Example #1
0
        public override void SetVisible(bool newValue)
        {
            base.SetVisible(newValue);

            if (newValue)
            {
                partPropNames = wearablePartProps.Keys.ToArray();

                List <WBIWearableProp> wearableProps = wearablePartProps[partPropNames[0]];
                wearableProp = wearableProps[0];

                selectedPropName = wearableProp.name;
                selectedProp     = wearableProp.prop;

                setInitialOffsets();
            }
        }
Example #2
0
        protected override void DrawWindowContents(int windowId)
        {
            GUILayout.BeginHorizontal();

            GUILayout.BeginVertical();

            // Current prop
            GUILayout.Label(selectedPropName);

            // Selectable props to edit
            scrollPos = GUILayout.BeginScrollView(scrollPos, propPanelOptions);

            List <WBIWearableProp> wearableProps;
            int             count;
            WBIWearableProp partProp;

            for (int index = 0; index < partPropNames.Length; index++)
            {
                GUILayout.Label(string.Format("<color=white>{0:s}</color>", partPropNames[index]));

                wearableProps = wearablePartProps[partPropNames[index]];
                count         = wearableProps.Count;
                for (int propIndex = 0; propIndex < count; propIndex++)
                {
                    partProp = wearableProps[propIndex];
                    if (GUILayout.Button(partProp.name))
                    {
                        wearableProp     = partProp;
                        selectedPropName = wearableProp.name;
                        selectedProp     = wearableProp.prop;
                        setInitialOffsets();
                    }
                }
            }

            GUILayout.EndScrollView();
            GUILayout.EndVertical();

            GUILayout.BeginVertical();

            // Delta buttons
            buttonGroupIndex = GUILayout.SelectionGrid(buttonGroupIndex, buttonTexts, buttonTexts.Length);

            // Offsets
            bool updateNeeded = false;

            offsetXString     = drawOffsetControls("#LOC_SUNKWORKS_OffsetX", offsetXString, ref offsetXDelta, ref updateNeeded);
            offsetYString     = drawOffsetControls("#LOC_SUNKWORKS_OffsetY", offsetYString, ref offsetYDelta, ref updateNeeded);
            offsetZString     = drawOffsetControls("#LOC_SUNKWORKS_OffsetZ", offsetZString, ref offsetZDelta, ref updateNeeded);
            offsetRollString  = drawOffsetControls("#LOC_SUNKWORKS_OffsetRoll", offsetRollString, ref offsetRollDelta, ref updateNeeded);
            offsetPitchString = drawOffsetControls("#LOC_SUNKWORKS_OffsetPitch", offsetPitchString, ref offsetPitchDelta, ref updateNeeded);
            offsetYawString   = drawOffsetControls("#LOC_SUNKWORKS_OffsetYaw", offsetYawString, ref offsetYawDelta, ref updateNeeded);

            // Update position offset
            positionOffset.x = offsetXDelta;
            positionOffset.y = offsetYDelta;
            positionOffset.z = offsetZDelta;

            // Update rotation offset
            rotationOffset.x = offsetRollDelta;
            rotationOffset.y = offsetPitchDelta;
            rotationOffset.z = offsetYawDelta;

            // Update the meshTransform's position and rotation.
            if (updateNeeded)
            {
                wearableProp.meshTransform.localPosition    = positionOffset;
                wearableProp.meshTransform.localEulerAngles = rotationOffset;
            }

            // Copy offsets to clipboard button
            if (GUILayout.Button(Localizer.Format("#LOC_SUNKWORKS_copyOffsetsButton")))
            {
                StringBuilder outputString = new StringBuilder();
                outputString.AppendLine(string.Format("positionOffset = {0:n4}, {1:n4}, {2:n4}", offsetXDelta, offsetYDelta, offsetZDelta));
                outputString.AppendLine(string.Format("rotationOffset = {0:n4}, {1:n4}, {2:n4}", offsetRollDelta, offsetPitchDelta, offsetYawDelta));
                string offsetString = outputString.ToString();

                if (kerbalEVA.ModuleInventoryPartReference.ContainsPart(WBIWearablesController.kJetpackPartName))
                {
                    offsetString = offsetString.Replace("positionOffset", "positionOffsetJetpack");
                }

                GUIUtility.systemCopyBuffer = offsetString;
            }

            GUILayout.EndVertical();

