyToID("_MainTex");
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private static readonly int FresnelColor = Shader.PropertyToID("_FresnelColor");
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public static void Make(GameObject planetGO, Sector sector, PropModule.TornadoInfo info, bool hasClouds)
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{
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if (_upPrefab == null)
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{
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_upPrefab = SearchUtilities.Find("BrittleHollow_Body/Sector_BH/Sector_SouthHemisphere/Sector_SouthPole/Sector_Observatory/Interactables_Observatory/MockUpTornado").InstantiateInactive();
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_upPrefab.name = "Tornado_Up_Prefab";
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}
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if (_downPrefab == null)
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{
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_downPrefab = SearchUtilities.Find("BrittleHollow_Body/Sector_BH/Sector_SouthHemisphere/Sector_SouthPole/Sector_Observatory/Interactables_Observatory/MockDownTornado").InstantiateInactive();
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_downPrefab.name = "Tornado_Down_Prefab";
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}
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if (_hurricanePrefab == null)
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{
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_hurricanePrefab = SearchUtilities.Find("GiantsDeep_Body/Sector_GD/Sector_GDInterior/Tornadoes_GDInterior/Hurricane/").InstantiateInactive();
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// For some reason they put the hurricane at the origin and offset all its children (450)
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// Increasing by 40 will keep the bottom above the ground
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foreach (Transform child in _hurricanePrefab.transform)
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{
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child.localPosition += new Vector3(0, 40 - 450, 0);
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}
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foreach (var renderer in _hurricanePrefab.GetComponentsInChildren<Renderer>())
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{
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renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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}
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}
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if (_soundPrefab == null)
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{
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_soundPrefab = SearchUtilities.Find("GiantsDeep_Body/Sector_GD/Sector_GDInterior/Tornadoes_GDInterior/SouthernTornadoes/DownTornado_Pivot/DownTornado/AudioRail").InstantiateInactive();
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_soundPrefab.name = "AudioRail_Prefab";
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}
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if (_mainTexture == null)
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{
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_mainTexture = ImageUtilities.GetTexture(Main.Instance, "AssetBundle/textures/Tornado_BH_Cyclone_02_d.png");
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}
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if (_detailTexture == null)
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{
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_detailTexture = ImageUtilities.GetTexture(Main.Instance, "AssetBundle/textures/Tornado_BH_CycloneDetail_d.png");
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}
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Vector3 position;
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if (info.position != null)
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{
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position = info.position ?? Random.onUnitSphere * info.elevation;
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}
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else if (info.elevation != 0)
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{
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position = Random.onUnitSphere * info.elevation;
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}
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else
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{
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Logger.LogError($"Need either a position or an elevation for tornados");
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return;
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}
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if (info.type == PropModule.TornadoInfo.TornadoType.Hurricane) MakeHurricane(planetGO, sector, info, position, hasClouds);
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else MakeTornado(planetGO, sector, info, position, info.type == PropModule.TornadoInfo.TornadoType.Downwards);
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}
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private static void MakeTornado(GameObject planetGO, Sector sector, PropModule.TornadoInfo info, Vector3 position, bool downwards)
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{
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var tornadoGO = downwards ? _downPrefab.InstantiateInactive() : _upPrefab.InstantiateInactive();
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tornadoGO.transform.parent = sector.transform;
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tornadoGO.transform.position = planetGO.transform.TransformPoint(position);
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tornadoGO.transform.rotation = Quaternion.FromToRotation(Vector3.up, sector.transform.TransformDirection(position.normalized));
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// Add the sound thing before changing the scale
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var soundGO = _soundPrefab.InstantiateInactive();
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soundGO.name = "AudioRail";
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soundGO.transform.parent = tornadoGO.transform;
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soundGO.transform.localPosition = Vector3.zero;
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soundGO.transform.localRotation = Quaternion.identity;
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// Height of the tornado is 10 by default
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var audioRail = soundGO.GetComponent<AudioRail>();
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audioRail.SetSector(sector);
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audioRail._railPointsRoot.GetChild(0).transform.localPosition = Vector3.zero;
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audioRail._railPointsRoot.GetChild(1).transform.localPosition = Vector3.up * 10;
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audioRail._railPoints = new Vector3[]
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{
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Vector3.zero,
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Vector3.up * 10
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};
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var audioSpreadController = soundGO.GetComponentInChildren<AudioSpreadController>();
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audioSpreadController.SetSector(sector);
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var audioSource = audioRail._audioTransform.GetComponent<AudioSource>();
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audioSource.playOnAwake = true;
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var scale = info.height == 0 ? 1 : info.height / 10f;
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tornadoGO.transform.localScale = Vector3.one * scale;
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// Resize the distance it can be heard from to match roughly with the size
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audioSource.maxDistance = 100 * scale;
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var controller = tornadoGO.GetComponent<TornadoController>();
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controller.SetSector(sector);
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// Found these values by messing around in unity explorer until it looked right
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controller._bottomStartPos = Vector3.up * -20;
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controller._midStartPos = Vector3.up * 150;
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controller._topStartPos = Vector3.up * 300;
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controller._bottomBone.localPosition = controller._bottomStartPos;
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controller._midBone.localPosition = controller._midStartPos;
