fix probe materials

This commit is contained in:
Mister_Nebula 2021-07-21 10:19:57 +01:00
parent 59971ffd48
commit 6150d2b919

View File

@ -12,8 +12,9 @@ namespace QSB.Tools
{ {
private static Transform _toolStowTransform; private static Transform _toolStowTransform;
private static Transform _toolHoldTransform; private static Transform _toolHoldTransform;
private static Material _playerToolsMaterial; private static Material Props_HEA_PlayerTool_mat;
private static Material _lightbulbMaterial; private static Material Props_HEA_Lightbulb_mat;
private static Material Props_HEA_Lightbulb_OFF_mat;
private static readonly Vector3 FlashlightOffset = new Vector3(0.7196316f, -0.2697681f, 0.3769455f); 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 ProbeLauncherOffset = new Vector3(0.5745087f, -0.26f, 0.4453125f);
@ -24,14 +25,19 @@ namespace QSB.Tools
{ {
CreateStowTransforms(playerCamera); CreateStowTransforms(playerCamera);
_playerToolsMaterial = GameObject.Find("Props_HEA_ProbeLauncher_ProbeCamera/ProbeLauncherChassis").GetComponent<MeshRenderer>().materials[0]; 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) if (QSBSceneManager.CurrentScene == OWScene.SolarSystem)
{ {
_lightbulbMaterial = GameObject.Find("Props_HEA_Lantern (10)/Lantern_Lamp").GetComponent<MeshRenderer>().materials[0]; 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];
} }
else if (QSBSceneManager.CurrentScene == OWScene.EyeOfTheUniverse) else if (QSBSceneManager.CurrentScene == OWScene.EyeOfTheUniverse)
{ {
_lightbulbMaterial = GameObject.Find("lantern_lamp").GetComponent<MeshRenderer>().materials[0]; Props_HEA_Lightbulb_mat = GameObject.Find("lantern_lamp").GetComponent<MeshRenderer>().materials[0];
// TODO : uhhhhh fuckin' uhhhhhhhh (find a material)
Props_HEA_Lightbulb_OFF_mat = null;
} }
CreateFlashlight(playerCamera); CreateFlashlight(playerCamera);
@ -243,7 +249,7 @@ namespace QSB.Tools
tool.ToolGameObject = signalscopeRoot.transform.Find("Props_HEA_Signalscope").gameObject; tool.ToolGameObject = signalscopeRoot.transform.Find("Props_HEA_Signalscope").gameObject;
oldSignalscope.enabled = false; oldSignalscope.enabled = false;
GetRenderer(signalscopeRoot, "Props_HEA_Signalscope").material = _playerToolsMaterial; GetRenderer(signalscopeRoot, "Props_HEA_Signalscope").material = Props_HEA_PlayerTool_mat;
signalscopeRoot.transform.parent = cameraBody; signalscopeRoot.transform.parent = cameraBody;
signalscopeRoot.transform.localPosition = Vector3.zero; signalscopeRoot.transform.localPosition = Vector3.zero;
@ -280,10 +286,10 @@ namespace QSB.Tools
tool.ToolGameObject = group.gameObject; tool.ToolGameObject = group.gameObject;
Object.Destroy(oldTranslator); Object.Destroy(oldTranslator);
GetRenderer(translatorRoot, "Props_HEA_Translator_Geo").material = _playerToolsMaterial; GetRenderer(translatorRoot, "Props_HEA_Translator_Geo").material = Props_HEA_PlayerTool_mat;
GetRenderer(translatorRoot, "Props_HEA_Translator_RotatingPart").material = _playerToolsMaterial; GetRenderer(translatorRoot, "Props_HEA_Translator_RotatingPart").material = Props_HEA_PlayerTool_mat;
GetRenderer(translatorRoot, "Props_HEA_Translator_Button_L").material = _lightbulbMaterial; GetRenderer(translatorRoot, "Props_HEA_Translator_Button_L").material = Props_HEA_Lightbulb_mat;
GetRenderer(translatorRoot, "Props_HEA_Translator_Button_R").material = _lightbulbMaterial; GetRenderer(translatorRoot, "Props_HEA_Translator_Button_R").material = Props_HEA_Lightbulb_mat;
translatorRoot.transform.parent = cameraBody; translatorRoot.transform.parent = cameraBody;
translatorRoot.transform.localPosition = Vector3.zero; translatorRoot.transform.localPosition = Vector3.zero;
@ -319,11 +325,12 @@ namespace QSB.Tools
tool.Type = ToolType.ProbeLauncher; tool.Type = ToolType.ProbeLauncher;
tool.ToolGameObject = model; tool.ToolGameObject = model;
// TODO : investigate why probe is wack GetRenderer(launcherRoot, "Props_HEA_Probe_Prelaunch").materials[0] = Props_HEA_PlayerTool_mat;
GetRenderer(launcherRoot, "Props_HEA_Probe_Prelaunch").materials[0] = _playerToolsMaterial; GetRenderer(launcherRoot, "Props_HEA_Probe_Prelaunch").materials[1] = Props_HEA_Lightbulb_mat;
GetRenderer(launcherRoot, "Props_HEA_Probe_Prelaunch").materials[1] = _lightbulbMaterial; GetRenderer(launcherRoot, "PressureGauge_Arrow").material = Props_HEA_PlayerTool_mat;
GetRenderer(launcherRoot, "PressureGauge_Arrow").material = _playerToolsMaterial; GetRenderer(launcherRoot, "ProbeLauncherChassis").material = Props_HEA_PlayerTool_mat;
GetRenderer(launcherRoot, "ProbeLauncherChassis").material = _playerToolsMaterial; GetRenderer(launcherRoot, "Props_HEA_Probe_Prelaunch").materials[0] = Props_HEA_PlayerTool_mat;
GetRenderer(launcherRoot, "Props_HEA_Probe_Prelaunch").materials[1] = Props_HEA_PlayerTool_mat;
launcherRoot.transform.parent = cameraBody; launcherRoot.transform.parent = cameraBody;
launcherRoot.transform.localPosition = ProbeLauncherOffset; launcherRoot.transform.localPosition = ProbeLauncherOffset;