mirror of
https://github.com/PorktoberRevolution/ReStocked
synced 2024-09-01 17:34:42 +00:00
Merge branch 'resource' into develop
This commit is contained in:
160
Source/Restock/ModuleRestockHeatEffects.cs
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160
Source/Restock/ModuleRestockHeatEffects.cs
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@ -0,0 +1,160 @@
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using System;
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using UnityEngine;
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using System.Collections.Generic;
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namespace Restock
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{
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public class ModuleRestockHeatEffects : PartModule
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{
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// enable the heat glow emissive
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[KSPField] public bool enableHeatEmissive = false;
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// what shader property to modify. must be a color.
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[KSPField] public string shaderProperty = "_EmissiveColor";
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// animation curve for the red channel
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[KSPField] public FloatCurve redCurve= new FloatCurve();
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// animation curve for the green channel
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[KSPField] public FloatCurve greenCurve = new FloatCurve();
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// animation curve for the blue channel
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[KSPField] public FloatCurve blueCurve = new FloatCurve();
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// animation curve for the alpha channel
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[KSPField] public FloatCurve alphaCurve = new FloatCurve();
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// draper point, the temperature in Kelvin where materials start glowing
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[KSPField] public double draperPoint = 798.0;
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// temperature where the animation is at its maximum
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[KSPField] public double lerpMax = double.NaN;
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// temperature where the animation is at its minimum, added with draperPoint
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[KSPField] public double lerpMin = 0.0;
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// use the part's core temperature? (overrides useSkinTemp)
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[KSPField] public bool useCoreTemp = false;
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// use the part's skin temperature?
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[KSPField] public bool useSkinTemp = false;
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// should the module disable the stock blackbody glow effect on the included renderers?
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[KSPField] public bool disableBlackbody = false;
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[KSPField] public List<Renderer> renderers = new List<Renderer>();
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private readonly string _shaderBlackbody = "_TemperatureColor";
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private ModuleCoreHeat _coreHeatModule = null;
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private int _shaderPropertyID;
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private int _shaderBlackbodyID;
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private double _lerpRange;
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private Color _emissiveColor = new Color();
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private MaterialPropertyBlock _propertyBlock = new MaterialPropertyBlock();
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public void Start()
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{
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if (base.vessel == null) return;
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if (enableHeatEmissive)
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{
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if (useCoreTemp)
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{
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_coreHeatModule = base.part.FindModuleImplementing<ModuleCoreHeat>();
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if (_coreHeatModule == null)
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{
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this.LogError("Part has no Core Heat module, skipping");
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useCoreTemp = false;
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}
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}
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if (double.IsNaN(lerpMax))
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{
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if (useCoreTemp)
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{
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lerpMax = _coreHeatModule.CoreShutdownTemp;
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}
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else
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{
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lerpMax = useSkinTemp ? part.skinMaxTemp : part.maxTemp;
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}
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}
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_lerpRange = lerpMax - lerpMin - draperPoint;
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_shaderPropertyID = Shader.PropertyToID(shaderProperty);
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}
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if (disableBlackbody)
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{
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_shaderBlackbodyID = Shader.PropertyToID(_shaderBlackbody);
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}
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}
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public override void OnLoad(ConfigNode node)
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{
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if (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight) return;
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renderers = base.part.FindModelComponents<Renderer>();
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if (node.HasValue("excludedRenderer"))
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{
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var excludedRenderers = new List<string>();
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excludedRenderers.AddRange(node.GetValues("excludedRenderer"));
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for (int i = renderers.Count - 1; i >= 0; i--)
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{
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if (renderers[i] == null || excludedRenderers.Contains(renderers[i].name))
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{
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renderers.RemoveAt(i);
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}
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}
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}
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}
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public void LateUpdate()
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{
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if (!HighLogic.LoadedSceneIsFlight) return;
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if (enableHeatEmissive)
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{
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var temp = 0.0;
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if (useCoreTemp)
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{
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temp = _coreHeatModule.CoreTemperature;
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}
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else
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{
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temp = useSkinTemp ? base.part.skinTemperature : base.part.temperature;
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}
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var temp2 = (float) ((temp - draperPoint) / _lerpRange);
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temp2 = Mathf.Clamp01(temp2);
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_emissiveColor.r = redCurve.Evaluate(temp2);
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_emissiveColor.g = greenCurve.Evaluate(temp2);
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_emissiveColor.b = blueCurve.Evaluate(temp2);
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_emissiveColor.a = alphaCurve.Evaluate(temp2);
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_propertyBlock.SetColor(_shaderPropertyID, _emissiveColor);
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}
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if (disableBlackbody)
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{
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_propertyBlock.SetColor(_shaderBlackbodyID, Color.black);
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}
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foreach (var r in renderers)
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{
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r.SetPropertyBlock(_propertyBlock);
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}
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}
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}
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}
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351
Source/Restock/ModuleRestockISRUAnimation.cs
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351
Source/Restock/ModuleRestockISRUAnimation.cs
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@ -0,0 +1,351 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Restock
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{
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public class ModuleRestockISRUAnimation : PartModule
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{
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// name of the deploy animation to use
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[KSPField] public string deployAnimationName = "";
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// name of the retract animation to use
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// will default to using the deploy animation in reverse
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[KSPField] public string retractAnimationName = "";
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// name of the active animation to use
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[KSPField] public string activeAnimationName = "";
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// name of the inactive animation to use
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[KSPField] public string inactiveAnimationName = "";
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// speed to run the animation when deploying
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[KSPField] public float deploySpeed = 1.0f;
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// speed to run the animation when retracting
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[KSPField] public float retractSpeed = 1.0f;
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// does this module need electric charge to be enabled?
