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KSP-Conformal-Decals/Source/ConformalDecals/MaterialModifiers/MaterialPropertyCollection.cs

93 lines
3.8 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace ConformalDecals.MaterialModifiers {
public class MaterialPropertyCollection {
public Shader ShaderRef { get; }
public TextureMaterialProperty MainTextureMaterial { get; }
public bool UseBaseNormal { get; }
private List<MaterialProperty> _materialModifiers;
private List<TextureMaterialProperty> _texturePropertyMaterialModifiers;
public MaterialPropertyCollection(ConfigNode node, PartModule module) {
_materialModifiers = new List<MaterialProperty>();
_texturePropertyMaterialModifiers = new List<TextureMaterialProperty>();
var shaderString = node.GetValue("shader");
if (shaderString == null)
throw new FormatException("Missing shader name in material");
if (shaderString == string.Empty)
throw new FormatException("Empty shader name in material");
//TODO: USE SHABBY PROVIDED METHOD HERE INSTEAD
ShaderRef = Shader.Find(shaderString);
if (ShaderRef == null) throw new FormatException($"Shader not found: {shaderString}");
var useBaseNormalString = node.GetValue("useBaseNormal");
if (useBaseNormalString != null) {
if (bool.TryParse(useBaseNormalString, out var useBaseNormalRef)) {
UseBaseNormal = useBaseNormalRef;
}
else {
throw new FormatException($"Improperly formatted bool value for 'useBaseNormal' : {useBaseNormalString}");
}
}
else {
UseBaseNormal = false;
}
foreach (ConfigNode propertyNode in node.nodes) {
try {
MaterialProperty property;
switch (propertyNode.name) {
case "FLOAT":
property = new FloatMaterialProperty(propertyNode);
break;
case "COLOR":
property = new ColorMaterialProperty(propertyNode);
break;
case "TEXTURE":
property = new TextureMaterialProperty(propertyNode);
var textureModifier = (TextureMaterialProperty) property;
if (textureModifier.IsMain) {
if (MainTextureMaterial == null) {
MainTextureMaterial = textureModifier;
}
else {
// multiple textures have been marked as main!
// non-fatal issue, ignore this one and keep using current main texture
module.LogWarning(
$"Material texture property {textureModifier.TextureUrl} is marked as main, but material already has a main texture! \n" +
$"Defaulting to {MainTextureMaterial.TextureUrl}");
}
}
_texturePropertyMaterialModifiers.Add(textureModifier);
break;
default:
throw new FormatException($"Invalid property type '{propertyNode.name}' in material");
}
_materialModifiers.Add(property);
}
catch (Exception e) {
// Catch exception from parsing current material property
// And print it to the log as an Error
module.LogError(e.Message);
}
}
}
}
}