            GUILayout.EndHorizontal();
        }
Example #3
0
        private void setupWearableParts()
        {
            List <AvailablePart>   cargoParts = PartLoader.Instance.GetAvailableAndPurchaseableCargoParts();
            AvailablePart          availablePart;
            List <WBIWearableItem> wearableItems;
            WBIWearableItem        wearableItem;
            int        count = cargoParts.Count;
            int        itemCount;
            Transform  anchorTransform;
            GameObject prefab;
            GameObject prop;
            Transform  attachTransform;

            Collider[]             colliders;
            WBIWearableProp        wearableProp;
            List <WBIWearableProp> wearableProps;

            wearablePartProps   = new Dictionary <string, List <WBIWearableProp> >();
            wearablePartModules = new Dictionary <string, string[]>();

            for (int index = 0; index < count; index++)
            {
                availablePart = cargoParts[index];
                if (availablePart.partPrefab.HasModuleImplementing <WBIWearableItem>())
                {
                    wearableItems = availablePart.partPrefab.FindModulesImplementing <WBIWearableItem>();

                    // Setup our wearable props for this part.
                    wearableProps = new List <WBIWearableProp>();
                    wearablePartProps.Add(availablePart.name, wearableProps);

                    // Setup the props- Special thanks to Vali and Issac for showing the way how!
                    itemCount = wearableItems.Count;
                    for (int itemIndex = 0; itemIndex < itemCount; itemIndex++)
                    {
                        wearableItem = wearableItems[itemIndex];

                        // Create new wearable prop instance.
                        wearableProp                       = new WBIWearableProp();
                        wearableProp.name                  = wearableItem.moduleID;
                        wearableProp.partName              = availablePart.name;
                        wearableProp.bodyLocation          = wearableItem.bodyLocation;
                        wearableProp.positionOffset        = wearableItem.positionOffset;
                        wearableProp.positionOffsetJetpack = wearableItem.positionOffsetJetpack;
                        wearableProp.rotationOffset        = wearableItem.rotationOffset;

                        // Setup part module names
                        if (!string.IsNullOrEmpty(wearableItem.evaModules))
                        {
                            string[] evaModules = wearableItem.evaModules.Split(new char[] { ';' });
                            wearablePartModules.Add(availablePart.name, evaModules);
                        }

                        // Get the attachment transform
                        attachTransform = getAttachTransform(wearableItem.bodyLocation);

                        // Get the anchor transform and prefab
                        anchorTransform = availablePart.partPrefab.FindModelTransform(wearableItem.anchorTransform);
                        if (anchorTransform == null)
                        {
                            continue;
                        }
                        prefab = anchorTransform.gameObject;

                        // Create instance
                        prop              = Instantiate(prefab, attachTransform.position, attachTransform.rotation, kerbalEVA.transform);
                        prop.name         = wearableItem.moduleID;
                        wearableProp.prop = prop;

                        // Add the TrackingRigObject. The tracking rig moves the prop (GameObject) associated with the anchorTransform.
                        TrackRigObject trackRig = prop.AddComponent <TrackRigObject>();
                        trackRig.target            = attachTransform;
                        trackRig.keepInitialOffset = false;
                        trackRig.trackingMode      = TrackRigObject.TrackMode.LateUpdate;

                        // Now we need the child mesh that we'll apply the position and rotation offsets to.
                        Transform meshTransform = prop.transform.Find(wearableItem.meshTransform);
                        wearableProp.meshTransform = meshTransform;

                        /*
                         * meshTransform.localEulerAngles = wearableItem.rotationOffset;
                         * if (wearableItem.bodyLocation != BodyLocations.backOrJetpack)
                         *  meshTransform.localPosition = wearableItem.positionOffset;
                         * else
                         *  meshTransform.localPosition = inventory.ContainsPart(kJetpackPartName) ? wearableItem.positionOffsetJetpack : wearableItem.positionOffset;
                         */

                        // Remove colliders
                        colliders = prop.GetComponentsInChildren <Collider>(true);
                        for (int colliderIndex = 0; colliderIndex < colliders.Length; colliderIndex++)
                        {
                            DestroyImmediate(colliders[colliderIndex]);
                        }

                        // Hide the prop for now.
                        prop.SetActive(false);

                        // Add the wearable prop to our list.
                        wearablePartProps[availablePart.name].Add(wearableProp);
                    }
                }
            }
        }