Refactor flag decal

Not exhaustively tested but shouldnt be different from before
hotfix
Andrew Cassidy 2 years ago
parent ecc60751f7
commit 760609fae2

@ -1,4 +1,3 @@
using ConformalDecals.Util;
using UnityEngine; using UnityEngine;
namespace ConformalDecals { namespace ConformalDecals {
@ -9,6 +8,7 @@ namespace ConformalDecals {
[KSPField(isPersistant = true)] public bool useCustomFlag; [KSPField(isPersistant = true)] public bool useCustomFlag;
// The URL of the flag for the current mission or agency
public string MissionFlagUrl { public string MissionFlagUrl {
get { get {
if (HighLogic.LoadedSceneIsEditor) { if (HighLogic.LoadedSceneIsEditor) {
@ -19,6 +19,7 @@ namespace ConformalDecals {
return string.IsNullOrEmpty(part.flagURL) ? HighLogic.CurrentGame.flagURL : part.flagURL; return string.IsNullOrEmpty(part.flagURL) ? HighLogic.CurrentGame.flagURL : part.flagURL;
} }
// If we are not in game, use the default flag (for icon rendering)
return DefaultFlag; return DefaultFlag;
} }
} }
@ -26,84 +27,104 @@ namespace ConformalDecals {
public override void OnLoad(ConfigNode node) { public override void OnLoad(ConfigNode node) {
base.OnLoad(node); base.OnLoad(node);
if (useCustomFlag) { // Since OnLoad is called for all modules, we only need to update this module
SetFlag(flagUrl); // Updating symmetry counterparts would be redundent
} UpdateFlag();
else {
SetFlag(MissionFlagUrl);
}
} }
public override void OnStart(StartState state) { public override void OnStart(StartState state) {
base.OnStart(state); base.OnStart(state);
if (HighLogic.LoadedSceneIsGame) {
GameEvents.onMissionFlagSelect.Add(OnEditorFlagSelected);
}
if (HighLogic.LoadedSceneIsEditor) { if (HighLogic.LoadedSceneIsEditor) {
// Register flag change event
GameEvents.onMissionFlagSelect.Add(OnEditorFlagSelected);
// Register reset button event
Events[nameof(ResetFlag)].guiActiveEditor = useCustomFlag; Events[nameof(ResetFlag)].guiActiveEditor = useCustomFlag;
} }
if (useCustomFlag) { // Since OnStart is called for all modules, we only need to update this module
SetFlag(flagUrl); // Updating symmetry counterparts would be redundent
} UpdateFlag();
else {
SetFlag(MissionFlagUrl);
}
} }
public override void OnDestroy() { public override void OnDestroy() {
GameEvents.onMissionFlagSelect.Remove(SetFlag); if (HighLogic.LoadedSceneIsEditor) {
// Unregister flag change event
GameEvents.onMissionFlagSelect.Remove(OnEditorFlagSelected);
}
base.OnDestroy(); base.OnDestroy();
} }
[KSPEvent(guiActive = false, guiActiveEditor = true, guiName = "#LOC_ConformalDecals_gui-select-flag")] [KSPEvent(guiActive = false, guiActiveEditor = true, guiName = "#LOC_ConformalDecals_gui-select-flag")]
public void SelectFlag() { public void SelectFlag() {
// Button for selecting a flag
// This is a bit of a hack to bring up the stock flag selection menu
// When its done, it calls OnCustomFlagSelected()
var flagBrowser = (Instantiate((Object) (new FlagBrowserGUIButton(null, null, null, null)).FlagBrowserPrefab) as GameObject).GetComponent<FlagBrowser>(); var flagBrowser = (Instantiate((Object) (new FlagBrowserGUIButton(null, null, null, null)).FlagBrowserPrefab) as GameObject).GetComponent<FlagBrowser>();
flagBrowser.OnFlagSelected = OnCustomFlagSelected; flagBrowser.OnFlagSelected = OnCustomFlagSelected;
} }
[KSPEvent(guiActive = false, guiActiveEditor = true, guiName = "#LOC_ConformalDecals_gui-reset-flag")] [KSPEvent(guiActive = false, guiActiveEditor = true, guiName = "#LOC_ConformalDecals_gui-reset-flag")]
public void ResetFlag() { public void ResetFlag() {
SetFlag(MissionFlagUrl);
SetFlagSymmetryCounterparts(MissionFlagUrl); // we are no longer using a custom flag, so instead use the mission or agency flag
useCustomFlag = false; useCustomFlag = false;
flagUrl = "Mission";
UpdateFlag(true);
// disable the reset button, since it no longer makes sense
Events[nameof(ResetFlag)].guiActiveEditor = false; Events[nameof(ResetFlag)].guiActiveEditor = false;
} }
private void OnCustomFlagSelected(FlagBrowser.FlagEntry newFlagEntry) { private void OnCustomFlagSelected(FlagBrowser.FlagEntry newFlagEntry) {
SetFlag(newFlagEntry.textureInfo.name); // Callback for when a flag is selected in the menu spawned by SelectFlag()
SetFlagSymmetryCounterparts(newFlagEntry.textureInfo.name);
// we are now using a custom flag with the URL of the new flag entry
useCustomFlag = true; useCustomFlag = true;
flagUrl = newFlagEntry.textureInfo.name;
UpdateFlag(true);
// make sure the reset button is now available
Events[nameof(ResetFlag)].guiActiveEditor = true; Events[nameof(ResetFlag)].guiActiveEditor = true;
} }
private void OnEditorFlagSelected(string newFlagUrl) { private void OnEditorFlagSelected(string newFlagUrl) {
if (!useCustomFlag) { if (!useCustomFlag) {
SetFlag(newFlagUrl); flagUrl = newFlagUrl;
SetFlagSymmetryCounterparts(newFlagUrl); // Since this callback is called for all modules, we only need to update this module
// Updating symmetry counterparts would be redundent
UpdateFlag();
} }
} }
private void SetFlag(string newFlagUrl) { // Update the displayed flag texture for this decal or optionally any symmetry counterparts
this.Log($"Loading flag texture '{newFlagUrl}'."); private void UpdateFlag(bool recursive = false) {
// get the decal material property for the decal texture
flagUrl = newFlagUrl; var textureProperty = materialProperties.AddOrGetTextureProperty("_Decal", true);
materialProperties.AddOrGetTextureProperty("_Decal", true).TextureUrl = newFlagUrl;
if(useCustomFlag) {
// set the texture to the custom flag
textureProperty.TextureUrl = flagUrl;
}
else {
// set the texture to the mission flag
textureProperty.TextureUrl = MissionFlagUrl;
}
UpdateMaterials(); UpdateMaterials();
UpdateScale(); UpdateScale();
}
private void SetFlagSymmetryCounterparts(string newFlagUrl) { if (recursive) {
foreach (var counterpart in part.symmetryCounterparts) { // for each symmetry counterpart, copy this part's properties and update it in turn
var decal = counterpart.GetComponent<ModuleConformalFlag>(); foreach (var counterpart in part.symmetryCounterparts) {
var decal = counterpart.GetComponent<ModuleConformalFlag>();
decal.SetFlag(newFlagUrl);
decal.useCustomFlag = useCustomFlag; decal.useCustomFlag = useCustomFlag;
decal.flagUrl = flagUrl;
decal.UpdateFlag();
}
} }
} }
} }

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