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38 lines
1.6 KiB
C#

using Random = UnityEngine.Random;
using UXAssist.Common.ModFeatures;
namespace CheatEnabler.Functions;
[ModFeature("PlanetFunctions")]
public static class PlanetFunctions
{
public static void BuryAllVeins(bool bury)
{
var planet = GameMain.localPlanet;
var factory = planet?.factory;
if (factory == null) return;
var physics = planet.physics;
var height = bury ? planet.realRadius - 50f : planet.realRadius + 0.07f;
var array = factory.veinPool;
var num = factory.veinCursor;
for (var m = 1; m < num; m++)
{
var pos = array[m].pos;
var colliderId = array[m].colliderId;
if (colliderId <= 0) continue;
var chunkIdx = colliderId >> 20;
var poolIdx = colliderId & 0xFFFFF;
if (chunkIdx >= physics.colChunks.Length) continue;
var chunk = physics.colChunks[chunkIdx];
if (chunk == null || poolIdx >= chunk.colliderPool.Length) continue;
var colliderData = physics.GetColliderData(colliderId);
var vector = colliderData.pos.normalized * (height + 0.4f);
chunk.colliderPool[poolIdx].pos = vector;
array[m].pos = pos.normalized * height;
var quaternion = Maths.SphericalRotation(array[m].pos, Random.value * 360f);
physics.SetPlanetPhysicsColliderDirty();
GameMain.gpuiManager.AlterModel(array[m].modelIndex, array[m].modelId, m, array[m].pos, quaternion, false);
}
GameMain.gpuiManager.SyncAllGPUBuffer();
}
}