new-horizons/NewHorizons/Builder/General/AstroObjectBuilder.cs

79 lines
3.6 KiB
C#

using NewHorizons.Components;
using NewHorizons.Components.Orbital;
using NewHorizons.External;
using NewHorizons.Utility.OWML;
using UnityEngine;
namespace NewHorizons.Builder.General
{
public static class AstroObjectBuilder
{
public static NHAstroObject Make(GameObject body, AstroObject primaryBody, NewHorizonsBody nhBody, bool isVanilla)
{
NHAstroObject astroObject = body.AddComponent<NHAstroObject>();
astroObject.modUniqueName = nhBody.Mod.ModHelper.Manifest.UniqueName;
var config = nhBody.Config;
astroObject.isVanilla = isVanilla;
astroObject.HideDisplayName = !config.MapMarker.enabled;
astroObject.invulnerableToSun = config.Base.invulnerableToSun;
if (config.Orbit != null) astroObject.SetOrbitalParametersFromConfig(config.Orbit);
var type = AstroObject.Type.Planet;
if (config.Orbit.isMoon) type = AstroObject.Type.Moon;
// else if (config.Base.IsSatellite) type = AstroObject.Type.Satellite;
else if (config.CometTail != null) type = AstroObject.Type.Comet;
else if (config.Star != null) type = AstroObject.Type.Star;
else if (config.FocalPoint != null) type = AstroObject.Type.None;
astroObject._type = type;
astroObject._name = AstroObject.Name.CustomString;
astroObject._customName = config.name;
astroObject._primaryBody = primaryBody;
// Expand gravitational sphere of influence of the primary to encompass this body if needed
if (primaryBody?.gameObject?.GetComponent<SphereCollider>() != null && !config.Orbit.isStatic)
{
var primarySphereOfInfluence = primaryBody.GetGravityVolume().gameObject.GetComponent<SphereCollider>();
if (primarySphereOfInfluence.radius < config.Orbit.semiMajorAxis)
primarySphereOfInfluence.radius = config.Orbit.semiMajorAxis * 1.5f;
}
if (config.Orbit.isTidallyLocked)
{
var alignmentAxis = config.Orbit.alignmentAxis ?? new Vector3(0, -1, 0);
// Start it off facing the right way
var alignment = body.AddComponent<AlignWithTargetBody>();
alignment.SetTargetBody(primaryBody?.GetAttachedOWRigidbody());
alignment._localAlignmentAxis = alignmentAxis;
alignment._owRigidbody = body.GetComponent<OWRigidbody>();
// Have it face the right way
var currentDirection = alignment.transform.TransformDirection(alignment._localAlignmentAxis);
var targetDirection = alignment.GetAlignmentDirection();
alignment.transform.rotation = Quaternion.FromToRotation(currentDirection, targetDirection) * alignment.transform.rotation;
alignment._owRigidbody.SetAngularVelocity(Vector3.zero);
// Static bodies won't update rotation with physics for some reason
alignment._usePhysicsToRotate = !config.Orbit.isStatic;
}
if (config.Base.centerOfSolarSystem)
{
NHLogger.Log($"Setting center of universe to {config.name}");
Delay.RunWhen(
() => Locator._centerOfTheUniverse != null,
() => Locator._centerOfTheUniverse._staticReferenceFrame = astroObject.GetComponent<OWRigidbody>()
);
PreserveActiveCenterOfTheUniverse.Apply(astroObject.gameObject);
}
return astroObject;
}
}
}