Merge branch 'dev' into meteors

This commit is contained in:
JohnCorby 2021-11-12 01:56:33 -08:00
commit 0949924f59
52 changed files with 1043 additions and 406 deletions

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@ -17,6 +17,7 @@ EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{2569F98D-F671-42AA-82DE-505B05CDCEF2}"
ProjectSection(SolutionItems) = preProject
.gitignore = .gitignore
Directory.Build.targets = Directory.Build.targets
LICENSE = LICENSE
README.md = README.md
EndProjectSection

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@ -5,10 +5,7 @@ using QSB.Patches;
using QSB.Player;
using QSB.Utility;
using QSB.WorldSync;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace QSB.Animation.NPC.Patches

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@ -22,7 +22,7 @@ namespace QSB.Animation.Player.Events
public override void OnReceiveRemote(bool server, AnimationTriggerMessage message)
{
var animationSync = QSBPlayerManager.GetSyncObject<AnimationSync>(message.AttachedNetId);
if (!QSBCore.WorldObjectsReady || animationSync != null)
if (!QSBCore.WorldObjectsReady || animationSync == null)
{
return;
}

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@ -3,11 +3,8 @@ using QSB.WorldSync;
namespace QSB.EchoesOfTheEye.AirlockSync
{
class AirlockManager : WorldObjectManager
internal class AirlockManager : WorldObjectManager
{
protected override void RebuildWorldObjects(OWScene scene)
{
QSBWorldSync.Init<QSBGhostAirlock, GhostAirlock>();
}
protected override void RebuildWorldObjects(OWScene scene) => QSBWorldSync.Init<QSBGhostAirlock, GhostAirlock>();
}
}

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@ -1,12 +1,8 @@
using QSB.WorldSync;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace QSB.EchoesOfTheEye.AirlockSync.WorldObjects
{
class QSBGhostAirlock : WorldObject<GhostAirlock>
internal class QSBGhostAirlock : WorldObject<GhostAirlock>
{
public override void Init(GhostAirlock airlock, int id)
{

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@ -3,11 +3,8 @@ using QSB.WorldSync;
namespace QSB.EchoesOfTheEye.LightSensorSync
{
class LightSensorManager : WorldObjectManager
internal class LightSensorManager : WorldObjectManager
{
protected override void RebuildWorldObjects(OWScene scene)
{
QSBWorldSync.Init<QSBSingleLightSensor, SingleLightSensor>();
}
protected override void RebuildWorldObjects(OWScene scene) => QSBWorldSync.Init<QSBSingleLightSensor, SingleLightSensor>();
}
}

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@ -1,17 +1,14 @@
using HarmonyLib;
using QSB.Patches;
using QSB.Player;
using QSB.Tools;
using System;
using System.Collections.Generic;
using QSB.Tools.FlashlightTool;
using System.Linq;
using System.Text;
using UnityEngine;
namespace QSB.EchoesOfTheEye.LightSensorSync.Patches
{
[HarmonyPatch]
class LightSensorPatches : QSBPatch
internal class LightSensorPatches : QSBPatch
{
public override QSBPatchTypes Type => QSBPatchTypes.OnClientConnect;

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@ -2,7 +2,7 @@
namespace QSB.EchoesOfTheEye.LightSensorSync.WorldObjects
{
class QSBSingleLightSensor : WorldObject<SingleLightSensor>
internal class QSBSingleLightSensor : WorldObject<SingleLightSensor>
{
public override void Init(SingleLightSensor sensor, int id)
{

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@ -12,7 +12,6 @@ using QSB.ItemSync.Events;
using QSB.LogSync.Events;
using QSB.OrbSync.Events;
using QSB.Player.Events;
using QSB.ProbeSync.Events;
using QSB.QuantumSync.Events;
using QSB.RoastingSync.Events;
using QSB.SatelliteSync.Events;
@ -21,8 +20,11 @@ using QSB.ShipSync.Events.Component;
using QSB.ShipSync.Events.Hull;
using QSB.StatueSync.Events;
using QSB.TimeSync.Events;
using QSB.Tools.Events;
using QSB.Tools.FlashlightTool.Events;
using QSB.Tools.ProbeLauncherTool.Events;
using QSB.Tools.ProbeTool.Events;
using QSB.Tools.SignalscopeTool.Events;
using QSB.Tools.TranslatorTool.Events;
using QSB.TranslationSync.Events;
using QSB.Anglerfish.Events;
using QSB.Utility;

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@ -1,5 +1,4 @@
using QSB.Events;
using QSB.ItemSync.WorldObjects;
using QSB.ItemSync.WorldObjects.Items;
using QSB.ItemSync.WorldObjects.Sockets;
using QSB.Player;

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@ -1,5 +1,4 @@
using OWML.Utils;
using QSB.ItemSync.WorldObjects.Sockets;
using QSB.ItemSync.WorldObjects.Sockets;
using QSB.Player;
using QSB.SectorSync.WorldObjects;
using QSB.Utility;

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@ -1,6 +1,6 @@
namespace QSB.ItemSync.WorldObjects.Items
{
class QSBSimpleLanternItem : QSBOWItem<SimpleLanternItem>
internal class QSBSimpleLanternItem : QSBOWItem<SimpleLanternItem>
{
public override void Init(SimpleLanternItem attachedObject, int id)
{

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@ -1,6 +1,6 @@
namespace QSB.ItemSync.WorldObjects.Items
{
class QSBSlideReelItem : QSBOWItem<SlideReelItem>
internal class QSBSlideReelItem : QSBOWItem<SlideReelItem>
{
public override void Init(SlideReelItem attachedObject, int id)
{

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@ -1,9 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace QSB.ItemSync.WorldObjects.Sockets
namespace QSB.ItemSync.WorldObjects.Sockets
{
internal class QSBSlideProjectorSocket : QSBOWItemDoubleSocket<SlideProjectorSocket>
{

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@ -1,9 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace QSB.ItemSync.WorldObjects.Sockets
namespace QSB.ItemSync.WorldObjects.Sockets
{
internal class QSBSlideReelSocket : QSBOWItemSocket<SlideReelSocket>
{

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@ -5,12 +5,12 @@ using QSB.Animation.Patches;
using QSB.CampfireSync.Patches;
using QSB.ConversationSync.Patches;
using QSB.DeathSync.Patches;
using QSB.EchoesOfTheEye.LightSensorSync.Patches;
using QSB.ElevatorSync.Patches;
using QSB.FrequencySync.Patches;
using QSB.GeyserSync.Patches;
using QSB.Inputs.Patches;
using QSB.ItemSync.Patches;
using QSB.EchoesOfTheEye.LightSensorSync.Patches;
using QSB.LogSync.Patches;
using QSB.OrbSync.Patches;
using QSB.Player.Patches;

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@ -3,14 +3,14 @@ using QSB.Animation.Player;
using QSB.Animation.Player.Thrusters;
using QSB.CampfireSync.WorldObjects;
using QSB.ClientServerStateSync;
using QSB.ItemSync.WorldObjects;
using QSB.ItemSync.WorldObjects.Items;
using QSB.Player.TransformSync;
using QSB.ProbeSync;
using QSB.QuantumSync;
using QSB.RoastingSync;
using QSB.Tools;
using QSB.Tools.FlashlightTool;
using QSB.Tools.ProbeLauncherTool;
using QSB.Tools.ProbeTool;
using QSB.Utility;
using System.Linq;
using UnityEngine;

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@ -2,7 +2,7 @@
using QSB.ItemSync.WorldObjects.Items;
using QSB.Player.Events;
using QSB.Player.TransformSync;
using QSB.Tools;
using QSB.Tools.FlashlightTool;
using QSB.Utility;
using System;
using System.Collections.Generic;

