Esempio n. 1
0
        public void ResetModel()
        {
            if (lengthWidth)
            {
                return;
            }

            currentDiameter = coreModule.definition.diameter;
            currentVScale   = 0;

            this.ROLupdateUIFloatEditControl(nameof(currentDiameter), minDiameter, maxDiameter, diameterLargeStep, diameterSmallStep, diameterSlideStep, true, currentDiameter);
            this.ROLupdateUIFloatEditControl(nameof(currentVScale), -1, 1, 0.25f, 0.05f, 0.001f, true, currentVScale);

            updateModulePositions();
            updateAttachNodes(true);
            updateAvailableVariants();
            updateDragCubes();

            if (scaleMass)
            {
                updateMass();
            }
            if (scaleCost)
            {
                updateCost();
            }
            ROLStockInterop.updatePartHighlighting(part);
            UpdateTankVolume(lengthWidth);
        }
Esempio n. 2
0
 /// <summary>
 /// Updates part highlight renderer list, sends message to ModuleROTFlagDecal to update its renderer,
 ///  sends message to FAR to update voxels, or if createDefaultCube==true will re-render the 'default' stock drag cube for the part<para/>
 /// Should be called anytime the model geometry in a part is changed -- either models added/deleted, procedural meshes updated.  Other methods exist for pure drag-cube updating in ROLStockInterop.
 /// </summary>
 /// <param name="part"></param>
 /// <param name="createDefaultCube"></param>
 public static void onPartGeometryUpdate(Part part, bool createDefaultCube)
 {
     if (!HighLogic.LoadedSceneIsEditor && !HighLogic.LoadedSceneIsFlight)
     {
         return;
     }                                                                                //noop on prefabs
     //MonoBehaviour.print(System.Environment.StackTrace);
     ROLStockInterop.updatePartHighlighting(part);
     part.airlock = locateAirlock(part);
     partGeometryUpdate(part);
     if (isFARInstalled())
     {
         ROLStockInterop.addFarUpdatePart(part);
         //FARdebug(part);
         //part.SendMessage("GeometryPartModuleRebuildMeshData");
     }
     else if (createDefaultCube && (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight))
     {
         ROLStockInterop.addDragUpdatePart(part);
     }
     if (HighLogic.LoadedSceneIsEditor && part.parent == null && part != EditorLogic.RootPart) //likely the part under the cursor; this fixes problems with modular parts not wanting to attach to stuff
     {
         part.gameObject.SetLayerRecursive(1, 2097152);                                        //1<<21 = Part Triggers get skipped by the relayering (hatches, ladders, ??)
     }
 }
Esempio n. 3
0
        /// <summary>
        /// Initialization method.  Sets up model modules, loads their configs from the input config node.  Does all initial linking of part-modules.<para/>
        /// Does NOT set up their UI interaction -- that is all handled during OnStart()
        /// </summary>
        private void Initialize()
        {
            if (initialized)
            {
                return;
            }
            ROLLog.debug($"{modName}: Initialize Starting");
            initialized = true;

            prevLength = panelLength;
            prevWidth  = panelWidth;
            prevScale  = panelScale;

            ROLLog.debug($"{modName}: Initialize() parseCSV");
            coreNodeNames = ROLUtils.parseCSV(coreManagedNodes);

            ROLLog.debug($"{modName}: Initialize() Model-Module Initialization");
            // Model-Module Setup / Initialization
            ConfigNode node = ROLConfigNodeUtils.parseConfigNode(configNodeData);

            ROLLog.debug($"{modName}: Initialize() Core Model Nodes");
            // List of CORE model nodes from config
            // each one may contain multiple 'model=modelDefinitionName' entries
            // but must contain no more than a single 'variant' entry.
            // If no variant is specified, they are added to the 'Default' variant.
            ConfigNode[] coreDefNodes = node.GetNodes("CORE");

            ROLLog.debug($"{modName}: Initialize() MDLO");
            List <ModelDefinitionLayoutOptions> coreDefList = new List <ModelDefinitionLayoutOptions>();
            int coreDefLen = coreDefNodes.Length;

            for (int i = 0; i < coreDefLen; i++)
            {
                string variantName = coreDefNodes[i].ROLGetStringValue("variant", "Default");
                coreDefs = ROLModelData.getModelDefinitionLayouts(coreDefNodes[i].ROLGetStringValues("model"));
                coreDefList.AddUniqueRange(coreDefs);
                ModelDefinitionVariantSet mdvs = getVariantSet(variantName);
                mdvs.addModels(coreDefs);
            }
            coreDefs = coreDefList.ToArray();

            coreModule      = new ROLModelModule <ModuleROSolar>(part, this, getRootTransform("ModuleROSolar-CORE"), ModelOrientation.CENTRAL, nameof(currentCore), null, null, null);
            coreModule.name = "ModuleROSolar-Core";
            coreModule.getSymmetryModule = m => m.coreModule;
            coreModule.getValidOptions   = () => getVariantSet(currentVariant).definitions;

            coreModule.setupModelList(coreDefs);
            coreModule.setupModel();

            if (GameDatabase.Instance.GetConfigNode("ROSolar/TechLimits/ROSOLAR_CONFIG") is ConfigNode ROSconfig)
            {
                SolarTechLimit.Init(ROSconfig);
            }

            stl = SolarTechLimit.GetTechLevel(techLevel);