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controller._topBone.localPosition = controller._topStartPos;
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OWAssetHandler.LoadObject(tornadoGO);
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sector.OnOccupantEnterSector += (sd) => OWAssetHandler.LoadObject(tornadoGO);
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tornadoGO.GetComponentInChildren<CapsuleShape>().enabled = true;
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// Resize it so the force volume goes all the way up
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switch (downwards)
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{
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case true:
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tornadoGO.transform.Find("MockDownTornado_FluidCenter").localScale = new Vector3(1, 2f, 1);
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break;
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default:
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tornadoGO.transform.Find("MockUpTornado_FluidCenter").localScale = new Vector3(1, 2f, 1);
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break;
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}
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if (info.tint != null)
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{
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ApplyTint(tornadoGO, info.tint.ToColor(), false, downwards);
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}
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if (info.wanderRate != 0)
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{
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ApplyWanderer(tornadoGO, sector, info);
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}
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soundGO.SetActive(true);
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tornadoGO.SetActive(true);
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}
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private static void MakeHurricane(GameObject planetGO, Sector sector, PropModule.TornadoInfo info, Vector3 position, bool hasClouds)
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{
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var hurricaneGO = _hurricanePrefab.InstantiateInactive();
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hurricaneGO.transform.parent = sector.transform;
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hurricaneGO.transform.position = planetGO.transform.TransformPoint(position);
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hurricaneGO.transform.rotation = Quaternion.FromToRotation(Vector3.up, sector.transform.TransformDirection(position.normalized));
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var fluidVolume = hurricaneGO.GetComponentInChildren<HurricaneFluidVolume>();
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fluidVolume._density = 8;
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var effects = hurricaneGO.transform.Find("Effects_GD_Hurricane").gameObject;
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if (!hasClouds)
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{
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foreach (Transform child in effects.transform)
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{
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if (child.name.Contains("HurricaneCloudBlend"))
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{
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child.localPosition = new Vector3(0, 60, 0);
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child.localScale = Vector3.one * 1.1f;
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}
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if (child.name.Equals("Effects_GD_HurricaneCycloneExterior"))
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{
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child.localScale = new Vector3(0.88f, 1f, 0.88f);
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}
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}
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}
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// Rotation is off by default for some reason
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foreach (var rotate in hurricaneGO.GetComponentsInChildren<RotateTransform>())
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{
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rotate._sector = sector;
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}
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// Streaming render mesh handles scare me
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foreach(var streamingRenderMeshHandle in hurricaneGO.GetComponentsInChildren<StreamingRenderMeshHandle>())
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{
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streamingRenderMeshHandle.enabled = false;
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}
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// Height of the hurricane is 405 by default
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if (info.height != 0) hurricaneGO.transform.localScale = Vector3.one * info.height / 405f;
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if (info.tint != null)
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{
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ApplyTint(hurricaneGO, info.tint.ToColor(), true, false);
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}
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if (info.wanderRate != 0)
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{
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ApplyWanderer(hurricaneGO, sector, info);
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}
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hurricaneGO.SetActive(true);
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}
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private static void ApplyTint(GameObject go, Color colour, bool hurricane, bool downwards)
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{
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colour.a = 1f;
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var detailTexture = ImageUtilities.TintImage(_detailTexture, colour);
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var mainTexture = ImageUtilities.TintImage(_mainTexture, colour);
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string materialName;
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if (hurricane) materialName = "Hurricane_GD_Cyclone_mat";
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else materialName = $"Tornado_BH_Cyclone_{(downwards ? "Down" : "Up")}_mat";
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foreach (var renderer in go.GetComponentsInChildren<Renderer>())
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{
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renderer.material.SetColor(DetailColor, colour);
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renderer.material.SetColor(TintColor, colour);
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if (renderer.material.name.Contains(materialName))
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{
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renderer.material.SetTexture(DetailTex, detailTexture);
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renderer.material.SetTexture(MainTex, mainTexture);
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renderer.material.SetColor(FresnelColor, colour);
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}
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else
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{
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// If we set the colour on the ones with the material from before, it makes the gradient look bad
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renderer.material.color = colour;
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}
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}
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}
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private static void ApplyWanderer(GameObject go, Sector sector, PropModule.TornadoInfo info)
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{
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var wanderer = go.AddComponent<NHTornadoWanderController>();
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wanderer.wanderRate = info.wanderRate;
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wanderer.wanderDegreesX = info.wanderDegreesX;
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wanderer.wanderDegreesZ = info.wanderDegreesZ;
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wanderer.sector = sector;
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}
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}
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}
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