mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
55 lines
1.9 KiB
C#
55 lines
1.9 KiB
C#
using System;
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using ConformalDecals.MaterialModifiers;
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using ConformalDecals.Util;
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using UnityEngine;
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namespace ConformalDecals {
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public class ModuleConformalDecalFlag : ModuleConformalDecalBase {
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[KSPField] public MaterialTextureProperty flagTextureProperty;
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public override void OnLoad(ConfigNode node) {
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if (materialProperties == null) {
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// materialProperties is null, so make a new one
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materialProperties = ScriptableObject.CreateInstance<MaterialPropertyCollection>();
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materialProperties.Initialize();
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}
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else {
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// materialProperties already exists, so make a copy
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materialProperties = ScriptableObject.Instantiate(materialProperties);
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}
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// set shader
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materialProperties.SetShader(decalShader);
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base.OnLoad(node);
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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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UpdateFlag(EditorLogic.FlagURL != string.Empty ? EditorLogic.FlagURL : HighLogic.CurrentGame.flagURL);
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GameEvents.onMissionFlagSelect.Add(UpdateFlag);
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}
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private void UpdateFlag(string flagUrl) {
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this.Log($"Loading flag texture '{flagUrl}'.");
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var flagTexture = GameDatabase.Instance.GetTexture(flagUrl, false);
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if (flagTexture == null) {
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this.LogWarning($"Unable to find flag texture '{flagUrl}'.");
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return;
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}
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if (flagTextureProperty == null) {
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this.Log("Initializing flag property");
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flagTextureProperty = new MaterialTextureProperty("_Decal", flagTexture, isMain: true);
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materialProperties.AddProperty(flagTextureProperty);
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}
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else {
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flagTextureProperty.texture = flagTexture;
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}
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materialProperties.UpdateMaterials();
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}
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}
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} |