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@ -187,13 +187,13 @@
<Compile Include="PoolSync\Patches\PoolPatches.cs" />
<Compile Include="PoolSync\PoolManager.cs" />
<Compile Include="Inputs\QSBInputManager.cs" />
<Compile Include="ProbeSync\Events\PlayerProbeEvent.cs" />
<Compile Include="ProbeSync\Events\ProbeStartRetrieveEvent.cs" />
<Compile Include="ProbeSync\ProbeEvent.cs" />
<Compile Include="ProbeSync\ProbeListener.cs" />
<Compile Include="ProbeSync\QSBProbeEffects.cs" />
<Compile Include="ProbeSync\QSBProbeLantern.cs" />
<Compile Include="ProbeSync\QSBProbeSpotlight.cs" />
<Compile Include="Tools\ProbeTool\Events\PlayerProbeEvent.cs" />
<Compile Include="Tools\ProbeTool\Events\ProbeStartRetrieveEvent.cs" />
<Compile Include="Tools\ProbeTool\ProbeEvent.cs" />
<Compile Include="Tools\ProbeTool\ProbeListener.cs" />
<Compile Include="Tools\ProbeTool\QSBProbeEffects.cs" />
<Compile Include="Tools\ProbeTool\QSBProbeLantern.cs" />
<Compile Include="Tools\ProbeTool\QSBProbeSpotlight.cs" />
<Compile Include="Patches\QSBPatch.cs" />
<Compile Include="Patches\QSBPatchTypes.cs" />
<Compile Include="QSBSceneManager.cs" />
@ -257,15 +257,23 @@
<Compile Include="TimeSync\FastForwardReason.cs" />
<Compile Include="TimeSync\Patches\TimePatches.cs" />
<Compile Include="TimeSync\PauseReason.cs" />
<Compile Include="Tools\FlashlightTool\FlashlightCreator.cs" />
<Compile Include="Tools\ProbeLauncherTool\Events\LaunchProbeEvent.cs" />
<Compile Include="Tools\ProbeLauncherTool\Events\PlayerLaunchProbeEvent.cs" />
<Compile Include="Tools\ProbeLauncherTool\Events\PlayerRetrieveProbeEvent.cs" />
<Compile Include="Tools\ProbeLauncherTool\Events\RetrieveProbeEvent.cs" />
<Compile Include="Tools\ProbeLauncherTool\Patches\LauncherPatches.cs" />
<Compile Include="Tools\ProbeLauncherTool\ProbeLauncherCreator.cs" />
<Compile Include="Tools\ProbeLauncherTool\ProbeLauncherListener.cs" />
<Compile Include="Tools\ProbeLauncherTool\ProbeLauncherManager.cs" />
<Compile Include="Tools\ProbeLauncherTool\QSBProbeLauncherTool.cs" />
<Compile Include="Tools\ProbeLauncherTool\WorldObjects\QSBProbeLauncher.cs" />
<Compile Include="Tools\ProbeTool\ProbeCreator.cs" />
<Compile Include="Tools\SignalscopeTool\SignalscopeCreator.cs" />
<Compile Include="Tools\TranslatorTool\QSBNomaiTranslator.cs" />
<Compile Include="Tools\TranslatorTool\QSBNomaiTranslatorProp.cs" />
<Compile Include="Tools\TranslatorTool\QSBTranslatorScanBeam.cs" />
<Compile Include="Tools\TranslatorTool\TranslatorCreator.cs" />
<Compile Include="Utility\CustomRelativisticParticleSystem.cs" />
<Compile Include="RoastingSync\QSBMarshmallow.cs" />
<Compile Include="RoastingSync\Events\EnterExitRoastingEvent.cs" />
@ -292,7 +300,7 @@
<Compile Include="TranslationSync\Patches\SpiralPatches.cs" />
<Compile Include="TimeSync\TimeSyncType.cs" />
<Compile Include="TimeSync\TimeSyncUI.cs" />
<Compile Include="Tools\Events\PlayerFlashlightEvent.cs" />
<Compile Include="Tools\FlashlightTool\Events\PlayerFlashlightEvent.cs" />
<Compile Include="Player\Events\PlayerJoinEvent.cs" />
<Compile Include="Player\Events\PlayerReadyEvent.cs" />
<Compile Include="Animation\Player\Events\PlayerSuitEvent.cs" />
@ -301,8 +309,8 @@
<Compile Include="GeyserSync\GeyserManager.cs" />
<Compile Include="GeyserSync\WorldObjects\QSBGeyser.cs" />
<Compile Include="Tools\ProbeLauncherTool\Events\EquipProbeLauncherEvent.cs" />
<Compile Include="Tools\Events\PlayerSignalscopeEvent.cs" />
<Compile Include="Tools\Events\PlayerTranslatorEvent.cs" />
<Compile Include="Tools\SignalscopeTool\Events\PlayerSignalscopeEvent.cs" />
<Compile Include="Tools\TranslatorTool\Events\PlayerTranslatorEvent.cs" />
<Compile Include="Events\QSBEvent.cs" />
<Compile Include="Player\Events\PlayerJoinMessage.cs" />
<Compile Include="Messaging\ToggleMessage.cs" />
@ -334,11 +342,11 @@
<Compile Include="WorldSync\Events\BoolWorldObjectMessage.cs" />
<Compile Include="WorldSync\Events\EnumWorldObjectMessage.cs" />
<Compile Include="WorldSync\Events\WorldObjectMessage.cs" />
<Compile Include="Tools\QSBFlashlight.cs" />
<Compile Include="ProbeSync\QSBProbe.cs" />
<Compile Include="Tools\FlashlightTool\QSBFlashlight.cs" />
<Compile Include="Tools\ProbeTool\QSBProbe.cs" />
<Compile Include="Tools\QSBTool.cs" />
<Compile Include="Tools\ToolType.cs" />
<Compile Include="ProbeSync\TransformSync\PlayerProbeSync.cs" />
<Compile Include="Tools\ProbeTool\TransformSync\PlayerProbeSync.cs" />
<Compile Include="Utility\DebugActions.cs" />
<Compile Include="Events\QSBEventManager.cs" />
<Compile Include="DeathSync\Necronomicon.cs" />
@ -479,4 +487,4 @@ xcopy /y "$(ProjectDir)\lib" "$(OwmlDir)\Mods\$(ProjectName)"</PostBuildEvent>
<UserProperties manifest_1json__JsonSchema="" />
</VisualStudio>
</ProjectExtensions>
</Project>
</Project>

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@ -6,11 +6,11 @@ using QSB.CampfireSync;
using QSB.ConversationSync;
using QSB.DeathSync;
using QSB.EchoesOfTheEye.AirlockSync;
using QSB.EchoesOfTheEye.LightSensorSync;
using QSB.ElevatorSync;
using QSB.GeyserSync;
using QSB.Inputs;
using QSB.ItemSync;
using QSB.EchoesOfTheEye.LightSensorSync;
using QSB.Menus;
using QSB.OrbSync;
using QSB.Patches;

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@ -11,10 +11,10 @@ using QSB.Patches;
using QSB.Player;
using QSB.Player.TransformSync;
using QSB.PoolSync;
using QSB.ProbeSync.TransformSync;
using QSB.ShipSync.TransformSync;
using QSB.Anglerfish.TransformSync;
using QSB.TimeSync;
using QSB.Tools.ProbeTool.TransformSync;
using QSB.Utility;
using QSB.WorldSync;
using QuantumUNET;
@ -226,6 +226,11 @@ namespace QSB
NomaiOrbTransformSync.OrbTransformSyncs.Clear();
QSBWorldSync.OldDialogueTrees.Clear();
if (WakeUpSync.LocalInstance != null)
{
WakeUpSync.LocalInstance.OnDisconnect();
}
if (_everConnected)
{
var specificType = QNetworkServer.active ? QSBPatchTypes.OnServerClientConnect : QSBPatchTypes.OnNonServerClientConnect;

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@ -2,7 +2,6 @@
using QSB.Events;
using QSB.Player;
using QSB.QuantumSync.WorldObjects;
using QSB.Syncs;
using QSB.Utility;
using QSB.WorldSync;
using System;

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@ -3,7 +3,7 @@ using QSB.Messaging;
namespace QSB.SatelliteSync.Events
{
class SatelliteProjectorEvent : QSBEvent<BoolMessage>
internal class SatelliteProjectorEvent : QSBEvent<BoolMessage>
{
public override EventType Type => EventType.SatelliteProjector;

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@ -1,25 +1,15 @@
using QSB.Events;
using QSB.Messaging;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace QSB.SatelliteSync.Events
{
class SatelliteProjectorSnapshotEvent : QSBEvent<BoolMessage>
internal class SatelliteProjectorSnapshotEvent : QSBEvent<BoolMessage>
{
public override EventType Type => EventType.SatelliteProjectorSnapshot;
public override void SetupListener()
{
GlobalMessenger<bool>.AddListener(EventNames.QSBSatelliteSnapshot, (bool forward) => Handler(forward));
}
public override void SetupListener() => GlobalMessenger<bool>.AddListener(EventNames.QSBSatelliteSnapshot, (bool forward) => Handler(forward));
public override void CloseListener()
{
GlobalMessenger<bool>.RemoveListener(EventNames.QSBSatelliteSnapshot, (bool forward) => Handler(forward));
}
public override void CloseListener() => GlobalMessenger<bool>.RemoveListener(EventNames.QSBSatelliteSnapshot, (bool forward) => Handler(forward));
private void Handler(bool forward) => SendEvent(CreateMessage(forward));

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@ -6,7 +6,7 @@ using UnityEngine;
namespace QSB.SatelliteSync.Patches
{
[HarmonyPatch]
class SatelliteProjectorPatches : QSBPatch
internal class SatelliteProjectorPatches : QSBPatch
{
public override QSBPatchTypes Type => QSBPatchTypes.OnClientConnect;

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@ -1,10 +1,9 @@
using QSB.Utility;
using System.Linq;
using System.Linq;
using UnityEngine;
namespace QSB.SatelliteSync
{
class SatelliteProjectorManager : MonoBehaviour
internal class SatelliteProjectorManager : MonoBehaviour
{
public static SatelliteProjectorManager Instance { get; private set; }
@ -16,10 +15,7 @@ namespace QSB.SatelliteSync
QSBSceneManager.OnUniverseSceneLoaded += OnSceneLoaded;
}
public void OnDestroy()
{
QSBSceneManager.OnUniverseSceneLoaded -= OnSceneLoaded;
}
public void OnDestroy() => QSBSceneManager.OnUniverseSceneLoaded -= OnSceneLoaded;
private void OnSceneLoaded(OWScene oldScene, OWScene newScene)
{

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@ -36,6 +36,22 @@ namespace QSB.TimeSync
public override void OnStartLocalPlayer() => LocalInstance = this;
public void OnDisconnect()
{
OWTime.SetTimeScale(1f);
OWTime.SetMaxDeltaTime(0.06666667f);
OWTime.SetFixedTimestep(0.01666667f);
Locator.GetActiveCamera().enabled = true;
CurrentState = State.NotLoaded;
CurrentReason = null;
Physics.SyncTransforms();
SpinnerUI.Hide();
TimeSyncUI.Stop();
QSBInputManager.Instance.SetInputsEnabled(true);
}
public void Start()
{
if (!IsLocalPlayer)

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@ -2,7 +2,7 @@
using QSB.Messaging;
using QSB.Player;
namespace QSB.Tools.Events
namespace QSB.Tools.FlashlightTool.Events
{
public class PlayerFlashlightEvent : QSBEvent<ToggleMessage>
{

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@ -0,0 +1,25 @@
using UnityEngine;
namespace QSB.Tools.FlashlightTool
{
internal static class FlashlightCreator
{
private static readonly Vector3 FlashlightOffset = new Vector3(0.7196316f, -0.2697681f, 0.3769455f);
internal static void CreateFlashlight(Transform cameraBody)
{
var flashlightRoot = Object.Instantiate(GameObject.Find("FlashlightRoot"));
flashlightRoot.name = "REMOTE_FlashlightRoot";
flashlightRoot.SetActive(false);
var oldComponent = flashlightRoot.GetComponent<Flashlight>();
var component = flashlightRoot.AddComponent<QSBFlashlight>();
component.Init(oldComponent);
oldComponent.enabled = false;
flashlightRoot.transform.parent = cameraBody;
flashlightRoot.transform.localPosition = FlashlightOffset;
flashlightRoot.SetActive(true);
}
}
}

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@ -1,7 +1,6 @@
using OWML.Utils;
using UnityEngine;
using UnityEngine;
namespace QSB.Tools
namespace QSB.Tools.FlashlightTool
{
public class QSBFlashlight : MonoBehaviour, ILightSource
{

