Пример #1
0
        public static bool PlayerAction_Build_DetermineBuildPreviews_Prefix(ref PlayerAction_Build __instance)
        {
            if (__instance.controller.cmd.mode != 1 ||
                __instance.player.planetData.type == EPlanetType.Gas ||
                !__instance.cursorValid ||
                __instance.groundSnappedPos == Vector3.zero ||
                (__instance.handPrefabDesc != null && __instance.handPrefabDesc.minerType != EMinerType.None)
                )
            {
                lastRunOriginal = true;
                return(true);
            }

            __instance.waitConfirm        = __instance.cursorValid;
            __instance.multiLevelCovering = false;
            if (__instance.handPrefabDesc != null && __instance.handPrefabDesc.multiLevel)
            {
                int objectProtoId = __instance.GetObjectProtoId(__instance.castObjId);
                if (objectProtoId == __instance.handItem.ID)
                {
                    __instance.multiLevelCovering = true;
                }
            }

            if (!MultiBuild.IsMultiBuildRunning() && (__instance.multiLevelCovering || !BlueprintManager.hasData))
            {
                if (!lastRunOriginal)
                {
                    __instance.ClearBuildPreviews();
                }
                lastRunOriginal = true;
                return(true);
            }

            // full hijacking of DetermineBuildPreviews
            lastRunOriginal = false;
            if (VFInput._switchSplitter.onDown)
            {
                __instance.modelOffset++;
                forceRecalculation = true;
            }

            if (VFInput._rotate.onDown)
            {
                __instance.yaw    += 90f;
                __instance.yaw     = Mathf.Repeat(__instance.yaw, 360f);
                __instance.yaw     = Mathf.Round(__instance.yaw / 90f) * 90f;
                forceRecalculation = true;
            }
            if (VFInput._counterRotate.onDown)
            {
                __instance.yaw    -= 90f;
                __instance.yaw     = Mathf.Repeat(__instance.yaw, 360f);
                __instance.yaw     = Mathf.Round(__instance.yaw / 90f) * 90f;
                forceRecalculation = true;
            }

            __instance.yaw = Mathf.Round(__instance.yaw / 90f) * 90f;
            __instance.previewPose.position = Vector3.zero;
            __instance.previewPose.rotation = Quaternion.identity;

            if (lastPosition == __instance.groundSnappedPos && !forceRecalculation)
            {
                // no update necessary
                runUpdate = false;
                return(false);
            }
            lastPosition       = __instance.groundSnappedPos;
            forceRecalculation = false;

            List <BuildPreview> previews = new List <BuildPreview>();

            if (MultiBuild.IsMultiBuildRunning())
            {
                if (!BlueprintManager.hasData)
                {
                    BlueprintManager.data.copiedBuildings.Add(new BuildingCopy()
                    {
                        itemProto  = __instance.handItem,
                        recipeId   = __instance.copyRecipeId,
                        modelIndex = __instance.handPrefabDesc.modelIndex
                    });
                }
                var building = BlueprintManager.data.copiedBuildings[0];// BlueprintManager.data.copiedBuildings.First();

                int snapPath = path;


                var snappedPointCount = __instance.planetAux.SnapLineNonAlloc(MultiBuild.startPos, __instance.groundSnappedPos, ref snapPath, snaps);

                var        desc        = BlueprintManager.GetPrefabDesc(building);
                Collider[] colliders   = new Collider[desc.buildColliders.Length];
                Vector3    previousPos = Vector3.zero;

                var copiesCounter = 0;
                for (int s = 0; s < snappedPointCount; s++)
                {
                    var pos = snaps[s];
                    var rot = Maths.SphericalRotation(snaps[s], __instance.yaw + building.cursorRelativeYaw);

                    if (s > 0)
                    {
                        var sqrDistance = (previousPos - pos).sqrMagnitude;

                        // power towers
                        if (desc.isPowerNode && !desc.isAccumulator && sqrDistance < 12.25f)
                        {
                            continue;
                        }