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[KSPField] public bool needsEC = false;
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// should the module wait until a current looping animation completes before changing state?
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[KSPField] public bool waitForComplete = false;
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public bool IsDeployed => (CurrentState == State.InactiveWaiting ||
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CurrentState == State.Active ||
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CurrentState == State.Deploying);
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private enum State
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{
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Inactive,
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InactiveWaiting,
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Deploying,
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Active,
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ActiveWaiting,
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Retracting
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}
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private Animation DeployAnimation { get; set; }
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private Animation RetractAnimation { get; set; }
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private Animation ActiveAnimation { get; set; }
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private Animation InactiveAnimation { get; set; }
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private State CurrentState { get; set; }
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private bool _deployAnimationPresent = false;
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private bool _retractAnimationPresent = false;
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private bool _activeAnimationPresent = false;
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private bool _inactiveAnimationPresent = false;
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private List<BaseConverter> _modules;
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public void Start()
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{
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_modules = base.part.FindModulesImplementing<BaseConverter>();
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_deployAnimationPresent = (deployAnimationName != string.Empty);
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_retractAnimationPresent = (retractAnimationName != string.Empty);
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_activeAnimationPresent = (activeAnimationName != string.Empty);
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_inactiveAnimationPresent = (inactiveAnimationName != string.Empty);
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DeployAnimation = ((_deployAnimationPresent) ?
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base.part.FindModelAnimators(deployAnimationName)[0] : null);
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RetractAnimation = ((_retractAnimationPresent) ?
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base.part.FindModelAnimators(retractAnimationName)[0] : null);
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ActiveAnimation = ((_activeAnimationPresent) ?
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base.part.FindModelAnimators(activeAnimationName)[0] : null);
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InactiveAnimation = ((_inactiveAnimationPresent)?
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base.part.FindModelAnimators(inactiveAnimationName)[0] : null);
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foreach (var a in base.part.FindModelAnimators()) a.Stop();
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if (!HighLogic.LoadedSceneIsFlight) return;
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if (ConvertersEnabled())
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{
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DeployStart(1000f);
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}
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else
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{
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RetractStart(1000f);
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}
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}
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public override void OnLoad(ConfigNode node)
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{
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}
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public void Update()
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{
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if (!HighLogic.LoadedSceneIsFlight) return;
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try
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{
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switch (CurrentState)
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{
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// System is inactive, and playing the inactive animation if present
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case State.Inactive:
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if (ConvertersEnabled())
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{
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if (waitForComplete)
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{
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DeployWait();
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}
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else
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{
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DeployStart();
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}
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}
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break;
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// System is inactive, but waiting for the animation to end before deploying
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case State.InactiveWaiting:
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if (!waitForComplete || !_inactiveAnimationPresent)
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{
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this.LogError(
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"Invalid state! waitForComplete not enabled or inactive animation not present.");
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CurrentState = State.Inactive;
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}
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else if (!ConvertersEnabled())
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{
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RetractEnd();
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}
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else if (!InactiveAnimation.IsPlaying(inactiveAnimationName))
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{
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DeployStart();
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}
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break;
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// System is deploying
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case State.Deploying:
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if (!_deployAnimationPresent)
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{
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this.LogError("Invalid state! Deploying without an animation present.");
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CurrentState = State.Active;
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}
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else if (!ConvertersEnabled())
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{
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RetractStart();
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}
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else if (!DeployAnimation.IsPlaying(deployAnimationName))
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{
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DeployEnd();
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}
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break;
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// System is active, and playing the active animation if present
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case State.Active:
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if (!ConvertersEnabled())
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{
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if (waitForComplete)
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{
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RetractWait();
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}
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else
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{
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RetractStart();
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}
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}
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break;
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// System is active, but waiting for the animation to finish before retracting
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case State.ActiveWaiting:
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if (!waitForComplete || !_activeAnimationPresent)
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{
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this.LogError("Invalid state! waitForComplete not enabled or active animation not present.");
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CurrentState = State.Active;
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}
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else if (ConvertersEnabled())
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{
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DeployEnd();
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}
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else if (!ActiveAnimation.IsPlaying(activeAnimationName))
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{
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RetractStart();
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}
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break;
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// System is retracting