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@ -1,26 +1,21 @@
using OWML.Utils;
using QSB.Player;
using QSB.ProbeSync;
using QSB.Tools.FlashlightTool;
using QSB.Tools.ProbeLauncherTool;
using QSB.Utility;
using QSB.Tools.SignalscopeTool;
using QSB.Tools.TranslatorTool;
using System.Linq;
using UnityEngine;
using UnityEngine.PostProcessing;
namespace QSB.Tools
{
public class PlayerToolsManager
{
private static Transform _toolStowTransform;
private static Transform _toolHoldTransform;
private static Material Props_HEA_PlayerTool_mat;
private static Material Props_HEA_Lightbulb_mat;
private static Material Props_HEA_Lightbulb_OFF_mat;
public static Transform StowTransform;
public static Transform HoldTransform;
private static readonly Vector3 FlashlightOffset = new Vector3(0.7196316f, -0.2697681f, 0.3769455f);
private static readonly Vector3 ProbeLauncherOffset = new Vector3(0.5745087f, -0.26f, 0.4453125f);
private static readonly Vector3 SignalscopeScale = new Vector3(1.5f, 1.5f, 1.5f);
private static readonly Vector3 TranslatorScale = new Vector3(0.75f, 0.75f, 0.75f);
public static Material Props_HEA_PlayerTool_mat;
public static Material Props_HEA_Lightbulb_mat;
public static Material Props_HEA_Lightbulb_OFF_mat;
public static Material Structure_HEA_PlayerShip_Screens_mat;
public static void Init(Transform playerCamera)
{
@ -28,8 +23,10 @@ namespace QSB.Tools
Props_HEA_PlayerTool_mat = GameObject.Find("Props_HEA_ProbeLauncher_ProbeCamera/ProbeLauncherChassis").GetComponent<MeshRenderer>().materials[0];
Props_HEA_Lightbulb_OFF_mat = GameObject.Find("Props_HEA_Probe_Prelaunch").GetComponent<MeshRenderer>().materials[1];
if (QSBSceneManager.CurrentScene == OWScene.SolarSystem)
{
Structure_HEA_PlayerShip_Screens_mat = GameObject.Find("ProbeScreen (1)/ProbeScreenPivot/ProbeScreen").GetComponent<MeshRenderer>().materials[2];
Props_HEA_Lightbulb_mat = GameObject.Find("Props_HEA_Lantern (10)/Lantern_Lamp").GetComponent<MeshRenderer>().materials[0];
Props_HEA_Lightbulb_OFF_mat = GameObject.Find("NomaiResearchExhibit/Props_HEA_Probe_STATIC").GetComponent<MeshRenderer>().materials[1];
}
@ -39,146 +36,25 @@ namespace QSB.Tools
// BUG : uhhhhh fuckin' uhhhhhhhh (find a material)
Props_HEA_Lightbulb_OFF_mat = null;
Structure_HEA_PlayerShip_Screens_mat = null;
}
CreateFlashlight(playerCamera);
CreateSignalscope(playerCamera);
CreateProbeLauncher(playerCamera);
CreateTranslator(playerCamera);
}
public static void CreateProbe(Transform newProbe, PlayerInfo player)
{
var qsbProbe = newProbe.gameObject.AddComponent<QSBProbe>();
player.Probe = qsbProbe;
qsbProbe.SetOwner(player);
// Probe_Body
Object.Destroy(newProbe.GetComponent<ProbeAnchor>());
Object.Destroy(newProbe.GetComponent<AlignWithFluid>());
Object.Destroy(newProbe.GetComponent<MapMarker>());
Object.Destroy(newProbe.GetComponent<ProbeSeeking>());
Object.Destroy(newProbe.GetComponent<SurveyorProbe>());
Object.Destroy(newProbe.GetComponent<ProbeHUDMarker>());
Object.Destroy(newProbe.GetComponent<LightFlickerController>());
Object.Destroy(newProbe.GetComponent<OWRigidbody>());
Object.Destroy(newProbe.GetComponent<Rigidbody>());
Object.Destroy(newProbe.GetComponent<CenterOfTheUniverseOffsetApplier>());
// ProbeDetector
//Object.Destroy(newProbe.Find("ProbeDetector").gameObject);
var probeDetector = newProbe.Find("ProbeDetector").gameObject;
Object.Destroy(probeDetector.GetComponent<ForceApplier>());
Object.Destroy(probeDetector.GetComponent<ProbeFluidDetector>());
Object.Destroy(probeDetector.GetComponent<AlignmentForceDetector>());
// CameraPivot
var cameraPivot = newProbe.Find("CameraPivot");
Object.Destroy(cameraPivot.GetComponent<ProbeHorizonTracker>());
// TODO : Sync probe animations
// CameraPivot/Geometry/Props_HEA_Probe_ANIM
var animRoot = cameraPivot.Find("Geometry").Find("Props_HEA_Probe_ANIM");
Object.Destroy(animRoot.GetComponent<ProbeAnimatorController>());
Object.Destroy(animRoot.GetComponent<Animator>());
// TODO : Set up QSB cameras for these two cameras - that's why im not just destroying the GOs here
// CameraPivot/ForwardCamera
var forwardCamera = cameraPivot.Find("ForwardCamera");
Object.Destroy(forwardCamera.GetComponent<PostProcessingBehaviour>());
Object.Destroy(forwardCamera.GetComponent<NoiseImageEffect>());
Object.Destroy(forwardCamera.GetComponent<PlanetaryFogImageEffect>());
Object.Destroy(forwardCamera.GetComponent<ProbeCamera>());
Object.Destroy(forwardCamera.GetComponent<OWCamera>());
Object.Destroy(forwardCamera.GetComponent<Camera>());
var oldForwardSpotlight = forwardCamera.GetComponent<ProbeSpotlight>();
var newForwardSpotlight = forwardCamera.gameObject.AddComponent<QSBProbeSpotlight>();
newForwardSpotlight._id = oldForwardSpotlight.GetValue<ProbeCamera.ID>("_id");
newForwardSpotlight._fadeInLength = oldForwardSpotlight.GetValue<float>("_fadeInLength");
newForwardSpotlight._intensity = 0.8f;
Object.Destroy(oldForwardSpotlight);
// CameraPivot/RotatingCameraPivot/RotatingCamera
var rotatingCamera = cameraPivot.Find("RotatingCameraPivot").Find("RotatingCamera");
Object.Destroy(rotatingCamera.GetComponent<PostProcessingBehaviour>());
Object.Destroy(rotatingCamera.GetComponent<NoiseImageEffect>());
Object.Destroy(rotatingCamera.GetComponent<PlanetaryFogImageEffect>());
Object.Destroy(rotatingCamera.GetComponent<ProbeCamera>());
Object.Destroy(rotatingCamera.GetComponent<OWCamera>());
Object.Destroy(rotatingCamera.GetComponent<Camera>());
// ProbeEffects
var probeEffects = newProbe.Find("ProbeEffects");
var oldEffects = probeEffects.GetComponent<ProbeEffects>();
var newEffects = probeEffects.gameObject.AddComponent<QSBProbeEffects>();
newEffects._flightLoopAudio = oldEffects.GetValue<OWAudioSource>("_flightLoopAudio");
newEffects._anchorAudio = oldEffects.GetValue<OWAudioSource>("_anchorAudio");
newEffects._anchorParticles = oldEffects.GetValue<ParticleSystem>("_anchorParticles");
Object.Destroy(oldEffects);
Object.Destroy(probeEffects.Find("CloudsEffectBubble").gameObject);
Object.Destroy(probeEffects.Find("SandEffectBubble").gameObject);
Object.Destroy(probeEffects.Find("ProbeElectricityEffect").gameObject);
// AmbientLight_Probe
var ambientLight = newProbe.Find("AmbientLight_Probe");
var oldAmbLantern = ambientLight.GetComponent<ProbeLantern>();
var newAmbLantern = ambientLight.gameObject.AddComponent<QSBProbeLantern>();
newAmbLantern._fadeInDuration = oldAmbLantern.GetValue<float>("_fadeInDuration");
newAmbLantern._fadeInCurve = oldAmbLantern.GetValue<AnimationCurve>("_fadeInCurve");
newAmbLantern._fadeOutCurve = oldAmbLantern.GetValue<AnimationCurve>("_fadeOutCurve");
newAmbLantern._emissiveRenderer = oldAmbLantern.GetValue<OWEmissiveRenderer>("_emissiveRenderer");
newAmbLantern._originalRange = 60f;
Object.Destroy(oldAmbLantern);
// Lantern
var lantern = newProbe.Find("Lantern");
var oldLantern = lantern.GetComponent<ProbeLantern>();
var newLantern = lantern.gameObject.AddComponent<QSBProbeLantern>();
newLantern._fadeInDuration = oldLantern.GetValue<float>("_fadeInDuration");
newLantern._fadeInCurve = oldLantern.GetValue<AnimationCurve>("_fadeInCurve");
newLantern._fadeOutCurve = oldLantern.GetValue<AnimationCurve>("_fadeOutCurve");
newLantern._emissiveRenderer = oldLantern.GetValue<OWEmissiveRenderer>("_emissiveRenderer");
newLantern._originalRange = 35f;
Object.Destroy(oldLantern);
// RearCamera
var rearCamera = newProbe.Find("RearCamera");
Object.Destroy(rearCamera.GetComponent<PostProcessingBehaviour>());
Object.Destroy(rearCamera.GetComponent<NoiseImageEffect>());
Object.Destroy(rearCamera.GetComponent<PlanetaryFogImageEffect>());
Object.Destroy(rearCamera.GetComponent<ProbeCamera>());
Object.Destroy(rearCamera.GetComponent<OWCamera>());
Object.Destroy(rearCamera.GetComponent<Camera>());
var oldRearSpotlight = rearCamera.GetComponent<ProbeSpotlight>();
var newRearSpotlight = rearCamera.gameObject.AddComponent<QSBProbeSpotlight>();
newRearSpotlight._id = oldRearSpotlight.GetValue<ProbeCamera.ID>("_id");
newRearSpotlight._fadeInLength = oldRearSpotlight.GetValue<float>("_fadeInLength");
newRearSpotlight._intensity = 0.8f;
Object.Destroy(oldRearSpotlight);
// PlaneOffsetMarker_Probe
Object.Destroy(newProbe.Find("PlaneOffsetMarker_Probe").gameObject);
newProbe.Find("RecallEffect").gameObject.GetComponent<SingularityController>().enabled = true;
newProbe.Find("RecallEffect").gameObject.GetComponent<SingularityWarpEffect>().enabled = true;
newProbe.Find("RecallEffect").name = "RemoteProbeRecallEffect";
newProbe.gameObject.SetActive(true);
FlashlightCreator.CreateFlashlight(playerCamera);
SignalscopeCreator.CreateSignalscope(playerCamera);
ProbeLauncherCreator.CreateProbeLauncher(playerCamera);
TranslatorCreator.CreateTranslator(playerCamera);
}
private static void CreateStowTransforms(Transform cameraBody)
{
var stow = new GameObject("REMOTE_ToolStowTransform");
_toolStowTransform = stow.transform;
StowTransform = stow.transform;
stow.transform.parent = cameraBody;
stow.transform.localPosition = Vector3.zero;
stow.transform.localRotation = Quaternion.Euler(45f, 0f, 0f);
var hold = new GameObject("REMOTE_ToolHoldTransform");
_toolHoldTransform = hold.transform;
HoldTransform = hold.transform;
hold.transform.parent = cameraBody;
hold.transform.localPosition = Vector3.zero;
hold.transform.localRotation = Quaternion.Euler(0f, 0f, 0f);
@ -238,159 +114,7 @@ namespace QSB.Tools
visionTorch.transform.localScale = new Vector3(0.33f, 0.33f, 0.33f);
}
private static void CreateFlashlight(Transform cameraBody)
{
var flashlightRoot = Object.Instantiate(GameObject.Find("FlashlightRoot"));
flashlightRoot.name = "REMOTE_FlashlightRoot";
flashlightRoot.SetActive(false);
var oldComponent = flashlightRoot.GetComponent<Flashlight>();
var component = flashlightRoot.AddComponent<QSBFlashlight>();
component.Init(oldComponent);
oldComponent.enabled = false;
flashlightRoot.transform.parent = cameraBody;
flashlightRoot.transform.localPosition = FlashlightOffset;
flashlightRoot.SetActive(true);
}
private static void CreateSignalscope(Transform cameraBody)
{
var signalscopeRoot = Object.Instantiate(GameObject.Find("Signalscope"));
signalscopeRoot.name = "REMOTE_Signalscope";
signalscopeRoot.SetActive(false);
Object.Destroy(signalscopeRoot.GetComponent<SignalscopePromptController>());
Object.Destroy(signalscopeRoot.transform.Find("Props_HEA_Signalscope")
.Find("Props_HEA_Signalscope_Prepass").gameObject);
var oldSignalscope = signalscopeRoot.GetComponent<Signalscope>();
var tool = signalscopeRoot.AddComponent<QSBTool>();
tool.MoveSpring = oldSignalscope.GetValue<DampedSpringQuat>("_moveSpring");
tool.StowTransform = _toolStowTransform;
tool.HoldTransform = _toolHoldTransform;
tool.ArrivalDegrees = 5f;
tool.Type = ToolType.Signalscope;
tool.ToolGameObject = signalscopeRoot.transform.Find("Props_HEA_Signalscope").gameObject;
oldSignalscope.enabled = false;
GetRenderer(signalscopeRoot, "Props_HEA_Signalscope").material = Props_HEA_PlayerTool_mat;
signalscopeRoot.transform.parent = cameraBody;
signalscopeRoot.transform.localPosition = Vector3.zero;
signalscopeRoot.transform.localScale = SignalscopeScale;
signalscopeRoot.SetActive(true);
}
private static void CreateTranslator(Transform cameraBody)
{
var original = GameObject.Find("NomaiTranslatorProp");
var translatorRoot = original.InstantiateInactive();
translatorRoot.name = "REMOTE_NomaiTranslatorProp";
var group = translatorRoot.transform.Find("TranslatorGroup");
var model = group.Find("Props_HEA_Translator");
Object.Destroy(translatorRoot.GetComponent<NomaiTranslatorProp>());
Object.Destroy(group.Find("Canvas").gameObject);
Object.Destroy(group.Find("Lighting").gameObject);
Object.Destroy(group.Find("TranslatorBeams").gameObject);
Object.Destroy(model.Find("Props_HEA_Translator_Pivot_RotatingPart")
.Find("Props_HEA_Translator_RotatingPart")
.Find("Props_HEA_Translator_RotatingPart_Prepass").gameObject);
Object.Destroy(model.Find("Props_HEA_Translator_Prepass").gameObject);
var oldTranslator = translatorRoot.GetComponent<NomaiTranslator>();
var tool = translatorRoot.AddComponent<QSBTool>();
tool.MoveSpring = oldTranslator.GetValue<DampedSpringQuat>("_moveSpring");
tool.StowTransform = _toolStowTransform;
tool.HoldTransform = _toolHoldTransform;
tool.ArrivalDegrees = 5f;
tool.Type = ToolType.Translator;
tool.ToolGameObject = group.gameObject;
Object.Destroy(oldTranslator);
GetRenderer(translatorRoot, "Props_HEA_Translator_Geo").material = Props_HEA_PlayerTool_mat;
GetRenderer(translatorRoot, "Props_HEA_Translator_RotatingPart").material = Props_HEA_PlayerTool_mat;
GetRenderer(translatorRoot, "Props_HEA_Translator_Button_L").material = Props_HEA_Lightbulb_mat;
GetRenderer(translatorRoot, "Props_HEA_Translator_Button_R").material = Props_HEA_Lightbulb_mat;
translatorRoot.transform.parent = cameraBody;
translatorRoot.transform.localPosition = Vector3.zero;
translatorRoot.transform.localScale = TranslatorScale;
QSBCore.UnityEvents.FireOnNextUpdate(() => translatorRoot.SetActive(true));
}
private static void CreateProbeLauncher(Transform cameraBody)
{
var ProbeLauncher = GameObject.Find("PlayerCamera/ProbeLauncher");
// Create new ProbeLauncher
var REMOTE_ProbeLauncher = new GameObject("REMOTE_ProbeLauncher");
REMOTE_ProbeLauncher.SetActive(false);
// Copy children of ProbeLauncher
var Props_HEA_ProbeLauncher = ProbeLauncher.transform.Find("Props_HEA_ProbeLauncher");
var REMOTE_Props_HEA_ProbeLauncher = Object.Instantiate(Props_HEA_ProbeLauncher, REMOTE_ProbeLauncher.transform, false);
var LaunchParticleEffect_Underwater = ProbeLauncher.transform.Find("LaunchParticleEffect_Underwater");
var REMOTE_LaunchParticleEffect_Underwater = Object.Instantiate(LaunchParticleEffect_Underwater, REMOTE_ProbeLauncher.transform, false);
var LaunchParticleEffect = ProbeLauncher.transform.Find("LaunchParticleEffect");
var REMOTE_LaunchParticleEffect = Object.Instantiate(LaunchParticleEffect, REMOTE_ProbeLauncher.transform, false);
// Set up effects
var effects = REMOTE_ProbeLauncher.AddComponent<ProbeLauncherEffects>();
effects.SetValue("_launchParticles", REMOTE_LaunchParticleEffect.GetComponent<ParticleSystem>());
effects.SetValue("_underwaterLaunchParticles", REMOTE_LaunchParticleEffect_Underwater.GetComponent<ParticleSystem>());
effects.SetValue("_owAudioSource", ProbeLauncher.GetComponent<ProbeLauncherEffects>().GetValue<OWAudioSource>("_owAudioSource"));
var recallEffect = REMOTE_Props_HEA_ProbeLauncher.Find("RecallEffect");
REMOTE_Props_HEA_ProbeLauncher.Find("PressureGauge_Arrow").GetComponent<MeshRenderer>().material = Props_HEA_PlayerTool_mat;
REMOTE_Props_HEA_ProbeLauncher.Find("ProbeLauncherChassis").GetComponent<MeshRenderer>().material = Props_HEA_PlayerTool_mat;
Object.Destroy(REMOTE_Props_HEA_ProbeLauncher.Find("Props_HEA_ProbeLauncher_Prepass").gameObject);
var preLaunchProbe = REMOTE_Props_HEA_ProbeLauncher.Find("Props_HEA_Probe_Prelaunch");
Object.Destroy(preLaunchProbe.Find("Props_HEA_Probe_Prelaunch_Prepass").gameObject);
// fuck you unity
var materials = preLaunchProbe.GetComponent<MeshRenderer>().materials;
materials[0] = Props_HEA_PlayerTool_mat;
materials[1] = Props_HEA_Lightbulb_OFF_mat;
preLaunchProbe.GetComponent<MeshRenderer>().materials = materials;
var tool = REMOTE_ProbeLauncher.AddComponent<QSBProbeLauncherTool>();
var spring = new DampedSpringQuat
{
velocity = Vector4.zero,
settings = new DampedSpringSettings
{
springConstant = 50f,
dampingCoefficient = 8.485282f,
mass = 1
}
};
tool.MoveSpring = spring;
tool.StowTransform = _toolStowTransform;
tool.HoldTransform = _toolHoldTransform;
tool.ArrivalDegrees = 5f;
tool.Type = ToolType.ProbeLauncher;
tool.ToolGameObject = REMOTE_Props_HEA_ProbeLauncher.gameObject;
tool.PreLaunchProbeProxy = preLaunchProbe.gameObject;
tool.ProbeRetrievalEffect = recallEffect.GetComponent<SingularityWarpEffect>();
tool.Effects = effects;
REMOTE_ProbeLauncher.transform.parent = cameraBody;
REMOTE_ProbeLauncher.transform.localPosition = ProbeLauncherOffset;
//QSBCore.UnityEvents.FireInNUpdates(() => REMOTE_ProbeLauncher.SetActive(true), 5);
REMOTE_ProbeLauncher.SetActive(true);
}
private static MeshRenderer GetRenderer(GameObject root, string gameObjectName) =>
internal static MeshRenderer GetRenderer(GameObject root, string gameObjectName) =>
root.GetComponentsInChildren<MeshRenderer>(true).First(x => x.name == gameObjectName);
}
}