                        // wind turbines
                        if (desc.windForcedPower && sqrDistance < 110.25f)
                        {
                            continue;
                        }

                        // ray receivers
                        if (desc.gammaRayReceiver && sqrDistance < 110.25f)
                        {
                            continue;
                        }

                        // logistic stations
                        if (desc.isStation && sqrDistance < (desc.isStellarStation ? 841f : 225f))
                        {
                            continue;
                        }

                        // ejector
                        if (desc.isEjector && sqrDistance < 110.25f)
                        {
                            continue;
                        }

                        if (desc.hasBuildCollider)
                        {
                            var foundCollision = false;
                            for (var j = 0; j < desc.buildColliders.Length && !foundCollision; j++)
                            {
                                var colliderData = desc.buildColliders[j];
                                colliderData.pos = pos + rot * colliderData.pos;
                                colliderData.q   = rot * colliderData.q;
                                // check only collision with layer 27 (the layer used by the our own building colliders for the previously 'placed' building)
                                foundCollision = Physics.CheckBox(colliderData.pos, colliderData.ext, colliderData.q, 134217728, QueryTriggerInteraction.Collide);
                            }

                            if (foundCollision)
                            {
                                continue;
                            }
                        }
                    }

                    if (s > 0 && MultiBuild.spacingStore[MultiBuild.spacingIndex] > 0 && copiesCounter % MultiBuild.spacingPeriod == 0)
                    {
                        s += MultiBuild.spacingStore[MultiBuild.spacingIndex];

                        if (s >= snappedPointCount)
                        {
                            break;
                        }
                        pos = snaps[s];
                        rot = Maths.SphericalRotation(snaps[s], __instance.yaw);
                    }

                    copiesCounter++;
                    previousPos = pos;

                    if (desc.hasBuildCollider)
                    {
                        for (var j = 0; j < desc.buildColliders.Length; j++)
                        {
                            // create temporary collider entities for the latest 'positioned' building
                            if (colliders[j] != null)
                            {
                                ColliderPool.PutCollider(colliders[j]);
                            }

                            var colliderData = desc.buildColliders[j];
                            colliderData.pos = pos + rot * colliderData.pos;
                            colliderData.q   = rot * colliderData.q;
                            colliders[j]     = ColliderPool.TakeCollider(colliderData);
                            colliders[j].gameObject.layer = 27;
                        }
                    }

                    previews = previews.Concat(BlueprintManager.Paste(pos, __instance.yaw, MultiBuild.multiBuildInserters)).ToList();
                }

                if (!BlueprintManager.hasData)
                {
                    BlueprintManager.data.copiedBuildings.RemoveAt(0);
                }
                foreach (var collider in colliders)
                {
                    if (collider != null)
                    {
                        ColliderPool.PutCollider(collider);
                    }
                }
            }
            else
            {
                var pasteInserters = MultiBuild.multiBuildInserters || (BlueprintManager.data.copiedBuildings.Count + BlueprintManager.data.copiedBelts.Count > 1);
                previews = BlueprintManager.Paste(__instance.groundSnappedPos, __instance.yaw, pasteInserters);
            }

            // synch previews
            var availableModelPreviews = new Dictionary <int, Queue <int> >();

            foreach (var bp in __instance.buildPreviews)
            {
                if (bp.previewIndex >= 0)
                {
                    int modelId = bp.desc.modelIndex;
                    if (!availableModelPreviews.TryGetValue(modelId, out Queue <int> availableIndexes))
                    {
                        availableIndexes = new Queue <int>();
                        availableModelPreviews.Add(modelId, availableIndexes);
                    }
                    availableIndexes.Enqueue(bp.previewIndex);
                }

                bp.Free();
            }

            __instance.buildPreviews.Clear();

            var restored = 0;

            foreach (var bp in previews)
            {
                int modelId = bp.desc.modelIndex;
                if (availableModelPreviews.TryGetValue(modelId, out Queue <int> availableIndexes) && availableIndexes.Count > 0)
                {
                    restored++;
                    bp.previewIndex = availableIndexes.Dequeue();
                }
                __instance.AddBuildPreview(bp);
            }

