using UnityEngine; using UnityEngine.Serialization; namespace Restock { public class ModuleRestockDepthMask: PartModule { // The name of the transform that has your mask mesh. The only strictly required property [KSPField] public string maskTransform= ""; // The name of the depth mask shader [KSPField] public string shaderName = "DepthMask"; // 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; // depth mask shader object public Shader depthShader; public override void OnStart(StartState state) { base.OnStart(state); 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.LogError($"Can't find transform {maskTransform}"); return; } this.depthShader = Shader.Find(shaderName); if (!(this.depthShader is Shader)) { this.LogError($"Can't find shader {shaderName}"); return; } UpdatematerialQueue(); } public void OnVariantApplied(Part appliedPart, PartVariant variant) { if (appliedPart == this.part) UpdatematerialQueue(); } private void UpdatematerialQueue() { var windowRenderer = depthMask.GetComponent(); windowRenderer.material.shader = depthShader; windowRenderer.material.renderQueue = maskRenderQueue; this.Log(depthShader.name); this.Log(windowRenderer.material.shader.name); var meshRenderers = part.partTransform.GetComponentsInChildren(true); var skinnedMeshRenderers = part.partTransform.GetComponentsInChildren(true); foreach (var renderer in meshRenderers) { this.Log(renderer.material.name + " " + renderer.material.renderQueue.ToString()); if (renderer == windowRenderer) continue; var queue = renderer.material.renderQueue; queue = meshRenderQueue + ((queue - 2000) / 2); renderer.material.renderQueue = queue; } } } }