Allow ModuleRestockDepthMask to have multiple masks

pull/650/head
Andrew Cassidy 5 years ago
parent ee2804f379
commit ceb3d5d33f
No known key found for this signature in database
GPG Key ID: 963017B38FD477A1

@ -1,3 +1,4 @@
using System;
using UnityEngine;
using UnityEngine.Serialization;
@ -25,8 +26,8 @@ namespace Restock
public int maskRenderQueue = 1999;
// depth mask object transform
public Transform maskTransformObject;
// depth mask object transforms
public Transform[] maskTransformObjects;
// body object transform
public Transform bodyTransformObject;
@ -38,7 +39,7 @@ namespace Restock
public override void OnStart(StartState state)
{
base.OnStart(state);
UpdatematerialQueue();
UpdateAllMaterials();
// the part variant system is implemented extremely stupidly
// so we have to make this whole module more complicated as a result
@ -58,14 +59,14 @@ namespace Restock
if (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight) return;
this.maskTransformObject = base.part.FindModelTransform(maskTransform);
if (this.maskTransformObject == null)
this.maskTransformObjects = base.part.FindModelTransforms(maskTransform);
if (this.maskTransformObjects.Length == 0 || this.maskTransformObjects == null)
{
this.LogError($"Can't find transform {maskTransform}");
return;
}
if (bodyTransform == "")
if (bodyTransform.Length == 0)
{
this.bodyTransformObject = base.part.partTransform;
}
@ -91,34 +92,26 @@ namespace Restock
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();
if (appliedPart == this.part) UpdateAllMaterials();
}
private void UpdatematerialQueue()
private void UpdateAllMaterials()
{
var windowRenderer = maskTransformObject.GetComponent<MeshRenderer>();
var renderers = bodyTransformObject.GetComponentsInChildren<Renderer>(true);
windowRenderer.material.shader = depthShader;
windowRenderer.material.renderQueue = maskRenderQueue;
var meshRenderers = bodyTransformObject.GetComponentsInChildren<MeshRenderer>(true);
var skinnedMeshRenderers = bodyTransformObject.GetComponentsInChildren<SkinnedMeshRenderer>(true);
foreach (var renderer in meshRenderers)
foreach (var renderer in renderers)
{
if (renderer == windowRenderer) continue;
var queue = renderer.material.renderQueue;
queue = meshRenderQueue + ((queue - 2000) / 2);
renderer.material.renderQueue = queue;
}
foreach (var renderer in skinnedMeshRenderers)
foreach (var maskObject in maskTransformObjects)
{
if (renderer == windowRenderer) continue;
var queue = renderer.material.renderQueue;
queue = meshRenderQueue + ((queue - 2000) / 2);
renderer.material.renderQueue = queue;
var renderer = maskObject.GetComponent<Renderer>();
renderer.material.shader = depthShader;
renderer.material.renderQueue = maskRenderQueue;
}
}
}

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