mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
84 lines
3.2 KiB
C#
84 lines
3.2 KiB
C#
using NewHorizons.Utility.OWUtilities;
|
|
using System.Collections;
|
|
using UnityEngine;
|
|
|
|
namespace NewHorizons.Components;
|
|
|
|
/// <summary>
|
|
/// properly add physics to a detail
|
|
/// </summary>
|
|
[DisallowMultipleComponent]
|
|
public class AddPhysics : MonoBehaviour
|
|
{
|
|
[Tooltip("The sector that the rigidbody will be simulated in, or none for it to always be on.")]
|
|
public Sector Sector;
|
|
[Tooltip("The mass of the physics object.\n" +
|
|
"Most pushable props use the default value, which matches the player mass.")]
|
|
public float Mass = 0.001f;
|
|
[Tooltip("The radius that the added sphere collider will use for physics collision.\n" +
|
|
"If there's already good colliders on the detail, you can make this 0.")]
|
|
public float Radius = 1f;
|
|
|
|
private IEnumerator Start()
|
|
{
|
|
yield return new WaitForSeconds(.1f);
|
|
|
|
var parentBody = GetComponentInParent<OWRigidbody>();
|
|
|
|
// hack: make all mesh colliders convex
|
|
// triggers are already convex
|
|
// prints errors for non readable meshes but whatever
|
|
foreach (var meshCollider in GetComponentsInChildren<MeshCollider>(true))
|
|
meshCollider.convex = true;
|
|
|
|
var bodyGo = new GameObject($"{name}_Body");
|
|
bodyGo.SetActive(false);
|
|
bodyGo.transform.position = transform.position;
|
|
bodyGo.transform.rotation = transform.rotation;
|
|
|
|
var owRigidbody = bodyGo.AddComponent<OWRigidbody>();
|
|
owRigidbody._simulateInSector = Sector;
|
|
|
|
bodyGo.layer = Layer.PhysicalDetector;
|
|
bodyGo.tag = "DynamicPropDetector";
|
|
// this collider is not included in groups. oh well
|
|
bodyGo.AddComponent<SphereCollider>().radius = Radius;
|
|
bodyGo.AddComponent<DynamicForceDetector>();
|
|
bodyGo.AddComponent<DynamicFluidDetector>();
|
|
|
|
var impactSensor = bodyGo.AddComponent<ImpactSensor>();
|
|
var audioSource = bodyGo.AddComponent<AudioSource>();
|
|
audioSource.maxDistance = 30;
|
|
audioSource.dopplerLevel = 0;
|
|
audioSource.rolloffMode = AudioRolloffMode.Custom;
|
|
audioSource.playOnAwake = false;
|
|
audioSource.spatialBlend = 1;
|
|
var owAudioSource = bodyGo.AddComponent<OWAudioSource>();
|
|
owAudioSource._audioSource = audioSource;
|
|
owAudioSource._track = OWAudioMixer.TrackName.Environment;
|
|
var objectImpactAudio = bodyGo.AddComponent<ObjectImpactAudio>();
|
|
objectImpactAudio._minPitch = 0.4f;
|
|
objectImpactAudio._maxPitch = 0.6f;
|
|
objectImpactAudio._impactSensor = impactSensor;
|
|
|
|
bodyGo.SetActive(true);
|
|
|
|
transform.parent = bodyGo.transform;
|
|
owRigidbody.SetMass(Mass);
|
|
owRigidbody.SetVelocity(parentBody.GetPointVelocity(transform.position));
|
|
|
|
// #536 - Physics objects in bramble dimensions not disabled on load
|
|
// sectors wait 3 frames and then call OnSectorOccupantsUpdated
|
|
// however we wait .1 real seconds which is longer
|
|
// so we have to manually call this
|
|
if (owRigidbody._simulateInSector != null)
|
|
owRigidbody.OnSectorOccupantsUpdated();
|
|
|
|
Destroy(this);
|
|
}
|
|
|
|
private void OnDrawGizmosSelected()
|
|
{
|
|
Gizmos.DrawWireSphere(transform.position, Radius);
|
|
}
|
|
} |