You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
ReStocked/Source/Restock/ModuleRestockHeatEffects.cs

165 lines
5.3 KiB
C#

using System;
using UnityEngine;
using System.Collections.Generic;
namespace Restock
{
public class ModuleRestockHeatEffects : PartModule
{
// enable the heat glow emissive
[KSPField] public bool enableHeatEmissive = false;
// what shader property to modify. must be a color.
[KSPField] public string shaderProperty = "_EmissiveColor";
// animation curve for the red channel
[KSPField] public FloatCurve redCurve = new FloatCurve();
// animation curve for the green channel
[KSPField] public FloatCurve greenCurve = new FloatCurve();
// animation curve for the blue channel
[KSPField] public FloatCurve blueCurve = new FloatCurve();
// animation curve for the alpha channel
[KSPField] public FloatCurve alphaCurve = new FloatCurve();
// draper point, the temperature in Kelvin where materials start glowing
[KSPField] public double draperPoint = 798.0;
// temperature where the animation is at its maximum
[KSPField] public double lerpMax = double.NaN;
// temperature where the animation is at its minimum, added with draperPoint
[KSPField] public double lerpMin = 0.0;
// use the part's core temperature? (overrides useSkinTemp)
[KSPField] public bool useCoreTemp = false;
// use the part's skin temperature?
[KSPField] public bool useSkinTemp = false;
// should the module disable the stock blackbody glow effect on the included renderers?
[KSPField] public bool disableBlackbody = false;
public List<Renderer> renderers = new List<Renderer>();
private readonly string _shaderBlackbody = "_TemperatureColor";
private ModuleCoreHeat _coreHeatModule = null;
private int _shaderPropertyID;
private int _shaderBlackbodyID;
private double _lerpRange;
private Color _emissiveColor;
private MaterialPropertyBlock _propertyBlock;
public void Start()
{
if (base.vessel == null) return;
_emissiveColor = new Color();
_propertyBlock = new MaterialPropertyBlock();
if (enableHeatEmissive)
{
if (useCoreTemp)
{
_coreHeatModule = base.part.FindModuleImplementing<ModuleCoreHeat>();
if (_coreHeatModule == null)
{
this.LogError("Part has no Core Heat module, skipping");
useCoreTemp = false;
}
}
if (double.IsNaN(lerpMax))
{
if (useCoreTemp)
{
lerpMax = _coreHeatModule.CoreShutdownTemp;
}
else
{
lerpMax = useSkinTemp ? part.skinMaxTemp : part.maxTemp;
}
}
_lerpRange = lerpMax - lerpMin - draperPoint;
_shaderPropertyID = Shader.PropertyToID(shaderProperty);
}
if (disableBlackbody)
{
_shaderBlackbodyID = Shader.PropertyToID(_shaderBlackbody);
}
}
public override void OnLoad(ConfigNode node)
{
if (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight) return;
renderers = base.part.FindModelComponents<Renderer>();
if (node.HasValue("excludedRenderer"))
{
var excludedRenderers = new List<string>();
excludedRenderers.AddRange(node.GetValues("excludedRenderer"));
for (int i = renderers.Count - 1; i >= 0; i--)
{
if (renderers[i] == null || excludedRenderers.Contains(renderers[i].name))
{
renderers.RemoveAt(i);
}
}
}
}
public void LateUpdate()
{
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)
{
var temp = 0.0;
if (useCoreTemp)
{
temp = _coreHeatModule.CoreTemperature;
}
else
{
temp = useSkinTemp ? base.part.skinTemperature : base.part.temperature;
}
var temp2 = (float) ((temp - draperPoint) / _lerpRange);
temp2 = Mathf.Clamp01(temp2);
_emissiveColor.r = redCurve.Evaluate(temp2);
_emissiveColor.g = greenCurve.Evaluate(temp2);
_emissiveColor.b = blueCurve.Evaluate(temp2);
_emissiveColor.a = alphaCurve.Evaluate(temp2);
_propertyBlock.SetColor(_shaderPropertyID, _emissiveColor);
}
if (disableBlackbody)
{
_propertyBlock.SetColor(_shaderBlackbodyID, Color.black);
}
for (var i = 0; i < renderers.Count; i++)
{
renderers[i].SetPropertyBlock(_propertyBlock);
}
}
}
}