dv_CR-style_smoke_deflectors/dumb282tweaks/CarPatch.cs

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using DV.ThingTypes;
using HarmonyLib;
using UnityEngine;
2023-11-12 15:35:28 +00:00
using static dumb282tweaks.Main;
namespace dumb282tweaks;
[HarmonyPatch(typeof(TrainCar), "Start")]
class CarPatch {
static void Postfix(ref TrainCar __instance) {
// Smoke Deflector Type
if(__instance != null && __instance.carType == TrainCarType.LocoSteamHeavy) {
// This is a terrible way to get the mesh of the locomotive since a simple gameobject reordering will break it, but it's alright for now. If something breaks, just note that this is likely the reason
Transform s282Body = __instance.transform.GetChild(5).transform.GetChild(0).transform.GetChild(0);
// This is a better way of getting the mesh, but I don't feel like trying to understand transform.Find, so I'll come back this later.I think the directory with slashes needs to be exactly parents and children, no skipping levels
//Transform s282Mesh = __instance.transform.Find("LocoS282A_Body/s282_locomotive_body");
Material s282Mat = s282Body.GetComponent<MeshRenderer>().material;
s282Body.gameObject.SetActive(false);
if(Main.Settings.regularBody) {
GameObject s282BodyNew = UnityEngine.Object.Instantiate(s282BodyLoad);
s282BodyNew.transform.GetChild(0).GetComponent<MeshRenderer>().material = s282Mat;
s282BodyNew.transform.parent = __instance.transform;
s282BodyNew.transform.localPosition = new Vector3(0, -0.13f, 6.98f);
s282BodyNew.transform.localRotation = Quaternion.identity;
}
//switch(Main.Settings.boilerType) {
// case Settings.BoilerType.Default:
// break;
// case Settings.BoilerType.Streamlined:
// GameObject streamlinedBoiler = UnityEngine.Object.Instantiate(streamlineLoad);
// streamlinedBoiler.transform.GetChild(0).GetComponent<MeshRenderer>().material = s282Mat;
// streamlinedBoiler.transform.parent = __instance.transform;
// streamlinedBoiler.transform.localPosition = new Vector3(0, 2.15f, 5.1f);
// streamlinedBoiler.transform.localRotation = Quaternion.identity;
// break;
//}
// Cab Type
switch(Main.Settings.cabType) {
case Settings.CabType.Default:
GameObject defaultCab = UnityEngine.Object.Instantiate(defaultCabLoad);
defaultCab.transform.GetChild(0).GetComponent<MeshRenderer>().material = s282Mat;
defaultCab.transform.parent = __instance.transform;
defaultCab.transform.localPosition = new Vector3(0, -0.13f, 6.98f);
defaultCab.transform.localRotation = Quaternion.identity;
break;
case Settings.CabType.German:
GameObject germanCab = UnityEngine.Object.Instantiate(germanCabLoad);
germanCab.transform.GetChild(0).GetComponent<MeshRenderer>().material = s282Mat;
germanCab.transform.GetChild(1).GetComponent<MeshRenderer>().material = s282Mat;
germanCab.transform.GetChild(2).GetComponent<MeshRenderer>().material = s282Mat;
germanCab.transform.GetChild(3).GetComponent<MeshRenderer>().material = s282Mat;
germanCab.transform.parent = __instance.transform;
germanCab.transform.localPosition = new Vector3(0, -0.13f, 6.98f);
germanCab.transform.localRotation = Quaternion.identity;
//Log(externalInteractables.name);
//externalInteractables.gameObject.SetActive(false);
break;
}
// Smoke Deflector
switch(Main.Settings.smokeDeflectorType) {
case Settings.SmokeDeflectorType.None:
break;
case Settings.SmokeDeflectorType.Witte:
GameObject witteSmokeDeflector = UnityEngine.Object.Instantiate(witteSmokeDeflectorsLoad);
//This is a terrible way to set the material of the smoke deflectors, but oh well
