예제 #1
0
        public static bool LateUpdatePrefix(PlaceTool __instance)
        {
            if (__instance.usingPlayer == null || !SnapBuilder.Config.Snapping.Enabled)
            {
                Inventory.main.quickSlots.SetIgnoreHotkeyInput(false);
                return(true);
            }

            Inventory.main.quickSlots.SetIgnoreHotkeyInput(__instance.rotationEnabled && SnapBuilder.Config.ToggleRotation.Enabled);

            Transform  aimTransform = Builder.GetAimTransform();
            RaycastHit hit;
            bool       bHit     = Physics.Raycast(aimTransform.position, aimTransform.forward, out hit, 5f, PlaceTool.placeLayerMask, QueryTriggerInteraction.Ignore);
            Vector3    position = __instance.ghostModel.transform.position;
            Quaternion rotation = __instance.ghostModel.transform.rotation;

            SnapBuilder.ApplyAdditiveRotation(ref __instance.additiveRotation, out var _);

            if (bHit)
            {
                bHit = SnapBuilder.TryGetSnappedHitPoint(PlaceTool.placeLayerMask, out hit, out Vector3 snappedHitPoint, out Vector3 snappedHitNormal);

                if (bHit)
                {
                    position = snappedHitPoint;

                    PlaceTool.SurfaceType surfaceType = PlaceTool.SurfaceType.Floor;
                    if (Mathf.Abs(hit.normal.y) < 0.3f)
                    {
                        surfaceType = PlaceTool.SurfaceType.Wall;
                    }
                    else if (hit.normal.y < 0f)
                    {
                        surfaceType = PlaceTool.SurfaceType.Ceiling;
                    }

                    if (__instance.rotationEnabled)
                    {   // New calculation of the rotation
                        rotation = SnapBuilder.CalculateRotation(ref __instance.additiveRotation, hit, snappedHitPoint, snappedHitNormal, true);
                    }
                    else
                    {   // Calculate rotation in the same manner as the original method
                        Vector3 forward;

                        if (__instance.alignWithSurface || surfaceType == PlaceTool.SurfaceType.Wall)
                        {
                            forward = hit.normal;
                        }
                        else
                        {
                            forward = new Vector3(-aimTransform.forward.x, 0f, -aimTransform.forward.z).normalized;
                        }

                        rotation = Quaternion.LookRotation(forward, Vector3.up);
                        if (__instance.rotationEnabled)
                        {
                            rotation *= Quaternion.AngleAxis(__instance.additiveRotation, Vector3.up);
                        }
                    }

                    switch (surfaceType)
                    {
                    case PlaceTool.SurfaceType.Floor:
                        __instance.validPosition = __instance.allowedOnGround;
                        break;

                    case PlaceTool.SurfaceType.Wall:
                        __instance.validPosition = __instance.allowedOnWalls;
                        break;

                    case PlaceTool.SurfaceType.Ceiling:
                        __instance.validPosition = __instance.allowedOnCeiling;
                        break;
                    }
                }
            }

            if (!bHit)
            {   // If there is no new hit, then the position we're snapping to isn't valid
                position = aimTransform.position + aimTransform.forward * 1.5f;
                rotation = Quaternion.LookRotation(-aimTransform.forward, Vector3.up);
                if (__instance.rotationEnabled)
                {
                    rotation *= Quaternion.AngleAxis(__instance.additiveRotation, Vector3.up);
                }
            }

            __instance.ghostModel.transform.position = position;
            __instance.ghostModel.transform.rotation = rotation;

            if (bHit)
            {
                Rigidbody componentInParent = hit.collider.gameObject.GetComponentInParent <Rigidbody>();
                __instance.validPosition = (__instance.validPosition &&
                                            (componentInParent == null || componentInParent.isKinematic || __instance.allowedOnRigidBody));
            }

