예제 #1
0
        //Technically we could disable scatterer oceans and re-enable stock oceans without restarting the game if we wanted
        //but once started the stock ocean "pollutes" the scene with gameObjects that remain and lower our performance even
        //if we disable the stock ocean again, so we'll just require users to restart the game and have better performance
        public static void restoreOceansIfNeeded()
        {
            FakeOceanPQS[] fakes = (FakeOceanPQS[])FakeOceanPQS.FindObjectsOfType(typeof(FakeOceanPQS));

            foreach (FakeOceanPQS fake in fakes)
            {
                fake.Remove();
            }
        }
예제 #2
0
        public static void removeStockOceans()
        {
            Material invisibleOceanMaterial = new Material(ShaderReplacer.Instance.LoadedShaders[("Scatterer/invisible")]);

            FakeOceanPQS[] fakes = (FakeOceanPQS[])FakeOceanPQS.FindObjectsOfType(typeof(FakeOceanPQS));

            // if we haven't already added ocean disablers
            if (fakes.Length == 0)
            {
                foreach (ScattererCelestialBody sctBody in Scatterer.Instance.planetsConfigsReader.scattererCelestialBodies)
                {
                    if (sctBody.hasOcean)
                    {
                        bool removed = false;
                        var  celBody = Scatterer.Instance.scattererCelestialBodiesManager.CelestialBodies.SingleOrDefault(_cb => _cb.bodyName == sctBody.celestialBodyName);
                        if (celBody == null)
                        {
                            celBody = Scatterer.Instance.scattererCelestialBodiesManager.CelestialBodies.SingleOrDefault(_cb => _cb.bodyName == sctBody.transformName);
                        }

                        if (celBody != null)
                        {
                            PQS pqs = celBody.pqsController;
                            if ((pqs != null) && (pqs.ChildSpheres != null) && (pqs.ChildSpheres.Count() != 0))
                            {
                                PQS ocean = pqs.ChildSpheres [0];
                                if (ocean != null)
                                {
                                    //Add the material to hide it in the first few frames when switching back from map mode, and also just in case
                                    ocean.surfaceMaterial = invisibleOceanMaterial;
                                    ocean.surfaceMaterial.SetOverrideTag("IgnoreProjector", "True");
                                    ocean.surfaceMaterial.SetOverrideTag("ForceNoShadowCasting", "True");

                                    GameObject   go        = new GameObject();
                                    FakeOceanPQS fakeOcean = go.AddComponent <FakeOceanPQS> ();
                                    fakeOcean.Apply(ocean);

                                    removed = true;
                                }
                            }
                        }
                        if (!removed)
                        {
                            Utils.LogDebug("Couldn't remove stock ocean for " + sctBody.celestialBodyName);
                        }
                    }
                }
                Utils.LogDebug("Removed stock oceans");
            }
            else
            {
                Utils.LogDebug("Stock oceans already removed");
            }
        }