            UpdateModulePositions();
            UpdateAttachNodes(false);
            UpdateAvailableVariants();
            UpdateMassAndCost();
            RecalculateStats();
            ROLStockInterop.updatePartHighlighting(part);
        }
Esempio n. 4
0
        /// <summary>
        /// Initialization method.  Sets up model modules, loads their configs from the input config node.  Does all initial linking of part-modules.<para/>
        /// Does NOT set up their UI interaction -- that is all handled during OnStart()
        /// </summary>
        private void initialize()
        {
            if (initialized)
            {
                return;
            }
            initialized = true;

            prevDiameter = currentDiameter;
            if (lengthWidth)
            {
                prevLength = currentLength;
            }

            noseNodeNames  = ROLUtils.parseCSV(noseManagedNodes);
            coreNodeNames  = ROLUtils.parseCSV(coreManagedNodes);
            mountNodeNames = ROLUtils.parseCSV(mountManagedNodes);

            //model-module setup/initialization
            ConfigNode node = ROLConfigNodeUtils.parseConfigNode(configNodeData);

            //list of CORE model nodes from config
            //each one may contain multiple 'model=modelDefinitionName' entries
            //but must contain no more than a single 'variant' entry.
            //if no variant is specified, they are added to the 'Default' variant.
            ConfigNode[] coreDefNodes = node.GetNodes("CORE");

            List <ModelDefinitionLayoutOptions> coreDefList = new List <ModelDefinitionLayoutOptions>();
            int coreDefLen = coreDefNodes.Length;

            for (int i = 0; i < coreDefLen; i++)
            {
                string variantName = coreDefNodes[i].ROLGetStringValue("variant", "Default");
                coreDefs = ROLModelData.getModelDefinitionLayouts(coreDefNodes[i].ROLGetStringValues("model"));
                coreDefList.AddUniqueRange(coreDefs);
                ModelDefinitionVariantSet mdvs = getVariantSet(variantName);
                mdvs.addModels(coreDefs);
            }
            coreDefs = coreDefList.ToArray();

            //model defs - brought here so we can capture the array rather than the config node+method call
            noseDefs  = ROLModelData.getModelDefinitions(node.GetNodes("NOSE"));
            mountDefs = ROLModelData.getModelDefinitions(node.GetNodes("MOUNT"));

            noseModule      = new ROLModelModule <ModuleROTank>(part, this, getRootTransform("ModularPart-NOSE"), ModelOrientation.TOP, nameof(currentNose), null, nameof(currentNoseTexture), nameof(noseModulePersistentData));
            noseModule.name = "ModuleROTank-Nose";
            noseModule.getSymmetryModule = m => m.noseModule;
            noseModule.getValidOptions   = () => noseDefs;

            coreModule      = new ROLModelModule <ModuleROTank>(part, this, getRootTransform("ModularPart-CORE"), ModelOrientation.CENTRAL, nameof(currentCore), null, nameof(currentCoreTexture), nameof(coreModulePersistentData));
            coreModule.name = "ModuleROTank-Core";
            coreModule.getSymmetryModule = m => m.coreModule;
            coreModule.getValidOptions   = () => getVariantSet(currentVariant).definitions;

            mountModule      = new ROLModelModule <ModuleROTank>(part, this, getRootTransform("ModularPart-MOUNT"), ModelOrientation.BOTTOM, nameof(currentMount), null, nameof(currentMountTexture), nameof(mountModulePersistentData));
            mountModule.name = "ModuleROTank-Mount";
            mountModule.getSymmetryModule = m => m.mountModule;
            mountModule.getValidOptions   = () => mountDefs;

            noseModule.volumeScalar  = volumeScalingPower;
            coreModule.volumeScalar  = volumeScalingPower;
            mountModule.volumeScalar = volumeScalingPower;

            //set up the model lists and load the currently selected model
            noseModule.setupModelList(noseDefs);
            coreModule.setupModelList(coreDefs);
            mountModule.setupModelList(mountDefs);
            coreModule.setupModel();
            noseModule.setupModel();
            mountModule.setupModel();

            updateModulePositions();
            updateDimensions();
            updateAttachNodes(false);
            updateAvailableVariants();
            if (scaleMass)
            {
                updateMass();
            }
            if (scaleCost)
            {
                updateCost();
            }
            ROLStockInterop.updatePartHighlighting(part);
            UpdateTankVolume(lengthWidth);
        }