Esempio n. 1
0
        public void Start()
        {
            if (string.IsNullOrEmpty(cameraTransform))
            {
                // Nothing to do if there're no camera transforms.
                return;
            }

            string[] cameraTransformList = cameraTransform.Split('|');

            // I'm sure this and the loop can be done a little differently to
            // make it clearer, but this works.
            string[] fovLimitsList   = (string.IsNullOrEmpty(fovLimits)) ? null : fovLimits.Split('|');
            string[] yawLimitsList   = (string.IsNullOrEmpty(yawLimits)) ? null : yawLimits.Split('|');
            string[] pitchLimitsList = (string.IsNullOrEmpty(pitchLimits)) ? null : pitchLimits.Split('|');
            string[] zoomRateList    = (string.IsNullOrEmpty(zoomRate)) ? null : zoomRate.Split('|');
            string[] yawRateList     = (string.IsNullOrEmpty(yawRate)) ? null : yawRate.Split('|');
            string[] pitchRateList   = (string.IsNullOrEmpty(pitchRate)) ? null : pitchRate.Split('|');

            // cameraTransformList controls the number of cameras instantiated.
            // Every other value has a default, so if it's not specified, we
            // will use that default.
            for (int i = 0; i < cameraTransformList.Length; ++i)
            {
                Vector2 thisFovLimit   = (fovLimitsList != null && i < fovLimitsList.Length) ? (Vector2)ConfigNode.ParseVector2(fovLimitsList[i]) : defaultFovLimits;
                Vector2 thisYawLimit   = (yawLimitsList != null && i < yawLimitsList.Length) ? (Vector2)ConfigNode.ParseVector2(yawLimitsList[i]) : defaultYawLimits;
                Vector2 thisPitchLimit = (pitchLimitsList != null && i < pitchLimitsList.Length) ? (Vector2)ConfigNode.ParseVector2(pitchLimitsList[i]) : defaultPitchLimits;
                float   thisZoomRate   = (zoomRateList != null && i < zoomRateList.Length) ? JUtil.GetFloat(zoomRateList[i]) ?? 0.0f : 0.0f;
                float   thisYawRate    = (yawRateList != null && i < yawRateList.Length) ? JUtil.GetFloat(yawRateList[i]) ?? 0.0f : 0.0f;
                float   thisPitchRate  = (pitchRateList != null && i < pitchRateList.Length) ? JUtil.GetFloat(pitchRateList[i]) ?? 0.0f : 0.0f;

                var camera = new SteerableCameraParameters(cameraTransformList[i],
                                                           thisFovLimit, thisYawLimit, thisPitchLimit,
                                                           thisZoomRate, thisYawRate, thisPitchRate);
                cameras.Add(camera);
            }

            gizmoTexture = JUtil.GetGizmoTexture();

            iconMaterial = new Material(Shader.Find("KSP/Alpha/Unlit Transparent"));

            // MOARdV: The maneuver gizmo texture is white. Unity's DrawTexture
            // expects a (0.5, 0.5, 0.5, 0.5) texture to be neutral for coloring
            // purposes.  Multiplying the desired alpha by 1/2 gets around the
            // gizmo texture's color, and gets correct alpha effects.
            Color32 iconColor = ConfigNode.ParseColor32(targetIconColor);

            iconColor.a       /= 2;
            iconMaterial.color = iconColor;

            homeCrosshairMaterial       = new Material(Shader.Find("KSP/Alpha/Unlit Transparent"));
            homeCrosshairMaterial.color = ConfigNode.ParseColor32(homeCrosshairColor);
        }
Esempio n. 2
0
        public void Start()
        {
            if (HighLogic.LoadedSceneIsEditor)
            {
                return;
            }

            rpmComp = RasterPropMonitorComputer.Instantiate(internalProp, true);

            if (string.IsNullOrEmpty(cameraTransform))
            {
                // Nothing to do if there're no camera transforms.
                return;
            }

            string[] cameraTransformList = cameraTransform.Split('|');

            // I'm sure this and the loop can be done a little differently to
            // make it clearer, but this works.
            string[] fovLimitsList   = (string.IsNullOrEmpty(fovLimits)) ? null : fovLimits.Split('|');
            string[] yawLimitsList   = (string.IsNullOrEmpty(yawLimits)) ? null : yawLimits.Split('|');
            string[] pitchLimitsList = (string.IsNullOrEmpty(pitchLimits)) ? null : pitchLimits.Split('|');
            string[] zoomRateList    = (string.IsNullOrEmpty(zoomRate)) ? null : zoomRate.Split('|');
            string[] yawRateList     = (string.IsNullOrEmpty(yawRate)) ? null : yawRate.Split('|');
            string[] pitchRateList   = (string.IsNullOrEmpty(pitchRate)) ? null : pitchRate.Split('|');