            var removed = 0;

            foreach (var availableIndexes in availableModelPreviews.Values)
            {
                foreach (var previewIndex in availableIndexes)
                {
                    if (__instance.previewRenderers[previewIndex] != null)
                    {
                        removed++;
                        UnityEngine.Object.Destroy(__instance.previewRenderers[previewIndex].sharedMaterial);
                        __instance.previewRenderers[previewIndex].gameObject.SetActive(false);
                    }
                }
            }

            return(false);
        }
Пример #2
0
        public static bool PlayerAction_Build_DetermineBuildPreviews_Prefix(ref PlayerAction_Build __instance)
        {
            if (__instance.controller.cmd.mode != 1 ||
                __instance.player.planetData.type == EPlanetType.Gas ||
                !__instance.cursorValid ||
                __instance.groundSnappedPos == Vector3.zero ||
                (__instance.handPrefabDesc != null && __instance.handPrefabDesc.minerType != EMinerType.None)
                )
            {
                if (!lastRunOriginal)
                {
                    __instance.ClearBuildPreviews();
                }
                lastRunOriginal = true;
                return(true);
            }

            __instance.waitConfirm        = __instance.cursorValid;
            __instance.multiLevelCovering = false;
            if (__instance.handPrefabDesc != null && __instance.handPrefabDesc.multiLevel)
            {
                int objectProtoId = __instance.GetObjectProtoId(__instance.castObjId);
                if (objectProtoId == __instance.handItem.ID)
                {
                    __instance.multiLevelCovering = true;
                }
            }

            if (!IsMultiBuildRunning() && (__instance.multiLevelCovering || !BlueprintManager.hasData))
            {
                if (!lastRunOriginal)
                {
                    __instance.ClearBuildPreviews();
                }
                lastRunOriginal = true;
                return(true);
            }

            // full hijacking of DetermineBuildPreviews

            if (VFInput._switchSplitter.onDown)
            {
                __instance.modelOffset++;
                forceRecalculation = true;
            }

            if (VFInput._rotate.onDown)
            {
                __instance.yaw    += 90f;
                __instance.yaw     = Mathf.Repeat(__instance.yaw, 360f);
                __instance.yaw     = Mathf.Round(__instance.yaw / 90f) * 90f;
                forceRecalculation = true;
            }
            if (VFInput._counterRotate.onDown)
            {
                __instance.yaw    -= 90f;
                __instance.yaw     = Mathf.Repeat(__instance.yaw, 360f);
                __instance.yaw     = Mathf.Round(__instance.yaw / 90f) * 90f;
                forceRecalculation = true;
            }

            __instance.yaw = Mathf.Round(__instance.yaw / 90f) * 90f;
            __instance.previewPose.position = Vector3.zero;
            __instance.previewPose.rotation = Quaternion.identity;

            if (lastPosition == __instance.groundSnappedPos && !forceRecalculation)
            {
                // no update necessary
                runUpdate       = false;
                lastRunOriginal = false;
                return(false);
            }
            lastPosition       = __instance.groundSnappedPos;
            forceRecalculation = false;

            if (lastRunOriginal)
            {
                __instance.ClearBuildPreviews();
            }
            BlueprintManager.PreparePaste();
            if (IsMultiBuildRunning())
            {
                if (!BlueprintManager.hasData)
                {
                    BlueprintManager.data.copiedBuildings.Add(new BuildingCopy()
                    {
                        originalId = 0,
                        itemProto  = __instance.handItem,
                        recipeId   = __instance.copyRecipeId,
                        modelIndex = __instance.handPrefabDesc.modelIndex
                    });
                }
                var building = BlueprintManager.data.copiedBuildings[0];// BlueprintManager.data.copiedBuildings.First();

                int snapPath = path;

                var snappedPointCount = __instance.planetAux.SnapLineNonAlloc(startPos, __instance.groundSnappedPos, ref snapPath, snaps);

                var        desc            = BlueprintManager.GetPrefabDesc(building);
                var        pastedPositions = new List <Vector3>();
                Collider[] colliders       = new Collider[desc.buildColliders.Length];

                var copiesCounter = 0;
                for (int s = 0; s < snappedPointCount; s++)
                {
                    var pos = snaps[s];
                    var rot = Maths.SphericalRotation(snaps[s], __instance.yaw + building.cursorRelativeYaw);

                    if (s > 0)
                    {
                        var sqrDistance = (pastedPositions.Last() - pos).sqrMagnitude;

