mirror of
https://github.com/drewcassidy/KSP-DepthMask
synced 2024-09-01 14:54:35 +00:00
130 lines
4.2 KiB
C#
130 lines
4.2 KiB
C#
using UnityEngine;
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using UnityEngine.Serialization;
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namespace DepthMask
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{
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public class ModuleDepthMask : PartModule
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{
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// The name of the transform that has your mask mesh. The only strictly required property
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[KSPField]
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public string maskTransform = "";
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[KSPField]
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public string bodyTransform = "";
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// The name of the depth mask shader
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[KSPField]
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public string shaderName = "DepthMask";
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// The render queue value for the mesh, should be less than maskRenderQueue
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[KSPField]
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public int meshRenderQueue = 1000;
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// the render queue value for the mask, should be less than 2000
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[KSPField]
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public int maskRenderQueue = 1999;
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// depth mask object transforms
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public Transform[] maskTransformObjects;
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// body object transform
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public Transform bodyTransformObject;
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// depth mask shader object
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public Shader depthShader;
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public override void OnStart(StartState state)
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{
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base.OnStart(state);
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UpdateAllMaterials();
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// the part variant system is implemented extremely stupidly
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// so we have to make this whole module more complicated as a result
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GameEvents.onVariantApplied.Add(OnVariantApplied);
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GameEvents.onPartRepaired.Add(OnPartRepaired);
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}
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private void OnDestroy()
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{
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GameEvents.onVariantApplied.Remove(OnVariantApplied);
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GameEvents.onPartRepaired.Remove(OnPartRepaired);
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}
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public override void OnLoad(ConfigNode node)
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{
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base.OnLoad(node);
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if (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight) return;
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this.maskTransformObjects = base.part.FindModelTransforms(maskTransform);
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if (this.maskTransformObjects.Length == 0 || this.maskTransformObjects == null)
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{
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this.LogError($"Can't find transform {maskTransform}");
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return;
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}
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if (bodyTransform.Length == 0)
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{
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this.bodyTransformObject = base.part.partTransform;
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}
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else
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{
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this.bodyTransformObject = base.part.FindModelTransform(bodyTransform);
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if (this.bodyTransformObject == null)
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{
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this.LogError($"Can't find transform {bodyTransform}");
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this.bodyTransformObject = base.part.partTransform;
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}
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}
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this.depthShader = Shader.Find(shaderName);
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if (this.depthShader == null)
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{
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this.LogError($"Can't find shader {shaderName}");
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return;
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}
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}
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public void OnVariantApplied(Part appliedPart, PartVariant variant)
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{
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// I dont know why changing part variants resets all the materials to their as-loaded state, but it does
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if (appliedPart == this.part) UpdateAllMaterials();
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}
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public void OnPartRepaired(Part repairedPart)
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{
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// Part repair resets part of the mesh from the prefab, so it needs to be reapplied
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if (repairedPart == this.part) UpdateAllMaterials();
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}
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private void UpdateAllMaterials()
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{
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var renderers = bodyTransformObject.GetComponentsInChildren<Renderer>(true);
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foreach (var renderer in renderers)
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{
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var queue = renderer.material.renderQueue;
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if (queue <= maskRenderQueue) continue;
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queue = meshRenderQueue + ((queue - 2000) / 2);
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renderer.material.renderQueue = queue;
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}
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foreach (var maskObject in maskTransformObjects)
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{
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var renderer = maskObject.GetComponent<Renderer>();
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renderer.material.shader = depthShader;
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renderer.material.renderQueue = maskRenderQueue;
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}
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}
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private void LogError(string message)
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{
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Debug.LogError($"[{part.partInfo?.name ?? part.name} {this.GetType()}] {message}");
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}
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}
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} |