mirror of
https://github.com/misternebula/quantum-space-buddies.git
synced 2025-01-09 12:54:51 +00:00
150 lines
5.1 KiB
C#
150 lines
5.1 KiB
C#
using HarmonyLib;
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using QSB.Patches;
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using QSB.Player;
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using QSB.Tools.FlashlightTool;
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using System.Linq;
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using UnityEngine;
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namespace QSB.EchoesOfTheEye.LightSensorSync.Patches
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{
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[HarmonyPatch]
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internal class LightSensorPatches : QSBPatch
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{
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public override QSBPatchTypes Type => QSBPatchTypes.OnClientConnect;
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[HarmonyPrefix]
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[HarmonyPatch(typeof(SingleLightSensor), nameof(SingleLightSensor.UpdateIllumination))]
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public static bool UpdateIlluminationReplacement(SingleLightSensor __instance)
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{
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__instance._illuminated = false;
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if (__instance._illuminatingDreamLanternList != null)
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{
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__instance._illuminatingDreamLanternList.Clear();
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}
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var vector = __instance.transform.TransformPoint(__instance._localSensorOffset);
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var sensorWorldDir = Vector3.zero;
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if (__instance._directionalSensor)
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{
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sensorWorldDir = __instance.transform.TransformDirection(__instance._localDirection).normalized;
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}
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if (__instance._lightSources == null)
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{
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return false;
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}
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for (var i = 0; i < __instance._lightSources.Count; i++)
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{
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var source = __instance._lightSources[i];
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if ((__instance._lightSourceMask & source.GetLightSourceType()) == source.GetLightSourceType()
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&& source.CheckIlluminationAtPoint(vector, __instance._sensorRadius, __instance._maxDistance))
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{
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var lightSourceType = source.GetLightSourceType();
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switch (lightSourceType)
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{
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case LightSourceType.UNDEFINED:
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{
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var owlight = source as OWLight2;
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var occludableLight = owlight.GetLight().shadows != LightShadows.None
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&& owlight.GetLight().shadowStrength > 0.5f;
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if (owlight.CheckIlluminationAtPoint(vector, __instance._sensorRadius, __instance._maxDistance)
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&& !__instance.CheckOcclusion(owlight.transform.position, vector, sensorWorldDir, occludableLight))
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{
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__instance._illuminated = true;
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}
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break;
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}
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case LightSourceType.FLASHLIGHT:
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{
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if (source is Flashlight && (source as Flashlight) == Locator.GetFlashlight())
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{
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var position = Locator.GetPlayerCamera().transform.position;
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var to = __instance.transform.position - position;
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if (Vector3.Angle(Locator.GetPlayerCamera().transform.forward, to) <= __instance._maxSpotHalfAngle
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&& !__instance.CheckOcclusion(position, vector, sensorWorldDir))
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{
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__instance._illuminated = true;
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}
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}
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else
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{
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var player = QSBPlayerManager.PlayerList.First(x => x.FlashLight == (QSBFlashlight)source);
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var position = player.Camera.transform.position;
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var to = __instance.transform.position - position;
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if (Vector3.Angle(player.Camera.transform.forward, to) <= __instance._maxSpotHalfAngle
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&& !__instance.CheckOcclusion(position, vector, sensorWorldDir))
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{
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__instance._illuminated = true;
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}
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}
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break;
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}
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case LightSourceType.PROBE:
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{
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var probe = Locator.GetProbe();
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if (probe != null
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&& probe.IsLaunched()
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&& !probe.IsRetrieving()
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&& probe.CheckIlluminationAtPoint(vector, __instance._sensorRadius, __instance._maxDistance)
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&& !__instance.CheckOcclusion(probe.GetLightSourcePosition(), vector, sensorWorldDir))
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{
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__instance._illuminated = true;
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}
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break;
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}
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case LightSourceType.FLASHLIGHT | LightSourceType.PROBE:
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case LightSourceType.FLASHLIGHT | LightSourceType.DREAM_LANTERN:
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case LightSourceType.PROBE | LightSourceType.DREAM_LANTERN:
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case LightSourceType.FLASHLIGHT | LightSourceType.PROBE | LightSourceType.DREAM_LANTERN:
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break;
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case LightSourceType.DREAM_LANTERN:
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{
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var dreamLanternController = __instance._lightSources[i] as DreamLanternController;
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if (dreamLanternController.IsLit()
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&& dreamLanternController.IsFocused(__instance._lanternFocusThreshold)
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&& dreamLanternController.CheckIlluminationAtPoint(vector, __instance._sensorRadius, __instance._maxDistance)
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&& !__instance.CheckOcclusion(dreamLanternController.GetLightPosition(), vector, sensorWorldDir))
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{
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__instance._illuminatingDreamLanternList.Add(dreamLanternController);
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__instance._illuminated = true;
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}
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break;
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}
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case LightSourceType.SIMPLE_LANTERN:
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foreach (var owlight in __instance._lightSources[i].GetLights())
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{
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var occludableLight = owlight.GetLight().shadows != LightShadows.None
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&& owlight.GetLight().shadowStrength > 0.5f;
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var maxDistance = Mathf.Min(__instance._maxSimpleLanternDistance, __instance._maxDistance);
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if (owlight.CheckIlluminationAtPoint(vector, __instance._sensorRadius, maxDistance) && !__instance.CheckOcclusion(owlight.transform.position, vector, sensorWorldDir, occludableLight))
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{
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__instance._illuminated = true;
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break;
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}
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}
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break;
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default:
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if (lightSourceType == LightSourceType.VOLUME_ONLY)
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{
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__instance._illuminated = true;
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}
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break;
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}
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}
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}
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return false;
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}
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}
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}
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