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@ -0,0 +1,77 @@
using UnityEngine;
namespace QSB.Tools.ProbeLauncherTool
{
internal static class ProbeLauncherCreator
{
private static readonly Vector3 ProbeLauncherOffset = new Vector3(0.5745087f, -0.26f, 0.4453125f);
internal static void CreateProbeLauncher(Transform cameraBody)
{
var ProbeLauncher = GameObject.Find("PlayerCamera/ProbeLauncher");
// Create new ProbeLauncher
var REMOTE_ProbeLauncher = new GameObject("REMOTE_ProbeLauncher");
REMOTE_ProbeLauncher.SetActive(false);
// Copy children of ProbeLauncher
var Props_HEA_ProbeLauncher = ProbeLauncher.transform.Find("Props_HEA_ProbeLauncher");
var REMOTE_Props_HEA_ProbeLauncher = Object.Instantiate(Props_HEA_ProbeLauncher, REMOTE_ProbeLauncher.transform, false);
var LaunchParticleEffect_Underwater = ProbeLauncher.transform.Find("LaunchParticleEffect_Underwater");
var REMOTE_LaunchParticleEffect_Underwater = Object.Instantiate(LaunchParticleEffect_Underwater, REMOTE_ProbeLauncher.transform, false);
var LaunchParticleEffect = ProbeLauncher.transform.Find("LaunchParticleEffect");
var REMOTE_LaunchParticleEffect = Object.Instantiate(LaunchParticleEffect, REMOTE_ProbeLauncher.transform, false);
// Set up effects
var effects = REMOTE_ProbeLauncher.AddComponent<ProbeLauncherEffects>();
effects._launchParticles = REMOTE_LaunchParticleEffect.GetComponent<ParticleSystem>();
effects._underwaterLaunchParticles = REMOTE_LaunchParticleEffect_Underwater.GetComponent<ParticleSystem>();
effects._owAudioSource = ProbeLauncher.GetComponent<ProbeLauncherEffects>()._owAudioSource;
var recallEffect = REMOTE_Props_HEA_ProbeLauncher.Find("RecallEffect");
REMOTE_Props_HEA_ProbeLauncher.Find("PressureGauge_Arrow").GetComponent<MeshRenderer>().material = PlayerToolsManager.Props_HEA_PlayerTool_mat;
REMOTE_Props_HEA_ProbeLauncher.Find("ProbeLauncherChassis").GetComponent<MeshRenderer>().material = PlayerToolsManager.Props_HEA_PlayerTool_mat;
Object.Destroy(REMOTE_Props_HEA_ProbeLauncher.Find("Props_HEA_ProbeLauncher_Prepass").gameObject);
var preLaunchProbe = REMOTE_Props_HEA_ProbeLauncher.Find("Props_HEA_Probe_Prelaunch");
Object.Destroy(preLaunchProbe.Find("Props_HEA_Probe_Prelaunch_Prepass").gameObject);
// fuck you unity
var materials = preLaunchProbe.GetComponent<MeshRenderer>().materials;
materials[0] = PlayerToolsManager.Props_HEA_PlayerTool_mat;
materials[1] = PlayerToolsManager.Props_HEA_Lightbulb_OFF_mat;
preLaunchProbe.GetComponent<MeshRenderer>().materials = materials;
var tool = REMOTE_ProbeLauncher.AddComponent<QSBProbeLauncherTool>();
var spring = new DampedSpringQuat
{
velocity = Vector4.zero,
settings = new DampedSpringSettings
{
springConstant = 50f,
dampingCoefficient = 8.485282f,
mass = 1
}
};
tool.MoveSpring = spring;
tool.StowTransform = PlayerToolsManager.StowTransform;
tool.HoldTransform = PlayerToolsManager.HoldTransform;
tool.ArrivalDegrees = 5f;
tool.Type = ToolType.ProbeLauncher;
tool.ToolGameObject = REMOTE_Props_HEA_ProbeLauncher.gameObject;
tool.PreLaunchProbeProxy = preLaunchProbe.gameObject;
tool.ProbeRetrievalEffect = recallEffect.GetComponent<SingularityWarpEffect>();
tool.Effects = effects;
REMOTE_ProbeLauncher.transform.parent = cameraBody;
REMOTE_ProbeLauncher.transform.localPosition = ProbeLauncherOffset;
//QSBCore.UnityEvents.FireInNUpdates(() => REMOTE_ProbeLauncher.SetActive(true), 5);
REMOTE_ProbeLauncher.SetActive(true);
}
}
}

