Beispiel #1
0
        /// <summary>Adds default items to the pod's seats.</summary>
        /// <remarks>Items are only added to a part created in the editor. Thus, reacting on the editor
        /// event.</remarks>
        /// <param name="type">Unused.</param>
        /// <param name="p">A target part.</param>
        void OnEditPartCreate(ConstructionEventType type, Part p)
        {
            if (type != ConstructionEventType.PartCreated && type != ConstructionEventType.PartCopied)
            {
                return;
            }
            var inventories = p.GetComponents <ModuleKISInventory>();

            foreach (var inventory in inventories)
            {
                if (inventory.podSeat == 0 && ModuleKISInventory.defaultItemsForTheFirstSeat.Count > 0)
                {
                    Debug.LogFormat("Adding default item(s) into the first seat of part {0}: {1}",
                                    p.name, DbgFormatter.C2S(ModuleKISInventory.defaultItemsForTheFirstSeat));
                    AddItems(inventory, ModuleKISInventory.defaultItemsForTheFirstSeat);
                }
                if (inventory.podSeat != -1 && ModuleKISInventory.defaultItemsForAllSeats.Count > 0)
                {
                    Debug.LogFormat(
                        "Adding default item(s) into seat's {0} inventory of part {1}: {2}",
                        inventory.podSeat, p.name,
                        DbgFormatter.C2S(ModuleKISInventory.defaultItemsForAllSeats));
                    AddItems(inventory, ModuleKISInventory.defaultItemsForAllSeats);
                }
            }
        }
Beispiel #2
0
 /// <inheritdoc/>
 public override void OnDebugAdjustablesUpdated()
 {
     base.OnDebugAdjustablesUpdated();
     if (isLinked)
     {
         var checks = CheckConstraints(linkSource, linkTarget);
         if (checks.Length == 0)
         {
             // Given all checks are green, we can simply recreate the joint to update it.
             HostedDebugLog.Warning(
                 this, "New settings fit the current link. Refreshing the joint...");
             DropJoint();
             CreateJoint(dbgLinkSource, dbgLinkTarget);
         }
         else
         {
             // STOP! The joint, once broken, won't re-establish with the new settings.
             HostedDebugLog.Warning(this, "New settings DON'T fit the current link:\n{0}"
                                    + "\n\nNot refershing the joint, re-link manually to update.",
                                    DbgFormatter.C2S(checks, separator: "\n"));
         }
     }
     else
     {
         // No joint, not update. However, it makes sense to note it.
         HostedDebugLog.Warning(
             this, "No link esatblished, only update the module settings");
     }
 }
Beispiel #3
0
        /// <inheritdoc/>
        public virtual bool CheckCanLinkTo(ILinkTarget target,
                                           bool checkStates = true,
                                           bool reportToGui = false, bool reportToLog = true)
        {
            var errors = new List <string>()
                         .Concat(CheckBasicLinkConditions(target, checkStates))
                         .Concat(linkRenderer.CheckColliderHits(nodeTransform, target.nodeTransform))
                         .Concat(linkJoint.CheckConstraints(this, target))
                         .ToArray();

