Fix OnDestroy not being called

main
Andrew Cassidy 2 years ago
parent 2cca6c37bb
commit dfdf280564

@ -14,6 +14,10 @@ All notable changes to this project will be documented in this file
- Updated bundled Shabby to 0.3.0. Does not affect CKAN users
### Fixed
- Reverted some changes from last version that were causing issues on launch
## 0.2.11 - 2022-10-30

@ -122,8 +122,7 @@ namespace ConformalDecals {
if (materialProperties == null) {
materialProperties = ScriptableObject.CreateInstance<MaterialPropertyCollection>();
}
else {
} else {
materialProperties = ScriptableObject.Instantiate(materialProperties);
}
}
@ -153,14 +152,12 @@ namespace ConformalDecals {
if (backRenderer == null) {
this.LogError($"Specified decalBack transform {decalBack} has no renderer attached! Setting updateBackScale to false.");
updateBackScale = false;
}
else {
} else {
backMaterial = backRenderer.material;
if (backMaterial == null) {
this.LogError($"Specified decalBack transform {decalBack} has a renderer but no material! Setting updateBackScale to false.");
updateBackScale = false;
}
else {
} else {
if (backTextureBaseScale == default) backTextureBaseScale = backMaterial.GetTextureScale(PropertyIDs._MainTex);
}
}
@ -201,12 +198,10 @@ namespace ConformalDecals {
if (tileRect.x >= 0) {
materialProperties.UpdateTile(tileRect);
}
else if (tileIndex >= 0) {
} else if (tileIndex >= 0) {
materialProperties.UpdateTile(tileIndex, tileSize);
}
}
catch (Exception e) {
} catch (Exception e) {
this.LogException("Exception parsing partmodule", e);
}
@ -222,8 +217,7 @@ namespace ConformalDecals {
if (HighLogic.LoadedSceneIsGame) {
UpdateScale();
}
else {
} else {
scale = defaultScale;
depth = defaultDepth;
opacity = defaultOpacity;
@ -261,8 +255,7 @@ namespace ConformalDecals {
// set initial attachment state
if (part.parent == null) {
OnDetach();
}
else {
} else {
OnAttach();
}
}
@ -283,7 +276,7 @@ namespace ConformalDecals {
}
}
public void OnDestroy() {
public virtual void OnDestroy() {
// remove GameEvents
if (HighLogic.LoadedSceneIsEditor) {
GameEvents.onEditorPartEvent.Remove(OnEditorEvent);
@ -440,11 +433,13 @@ namespace ConformalDecals {
// update projection
foreach (var target in _targets) {
if (target != null)
if (target == null) {
_targets.Remove(target);
} else {
target.Project(_orthoMatrix, decalProjectorTransform, _boundsRenderer.bounds, useBaseNormal);
}
}
}
else {
} else {
// rescale preview model
decalModelTransform.localScale = new Vector3(size.x, size.y, (size.x + size.y) / 2);
@ -472,8 +467,7 @@ namespace ConformalDecals {
protected void UpdateTargets() {
if (_targets == null) {
_targets = new List<ProjectionTarget>();
}
else {
} else {
_targets.Clear();
}
@ -482,7 +476,7 @@ namespace ConformalDecals {
foreach (var renderer in renderers) {
// skip disabled renderers
if (renderer.gameObject.activeInHierarchy == false) continue;
// skip blacklisted shaders
if (DecalConfig.IsBlacklisted(renderer.material.shader)) continue;
@ -578,8 +572,11 @@ namespace ConformalDecals {
// render on each target object
foreach (var target in _targets) {
if (target != null)
if (target == null) {
_targets.Remove(target);
} else {
target.Render(_decalMaterial, part.mpb, camera);
}
}
}
}

@ -38,7 +38,7 @@ namespace ConformalDecals {
if (HighLogic.LoadedSceneIsEditor) {
// Register flag change event
GameEvents.onMissionFlagSelect.Add(OnEditorFlagSelected);
// Register reset button event
Events[nameof(ResetFlag)].guiActiveEditor = useCustomFlag;
}
@ -48,19 +48,21 @@ namespace ConformalDecals {
UpdateFlag();
}
public void OnDestroy() {
public virtual void OnDestroy() {
if (HighLogic.LoadedSceneIsEditor) {
// Unregister flag change event
GameEvents.onMissionFlagSelect.Remove(OnEditorFlagSelected);
}
}
base.OnDestroy();
}
[KSPEvent(guiActive = false, guiActiveEditor = true, guiName = "#LOC_ConformalDecals_gui-select-flag")]
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()
// ReSharper disable once PossibleNullReferenceException
var flagBrowser = (Instantiate((Object) (new FlagBrowserGUIButton(null, null, null, null)).FlagBrowserPrefab) as GameObject).GetComponent<FlagBrowser>();
flagBrowser.OnFlagSelected = OnCustomFlagSelected;
@ -68,24 +70,24 @@ namespace ConformalDecals {
[KSPEvent(guiActive = false, guiActiveEditor = true, guiName = "#LOC_ConformalDecals_gui-reset-flag")]
public void ResetFlag() {
// we are no longer using a custom flag, so instead use the mission or agency flag
useCustomFlag = false;
flagUrl = "Mission";
UpdateFlag(true);
// disable the reset button, since it no longer makes sense
Events[nameof(ResetFlag)].guiActiveEditor = false;
}
private void OnCustomFlagSelected(FlagBrowser.FlagEntry newFlagEntry) {
// Callback for when a flag is selected in the menu spawned by SelectFlag()
// we are now using a custom flag with the URL of the new flag entry
useCustomFlag = true;
flagUrl = newFlagEntry.textureInfo.name;
UpdateFlag(true);
// make sure the reset button is now available
Events[nameof(ResetFlag)].guiActiveEditor = true;
}
@ -103,16 +105,15 @@ namespace ConformalDecals {
private void UpdateFlag(bool recursive = false) {
// get the decal material property for the decal texture
var textureProperty = materialProperties.AddOrGetTextureProperty("_Decal", true);
if(useCustomFlag) {
if (useCustomFlag) {
// set the texture to the custom flag
textureProperty.TextureUrl = flagUrl;
}
else {
} else {
// set the texture to the mission flag
textureProperty.TextureUrl = MissionFlagUrl;
}
UpdateMaterials();
UpdateScale();
@ -120,7 +121,7 @@ namespace ConformalDecals {
// for each symmetry counterpart, copy this part's properties and update it in turn
foreach (var counterpart in part.symmetryCounterparts) {
var decal = counterpart.GetComponent<ModuleConformalFlag>();
decal.useCustomFlag = useCustomFlag;
decal.flagUrl = flagUrl;
decal.UpdateFlag();

@ -227,6 +227,8 @@ namespace ConformalDecals {
if (_textEntryController != null) _textEntryController.Close();
if (_fillColorPickerController != null) _fillColorPickerController.Close();
if (_outlineColorPickerController != null) _outlineColorPickerController.Close();
base.OnDestroy();
}
protected override void OnDetach() {

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