Fix NREs in ISRU code

* check if renderer list is null on HeatEffects plugin before lateupdate
* correctly use reversed deploy animation for retracting ISRUs when retract animation is not present
This commit is contained in:
Andrew Cassidy 2019-11-04 16:55:36 -08:00
parent d9f1454524
commit 8467b4fcae
No known key found for this signature in database
GPG Key ID: 963017B38FD477A1
3 changed files with 72 additions and 21 deletions

View File

@ -121,6 +121,9 @@ namespace Restock
public void LateUpdate() public void LateUpdate()
{ {
if (!HighLogic.LoadedSceneIsFlight) return; if (!HighLogic.LoadedSceneIsFlight) return;
if (renderers == null) return;
//when switching to the flight scene LateUpdate gets called AFTER OnLoad for some reason
// so renderers should hopefully only be null for one frame
if (enableHeatEmissive) if (enableHeatEmissive)
{ {
@ -148,7 +151,6 @@ namespace Restock
if (disableBlackbody) if (disableBlackbody)
{ {
_propertyBlock.SetColor(_shaderBlackbodyID, Color.black); _propertyBlock.SetColor(_shaderBlackbodyID, Color.black);
} }
for (var i = 0; i < renderers.Count; i++) for (var i = 0; i < renderers.Count; i++)

View File

@ -68,14 +68,49 @@ namespace Restock
_activeAnimationPresent = (activeAnimationName != string.Empty); _activeAnimationPresent = (activeAnimationName != string.Empty);
_inactiveAnimationPresent = (inactiveAnimationName != string.Empty); _inactiveAnimationPresent = (inactiveAnimationName != string.Empty);
DeployAnimation = ((_deployAnimationPresent) ? if (_deployAnimationPresent)
base.part.FindModelAnimators(deployAnimationName)[0] : null); {
RetractAnimation = ((_retractAnimationPresent) ? DeployAnimation = base.part.FindModelAnimators(deployAnimationName)[0];
base.part.FindModelAnimators(retractAnimationName)[0] : null); if (DeployAnimation == null)
ActiveAnimation = ((_activeAnimationPresent) ? {
base.part.FindModelAnimators(activeAnimationName)[0] : null); _deployAnimationPresent = false;
InactiveAnimation = ((_inactiveAnimationPresent)? this.LogError($"Can't find deploy animation named {deployAnimationName}");
base.part.FindModelAnimators(inactiveAnimationName)[0] : null); }
}
else DeployAnimation = null;
if (_retractAnimationPresent)
{
RetractAnimation = base.part.FindModelAnimators(retractAnimationName)[0];
if (RetractAnimation == null)
{
_retractAnimationPresent = false;
this.LogError($"Can't find retract animation named {retractAnimationName}");
}
}
else RetractAnimation = null;
if (_activeAnimationPresent)
{
ActiveAnimation = base.part.FindModelAnimators(activeAnimationName)[0];
if (ActiveAnimation == null)
{
_activeAnimationPresent = false;
this.LogError($"Can't find active animation named {activeAnimationName}");
}
}
else ActiveAnimation = null;
if (_inactiveAnimationPresent)
{
InactiveAnimation = base.part.FindModelAnimators(inactiveAnimationName)[0];
if (InactiveAnimation == null)
{
_inactiveAnimationPresent = false;
this.LogError($"Can't find inactive animation named {inactiveAnimationName}");
}
}
else InactiveAnimation = null;
foreach (var a in base.part.FindModelAnimators()) a.Stop(); foreach (var a in base.part.FindModelAnimators()) a.Stop();
@ -176,7 +211,8 @@ namespace Restock
case State.ActiveWaiting: case State.ActiveWaiting:
if (!waitForComplete || !_activeAnimationPresent) if (!waitForComplete || !_activeAnimationPresent)
{ {
this.LogError("Invalid state! waitForComplete not enabled or active animation not present."); this.LogError(
"Invalid state! waitForComplete not enabled or active animation not present.");
CurrentState = State.Active; CurrentState = State.Active;
} }
else if (ConvertersEnabled()) else if (ConvertersEnabled())
@ -201,10 +237,20 @@ namespace Restock
{ {
DeployStart(); DeployStart();
} }
else if (!RetractAnimation.IsPlaying(retractAnimationName)) else if (_retractAnimationPresent)
{
if (!RetractAnimation.IsPlaying(retractAnimationName))
{ {
RetractEnd(); RetractEnd();
} }
}
else if (_deployAnimationPresent)
{
if (!DeployAnimation.IsPlaying(deployAnimationName))
{
RetractEnd();
}
}
break; break;
@ -220,7 +266,8 @@ namespace Restock
private void DeployWait() private void DeployWait()
{ {
if (_inactiveAnimationPresent){ if (_inactiveAnimationPresent)
{
CurrentState = State.InactiveWaiting; CurrentState = State.InactiveWaiting;
PlayAnimation(InactiveAnimation, inactiveAnimationName, loop: false); PlayAnimation(InactiveAnimation, inactiveAnimationName, loop: false);
} }
@ -238,6 +285,7 @@ namespace Restock
{ {
RetractAnimation.Stop(retractAnimationName); RetractAnimation.Stop(retractAnimationName);
} }
CurrentState = State.Deploying; CurrentState = State.Deploying;
PlayAnimation(DeployAnimation, deployAnimationName, speed * deploySpeed); PlayAnimation(DeployAnimation, deployAnimationName, speed * deploySpeed);
} }
@ -278,6 +326,7 @@ namespace Restock
{ {
DeployAnimation.Stop(deployAnimationName); DeployAnimation.Stop(deployAnimationName);
} }
CurrentState = State.Retracting; CurrentState = State.Retracting;
PlayAnimation(RetractAnimation, retractAnimationName, speed * retractSpeed); PlayAnimation(RetractAnimation, retractAnimationName, speed * retractSpeed);
} }