            // cameraTransformList controls the number of cameras instantiated.
            // Every other value has a default, so if it's not specified, we
            // will use that default.
            for (int i = 0; i < cameraTransformList.Length; ++i)
            {
                Vector2 thisFovLimit   = (fovLimitsList != null && i < fovLimitsList.Length) ? (Vector2)ConfigNode.ParseVector2(fovLimitsList[i]) : defaultFovLimits;
                Vector2 thisYawLimit   = (yawLimitsList != null && i < yawLimitsList.Length) ? (Vector2)ConfigNode.ParseVector2(yawLimitsList[i]) : defaultYawLimits;
                Vector2 thisPitchLimit = (pitchLimitsList != null && i < pitchLimitsList.Length) ? (Vector2)ConfigNode.ParseVector2(pitchLimitsList[i]) : defaultPitchLimits;
                float   thisZoomRate   = (zoomRateList != null && i < zoomRateList.Length) ? JUtil.GetFloat(zoomRateList[i]) ?? 0.0f : 0.0f;
                float   thisYawRate    = (yawRateList != null && i < yawRateList.Length) ? JUtil.GetFloat(yawRateList[i]) ?? 0.0f : 0.0f;
                float   thisPitchRate  = (pitchRateList != null && i < pitchRateList.Length) ? JUtil.GetFloat(pitchRateList[i]) ?? 0.0f : 0.0f;

                var thatCamera = new SteerableCameraParameters(cameraTransformList[i],
                                                               thisFovLimit, thisYawLimit, thisPitchLimit,
                                                               thisZoomRate, thisYawRate, thisPitchRate, i + 1);
                cameras.Add(thatCamera);
            }

            gizmoTexture = JUtil.GetGizmoTexture();

            iconMaterial = new Material(Shader.Find("KSP/Alpha/Unlit Transparent"));

            // MOARdV: The maneuver gizmo texture is white. Unity's DrawTexture
            // expects a (0.5, 0.5, 0.5, 0.5) texture to be neutral for coloring
            // purposes.  Multiplying the desired alpha by 1/2 gets around the
            // gizmo texture's color, and gets correct alpha effects.
            Color32 iconColor = ConfigNode.ParseColor32(targetIconColor);

            iconColor.a       /= 2;
            iconMaterial.color = iconColor;

            homeCrosshairMaterial       = new Material(Shader.Find("KSP/Alpha/Unlit Transparent"));
            homeCrosshairMaterial.color = ConfigNode.ParseColor32(homeCrosshairColor);

            if (!string.IsNullOrEmpty(cameraInfoVarName))
            {
                //rpmComp = RasterPropMonitorComputer.Instantiate(internalProp);
                //if (rpmComp.HasPropVar(cameraInfoVarName + "_ID", internalProp.propID))
                //{
                //    currentCamera = rpmComp.GetPropVar(cameraInfoVarName + "_ID", internalProp.propID) - 1;
                //}
                //else
                //{
                //    rpmComp.SetPropVar(cameraInfoVarName + "_ID", internalProp.propID, currentCamera + 1);
                //}
            }

            if (!string.IsNullOrEmpty(cameraEffectShader))
            {
                cameraEffectMaterial = new Material(JUtil.LoadInternalShader(cameraEffectShader));

                if (!string.IsNullOrEmpty(cameraEffectVariables))
                {
                    try
                    {
                        string[] vars = cameraEffectVariables.Split('|');
                        for (int i = 0; i < vars.Length; ++i)
                        {
                            string[] components = vars[i].Split(',');
                            if (components.Length == 2)
                            {
                                ShaderEffectVariable sev = new ShaderEffectVariable();
                                sev.variable = Shader.PropertyToID(components[0].Trim());
                                sev.value    = rpmComp.InstantiateVariableOrNumber(components[1]);
                                ceVariables.Add(sev);
                            }
                        }
                    }
                    catch { }
                }

                if (!string.IsNullOrEmpty(cameraEffectTextures))
                {
                    try
                    {
                        string[] vars = cameraEffectTextures.Split('|');
                        for (int i = 0; i < vars.Length; ++i)
                        {
                            string[] components = vars[i].Split(',');
                            if (components.Length == 2)
                            {
                                Texture tex = GameDatabase.Instance.GetTexture(components[1], false);
                                cameraEffectMaterial.SetTexture(components[0], tex);
                            }
                        }
                    }
                    catch { }
                }
            }

            if (!string.IsNullOrEmpty(cameraPixelSize))
            {
                string[] vars = cameraPixelSize.Split(',');
                if (vars.Length == 2)
                {
                    if (!int.TryParse(vars[0], out rentexWidth) || !int.TryParse(vars[1], out rentexHeight) || rentexHeight < 0 || rentexWidth < 0)
                    {
                        JUtil.LogMessage(this, "Bad image dimensions? {0} and {1}", vars[0], vars[1]);
                        rentexHeight = rentexWidth = 0;
                    }
                    else
                    {
                        JUtil.LogMessage(this, "Setting rentex to {0} x {1}", rentexWidth, rentexHeight);
                    }
                }
            }
        }