mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
133 lines
5.3 KiB
C#
133 lines
5.3 KiB
C#
using UnityEngine;
|
|
|
|
namespace ConformalDecals {
|
|
public class ModuleConformalFlag : ModuleConformalDecal {
|
|
private const string DefaultFlag = "Squad/Flags/default";
|
|
|
|
[KSPField(isPersistant = true)] public string flagUrl = DefaultFlag;
|
|
|
|
[KSPField(isPersistant = true)] public bool useCustomFlag;
|
|
|
|
// The URL of the flag for the current mission or agency
|
|
public string MissionFlagUrl {
|
|
get {
|
|
if (HighLogic.LoadedSceneIsEditor) {
|
|
return string.IsNullOrEmpty(EditorLogic.FlagURL) ? HighLogic.CurrentGame.flagURL : EditorLogic.FlagURL;
|
|
}
|
|
|
|
if (HighLogic.LoadedSceneIsFlight) {
|
|
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;
|
|
}
|
|
}
|
|
|
|
public override void OnLoad(ConfigNode node) {
|
|
base.OnLoad(node);
|
|
|
|
// Since OnLoad is called for all modules, we only need to update this module
|
|
// Updating symmetry counterparts would be redundent
|
|
UpdateFlag();
|
|
}
|
|
|
|
public override void OnStart(StartState state) {
|
|
base.OnStart(state);
|
|
|
|
if (HighLogic.LoadedSceneIsEditor) {
|
|
// Register flag change event
|
|
GameEvents.onMissionFlagSelect.Add(OnEditorFlagSelected);
|
|
|
|
// Register reset button event
|
|
Events[nameof(ResetFlag)].guiActiveEditor = useCustomFlag;
|
|
}
|
|
|
|
// Since OnStart is called for all modules, we only need to update this module
|
|
// Updating symmetry counterparts would be redundent
|
|
UpdateFlag();
|
|
}
|
|
|
|
public override 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;
|
|
}
|
|
|
|
[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;
|
|
}
|
|
|
|
private void OnEditorFlagSelected(string newFlagUrl) {
|
|
if (!useCustomFlag) {
|
|
flagUrl = newFlagUrl;
|
|
// Since this callback is called for all modules, we only need to update this module
|
|
// Updating symmetry counterparts would be redundent
|
|
UpdateFlag();
|
|
}
|
|
}
|
|
|
|
// Update the displayed flag texture for this decal or optionally any symmetry counterparts
|
|
private void UpdateFlag(bool recursive = false) {
|
|
// get the decal material property for the decal texture
|
|
var textureProperty = materialProperties.AddOrGetTextureProperty("_Decal", true);
|
|
|
|
if(useCustomFlag) {
|
|
// set the texture to the custom flag
|
|
textureProperty.TextureUrl = flagUrl;
|
|
}
|
|
else {
|
|
// set the texture to the mission flag
|
|
textureProperty.TextureUrl = MissionFlagUrl;
|
|
}
|
|
|
|
UpdateMaterials();
|
|
UpdateScale();
|
|
|
|
if (recursive) {
|
|
// 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();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |