some PlayerLightSensorPatches

This commit is contained in:
JohnCorby 2022-08-16 16:32:12 -07:00
parent 0def903566
commit 17c7669e75

View File

@ -1,5 +1,8 @@
using HarmonyLib;
using QSB.Patches;
using QSB.Tools.FlashlightTool;
using QSB.Tools.ProbeTool;
using UnityEngine;
/*
* For those who come here,
@ -12,4 +15,131 @@ namespace QSB.EchoesOfTheEye.LightSensorSync.Patches;
internal class PlayerLightSensorPatches : QSBPatch
{
public override QSBPatchTypes Type => QSBPatchTypes.OnClientConnect;
[HarmonyPrefix]
[HarmonyPatch(nameof(SingleLightSensor.UpdateIllumination))]
private static bool UpdateIllumination(SingleLightSensor __instance)
{
if (!LightSensorManager.IsPlayerLightSensor(__instance))
{
return true;
}
__instance._illuminated = false;
__instance._illuminatingDreamLanternList?.Clear();
if (__instance._lightSources == null || __instance._lightSources.Count == 0)
{
return false;
}
var sensorWorldPos = __instance.transform.TransformPoint(__instance._localSensorOffset);
var sensorWorldDir = Vector3.zero;
if (__instance._directionalSensor)
{
sensorWorldDir = __instance.transform.TransformDirection(__instance._localDirection).normalized;
}
foreach (var lightSource in __instance._lightSources)
{
if ((__instance._lightSourceMask & lightSource.GetLightSourceType()) == lightSource.GetLightSourceType() &&
lightSource.CheckIlluminationAtPoint(sensorWorldPos, __instance._sensorRadius, __instance._maxDistance))
{
switch (lightSource.GetLightSourceType())
{
case LightSourceType.UNDEFINED:
{
var owlight = lightSource as OWLight2;
var occludableLight = owlight.GetLight().shadows != LightShadows.None &&
owlight.GetLight().shadowStrength > 0.5f;
if (owlight.CheckIlluminationAtPoint(sensorWorldPos, __instance._sensorRadius, __instance._maxDistance) &&
!__instance.CheckOcclusion(owlight.transform.position, sensorWorldPos, sensorWorldDir, occludableLight))
{
__instance._illuminated = true;
}
break;
}
case LightSourceType.FLASHLIGHT:
{
if (lightSource is QSBFlashlight qsbFlashlight)
{
var position = qsbFlashlight.Player.Camera.transform.position;
var vector3 = __instance.transform.position - position;
if (Vector3.Angle(qsbFlashlight.Player.Camera.transform.forward, vector3) <= __instance._maxSpotHalfAngle &&
!__instance.CheckOcclusion(position, sensorWorldPos, sensorWorldDir))
{
__instance._illuminated = true;
}
}
else
{
var position = Locator.GetPlayerCamera().transform.position;
var vector3 = __instance.transform.position - position;
if (Vector3.Angle(Locator.GetPlayerCamera().transform.forward, vector3) <= __instance._maxSpotHalfAngle &&
!__instance.CheckOcclusion(position, sensorWorldPos, sensorWorldDir))
{
__instance._illuminated = true;
}
}
break;
}
case LightSourceType.PROBE:
{
if (lightSource is QSBProbe qsbProbe)
{
var probe = qsbProbe;
if (probe != null &&
probe.IsLaunched() &&
!probe.IsRetrieving() &&
probe.CheckIlluminationAtPoint(sensorWorldPos, __instance._sensorRadius, __instance._maxDistance) &&
!__instance.CheckOcclusion(probe.GetLightSourcePosition(), sensorWorldPos, sensorWorldDir))
{
__instance._illuminated = true;
}
}
else
{
var probe = Locator.GetProbe();
if (probe != null &&
probe.IsLaunched() &&
!probe.IsRetrieving() &&
probe.CheckIlluminationAtPoint(sensorWorldPos, __instance._sensorRadius, __instance._maxDistance) &&
!__instance.CheckOcclusion(probe.GetLightSourcePosition(), sensorWorldPos, sensorWorldDir))
{
__instance._illuminated = true;
}
}
break;
}
case LightSourceType.DREAM_LANTERN:
{
var dreamLanternController = lightSource as DreamLanternController;
if (dreamLanternController.IsLit() &&
dreamLanternController.IsFocused(__instance._lanternFocusThreshold) &&
dreamLanternController.CheckIlluminationAtPoint(sensorWorldPos, __instance._sensorRadius, __instance._maxDistance) &&
!__instance.CheckOcclusion(dreamLanternController.GetLightPosition(), sensorWorldPos, sensorWorldDir))
{
__instance._illuminatingDreamLanternList.Add(dreamLanternController);
__instance._illuminated = true;
}
break;
}
case LightSourceType.SIMPLE_LANTERN:
foreach (var owlight in lightSource.GetLights())
{
var occludableLight = owlight.GetLight().shadows != LightShadows.None &&
owlight.GetLight().shadowStrength > 0.5f;
var maxDistance = Mathf.Min(__instance._maxSimpleLanternDistance, __instance._maxDistance);
if (owlight.CheckIlluminationAtPoint(sensorWorldPos, __instance._sensorRadius, maxDistance) &&
!__instance.CheckOcclusion(owlight.transform.position, sensorWorldPos, sensorWorldDir, occludableLight))
{
__instance._illuminated = true;
}
}
break;
case LightSourceType.VOLUME_ONLY:
__instance._illuminated = true;
break;
}
}
}
return false;
}
}