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@ -6,28 +6,40 @@ 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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[KSPField] public string shaderProperty = string.Empty;
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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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@ -6,10 +6,13 @@ 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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// 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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public bool isDeployed = false;
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