Fix body transform support and some cleaning up

pull/630/head^2
Andrew Cassidy 5 years ago
parent 56395c241a
commit 4b51e1ac70
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GPG Key ID: 963017B38FD477A1

@ -3,11 +3,11 @@ using UnityEngine.Serialization;
namespace Restock
{
public class ModuleRestockDepthMask: PartModule
public class ModuleRestockDepthMask : PartModule
{
// The name of the transform that has your mask mesh. The only strictly required property
[KSPField]
public string maskTransform= "";
public string maskTransform = "";
[KSPField]
public string bodyTransform = "";
@ -19,40 +19,47 @@ namespace Restock
// The render queue value for the mesh, should be less than maskRenderQueue
[KSPField]
public int meshRenderQueue = 1000;
// the render queue value for the mask, should be less than 2000
[KSPField]
public int maskRenderQueue = 1999;
// depth mask object transform
public Transform depthMask;
public Transform maskTransformObject;
// body object transform
public Transform bodyTransformObject;
public Transform bodyRoot;
// depth mask shader object
public Shader depthShader;
public override void OnStart(StartState state)
{
base.OnStart(state);
UpdatematerialQueue();
// the part variant system is implemented extremely stupidly
// so we have to make this whole module more complicated as a result
GameEvents.onVariantApplied.Add(OnVariantApplied);
}
private void OnDestroy()
{
GameEvents.onVariantApplied.Remove(OnVariantApplied);
}
public override void OnLoad(ConfigNode node)
{
base.OnLoad(node);
if (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight) return;
this.depthMask = base.part.FindModelTransform(maskTransform);
if (!(this.depthMask is Transform))
this.maskTransformObject = base.part.FindModelTransform(maskTransform);
if (this.maskTransformObject == null)
{
this.LogError($"Can't find transform {maskTransform}");
return;
@ -60,47 +67,43 @@ namespace Restock
if (bodyTransform == "")
{
bodyRoot = base.part.partTransform;
this.bodyTransformObject = base.part.partTransform;
}
else
{
this.bodyRoot = base.part.partTransform.Find(bodyTransform);
if (!(this.bodyRoot is Transform))
this.bodyTransformObject = base.part.FindModelTransform(bodyTransform);
if (this.bodyTransformObject == null)
{
this.LogError($"Can't find transform {bodyTransform}");
return;
this.bodyTransformObject = base.part.partTransform;
}
}
this.depthShader = Shader.Find(shaderName);
if (!(this.depthShader is Shader))
if (this.depthShader == null)
{
this.LogError($"Can't find shader {shaderName}");
return;
}
UpdatematerialQueue();
}
public void OnVariantApplied(Part appliedPart, PartVariant variant)
{
// I dont know why changing part variants resets all the materials to their as-loaded state, but it does
if (appliedPart == this.part) UpdatematerialQueue();
}
private void UpdatematerialQueue()
{
var windowRenderer = depthMask.GetComponent<MeshRenderer>();
var windowRenderer = maskTransformObject.GetComponent<MeshRenderer>();
windowRenderer.material.shader = depthShader;
windowRenderer.material.renderQueue = maskRenderQueue;
this.Log(depthShader.name);
this.Log(windowRenderer.material.shader.name);
var meshRenderers = bodyRoot.GetComponentsInChildren<MeshRenderer>(true);
var skinnedMeshRenderers = bodyRoot.GetComponentsInChildren<SkinnedMeshRenderer>(true);
var meshRenderers = bodyTransformObject.GetComponentsInChildren<MeshRenderer>(true);
var skinnedMeshRenderers = bodyTransformObject.GetComponentsInChildren<SkinnedMeshRenderer>(true);
foreach (var renderer in meshRenderers)
{
@ -109,7 +112,7 @@ namespace Restock
queue = meshRenderQueue + ((queue - 2000) / 2);
renderer.material.renderQueue = queue;
}
foreach (var renderer in skinnedMeshRenderers)
{
if (renderer == windowRenderer) continue;

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