View File

@ -2,7 +2,7 @@
using QSB.Messaging;
using QSB.Player;
namespace QSB.ProbeSync.Events
namespace QSB.Tools.ProbeTool.Events
{
internal class PlayerProbeEvent : QSBEvent<EnumMessage<ProbeEvent>>
{

View File

@ -2,7 +2,7 @@
using QSB.Messaging;
using QSB.Player;
namespace QSB.ProbeSync.Events
namespace QSB.Tools.ProbeTool.Events
{
internal class ProbeStartRetrieveEvent : QSBEvent<FloatMessage>
{

View File

@ -0,0 +1,131 @@
using QSB.Player;
using UnityEngine;
using UnityEngine.PostProcessing;
namespace QSB.Tools.ProbeTool
{
internal static class ProbeCreator
{
public static void CreateProbe(Transform newProbe, PlayerInfo player)
{
var qsbProbe = newProbe.gameObject.AddComponent<QSBProbe>();
player.Probe = qsbProbe;
qsbProbe.SetOwner(player);
// Probe_Body
Object.Destroy(newProbe.GetComponent<ProbeAnchor>());
Object.Destroy(newProbe.GetComponent<AlignWithFluid>());
Object.Destroy(newProbe.GetComponent<MapMarker>());
Object.Destroy(newProbe.GetComponent<ProbeSeeking>());
Object.Destroy(newProbe.GetComponent<SurveyorProbe>());
Object.Destroy(newProbe.GetComponent<ProbeHUDMarker>());
Object.Destroy(newProbe.GetComponent<LightFlickerController>());
Object.Destroy(newProbe.GetComponent<OWRigidbody>());
Object.Destroy(newProbe.GetComponent<Rigidbody>());
Object.Destroy(newProbe.GetComponent<CenterOfTheUniverseOffsetApplier>());
// ProbeDetector
//Object.Destroy(newProbe.Find("ProbeDetector").gameObject);
var probeDetector = newProbe.Find("ProbeDetector").gameObject;
Object.Destroy(probeDetector.GetComponent<ForceApplier>());
Object.Destroy(probeDetector.GetComponent<ProbeFluidDetector>());
Object.Destroy(probeDetector.GetComponent<AlignmentForceDetector>());
// CameraPivot
var cameraPivot = newProbe.Find("CameraPivot");
Object.Destroy(cameraPivot.GetComponent<ProbeHorizonTracker>());
// TODO : Sync probe animations
// CameraPivot/Geometry/Props_HEA_Probe_ANIM
var animRoot = cameraPivot.Find("Geometry").Find("Props_HEA_Probe_ANIM");
Object.Destroy(animRoot.GetComponent<ProbeAnimatorController>());
Object.Destroy(animRoot.GetComponent<Animator>());
// TODO : Set up QSB cameras for these two cameras - that's why im not just destroying the GOs here
// CameraPivot/ForwardCamera
var forwardCamera = cameraPivot.Find("ForwardCamera");
Object.Destroy(forwardCamera.GetComponent<PostProcessingBehaviour>());
Object.Destroy(forwardCamera.GetComponent<NoiseImageEffect>());
Object.Destroy(forwardCamera.GetComponent<PlanetaryFogImageEffect>());
Object.Destroy(forwardCamera.GetComponent<ProbeCamera>());
Object.Destroy(forwardCamera.GetComponent<OWCamera>());
Object.Destroy(forwardCamera.GetComponent<Camera>());
var oldForwardSpotlight = forwardCamera.GetComponent<ProbeSpotlight>();
var newForwardSpotlight = forwardCamera.gameObject.AddComponent<QSBProbeSpotlight>();
newForwardSpotlight._id = oldForwardSpotlight._id;
newForwardSpotlight._fadeInLength = oldForwardSpotlight._fadeInLength;
newForwardSpotlight._intensity = 0.8f;
Object.Destroy(oldForwardSpotlight);
// CameraPivot/RotatingCameraPivot/RotatingCamera
var rotatingCamera = cameraPivot.Find("RotatingCameraPivot").Find("RotatingCamera");
Object.Destroy(rotatingCamera.GetComponent<PostProcessingBehaviour>());
Object.Destroy(rotatingCamera.GetComponent<NoiseImageEffect>());
Object.Destroy(rotatingCamera.GetComponent<PlanetaryFogImageEffect>());
Object.Destroy(rotatingCamera.GetComponent<ProbeCamera>());
Object.Destroy(rotatingCamera.GetComponent<OWCamera>());
Object.Destroy(rotatingCamera.GetComponent<Camera>());
// ProbeEffects
var probeEffects = newProbe.Find("ProbeEffects");
var oldEffects = probeEffects.GetComponent<ProbeEffects>();
var newEffects = probeEffects.gameObject.AddComponent<QSBProbeEffects>();
newEffects._flightLoopAudio = oldEffects._flightLoopAudio;
newEffects._anchorAudio = oldEffects._anchorAudio;
newEffects._anchorParticles = oldEffects._anchorParticles;
Object.Destroy(oldEffects);
Object.Destroy(probeEffects.Find("CloudsEffectBubble").gameObject);
Object.Destroy(probeEffects.Find("SandEffectBubble").gameObject);
Object.Destroy(probeEffects.Find("ProbeElectricityEffect").gameObject);
// AmbientLight_Probe
var ambientLight = newProbe.Find("AmbientLight_Probe");
var oldAmbLantern = ambientLight.GetComponent<ProbeLantern>();
var newAmbLantern = ambientLight.gameObject.AddComponent<QSBProbeLantern>();
newAmbLantern._fadeInDuration = oldAmbLantern._fadeInDuration;
newAmbLantern._fadeInCurve = oldAmbLantern._fadeInCurve;
newAmbLantern._fadeOutCurve = oldAmbLantern._fadeOutCurve;
newAmbLantern._emissiveRenderer = oldAmbLantern._emissiveRenderer;
newAmbLantern._originalRange = 60f;
Object.Destroy(oldAmbLantern);
// Lantern
var lantern = newProbe.Find("Lantern");
var oldLantern = lantern.GetComponent<ProbeLantern>();
var newLantern = lantern.gameObject.AddComponent<QSBProbeLantern>();
newLantern._fadeInDuration = oldLantern._fadeInDuration;
newLantern._fadeInCurve = oldLantern._fadeInCurve;
newLantern._fadeOutCurve = oldLantern._fadeOutCurve;
newLantern._emissiveRenderer = oldLantern._emissiveRenderer;
newLantern._originalRange = 35f;
Object.Destroy(oldLantern);
// RearCamera
var rearCamera = newProbe.Find("RearCamera");
Object.Destroy(rearCamera.GetComponent<PostProcessingBehaviour>());
Object.Destroy(rearCamera.GetComponent<NoiseImageEffect>());
Object.Destroy(rearCamera.GetComponent<PlanetaryFogImageEffect>());
Object.Destroy(rearCamera.GetComponent<ProbeCamera>());
Object.Destroy(rearCamera.GetComponent<OWCamera>());
Object.Destroy(rearCamera.GetComponent<Camera>());
var oldRearSpotlight = rearCamera.GetComponent<ProbeSpotlight>();
var newRearSpotlight = rearCamera.gameObject.AddComponent<QSBProbeSpotlight>();
newRearSpotlight._id = oldRearSpotlight._id;
newRearSpotlight._fadeInLength = oldRearSpotlight._fadeInLength;
newRearSpotlight._intensity = 0.8f;
Object.Destroy(oldRearSpotlight);
// PlaneOffsetMarker_Probe
Object.Destroy(newProbe.Find("PlaneOffsetMarker_Probe").gameObject);
newProbe.Find("RecallEffect").gameObject.GetComponent<SingularityController>().enabled = true;
newProbe.Find("RecallEffect").gameObject.GetComponent<SingularityWarpEffect>().enabled = true;
newProbe.Find("RecallEffect").name = "RemoteProbeRecallEffect";
newProbe.gameObject.SetActive(true);
}
}
}