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case State.Retracting:
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if (!_retractAnimationPresent && !_deployAnimationPresent)
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{
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this.LogError("Invalid state! Retracting without an animation present.");
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CurrentState = State.Inactive;
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}
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else if (ConvertersEnabled())
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{
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DeployStart();
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}
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else if (!RetractAnimation.IsPlaying(retractAnimationName))
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{
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RetractEnd();
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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catch (Exception e)
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{
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this.LogException("Failed to update animation module", e);
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}
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}
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private void DeployWait()
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{
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if (_inactiveAnimationPresent){
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CurrentState = State.InactiveWaiting;
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PlayAnimation(InactiveAnimation, inactiveAnimationName, loop: false);
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}
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else
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{
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DeployStart();
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}
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}
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private void DeployStart(float speed = 1f)
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{
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if (_deployAnimationPresent)
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{
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if (_retractAnimationPresent && RetractAnimation.IsPlaying(retractAnimationName))
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{
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RetractAnimation.Stop(retractAnimationName);
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}
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CurrentState = State.Deploying;
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PlayAnimation(DeployAnimation, deployAnimationName, speed * deploySpeed);
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}
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else
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{
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DeployEnd();
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}
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}
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private void DeployEnd()
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{
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CurrentState = State.Active;
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if (_activeAnimationPresent)
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{
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PlayAnimation(ActiveAnimation, activeAnimationName, loop: true);
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}
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}
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private void RetractWait()
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{
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if (_activeAnimationPresent)
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{
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CurrentState = State.ActiveWaiting;
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PlayAnimation(ActiveAnimation, activeAnimationName, loop: false);
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}
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else
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{
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RetractStart();
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}
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}
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private void RetractStart(float speed = 1f)
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{
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if (_retractAnimationPresent)
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{
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if (_deployAnimationPresent && DeployAnimation.IsPlaying(deployAnimationName))
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{
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DeployAnimation.Stop(deployAnimationName);
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}
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CurrentState = State.Retracting;
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PlayAnimation(RetractAnimation, retractAnimationName, speed * retractSpeed);
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}
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else if (_deployAnimationPresent)
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{
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CurrentState = State.Retracting;
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PlayAnimation(DeployAnimation, deployAnimationName, speed * retractSpeed * -1);
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}
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else
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{
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RetractEnd();
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}
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}
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private void RetractEnd()
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{
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CurrentState = State.Inactive;
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if (_inactiveAnimationPresent)
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{
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PlayAnimation(InactiveAnimation, inactiveAnimationName, loop: true);
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}
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}
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private bool ConvertersEnabled()
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{
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if (needsEC && !CheatOptions.InfiniteElectricity)
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{
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var ecHash = PartResourceLibrary.ElectricityHashcode;
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base.vessel.GetConnectedResourceTotals(ecHash, out var ecAmount, out _, true);
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if (ecAmount < 0.1)
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{
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return false;
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}
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}
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foreach (var m in _modules)
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{
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if (m.ModuleIsActive())
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{
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return true;
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}
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}
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return false;
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}
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private static void PlayAnimation(Animation anim, string name, float speed = 1f, bool loop = false)
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{
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var animState = anim[name];
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if (animState.wrapMode != WrapMode.Loop)
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{
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if (speed < 0 && animState.time < Mathf.Epsilon)
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{
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animState.time = animState.length;
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}
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else if (speed > 0 && animState.time > animState.length - Mathf.Epsilon)
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{
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animState.time = 0.0f;
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}
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}
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animState.speed = speed;
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animState.wrapMode = loop ? WrapMode.Loop : WrapMode.Once;
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//if (!anim.IsPlaying(name))
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anim.Play(name);
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}
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}
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}
|
@ -49,6 +49,8 @@
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<Compile Include="MaterialModifiers\TexturePropertyMaterialModifier.cs" />
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<Compile Include="ModuleRestockLinkedMesh.cs" />
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<Compile Include="ModuleRestockDepthMask.cs" />
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<Compile Include="ModuleRestockHeatEffects.cs" />
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<Compile Include="ModuleRestockISRUAnimation.cs" />
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<Compile Include="ModuleRestockModifyFairingMaterials.cs" />
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<Compile Include="ModuleRestockModifyMaterials.cs" />
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<Compile Include="PartModuleExtensions.cs" />
|
||||
|
Reference in New Issue
Block a user