                        // power towers
                        if (desc.isPowerNode && !desc.isAccumulator && sqrDistance < 12.25f)
                        {
                            continue;
                        }

                        // wind turbines
                        if (desc.windForcedPower && sqrDistance < 110.25f)
                        {
                            continue;
                        }

                        // ray receivers
                        if (desc.gammaRayReceiver && sqrDistance < 110.25f)
                        {
                            continue;
                        }

                        // logistic stations
                        if (desc.isStation && sqrDistance < (desc.isStellarStation ? 841f : 225f))
                        {
                            continue;
                        }

                        // ejector
                        if (desc.isEjector && sqrDistance < 110.25f)
                        {
                            continue;
                        }

                        if (desc.hasBuildCollider)
                        {
                            var foundCollision = false;
                            for (var j = 0; j < desc.buildColliders.Length && !foundCollision; j++)
                            {
                                var colliderData = desc.buildColliders[j];
                                colliderData.pos = pos + rot * colliderData.pos;
                                colliderData.q   = rot * colliderData.q;
                                // check only collision with layer 27 (the layer used by the our own building colliders for the previously 'placed' building)
                                foundCollision = Physics.CheckBox(colliderData.pos, colliderData.ext, colliderData.q, 134217728, QueryTriggerInteraction.Collide);
                            }

                            if (foundCollision)
                            {
                                continue;
                            }
                        }
                    }


                    if (s > 0 && spacingStore[spacingIndex] > 0 && copiesCounter % spacingPeriod == 0)
                    {
                        s += spacingStore[spacingIndex];
                        if (s >= snappedPointCount)
                        {
                            break;
                        }
                        pos = snaps[s];
                        rot = Maths.SphericalRotation(snaps[s], __instance.yaw + building.cursorRelativeYaw);
                    }

                    BlueprintManager.Paste(pos, __instance.yaw, false, pastedPositions.Count);
                    pastedPositions.Add(pos);

                    if (desc.hasBuildCollider)
                    {
                        for (var j = 0; j < desc.buildColliders.Length; j++)
                        {
                            // create temporary collider entities for the latest 'positioned' building
                            if (colliders[j] != null)
                            {
                                ColliderPool.PutCollider(colliders[j]);
                            }

                            var colliderData = desc.buildColliders[j];
                            colliderData.pos = pos + rot * colliderData.pos;
                            colliderData.q   = rot * colliderData.q;
                            colliders[j]     = ColliderPool.TakeCollider(colliderData);
                            colliders[j].gameObject.layer = 27;
                        }
                    }
                }
                if (multiBuildInserters)
                {
                    for (var i = 0; i < pastedPositions.Count; i++)
                    {
                        BlueprintManager.PasteInsertersOnly(pastedPositions[i], __instance.yaw, i, true);
                    }
                }

                if (!BlueprintManager.hasData)
                {
                    BlueprintManager.data.copiedBuildings.RemoveAt(0);
                }
                foreach (var collider in colliders)
                {
                    if (collider != null)
                    {
                        ColliderPool.PutCollider(collider);
                    }
                }
            }
            else
            {
                var pasteInserters = multiBuildInserters || (BlueprintManager.data.copiedBuildings.Count + BlueprintManager.data.copiedBelts.Count > 1);
                BlueprintManager.Paste(__instance.groundSnappedPos, __instance.yaw, pasteInserters);
            }
            BlueprintManager.AfterPaste();

            lastRunOriginal = false;
            return(false);
        }