/// <summary> /// Spawns a new Instance in the Gameworld and registers itself to the Static Database /// </summary> /// <param name="editing"></param> /// <param name="bPreview"></param> internal void SpawnObject(Boolean editing = false, Boolean bPreview = false) { // mangle Squads statics if (model.isSquad) { InstanceUtil.MangleSquadStatic(this); } // Objects spawned at runtime should be active, ones spawned at loading not InstanceUtil.SetActiveRecursively(this, editing); Transform[] gameObjectList = gameObject.GetComponentsInChildren <Transform>(); List <GameObject> rendererList = (from t in gameObjectList where t.gameObject.GetComponent <Renderer>() != null select t.gameObject).ToList(); InstanceUtil.SetLayerRecursively(this, 15); if (bPreview && editing) { this.ToggleAllColliders(false); } this.preview = bPreview; if (editing) { KerbalKonstructs.instance.selectObject(this, true, true, bPreview); } float objvisibleRange = VisibilityRange; if (objvisibleRange < 1) { objvisibleRange = 25000f; } PQSCity.LODRange range = new PQSCity.LODRange { renderers = new GameObject[0], objects = new GameObject[0], visibleRange = objvisibleRange }; pqsCity = gameObject.AddComponent <PQSCity>(); pqsCity.lod = new[] { range }; pqsCity.frameDelta = 10000; //update interval for its own visiblility range checking. unused by KK, so set this to a high value pqsCity.repositionRadial = RadialPosition; //position pqsCity.repositionRadiusOffset = RadiusOffset; //height pqsCity.reorientInitialUp = Orientation; //orientation pqsCity.reorientFinalAngle = RotationAngle; //rotation x axis pqsCity.reorientToSphere = true; //adjust rotations to match the direction of gravity pqsCity.sphere = CelestialBody.pqsController; origScale = pqsCity.transform.localScale; // save the original scale for later use pqsCity.transform.localScale *= ModelScale; pqsCity.order = 100; pqsCity.modEnabled = true; pqsCity.repositionToSphere = true; //enable repositioning gameObject.transform.parent = CelestialBody.pqsController.transform; pqsCity.transform.parent = CelestialBody.pqsController.transform; switch (heighReference) { case HeightReference.Sphere: pqsCity.repositionToSphereSurface = false; //Snap to surface? break; case HeightReference.Terrain: pqsCity.repositionToSphereSurface = true; //Snap to surface? pqsCity.repositionToSphereSurfaceAddHeight = true; pqsCity.repositionToSphere = false; break; default: // we try to descide which one is the best to take string biome = ScienceUtil.GetExperimentBiome(CelestialBody, RefLatitude, RefLongitude); float heightAboveTerrain = SDRescale.GetSurfaceRefereceHeight(this); if ((biome == "Water" || biome == "Shores") && ((Math.Abs(RadiusOffset) < 5) && heightAboveTerrain > 5)) // most likely at ocean surface { Log.Normal("Found a swimming object: " + this.gameObject.name); pqsCity.repositionToSphereSurface = false; //Snap to surface? heighReference = HeightReference.Sphere; } else { { // Log.Normal("found new Radiusffset: " + heightAboveTerrain); RadiusOffset = heightAboveTerrain; pqsCity.repositionToSphereSurface = true; //Snap to surface?# pqsCity.repositionToSphereSurfaceAddHeight = true; pqsCity.repositionRadiusOffset = heightAboveTerrain; pqsCity.repositionToSphere = false; heighReference = HeightReference.Terrain; } } break; } //pqsCity.lat = RefLatitude ; //pqsCity.lon = RefLongitude; pqsCity.alt = RadiusOffset; pqsCity.ResetCelestialBody(); pqsCity.OnSetup(); pqsCity.Orientate(); //PQSCity2.LodObject lodObject = new PQSCity2.LodObject(); //lodObject.visibleRange = VisibilityRange; //lodObject.objects = new GameObject[] { }; //pqsCity2 = gameObject.AddComponent<PQSCity2>(); //pqsCity2.objects = new[] { lodObject }; //pqsCity2.objectName = ""; //pqsCity2.lat = RefLatitude; //pqsCity2.lon = RefLongitude; //pqsCity2.alt = RadiusOffset; //pqsCity2.up = Orientation; //pqsCity2.rotation = RotationAngle; //pqsCity2.sphere = CelestialBody.pqsController; //pqsCity2.OnSetup(); //pqsCity2.Orientate(); foreach (StaticModule module in model.modules) { Type moduleType = AssemblyLoader.loadedAssemblies.SelectMany(asm => asm.assembly.GetTypes()).FirstOrDefault(t => t.Namespace == module.moduleNamespace && t.Name == module.moduleClassname); StaticModule mod = gameObject.AddComponent(moduleType) as StaticModule; if (mod != null) { mod.staticInstance = this; foreach (string fieldName in module.moduleFields.Keys) { FieldInfo field = mod.GetType().GetField(fieldName); if (field != null) { field.SetValue(mod, Convert.ChangeType(module.moduleFields[fieldName], field.FieldType)); } else { Log.UserWarning("Field " + fieldName + " does not exist in " + module.moduleClassname); } } } else { Log.UserError("Module " + module.moduleClassname + " could not be loaded in " + gameObject.name); } } foreach (GameObject gorenderer in rendererList) { gorenderer.GetComponent <Renderer>().enabled = true; } StaticDatabase.AddStatic(this); // Add them to the bodys objectlist, so they show up as anomalies // After we got a new Name from StaticDatabase.AddStatic() if (isScanable) { Log.Normal("Added " + gameObject.name + " to scanable Objects"); var pqsObjectList = CelestialBody.pqsSurfaceObjects.ToList(); pqsObjectList.Add(pqsCity as PQSSurfaceObject); CelestialBody.pqsSurfaceObjects = pqsObjectList.ToArray(); } }
private void LegacySpawnInstance() { float objvisibleRange = VisibilityRange; if (objvisibleRange < 1) { objvisibleRange = KerbalKonstructs.localGroupRange; } pqsCity = gameObject.AddComponent <PQSCity>(); PQSCity.LODRange range = new PQSCity.LODRange { renderers = new GameObject[0], objects = new GameObject[0], visibleRange = objvisibleRange }; pqsCity.lod = new[] { range }; pqsCity.frameDelta = 10000; //update interval for its own visiblility range checking. unused by KK, so set this to a high value pqsCity.repositionRadial = RadialPosition; //position pqsCity.repositionRadiusOffset = RadiusOffset; //height pqsCity.reorientInitialUp = Orientation; //orientation pqsCity.reorientFinalAngle = RotationAngle; //rotation x axis pqsCity.reorientToSphere = true; //adjust rotations to match the direction of gravity gameObject.transform.parent = CelestialBody.pqsController.transform; pqsCity.sphere = CelestialBody.pqsController; pqsCity.order = 100; pqsCity.modEnabled = true; pqsCity.repositionToSphere = true; //enable repositioning switch (heighReference) { case HeightReference.Sphere: pqsCity.repositionToSphereSurface = false; //Snap to surface? break; case HeightReference.Terrain: pqsCity.repositionToSphereSurface = true; //Snap to surface? pqsCity.repositionToSphereSurfaceAddHeight = true; pqsCity.repositionToSphere = false; break; default: // we try to descide which one is the best to take string biome = ScienceUtil.GetExperimentBiome(CelestialBody, RefLatitude, RefLongitude); float heightAboveTerrain = SDRescale.GetSurfaceRefereceHeight(this); if ((biome == "Water" || biome == "Shores") && ((Math.Abs(RadiusOffset) < 5) && heightAboveTerrain > 5)) // most likely at ocean surface { Log.Normal("Found a swimming object: " + this.gameObject.name); pqsCity.repositionToSphereSurface = false; //Snap to surface? heighReference = HeightReference.Sphere; } else { { // Log.Normal("found new Radiusffset: " + heightAboveTerrain); RadiusOffset = heightAboveTerrain; pqsCity.repositionToSphereSurface = true; //Snap to surface?# pqsCity.repositionToSphereSurfaceAddHeight = true; pqsCity.repositionRadiusOffset = heightAboveTerrain; pqsCity.repositionToSphere = false; heighReference = HeightReference.Terrain; } } break; } pqsCity.OnSetup(); pqsCity.Orientate(); KerbalKonstructs.convertLegacyConfigs = true; }