View File

@ -1,4 +1,4 @@
namespace QSB.ProbeSync
namespace QSB.Tools.ProbeTool
{
public enum ProbeEvent
{

View File

@ -1,7 +1,7 @@
using QSB.Events;
using UnityEngine;
namespace QSB.ProbeSync
namespace QSB.Tools.ProbeTool
{
internal class ProbeListener : MonoBehaviour
{

View File

@ -2,7 +2,7 @@
using QSB.Utility;
using UnityEngine;
namespace QSB.ProbeSync
namespace QSB.Tools.ProbeTool
{
public class QSBProbe : MonoBehaviour
{

View File

@ -2,7 +2,7 @@
using System.Linq;
using UnityEngine;
namespace QSB.ProbeSync
namespace QSB.Tools.ProbeTool
{
internal class QSBProbeEffects : MonoBehaviour
{

View File

@ -2,7 +2,7 @@
using System.Linq;
using UnityEngine;
namespace QSB.ProbeSync
namespace QSB.Tools.ProbeTool
{
internal class QSBProbeLantern : MonoBehaviour
{

View File

@ -2,7 +2,7 @@
using System.Linq;
using UnityEngine;
namespace QSB.ProbeSync
namespace QSB.Tools.ProbeTool
{
internal class QSBProbeSpotlight : MonoBehaviour
{

View File

@ -2,13 +2,12 @@
using OWML.Utils;
using QSB.SectorSync;
using QSB.Syncs.Sectored.Transforms;
using QSB.Tools;
using QSB.Tools.ProbeLauncherTool;
using QSB.Utility;
using QSB.WorldSync;
using UnityEngine;
namespace QSB.ProbeSync.TransformSync
namespace QSB.Tools.ProbeTool.TransformSync
{
public class PlayerProbeSync : SectoredTransformSync
{
@ -58,7 +57,7 @@ namespace QSB.ProbeSync.TransformSync
body.name = "RemoteProbeTransform";
PlayerToolsManager.CreateProbe(body, Player);
ProbeCreator.CreateProbe(body, Player);
Player.ProbeBody = body.gameObject;

View File

@ -31,8 +31,8 @@ namespace QSB.Tools
set => _arrivalDegrees = value;
}
public void OnEnable() => ToolGameObject?.SetActive(true);
public void OnDisable() => ToolGameObject?.SetActive(false);
public virtual void OnEnable() => ToolGameObject?.SetActive(true);
public virtual void OnDisable() => ToolGameObject?.SetActive(false);
public void ChangeEquipState(bool equipState)
{

View File

@ -2,7 +2,7 @@
using QSB.Messaging;
using QSB.Player;
namespace QSB.Tools.Events
namespace QSB.Tools.SignalscopeTool.Events
{
public class PlayerSignalscopeEvent : QSBEvent<ToggleMessage>
{

View File

@ -0,0 +1,37 @@
using UnityEngine;
namespace QSB.Tools.SignalscopeTool
{
internal static class SignalscopeCreator
{
private static readonly Vector3 SignalscopeScale = new Vector3(1.5f, 1.5f, 1.5f);
internal static void CreateSignalscope(Transform cameraBody)
{
var signalscopeRoot = Object.Instantiate(GameObject.Find("Signalscope"));
signalscopeRoot.name = "REMOTE_Signalscope";
signalscopeRoot.SetActive(false);
Object.Destroy(signalscopeRoot.GetComponent<SignalscopePromptController>());
Object.Destroy(signalscopeRoot.transform.Find("Props_HEA_Signalscope")
.Find("Props_HEA_Signalscope_Prepass").gameObject);
var oldSignalscope = signalscopeRoot.GetComponent<Signalscope>();
var tool = signalscopeRoot.AddComponent<QSBTool>();
tool.MoveSpring = oldSignalscope._moveSpring;
tool.StowTransform = PlayerToolsManager.StowTransform;
tool.HoldTransform = PlayerToolsManager.HoldTransform;
tool.ArrivalDegrees = 5f;
tool.Type = ToolType.Signalscope;
tool.ToolGameObject = signalscopeRoot.transform.Find("Props_HEA_Signalscope").gameObject;
oldSignalscope.enabled = false;
PlayerToolsManager.GetRenderer(signalscopeRoot, "Props_HEA_Signalscope").material = PlayerToolsManager.Props_HEA_PlayerTool_mat;
signalscopeRoot.transform.parent = cameraBody;
signalscopeRoot.transform.localPosition = Vector3.zero;
signalscopeRoot.transform.localScale = SignalscopeScale;
signalscopeRoot.SetActive(true);
}
}
}

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@ -2,7 +2,7 @@
using QSB.Messaging;
using QSB.Player;
namespace QSB.Tools.Events
namespace QSB.Tools.TranslatorTool.Events
{
public class PlayerTranslatorEvent : QSBEvent<ToggleMessage>
{

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@ -0,0 +1,163 @@
using QSB.Utility;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace QSB.Tools.TranslatorTool
{
class QSBNomaiTranslator : QSBTool
{
public static float distToClosestTextCenter = 1f;
public const float MAX_INTERACT_RANGE = 25f;
public Transform RaycastTransform;
private Collider _lastHitCollider;
private QSBNomaiTranslatorProp _translatorProp;
private NomaiText _currentNomaiText;
private NomaiTextLine _lastHighlightedTextLine;
private bool _lastLineWasTranslated;
private bool _lastLineLocked;
private float _lastLineDist;
private void Awake()
{
_lastHitCollider = null;
_translatorProp = this.GetRequiredComponentInChildren<QSBNomaiTranslatorProp>();
_currentNomaiText = null;
}
public override void OnDisable()
{
_translatorProp.OnFinishUnequipAnimation();
}
public override void EquipTool()
{
base.EquipTool();
_translatorProp.OnEquipTool();
}
public override void UnequipTool()
{
base.UnequipTool();
_translatorProp.OnUnequipTool();
}
public override void Update()
{
base.Update();
if (!_isEquipped)
{
return;
}
distToClosestTextCenter = 1f;
var tooCloseToTarget = false;
var num = float.MaxValue;
if (Physics.Raycast(RaycastTransform.position, RaycastTransform.forward, out var raycastHit, 25f, OWLayerMask.blockableInteractMask))
{
_lastHitCollider = raycastHit.collider;
_currentNomaiText = _lastHitCollider.GetComponent<NomaiText>();
if (_currentNomaiText != null && !_currentNomaiText.CheckAllowFocus(raycastHit.distance, RaycastTransform.forward))
{
_currentNomaiText = null;
}
num = raycastHit.distance;
}
else
{
_lastHitCollider = null;
_currentNomaiText = null;
}
if (_currentNomaiText != null)
{
tooCloseToTarget = (num < _currentNomaiText.GetMinimumReadableDistance());
if (_currentNomaiText is NomaiWallText)
{
var nomaiTextLine = (_currentNomaiText as NomaiWallText).GetClosestTextLineByCenter(raycastHit.point);
if (_lastLineLocked)
{
var distToCenter = _lastHighlightedTextLine.GetDistToCenter(raycastHit.point);
if (distToCenter > _lastLineDist + 0.1f)
{
_lastHighlightedTextLine = nomaiTextLine;
_lastLineWasTranslated = (nomaiTextLine != null && nomaiTextLine.IsTranslated());
_lastLineLocked = false;
}
else
{
nomaiTextLine = _lastHighlightedTextLine;
}
if (distToCenter < _lastLineDist)
{
_lastLineDist = distToCenter;
}
}
else if (_lastHighlightedTextLine != null && _lastHighlightedTextLine.IsTranslated() && !_lastLineWasTranslated)
{
_lastLineWasTranslated = true;
_lastLineDist = _lastHighlightedTextLine.GetDistToCenter(raycastHit.point);
_lastLineLocked = true;
}
else
{
_lastHighlightedTextLine = nomaiTextLine;
_lastLineWasTranslated = (nomaiTextLine != null && nomaiTextLine.IsTranslated());
}
if (nomaiTextLine && !nomaiTextLine.IsHidden() && nomaiTextLine.IsActive())
{
distToClosestTextCenter = Vector3.Distance(raycastHit.point, nomaiTextLine.GetWorldCenter());
_translatorProp.SetNomaiTextLine(nomaiTextLine);
}
else
{
_translatorProp.ClearNomaiTextLine();
_lastHighlightedTextLine = null;
_lastLineWasTranslated = false;
_lastLineLocked = false;
}
}
else if (_currentNomaiText is NomaiComputer)
{
var closestRing = (_currentNomaiText as NomaiComputer).GetClosestRing(raycastHit.point, out var num2);
if (closestRing)
{
distToClosestTextCenter = Mathf.Min(num2 * 2f, 1f);
_translatorProp.SetNomaiComputerRing(closestRing);
}
}
else if (_currentNomaiText is NomaiVesselComputer)
{
var closestRing2 = (_currentNomaiText as NomaiVesselComputer).GetClosestRing(raycastHit.point, out var num3);
if (closestRing2)
{
distToClosestTextCenter = Mathf.Min(num3 * 2f, 1f);
_translatorProp.SetNomaiVesselComputerRing(closestRing2);
}
}
else if (_currentNomaiText is GhostWallText)
{
var ghostWallText = _currentNomaiText as GhostWallText;
_translatorProp.SetNomaiTextLine(ghostWallText.GetTextLine());
}
}
else
{
_translatorProp.ClearNomaiTextLine();
_translatorProp.ClearNomaiComputerRing();
_translatorProp.ClearNomaiVesselComputerRing();
}
_translatorProp.SetTooCloseToTarget(tooCloseToTarget);
}
}
}

