public static void Add(CelestialBody body, AeroFXState reentry, AeroFXState mach)
 {
     if (reentry != null)
     {
         newReentryStates.Add(body, reentry);
     }
     if (mach != null)
     {
         newMachStates.Add(body, mach);
     }
 }
Esempio n. 2
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            void Awake()
            {
                aeroFX = Resources.FindObjectsOfTypeAll <AerodynamicsFX>()[0];
                GameEvents.onDominantBodyChange.Add(OnDominantBodyChange);

                // Check if we already stored the default values
                if (ReentryHeat == null)
                {
                    ReentryHeat = aeroFX.ReentryHeat;
                }
                if (Condensation == null)
                {
                    Condensation = aeroFX.Condensation;
                }
            }
 //debug
 public void DumpAeroFXState(AeroFXState state, string name)
 {
     Utils.Log("Dumping AeroFXState: " + name);
     DumpMinMax(state.airspeedNoisePitch, "airSpeedNoisePitch");
     DumpMinMax(state.airspeedNoiseVolume, "airSpeedNoiseVolume");
     DumpMinMax(state.color, "color");
     DumpMinMax(state.edgeFade, "edgeFade");
     DumpMinMax(state.falloff1, "falloff1");
     DumpMinMax(state.falloff2, "falloff2");
     DumpMinMax(state.falloff3, "falloff3");
     DumpMinMax(state.intensity, "intensity");
     DumpMinMax(state.length, "length");
     DumpMinMax(state.lightPower, "lightPower");
     DumpMinMax(state.wobble, "wobble");
     Utils.Log("Dump finished");
 }
                private static AeroFXState CondensationDefault()
                {
                    AeroFXState fx = new AeroFXState();

                    fx.airspeedNoisePitch = new MinMaxFloat {
                        min = 0.3f, max = 1f
                    };
                    fx.airspeedNoiseVolume = new MinMaxFloat {
                        min = 0, max = 0.5f
                    };
                    fx.color = new MinMaxColor
                    {
                        min = new Color(0.22f, 0.22f, 0.22f, 0f),
                        max = new Color(0.22f, 0.22f, 0.22f, 1f)
                    };
                    fx.edgeFade = new MinMaxFloat {
                        min = 0, max = 0
                    };
                    fx.falloff1 = new MinMaxFloat {
                        min = 0.9f, max = 0.9f
                    };
                    fx.falloff2 = new MinMaxFloat {
                        min = -0.6f, max = -0.6f
                    };
                    fx.falloff3 = new MinMaxFloat {
                        min = 0.5f, max = 0.5f
                    };
                    fx.intensity = new MinMaxFloat {
                        min = 0, max = 0.11f
                    };
                    fx.length = new MinMaxFloat {
                        min = 2, max = 3.5f
                    };
                    fx.lightPower = new MinMaxFloat {
                        min = 0f, max = 0f
                    };
                    fx.wobble = new MinMaxFloat {
                        min = 0, max = -0.2f
                    };
                    return(fx);
                }
                private static AeroFXState ReentryDefault()
                {
                    AeroFXState fx = new AeroFXState();

                    fx.airspeedNoisePitch = new MinMaxFloat {
                        min = 0.5f, max = 2f
                    };
                    fx.airspeedNoiseVolume = new MinMaxFloat {
                        min = 0, max = 1
                    };
                    fx.color = new MinMaxColor
                    {
                        min = new Color(1, 0.294f, 0.114f, 0f),
                        max = new Color(1f, 0.294f, 0.114f, 1f)
                    };
                    fx.edgeFade = new MinMaxFloat {
                        min = 0, max = 0.3f
                    };
                    fx.falloff1 = new MinMaxFloat {
                        min = 0.9f, max = 0.9f
                    };
                    fx.falloff2 = new MinMaxFloat {
                        min = 1, max = 1
                    };
                    fx.falloff3 = new MinMaxFloat {
                        min = 2, max = 1
                    };
                    fx.intensity = new MinMaxFloat {
                        min = 0, max = 0.11f
                    };
                    fx.length = new MinMaxFloat {
                        min = 5, max = 15
                    };
                    fx.lightPower = new MinMaxFloat {
                        min = -3, max = 8
                    };
                    fx.wobble = new MinMaxFloat {
                        min = 1, max = 1
                    };
                    return(fx);
                }
        public static AeroFXState GetNewMachEffect()
        {
            var fx = new AeroFXState();

            //set to default values, gotten from the DumpAeroFXState() method below
            fx.airspeedNoisePitch  = MinMaxFloat(0.3f, 1f);
            fx.airspeedNoiseVolume = MinMaxFloat(0, 0.5f);
            //same as reentry: same color, but min's alpha is zero
            fx.color     = MinMaxColor(new Color(0.22f, 0.22f, 0.22f, 0f), new Color(0.22f, 0.22f, 0.22f, 1f));
            fx.edgeFade  = MinMaxFloat(0, 0);
            fx.falloff1  = MinMaxFloat(0.9f, 0.9f);
            fx.falloff2  = MinMaxFloat(0.6f, 0.6f);
            fx.falloff3  = MinMaxFloat(0.5f, 0.5f);
            fx.intensity = MinMaxFloat(0, 0.11f);
            //tail length
            fx.length     = MinMaxFloat(2, 3.5f);
            fx.lightPower = MinMaxFloat(0f, 0f);
            fx.wobble     = MinMaxFloat(0, 0.2f);

            return(fx);
        }
        void Awake()
        {
            if (!NewKerbolConfig.ModEnabled)
            {
                DestroyImmediate(this);
                return;
            }

            aeroFX = aeroFX = Resources.FindObjectsOfTypeAll <AerodynamicsFX> ()[0];

            if (defaultReentryState == null)
            {
                defaultReentryState = aeroFX.ReentryHeat;
            }
            if (defaultMachState == null)
            {
                defaultMachState = aeroFX.Condensation;
            }

            //DumpAeroFXState (defaultReentryState, "Reentry");
            //DumpAeroFXState (defaultMachState, "Mach");

            GameEvents.onDominantBodyChange.Add(OnDominantBodyChange);
        }