            SubRoot currentSub = Player.main.GetCurrentSub();

            bool isInside = Player.main.IsInsideWalkable();

            if (bHit && hit.collider.gameObject.CompareTag("DenyBuilding"))
            {
                __instance.validPosition = false;
            }

#if BELOWZERO
            if (!__instance.allowedUnderwater && hit.point.y < 0)
            {
                __instance.validPosition = false;
            }
#endif

            if (bHit && ((__instance.allowedInBase && isInside) || (__instance.allowedOutside && !isInside)))
            {
                GameObject root = UWE.Utils.GetEntityRoot(hit.collider.gameObject);
                if (!root)
                {
                    SceneObjectIdentifier identifier = hit.collider.GetComponentInParent <SceneObjectIdentifier>();
                    if (identifier)
                    {
                        root = identifier.gameObject;
                    }
                    else
                    {
                        root = hit.collider.gameObject;
                    }
                }

                if (currentSub == null)
                {
                    __instance.validPosition &= Builder.ValidateOutdoor(root);
                }

                if (!__instance.allowedOnConstructable)
                {
                    __instance.validPosition &= root.GetComponentInParent <Constructable>() == null;
                }

                __instance.validPosition &= Builder.CheckSpace(position, rotation, PlaceTool.localBounds, PlaceTool.placeLayerMask, hit.collider);
            }
            else
            {
                __instance.validPosition = false;
            }

            MaterialExtensions.SetColor(__instance.renderers, ShaderPropertyID._Tint,
                                        __instance.validPosition ? PlaceTool.placeColorAllow : PlaceTool.placeColorDeny);
            if (__instance.hideInvalidGhostModel)
            {
                __instance.ghostModel.SetActive(__instance.validPosition);
            }

            return(false);
        }
        public static bool SetPlaceOnSurfacePrefix(ref Vector3 position, ref Quaternion rotation)
        {
            if (!SnapBuilder.Config.Snapping.Enabled)
            {
                return(true); // Pass to the original function if SnapBuilder is disabled
            }

            Transform aimTransform = Builder.GetAimTransform();

            if (!SnapBuilder.TryGetSnappedHitPoint(
                    Builder.placeLayerMask,
                    out RaycastHit hit,
                    out Vector3 snappedHitPoint,
                    out Vector3 snappedHitNormal,
                    Builder.placeMaxDistance))
            {   // If there is no new hit, then the position we're snapping to isn't valid and we can just return false
                // without setting the position or rotation and it will be treated as if no hit occurred
                return(false);
            }

            // Set the position equal to the new hit point
            position = snappedHitPoint;

            if (Builder.rotationEnabled)
            {   // New calculation of the rotation
                rotation = SnapBuilder.CalculateRotation(ref Builder.additiveRotation, hit, snappedHitPoint, snappedHitNormal, Builder.forceUpright);
            }
            else
            {   // Calculate rotation in the same manner as the original method
                Vector3 vector  = Vector3.forward;
                Vector3 vector2 = Vector3.up;

                if (Builder.forceUpright)
                {
                    vector   = -aimTransform.forward;
                    vector.y = 0f;
                    vector.Normalize();
                    vector2 = Vector3.up;
                }
                else
                {
                    switch (Builder.GetSurfaceType(snappedHitNormal))
                    {
                    case SurfaceType.Ground:
                        vector2   = snappedHitNormal;
                        vector    = -aimTransform.forward;
                        vector.y -= Vector3.Dot(vector, vector2);
                        vector.Normalize();
                        break;

                    case SurfaceType.Wall:
                        vector  = snappedHitNormal;
                        vector2 = Vector3.up;
                        break;

                    case SurfaceType.Ceiling:
                        vector     = snappedHitNormal;
                        vector2    = -aimTransform.forward;
                        vector2.y -= Vector3.Dot(vector2, vector);
                        vector2.Normalize();
                        break;
                    }
                }

                rotation = Quaternion.LookRotation(vector, vector2);
            }

            return(false); // Do not run the original method
        }