witteSmokeDeflector.transform.GetChild(0).GetComponent<MeshRenderer>().material = s282Mat;
witteSmokeDeflector.transform.GetChild(1).GetComponent<MeshRenderer>().material = s282Mat;
witteSmokeDeflector.transform.GetChild(3).GetComponent<MeshRenderer>().material = s282Mat;
witteSmokeDeflector.transform.parent = __instance.transform;
witteSmokeDeflector.transform.localPosition = new Vector3(0, -0.15f, 6.9f);
witteSmokeDeflector.transform.localRotation = Quaternion.identity;
Log("witte");
if(Main.Settings.bluetooth) {
witteSmokeDeflector.transform.GetChild(0).gameObject.SetActive(false);
}
break;
case Settings.SmokeDeflectorType.Wagner:
GameObject wagnerSmokeDeflector = UnityEngine.Object.Instantiate(wagnerSmokeDeflectorsLoad);
// This is still a terrible way to set the material of the smoke deflectors
wagnerSmokeDeflector.transform.GetChild(0).GetComponent<MeshRenderer>().material = s282Mat;
wagnerSmokeDeflector.transform.GetChild(1).GetComponent<MeshRenderer>().material = s282Mat;
wagnerSmokeDeflector.transform.parent = __instance.transform;
wagnerSmokeDeflector.transform.localPosition = new Vector3(0, -0.15f, 6.98f);
wagnerSmokeDeflector.transform.localRotation = Quaternion.identity;
Log("witten't");
break;
}
// Smoke Stack
switch(Main.Settings.smokeStackType) {
case Settings.SmokeStackType.Default:
GameObject defaultSmokeStack = UnityEngine.Object.Instantiate(defaultSmokeStackLoad);
defaultSmokeStack.transform.GetChild(0).GetComponent<MeshRenderer>().material = s282Mat;
defaultSmokeStack.transform.parent = __instance.transform;
defaultSmokeStack.transform.localPosition = new Vector3(0, -0.15f, 6.98f);
defaultSmokeStack.transform.localRotation = Quaternion.identity;
break;
case Settings.SmokeStackType.Short:
GameObject shortSmokeStack = UnityEngine.Object.Instantiate(shortSmokeStackLoad);
shortSmokeStack.transform.GetChild(0).GetComponent<MeshRenderer>().material = s282Mat;
shortSmokeStack.transform.parent = __instance.transform;
shortSmokeStack.transform.localPosition = new Vector3(0, -0.15f, 6.98f);
shortSmokeStack.transform.localRotation = Quaternion.identity;
break;
}
// Extras
if(Main.Settings.cowCatcher) {
GameObject cowCatcher = UnityEngine.Object.Instantiate(cowCatcherLoad);
cowCatcher.transform.GetChild(0).GetComponent<MeshRenderer>().material = s282Mat;
cowCatcher.transform.parent = __instance.transform;
cowCatcher.transform.localPosition = new Vector3(0, -0.15f, 6.98f);
cowCatcher.transform.localRotation = Quaternion.identity;
}
if(Main.Settings.frontCover) {
GameObject frontCover = UnityEngine.Object.Instantiate(frontCoverLoad);
frontCover.transform.GetChild(0).GetComponent<MeshRenderer>().material = s282Mat;
frontCover.transform.parent = __instance.transform;
frontCover.transform.localPosition = new Vector3(0, -0.15f, 6.98f);
frontCover.transform.localRotation = Quaternion.identity;
}
if(Main.Settings.railings) {
GameObject railings = UnityEngine.Object.Instantiate(railingsLoad);
railings.transform.GetChild(0).GetComponent<MeshRenderer>().material = s282Mat;
railings.transform.parent = __instance.transform;
railings.transform.localPosition = new Vector3(0, -0.15f, 6.98f);
railings.transform.localRotation = Quaternion.identity;
}
if(Main.Settings.walkway) {
GameObject walkway = UnityEngine.Object.Instantiate(walkwayLoad);
walkway.transform.GetChild(0).GetComponent<MeshRenderer>().material = s282Mat;
walkway.transform.parent = __instance.transform;
walkway.transform.localPosition = new Vector3(0, -0.15f, 6.98f);
walkway.transform.localRotation = Quaternion.identity;
}
}
}
}