mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
Merge branch 'hotfix'
This commit is contained in:
commit
a82369e595
1
.gitignore
vendored
1
.gitignore
vendored
@ -54,3 +54,4 @@ Source/ConformalDecals/bin
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.idea
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obj
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*.swp
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@thumbs
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@ -481,6 +481,9 @@ namespace ConformalDecals {
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foreach (var renderer in renderers) {
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// skip disabled renderers
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if (renderer.gameObject.activeInHierarchy == false) continue;
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// skip transparentFX layer, which causes issues with Waterfall
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if (renderer.gameObject.layer == 1) continue;
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// skip blacklisted shaders
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if (DecalConfig.IsBlacklisted(renderer.material.shader)) continue;
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@ -1,4 +1,3 @@
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using ConformalDecals.Util;
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using UnityEngine;
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namespace ConformalDecals {
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@ -9,6 +8,7 @@ namespace ConformalDecals {
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[KSPField(isPersistant = true)] public bool useCustomFlag;
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// The URL of the flag for the current mission or agency
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public string MissionFlagUrl {
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get {
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if (HighLogic.LoadedSceneIsEditor) {
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@ -19,6 +19,7 @@ namespace ConformalDecals {
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return string.IsNullOrEmpty(part.flagURL) ? HighLogic.CurrentGame.flagURL : part.flagURL;
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}
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// If we are not in game, use the default flag (for icon rendering)
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return DefaultFlag;
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}
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}
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@ -26,84 +27,106 @@ namespace ConformalDecals {
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public override void OnLoad(ConfigNode node) {
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base.OnLoad(node);
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if (useCustomFlag) {
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SetFlag(flagUrl);
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}
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else {
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SetFlag(MissionFlagUrl);
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}
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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.LoadedSceneIsGame) {
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GameEvents.onMissionFlagSelect.Add(OnEditorFlagSelected);
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}
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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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}
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if (useCustomFlag) {
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SetFlag(flagUrl);
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}
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else {
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SetFlag(MissionFlagUrl);
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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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}
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public override void OnDestroy() {
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GameEvents.onMissionFlagSelect.Remove(SetFlag);
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if (HighLogic.LoadedSceneIsEditor) {
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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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// 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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SetFlag(MissionFlagUrl);
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SetFlagSymmetryCounterparts(MissionFlagUrl);
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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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// disable the reset button, since it no longer makes sense
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Events[nameof(ResetFlag)].guiActiveEditor = false;
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}
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private void OnCustomFlagSelected(FlagBrowser.FlagEntry newFlagEntry) {
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SetFlag(newFlagEntry.textureInfo.name);
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SetFlagSymmetryCounterparts(newFlagEntry.textureInfo.name);
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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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// make sure the reset button is now available
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Events[nameof(ResetFlag)].guiActiveEditor = true;
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}
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private void OnEditorFlagSelected(string newFlagUrl) {
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if (!useCustomFlag) {
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SetFlag(newFlagUrl);
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SetFlagSymmetryCounterparts(newFlagUrl);
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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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}
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}
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private void SetFlag(string newFlagUrl) {
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this.Log($"Loading flag texture '{newFlagUrl}'.");
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flagUrl = newFlagUrl;
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materialProperties.AddOrGetTextureProperty("_Decal", true).TextureUrl = newFlagUrl;
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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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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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UpdateMaterials();
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UpdateScale();
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}
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private void SetFlagSymmetryCounterparts(string newFlagUrl) {
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foreach (var counterpart in part.symmetryCounterparts) {
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var decal = counterpart.GetComponent<ModuleConformalFlag>();
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decal.SetFlag(newFlagUrl);
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decal.useCustomFlag = useCustomFlag;
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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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}
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}
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}
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}
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@ -153,7 +153,7 @@ namespace ConformalDecals {
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this.vertical = newVertical;
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this.lineSpacing = newLineSpacing;
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this.charSpacing = newCharSpacing;
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UpdateTextRecursive();
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UpdateText(true);
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}
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public void OnFillColorUpdate(Color rgb, Util.ColorHSV hsv) {
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@ -240,40 +240,37 @@ namespace ConformalDecals {
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base.OnDetach();
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}
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private void UpdateTextRecursive() {
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UpdateText();
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foreach (var counterpart in part.symmetryCounterparts) {
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var decal = counterpart.GetComponent<ModuleConformalText>();
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decal.text = text;
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decal.font = font;
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decal.style = style;
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decal.vertical = vertical;
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decal.charSpacing = charSpacing;
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decal.lineSpacing = lineSpacing;
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decal._currentText = _currentText;
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decal.UpdateText();
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}
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}
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private IEnumerator UpdateTextLate() {
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yield return null;
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UpdateText();
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}
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private void UpdateText() {
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private void UpdateText(bool recursive = false) {
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// Render text
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var newText = new DecalText(text, font, style, vertical, lineSpacing, charSpacing);
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var output = TextRenderer.UpdateText(_currentText, newText);
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// update the _currentText state variable
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// this is the ONLY place this variable should be set! otherwise the current state is lost
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_currentText = newText;
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// Update the texture with the new rendered output
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UpdateTexture(output);
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// TODO: ASYNC RENDERING
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// var newText = new DecalText(text, _font, _style);
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// _currentJob = TextRenderer.UpdateText(_currentText, newText, UpdateTexture);
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// _currentText = newText;
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// If recursive, copy parameters to other parts and perform the same operation
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if (recursive) {
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foreach (var counterpart in part.symmetryCounterparts) {
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var decal = counterpart.GetComponent<ModuleConformalText>();
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decal.text = text;
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decal.font = font;
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decal.style = style;
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decal.vertical = vertical;
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decal.charSpacing = charSpacing;
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decal.lineSpacing = lineSpacing;
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decal.UpdateText();
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}
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}
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}
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public void UpdateTexture(TextRenderOutput output) {
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