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@ -0,0 +1,181 @@
using QSB.Utility;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
namespace QSB.Tools.TranslatorTool
{
class QSBNomaiTranslatorProp : MonoBehaviour
{
private static MaterialPropertyBlock s_matPropBlock;
private static int s_propID_EmissionColor;
public GameObject TranslatorProp;
public MeshRenderer _leftPageArrowRenderer;
public MeshRenderer _rightPageArrowRenderer;
public Color _baseEmissionColor;
private TranslatorTargetBeam _targetBeam;
private QSBTranslatorScanBeam[] _scanBeams;
private bool _isTranslating;
private void Awake()
{
_targetBeam = transform.GetComponentInChildren<TranslatorTargetBeam>();
if (s_matPropBlock == null)
{
s_matPropBlock = new MaterialPropertyBlock();
s_propID_EmissionColor = Shader.PropertyToID("_EmissionColor");
}
TurnOffArrowEmission();
TranslatorProp.SetActive(false);
}
private void Start()
{
_scanBeams = transform.GetComponentsInChildren<QSBTranslatorScanBeam>();
for (var i = 0; i < _scanBeams.Length; i++)
{
_scanBeams[i].enabled = false;
}
enabled = false;
}
private void TurnOffArrowEmission()
{
if (_leftPageArrowRenderer != null)
{
SetMaterialEmissionEnabled(_leftPageArrowRenderer, false);
}
if (_rightPageArrowRenderer != null)
{
SetMaterialEmissionEnabled(_rightPageArrowRenderer, false);
}
}
private void SetMaterialEmissionEnabled(MeshRenderer emissiveRenderer, bool emissionEnabled)
{
if (emissionEnabled)
{
s_matPropBlock.SetColor(s_propID_EmissionColor, _baseEmissionColor * 1f);
emissiveRenderer.SetPropertyBlock(s_matPropBlock);
return;
}
s_matPropBlock.SetColor(s_propID_EmissionColor, _baseEmissionColor * 0f);
emissiveRenderer.SetPropertyBlock(s_matPropBlock);
}
public void OnEquipTool()
{
enabled = true;
if (_targetBeam)
{
_targetBeam.Activate();
}
for (var i = 0; i < _scanBeams.Length; i++)
{
_scanBeams[i].enabled = true;
}
TranslatorProp.SetActive(true);
}
public void OnUnequipTool()
{
enabled = false;
StopTranslating();
TurnOffArrowEmission();
}
public void OnFinishUnequipAnimation()
{
if (_targetBeam)
{
_targetBeam.Deactivate();
}
for (var i = 0; i < _scanBeams.Length; i++)
{
_scanBeams[i].enabled = false;
}
TranslatorProp.SetActive(false);
}
public void SetTooCloseToTarget(bool value)
{
for (var i = 0; i < _scanBeams.Length; i++)
{
_scanBeams[i].SetTooCloseToTarget(value);
}
}
public void SetNomaiTextLine(NomaiTextLine line)
{
for (var i = 0; i < _scanBeams.Length; i++)
{
_scanBeams[i].SetNomaiTextLine(line);
_scanBeams[i].SetNomaiComputerRing(null);
_scanBeams[i].SetNomaiVesselComputerRing(null);
}
}
public void ClearNomaiTextLine()
{
for (var i = 0; i < _scanBeams.Length; i++)
{
_scanBeams[i].SetNomaiTextLine(null);
}
}
public void SetNomaiComputerRing(NomaiComputerRing ring)
{
for (var i = 0; i < _scanBeams.Length; i++)
{
_scanBeams[i].SetNomaiTextLine(null);
_scanBeams[i].SetNomaiComputerRing(ring);
_scanBeams[i].SetNomaiVesselComputerRing(null);
}
}
public void ClearNomaiComputerRing()
{
for (var i = 0; i < _scanBeams.Length; i++)
{
_scanBeams[i].SetNomaiComputerRing(null);
}
}
public void SetNomaiVesselComputerRing(NomaiVesselComputerRing ring)
{
for (var i = 0; i < _scanBeams.Length; i++)
{
_scanBeams[i].SetNomaiTextLine(null);
_scanBeams[i].SetNomaiComputerRing(null);
_scanBeams[i].SetNomaiVesselComputerRing(ring);
}
}
public void ClearNomaiVesselComputerRing()
{
for (var i = 0; i < _scanBeams.Length; i++)
{
_scanBeams[i].SetNomaiVesselComputerRing(null);
}
}
private void StopTranslating()
{
if (_isTranslating)
{
_isTranslating = false;
}
}
}
}

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@ -0,0 +1,233 @@
using QSB.Utility;
using System;
using UnityEngine;
namespace QSB.Tools.TranslatorTool
{
class QSBTranslatorScanBeam : MonoBehaviour
{
public Renderer _projectorRenderer;
public Renderer _lightVolumeRenderer;
const float _focusedBeamWidth = 0.25f;
const float _maxBeamWidth = 1f;
const float _maxBeamLength = 10f;
const float _scanOffset = 0f;
const float _switchLength = 0.33f;
const float _fadeLength = 0.66f;
public float _scanSpeed = 1f;
public readonly Color _baseProjectorColor = new Color(0.3545942f, 2.206932f, 4.594794f, 1f);
public readonly Color _baseLightColor = new Color(0.1301365f, 0.2158605f, 0.6239606f, 1f);
public Quaternion _baseRotation;
private bool _tooCloseToTarget;
private NomaiTextLine _nomaiTextLine;
private NomaiComputerRing _nomaiComputerRing;
private NomaiVesselComputerRing _nomaiVesselComputerRing;
private float _scanTime;
private float _switchTime;
private Quaternion _prevRotation;
private Vector3 _prevScale;
private float _fade;
private void Awake()
{
_tooCloseToTarget = false;
_prevRotation = Quaternion.identity;
_prevScale = new Vector3(_maxBeamWidth, _maxBeamWidth, _maxBeamLength);
_fade = 0f;
if (_projectorRenderer != null)
{
_projectorRenderer.material.SetAlpha(0f);
_projectorRenderer.enabled = false;
}
if (_lightVolumeRenderer != null)
{
_lightVolumeRenderer.material.SetAlpha(0f);
_lightVolumeRenderer.enabled = false;
}
}
private void OnDisable()
{
_tooCloseToTarget = false;
_nomaiTextLine = null;
_prevRotation = Quaternion.identity;
_prevScale = new Vector3(_maxBeamWidth, _maxBeamWidth, _maxBeamLength);
_fade = 0f;
if (_projectorRenderer != null)
{
_projectorRenderer.material.SetAlpha(0f);
_projectorRenderer.enabled = false;
}
if (_lightVolumeRenderer != null)
{
_lightVolumeRenderer.material.SetAlpha(0f);
_lightVolumeRenderer.enabled = false;
}
transform.localRotation = _baseRotation;
transform.localScale = _prevScale;
}
public bool IsSwitching()
=> _switchTime < 1f;
private void OnRenderObject()
{
if (!QSBCore.WorldObjectsReady || !QSBCore.DebugMode || !QSBCore.ShowLinesInDebug)
{
return;
}
Popcron.Gizmos.Line(transform.position, transform.position + transform.forward);
}
private void Update()
{
if (_nomaiTextLine != null && !_tooCloseToTarget)
{
_switchTime = Mathf.MoveTowards(_switchTime, 1f, Time.deltaTime / _switchLength);
var smoothedSwitchTime = Mathf.SmoothStep(0f, 1f, _switchTime);
_scanTime += Time.deltaTime * _scanSpeed;
var num = Mathf.Cos(_scanTime + _scanOffset) * 0.5f + 0.5f;
var pointAlongLine = _nomaiTextLine.GetPointAlongLine(num);
var rhs = _nomaiTextLine.GetPointAlongLine(num + 0.1f) - _nomaiTextLine.GetPointAlongLine(num - 0.1f);
var vector = pointAlongLine - transform.position;
var upwards = Vector3.Cross(vector, rhs);
var distance = Vector3.Distance(transform.position, pointAlongLine);
var q = Quaternion.LookRotation(vector, upwards);
var scanningRotation = transform.parent.InverseTransformRotation(q);
transform.localRotation = Quaternion.Lerp(_prevRotation, scanningRotation, smoothedSwitchTime);
transform.localScale = Vector3.Lerp(_prevScale, new Vector3(_focusedBeamWidth, _focusedBeamWidth, 1f + distance), smoothedSwitchTime);
}
else if (_nomaiComputerRing != null && !_tooCloseToTarget)
{
_switchTime = Mathf.MoveTowards(_switchTime, 1f, Time.deltaTime / _switchLength);
var t2 = Mathf.SmoothStep(0f, 1f, _switchTime);
_scanTime += Time.deltaTime * _scanSpeed;
var t3 = Mathf.Cos(_scanTime + _scanOffset) * 0.5f + 0.5f;
t3 = Mathf.Lerp(0.25f, 0.75f, t3);
var pointOnRing = _nomaiComputerRing.GetPointOnRing(t3, transform.position);
var forward = pointOnRing - transform.position;
var up = _nomaiComputerRing.transform.up;
var num3 = Vector3.Distance(transform.position, pointOnRing);
var q2 = Quaternion.LookRotation(forward, up);
var b2 = transform.parent.InverseTransformRotation(q2);
transform.localRotation = Quaternion.Lerp(_prevRotation, b2, t2);
transform.localScale = Vector3.Lerp(_prevScale, new Vector3(_focusedBeamWidth, _focusedBeamWidth, 1f + num3), t2);
}
else if (_nomaiVesselComputerRing != null && !_tooCloseToTarget)
{
_switchTime = Mathf.MoveTowards(_switchTime, 1f, Time.deltaTime / _switchLength);
var smoothedSwitchTime = Mathf.SmoothStep(0f, 1f, _switchTime);
_scanTime += Time.deltaTime * _scanSpeed;
var t5 = Mathf.Cos(_scanTime + _scanOffset) * 0.5f + 0.5f;
t5 = Mathf.Lerp(0.25f, 0.75f, t5);
var pointOnRing2 = _nomaiVesselComputerRing.GetPointOnRing(t5, transform.position);
var forward2 = pointOnRing2 - transform.position;
var up2 = _nomaiVesselComputerRing.transform.up;
var num4 = Vector3.Distance(transform.position, pointOnRing2);
var q3 = Quaternion.LookRotation(forward2, up2);
var b3 = transform.parent.InverseTransformRotation(q3);
transform.localRotation = Quaternion.Lerp(_prevRotation, b3, smoothedSwitchTime);
transform.localScale = Vector3.Lerp(_prevScale, new Vector3(_focusedBeamWidth, _focusedBeamWidth, 1f + num4), smoothedSwitchTime);
}
else
{
_switchTime = Mathf.MoveTowards(_switchTime, 1f, Time.deltaTime / _fadeLength);
var t6 = Mathf.SmoothStep(0f, 1f, _switchTime * (2f - _switchTime));
transform.localRotation = Quaternion.Lerp(_prevRotation, _baseRotation, _switchTime);
transform.localScale = Vector3.Lerp(_prevScale, new Vector3(_maxBeamWidth, _maxBeamWidth, _maxBeamLength), t6);
}
var flag = !_tooCloseToTarget && (_nomaiTextLine != null || _nomaiComputerRing != null || _nomaiVesselComputerRing != null);
_fade = Mathf.MoveTowards(
_fade,
flag
? 1f
: 0f,
Time.deltaTime / _fadeLength * (_tooCloseToTarget
? 3f
: 1f));
if (_projectorRenderer != null)
{
var shouldBeOn = _fade > 0f;
if (_projectorRenderer.enabled != shouldBeOn)
{
_projectorRenderer.enabled = shouldBeOn;
}
if (_projectorRenderer.enabled)
{
_projectorRenderer.material.SetAlpha(_fade * _fade * _baseProjectorColor.a);
}
}
if (_lightVolumeRenderer != null)
{
var shouldBeOn = _fade > 0f;
if (_lightVolumeRenderer.enabled != shouldBeOn)
{
_lightVolumeRenderer.enabled = shouldBeOn;
}
if (_lightVolumeRenderer.enabled)
{
_lightVolumeRenderer.material.SetAlpha(_fade * _fade * _baseLightColor.a);
}
}
}
public void SetTooCloseToTarget(bool tooClose)
{
if (_tooCloseToTarget != tooClose)
{
_tooCloseToTarget = tooClose;
_switchTime = 0f;
_prevRotation = transform.localRotation;
_prevScale = transform.localScale;
}
}
public void SetNomaiTextLine(NomaiTextLine line)
{
if (_nomaiTextLine != line)
{
_switchTime = 0f;
_nomaiTextLine = line;
_prevRotation = transform.localRotation;
_prevScale = transform.localScale;
}
}
public void SetNomaiComputerRing(NomaiComputerRing ring)
{
if (_nomaiComputerRing != ring)
{
_switchTime = 0f;
_nomaiComputerRing = ring;
_prevRotation = transform.localRotation;
_prevScale = transform.localScale;
}
}
public void SetNomaiVesselComputerRing(NomaiVesselComputerRing ring)
{
if (_nomaiVesselComputerRing != ring)
{
_switchTime = 0f;
_nomaiVesselComputerRing = ring;
_prevRotation = transform.localRotation;
_prevScale = transform.localScale;
}
}
}
}