            if (errors.Length > 0)
            {
                if (reportToGui || reportToLog)
                {
                    HostedDebugLog.Warning(
                        this, "Cannot link a part of type={0} with: part={1}, type={2}, errors={3}",
                        cfgLinkType, target.part, target.cfgLinkType, DbgFormatter.C2S(errors));
                }
                if (reportToGui)
                {
                    ShowStatusMessage(DbgFormatter.C2S(errors, separator: "\n"), isError: true);
                }
            }
            return(errors.Length == 0);
        }
Beispiel #4
0
 /// <summary>Throws if enum value is not in the expected set.</summary>
 /// <typeparam name="T">Type of value to check.</typeparam>
 /// <param name="arg">The value to check.</param>
 /// <param name="message">An optional message to present in the error.</param>
 /// <param name="context">The optional "owner" object.</param>
 /// <param name="values">The acceptable values of the enum.</param>
 /// <exception cref="InvalidOperationException">If condition fails.</exception>
 public static void OneOf <T>(T arg, T[] values, string message = null, object context = null)
 {
     if (!values.Contains(arg))
     {
         throw new InvalidOperationException(
                   Preconditions.MakeContextError(
                       context, "Not one of: {1}. {2}", DbgFormatter.C2S(values), message));
     }
 }
Beispiel #5
0
 /// <summary>Throws if enum value is not in the expected set.</summary>
 /// <typeparam name="T">Type of value to check.</typeparam>
 /// <param name="arg">The argument value to check.</param>
 /// <param name="argName">The argument name.</param>
 /// <param name="values">The acceptable values of the enum.</param>
 /// <param name="message">An optional message to present in the error.</param>
 /// <param name="context">The optional "owner" object.</param>
 /// <exception cref="ArgumentOutOfRangeException">
 /// If the argument is not one of the specified.
 /// </exception>
 public static void OneOf <T>(T arg, string argName, T[] values,
                              string message = null, object context = null)
 {
     if (!values.Contains(arg))
     {
         throw new ArgumentOutOfRangeException(
                   argName, arg,
                   Preconditions.MakeContextError(
                       context, "Not one of: {1}. {2}", DbgFormatter.C2S(values), message));
     }
 }
Beispiel #6
0
 /// <inheritdoc/>
 public virtual bool CreateJoint(ILinkSource source, ILinkTarget target)
 {
     if (isLinked)
     {
         HostedDebugLog.Error(
             this, "Cannot link the joint which is already linked to: {0}", linkTarget);
         return(false);
     }
     if (!CheckCoupled(source, target))
     {
         var errors = CheckConstraints(source, target);
         if (errors.Length > 0)
         {
             HostedDebugLog.Error(this, "Cannot create joint:\n{0}", DbgFormatter.C2S(errors));
             return(false);
         }
     }
     else
     {
         HostedDebugLog.Fine(this, "The parts are coupled. Skip the constraints check");
     }
     linkSource = source;
     linkTarget = target;
     if (!originalLength.HasValue)
     {
         SetOrigianlLength(Vector3.Distance(
                               GetSourcePhysicalAnchor(source), GetTargetPhysicalAnchor(source, target)));
     }
     isLinked = true;
     // If the parts are already coupled at this moment, then the mode must be set as such.
     coupleOnLinkMode |= isCoupled;
     // Ensure the coupling can be done.
     coupleOnLinkMode &= linkSource.coupleNode != null && linkTarget.coupleNode != null;
     if (coupleOnLinkMode)
     {
         CoupleParts();
     }
     else
     {
         AttachParts();
     }
     return(true);
 }
Beispiel #7
0
        void WaitAndApplyTweaks()
        {
            var roots = UnityEngine.SceneManagement.SceneManager.GetActiveScene().GetRootGameObjects();

            foreach (var root in roots)
            {
                if (logAllObjects)
                {
                    DebugEx.Fine("Objects at the root:\n{0}",
                                 DbgFormatter.C2S(Hierarchy.ListHirerahcy(root.transform), separator: "\n"));
                }
                foreach (var tweak in modelTweaks)
                {
                    var names        = tweak.modelNamePattern.Split('/');
                    var reducedNames = names.Skip(1).ToArray();
                    // Try first name part separately since the scene objects don't have a single root.
                    if (names[0] == "**")
                    {
                        reducedNames = names; // Try all children in the root.
                    }
                    else if (!Hierarchy.PatternMatch(names[0], root.transform.name))
                    {
                        continue;
                    }
                    var objTransform = Hierarchy.FindTransformByPath(root.transform, reducedNames);
                    if (objTransform != null)
                    {
                        DebugEx.Info("Tweak '{0}' matched kerbal model: {1}", tweak.tweakName, objTransform);
                        tweak.itemNames.ToList().ForEach(x => {
                            var item = new TweakEquippableItem(x, tweak.matchMeshesBySuffix);
                            item.ApplyTweak(objTransform.gameObject);
                            sceneTweaks.Add(item);
                        });
                    }
                }
            }
        }
Beispiel #8
0
        /// <summary>Invokes a callback with the original value of an attribute argument.</summary>
        /// <param name="member">The attributed member.</param>
        /// <param name="attrType">The type of the attribute.</param>
        /// <param name="argName">The name of the attribute argument.</param>
        /// <param name="setupFn">
        /// The callback that is called if the specified argument in the attribute is found.
        /// </param>
        static void SetupArgumentFromAttribute(
            MemberInfo member, Type attrType, string argName, Action <string> setupFn)
        {
            var fieldAttr = member.CustomAttributes.FirstOrDefault(x => x.AttributeType == attrType);

            if (fieldAttr == null)
            {
                DebugEx.Error("Attribute not found: attrType={0}, member={1}.{2}",
                              attrType, member.DeclaringType, member.Name);
                return;
            }
            var namedArgument = fieldAttr.NamedArguments?
                                .FirstOrDefault(x => x.MemberName == argName);

            if (namedArgument == null)
            {
                DebugEx.Error("Cannot fetch named argument: attrType={0}, member={1}.{2}, argName={3}",
                              attrType, member.DeclaringType, member.Name, argName);
                DebugEx.Warning("Available arguments for attribute {0}: {1}",
                                DbgFormatter.C2S(fieldAttr.NamedArguments, predicate: x => x.MemberName));
                return;
            }
            setupFn((string)namedArgument.Value.TypedValue.Value);
        }