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73 lines
2.3 KiB
C#
73 lines
2.3 KiB
C#
using UnityEngine;
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using UnityEngine.Serialization;
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namespace Restock
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{
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public class ModuleRestockDepthMask: PartModule
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{
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// The name of the transform that has your mask mesh. The only strictly required property
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[KSPField]
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public string maskTransform= "";
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// The name of the depth mask shader
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[KSPField]
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public string shaderName = "DepthMask";
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// The render queue value for the mesh, should be less than maskRenderQueue
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[KSPField]
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public int meshRenderQueue = 1800;
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// the render queue value for the mask, should be less than 2000
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[KSPField]
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public int maskRenderQueue = 1900;
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// depth mask object transform
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public Transform depthMask;
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// depth mask shader object
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public Shader depthShader;
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public override void OnLoad(ConfigNode node)
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{
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base.OnLoad(node);
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//if (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight) return;
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if (!(base.part.FindModelTransform(maskTransform) is Transform depthMask))
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{
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this.LogError($"Can't find transform {maskTransform}");
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return;
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}
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else
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{
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this.Log($"found mask transform {maskTransform}");
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}
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if (!(Shader.Find(shaderName) is Shader depthShader))
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{
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this.LogError($"Can't find shader {shaderName}");
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return;
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}
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var windowRenderer = depthMask.GetComponent<MeshRenderer>();
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windowRenderer.material.shader = depthShader;
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windowRenderer.material.renderQueue = maskRenderQueue;
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this.Log(depthShader.name);
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this.Log(windowRenderer.material.shader.name);
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var meshRenderers = part.partTransform.GetComponentsInChildren<MeshRenderer>(true);
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var skinnedMeshRenderers = part.partTransform.GetComponentsInChildren<SkinnedMeshRenderer>(true);
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foreach (var renderer in meshRenderers)
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{
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if (renderer == windowRenderer) continue;
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renderer.material.renderQueue = meshRenderQueue;
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}
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}
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}
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} |