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ReStocked/Source/Restock/ModuleRestockDepthMask.cs

73 lines
2.3 KiB
C#

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 = 1800;
// the render queue value for the mask, should be less than 2000
[KSPField]
public int maskRenderQueue = 1900;
// depth mask object transform
public Transform depthMask;
// depth mask shader object
public Shader depthShader;
public override void OnLoad(ConfigNode node)
{
base.OnLoad(node);
//if (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight) return;
if (!(base.part.FindModelTransform(maskTransform) is Transform depthMask))
{
this.LogError($"Can't find transform {maskTransform}");
return;
}
else
{
this.Log($"found mask transform {maskTransform}");
}
if (!(Shader.Find(shaderName) is Shader depthShader))
{
this.LogError($"Can't find shader {shaderName}");
return;
}
var windowRenderer = depthMask.GetComponent<MeshRenderer>();
windowRenderer.material.shader = depthShader;
windowRenderer.material.renderQueue = maskRenderQueue;
this.Log(depthShader.name);
this.Log(windowRenderer.material.shader.name);
var meshRenderers = part.partTransform.GetComponentsInChildren<MeshRenderer>(true);
var skinnedMeshRenderers = part.partTransform.GetComponentsInChildren<SkinnedMeshRenderer>(true);
foreach (var renderer in meshRenderers)
{
if (renderer == windowRenderer) continue;
renderer.material.renderQueue = meshRenderQueue;
}
}
}
}