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@ -0,0 +1,71 @@
using QSB.Utility;
using UnityEngine;
namespace QSB.Tools.TranslatorTool
{
internal static class TranslatorCreator
{
private static readonly Vector3 TranslatorScale = new Vector3(0.75f, 0.75f, 0.75f);
internal static void CreateTranslator(Transform cameraBody)
{
var NomaiTranslatorProp = GameObject.Find("NomaiTranslatorProp");
var REMOTE_NomaiTranslatorProp = NomaiTranslatorProp.InstantiateInactive();
REMOTE_NomaiTranslatorProp.name = "REMOTE_NomaiTranslatorProp";
var REMOTE_TranslatorGroup = REMOTE_NomaiTranslatorProp.transform.Find("TranslatorGroup");
var REMOTE_Props_HEA_Translator = REMOTE_TranslatorGroup.Find("Props_HEA_Translator");
Object.Destroy(REMOTE_TranslatorGroup.Find("Canvas").gameObject);
//Object.Destroy(REMOTE_TranslatorGroup.Find("Lighting").gameObject);
//Object.Destroy(REMOTE_TranslatorGroup.Find("TranslatorBeams").gameObject);
Object.Destroy(REMOTE_Props_HEA_Translator.Find("Props_HEA_Translator_Pivot_RotatingPart")
.Find("Props_HEA_Translator_RotatingPart")
.Find("Props_HEA_Translator_RotatingPart_Prepass").gameObject);
Object.Destroy(REMOTE_Props_HEA_Translator.Find("Props_HEA_Translator_Prepass").gameObject);
foreach (Transform scanBeam in REMOTE_TranslatorGroup.Find("TranslatorBeams"))
{
var oldBeam = scanBeam.GetComponent<TranslatorScanBeam>();
var newBeam = scanBeam.gameObject.AddComponent<QSBTranslatorScanBeam>();
newBeam._projectorRenderer = oldBeam._projectorRenderer;
newBeam._lightVolumeRenderer = oldBeam._lightVolumeRenderer;
newBeam._scanSpeed = oldBeam._scanSpeed;
newBeam._baseRotation = oldBeam._baseRotation;
Object.Destroy(oldBeam);
}
var oldProp = REMOTE_NomaiTranslatorProp.GetComponent<NomaiTranslatorProp>();
var newProp = REMOTE_NomaiTranslatorProp.AddComponent<QSBNomaiTranslatorProp>();
newProp.TranslatorProp = REMOTE_TranslatorGroup.gameObject;
newProp._leftPageArrowRenderer = oldProp._leftPageArrowRenderer;
newProp._rightPageArrowRenderer = oldProp._rightPageArrowRenderer;
newProp._baseEmissionColor = oldProp._baseEmissionColor;
Object.Destroy(oldProp);
var oldTranslator = REMOTE_NomaiTranslatorProp.GetComponent<NomaiTranslator>();
var tool = REMOTE_NomaiTranslatorProp.AddComponent<QSBNomaiTranslator>();
tool.MoveSpring = oldTranslator._moveSpring;
tool.StowTransform = PlayerToolsManager.StowTransform;
tool.HoldTransform = PlayerToolsManager.HoldTransform;
tool.ArrivalDegrees = 5f;
tool.Type = ToolType.Translator;
tool.ToolGameObject = REMOTE_TranslatorGroup.gameObject;
tool.RaycastTransform = cameraBody;
Object.Destroy(oldTranslator);
PlayerToolsManager.GetRenderer(REMOTE_NomaiTranslatorProp, "Props_HEA_Translator_Screen").material = PlayerToolsManager.Structure_HEA_PlayerShip_Screens_mat;
PlayerToolsManager.GetRenderer(REMOTE_NomaiTranslatorProp, "Props_HEA_Translator_Geo").material = PlayerToolsManager.Props_HEA_PlayerTool_mat;
PlayerToolsManager.GetRenderer(REMOTE_NomaiTranslatorProp, "Props_HEA_Translator_RotatingPart").material = PlayerToolsManager.Props_HEA_PlayerTool_mat;
PlayerToolsManager.GetRenderer(REMOTE_NomaiTranslatorProp, "Props_HEA_Translator_Button_L").material = PlayerToolsManager.Props_HEA_Lightbulb_mat;
PlayerToolsManager.GetRenderer(REMOTE_NomaiTranslatorProp, "Props_HEA_Translator_Button_R").material = PlayerToolsManager.Props_HEA_Lightbulb_mat;
REMOTE_NomaiTranslatorProp.transform.parent = cameraBody;
REMOTE_NomaiTranslatorProp.transform.localPosition = Vector3.zero;
REMOTE_NomaiTranslatorProp.transform.localScale = TranslatorScale;
QSBCore.UnityEvents.FireInNUpdates(() => REMOTE_NomaiTranslatorProp.SetActive(true), 5);
}
}
}

View File

@ -66,7 +66,7 @@ namespace QSB.WorldSync
return default;
}
return (IWorldObject)returnObject;
return returnObject;
}
public static TWorldObject GetWorldFromUnity<TWorldObject>(MonoBehaviour unityObject)

View File

@ -153,13 +153,12 @@ Note - _nebula has no idea how Hamachi works and has never used it, so don't ask
- [Download the Outer Wilds Mod Manager](https://github.com/raicuparta/ow-mod-manager) and install it anywhere you like;
- Install OWML using the Mod Manager
- Clone QSB's source
- Open the file `QSB/QSB.csproj.user` in your favorite text editor
- Open the file `Director.Build.targets` in your favorite text editor
- Edit the entry `<GameDir>` to point to the directory where Outer Wilds is installed
- Edit the entry `<OwmlDir>` to point to your OWML directory (it is installed inside the Mod Manager directory)
- Do the same for `QuantumUNET/QuantumUNET.csproj.user` and `QSBTests/QSBTests.csproj.user`
- Open the project solution file `QSB.sln` in Visual Studio
- If needed, right click `References` in the Solution Explorer > Manage NuGet Packages > Update OWML to fix missing references
- Run this to stop tracking QSB.csproj.user: ```git update-index --skip-worktree QSB/QSB.csproj.user``` (and do the same for the other .user files)
- Run this to stop tracking Director.Build.targets: ```git update-index --skip-worktree Director.Build.targets```
To fix the references, right click "References" in the Solution Explorer > "Add Reference", and add all the missing DLLs (references with yellow warning icon). You can find these DLLs in the game's directory (`OuterWilds\OuterWilds_Data\Managed`);
@ -199,13 +198,22 @@ It is also recommended to lower all graphics settings to minimum, be in windowed
## Authors and Special Thanks
### Authors
- [\_nebula](https://github.com/misternebula) - Developer of v0.3 onwards
- [AmazingAlek](https://github.com/amazingalek) - On-and-off developer and sometimes code tidy-er
- [Raicuparta](https://github.com/Raicuparta) - Developer of v0.1 - v0.2
### Contributers
- [ShoosGun](https://github.com/ShoosGun)
- [Chris Yeninas](https://github.com/PhantomGamers)
### Special Thanks
- Thanks to Logan Ver Hoef for help with the game code.
- Thanks to all the people in the Outer Wilds Discord for helping in public tests.
- Special thanks (and apologies) to all the people in the #modding channel, which I (_nebula) have been using as a virtual [rubber duck.](https://en.wikipedia.org/wiki/Rubber_duck_debugging)
## Help / Discuss development / Whatever
[Join the unofficial Outer Wilds Discord](https://discord.gg/Sftcc9Z), we have a nice `#modding` channel where you can discuss all types of things.
[Join the unofficial Outer Wilds Discord](https://discord.gg/Sftcc9Z), we have a nice `#modding-support` channel for any mod help, and a `#modding` channel to discuss modding!