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@ -1,5 +1,3 @@
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using ConformalDecals.MaterialProperties;
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using UniLinq;
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using UnityEngine;
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namespace ConformalDecals {
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@ -10,8 +8,6 @@ namespace ConformalDecals {
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[KSPField(isPersistant = true)] public bool useCustomFlag;
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private MaterialTextureProperty _flagTextureProperty;
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public string MissionFlagUrl {
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get {
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if (HighLogic.LoadedSceneIsEditor) {
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@ -27,28 +23,16 @@ namespace ConformalDecals {
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}
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}
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public override void OnLoad(ConfigNode node) {
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base.OnLoad(node);
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// Since OnLoad is called for all modules, we only need to update this module
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// Updating symmetry counterparts would be redundent
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UpdateFlag();
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}
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public override void OnStart(StartState state) {
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base.OnStart(state);
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if (HighLogic.LoadedSceneIsEditor) {
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// Register flag change event
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GameEvents.onMissionFlagSelect.Add(OnEditorFlagSelected);
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// Register reset button event
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Events[nameof(ResetFlag)].guiActiveEditor = useCustomFlag;
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Events[nameof(ResetFlagButton)].guiActiveEditor = useCustomFlag;
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}
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// Since OnStart is called for all modules, we only need to update this module
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// Updating symmetry counterparts would be redundent
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UpdateFlag();
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base.OnStart(state);
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}
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public override void OnDestroy() {
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@ -56,92 +40,81 @@ namespace ConformalDecals {
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// Unregister flag change event
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GameEvents.onMissionFlagSelect.Remove(OnEditorFlagSelected);
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}
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base.OnDestroy();
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}
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[KSPEvent(guiActive = false, guiActiveEditor = true, guiName = "#LOC_ConformalDecals_gui-select-flag")]
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public void SelectFlag() {
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public void SelectFlagButton() {
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// Button for selecting a flag
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// This is a bit of a hack to bring up the stock flag selection menu
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// When its done, it calls OnCustomFlagSelected()
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// ReSharper disable once PossibleNullReferenceException
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var flagBrowser = (Instantiate((Object) (new FlagBrowserGUIButton(null, null, null, null)).FlagBrowserPrefab) as GameObject).GetComponent<FlagBrowser>();
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flagBrowser.OnFlagSelected = OnCustomFlagSelected;
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}
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[KSPEvent(guiActive = false, guiActiveEditor = true, guiName = "#LOC_ConformalDecals_gui-reset-flag")]
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public void ResetFlag() {
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public void ResetFlagButton() {
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// we are no longer using a custom flag, so instead use the mission or agency flag
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useCustomFlag = false;
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flagUrl = "Mission";
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UpdateFlag(true);
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SetFlag("Mission", false, true);
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// disable the reset button, since it no longer makes sense
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Events[nameof(ResetFlag)].guiActiveEditor = false;
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flagUrl = MissionFlagUrl;
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useCustomFlag = false;
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UpdateAll();
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foreach (var decal in part.symmetryCounterparts.Select(o => o.GetComponent<ModuleConformalFlag>())) {
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decal.Events[nameof(ResetFlag)].guiActiveEditor = false;
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decal.flagUrl = flagUrl;
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decal.useCustomFlag = false;
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decal.UpdateAll();
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}
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Events[nameof(ResetFlagButton)].guiActiveEditor = false;
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}
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private void OnCustomFlagSelected(FlagBrowser.FlagEntry newFlagEntry) {
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// Callback for when a flag is selected in the menu spawned by SelectFlag()
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// we are now using a custom flag with the URL of the new flag entry
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useCustomFlag = true;
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flagUrl = newFlagEntry.textureInfo.name;
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UpdateFlag(true);
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SetFlag(newFlagEntry.textureInfo.name, true, true);
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// make sure the reset button is now available
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Events[nameof(ResetFlag)].guiActiveEditor = true;
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flagUrl = newFlagEntry.textureInfo.name;
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useCustomFlag = true;
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UpdateAll();
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Events[nameof(ResetFlagButton)].guiActiveEditor = true;
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}
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private void OnEditorFlagSelected(string newFlagUrl) {
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// Callback for when a new mission flag is selected in the editor
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// Since this callback is called for all modules, we only need to update this module
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// Updating symmetry counterparts would be redundent
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// if we are using the mission flag, update it. otherwise ignore the call
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if (!useCustomFlag) {
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flagUrl = newFlagUrl;
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// Since this callback is called for all modules, we only need to update this module
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// Updating symmetry counterparts would be redundent
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UpdateFlag();
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SetFlag(newFlagUrl, false, false);
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}
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}
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// Update the displayed flag texture for this decal or optionally any symmetry counterparts
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private void UpdateFlag(bool recursive = false) {
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// get the decal material property for the decal texture
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var textureProperty = materialProperties.AddOrGetTextureProperty("_Decal", true);
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private void SetFlag(string newFlagUrl, bool isCustom, bool recursive) {
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// Function to set the flag URL, the custom flag
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if(useCustomFlag) {
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// set the texture to the custom flag
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textureProperty.TextureUrl = flagUrl;
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}
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else {
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// set the texture to the mission flag
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textureProperty.TextureUrl = MissionFlagUrl;
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}
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// Set values
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flagUrl = newFlagUrl;
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useCustomFlag = isCustom;
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UpdateMaterials();
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UpdateScale();
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// Update material and projection
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UpdateAll();
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// Update symmetry counterparts if called to
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if (recursive) {
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// for each symmetry counterpart, copy this part's properties and update it in turn
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foreach (var counterpart in part.symmetryCounterparts) {
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var decal = counterpart.GetComponent<ModuleConformalFlag>();
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decal.useCustomFlag = useCustomFlag;
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decal.flagUrl = flagUrl;
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decal.UpdateFlag();
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decal.SetFlag(newFlagUrl, isCustom, false);
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}
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}
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}
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protected override void UpdateMaterials() {
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// get the decal material property for the decal texture
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var textureProperty = materialProperties.AddOrGetTextureProperty("_Decal", true);
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if (useCustomFlag) { // set the texture to the custom flag
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textureProperty.TextureUrl = flagUrl;
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} else { // set the texture to the mission flag
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textureProperty.TextureUrl = MissionFlagUrl;
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}
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base.UpdateMaterials();
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}
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}
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}
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}
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