Exemplo n.º 1
0
 private void Update()
 {
     if (HighLogic.LoadedScene == GameScenes.LOADING || HighLogic.LoadedScene == GameScenes.MAINMENU)
     {
         List <AvailablePart> parts = PartLoader.LoadedPartsList;
         int i = partLoadedIndex;
         for (; parts != null && i < parts.Count; i++)
         {
             AvailablePart ap = parts[i];
             if (ap.partUrl != null && ap.partUrl != "" && ap.TechRequired != "Unresearcheable")
             {
                 Part part = ap.partPrefab;
                 TextureUnloaderPartModule module = (TextureUnloaderPartModule)part.AddModule(typeof(TextureUnloaderPartModule).Name);
                 MethodInfo mI = typeof(PartModule).GetMethod("Awake", BindingFlags.NonPublic | BindingFlags.Instance);
                 mI.Invoke(module, null);
                 module.Load(moduleNode);
                 module.Unload(true, false);
             }
             else
             {
                 Log(ap.name + " Not unloaded.");
             }
         }
         partLoadedIndex = i;
     }
 }
Exemplo n.º 2
0
        private void Start()
        {
            Assembly assembly = Assembly.GetExecutingAssembly();

            if (HighLogic.LoadedScene == GameScenes.LOADING && !loaded)
            {
                Log("Version: " + assembly.GetName().Version);
                loaded    = true;
                _MainTex  = Shader.PropertyToID("_MainTex");
                _BumpMap  = Shader.PropertyToID("_BumpMap");
                _Emissive = Shader.PropertyToID("_Emissive");

                moduleNode = new ConfigNode("MODULE");
                moduleNode.SetValue("name", typeof(TextureUnloaderPartModule).Name, true);

                Type gdType = typeof(GameDatabase);
                List <DatabaseLoader <GameDatabase.TextureInfo> > textureLoaders =
                    (from fld in gdType.GetFields(BindingFlags.Instance | BindingFlags.NonPublic)
                     where fld.FieldType == typeof(List <DatabaseLoader <GameDatabase.TextureInfo> >)
                     select(List <DatabaseLoader <GameDatabase.TextureInfo> >) fld.GetValue(GameDatabase.Instance)).FirstOrDefault();

                DatabaseLoaderAttrib loaderAttrib = (DatabaseLoaderAttrib)Attribute.GetCustomAttribute(typeof(DatabaseLoaderTexture_DTL), typeof(DatabaseLoaderAttrib));
                foreach (var textureLoader in textureLoaders)
                {
                    if (textureLoader.GetType().Name != "DatabaseLoaderTexture_DTL")
                    {
                        Log("Disabling " + textureLoader.GetType().Name);
                        textureLoader.extensions.RemoveAll(i => loaderAttrib.extensions.Contains(i));
                        Log(textureLoader.GetType().Name + " now has extensions: " + String.Join(", ", textureLoader.extensions.ToArray()));
                    }
                }
            }

            //unload any materials added by mods.
            if (HighLogic.LoadedScene == GameScenes.SPACECENTER && !unloaded)
            {
                foreach (AvailablePart ap in PartLoader.LoadedPartsList)
                {
                    if (ap.partUrl != null && ap.partUrl != "")
                    {
                        Part part = ap.partPrefab;
                        TextureUnloaderPartModule module = (TextureUnloaderPartModule)part.FindModuleImplementing <TextureUnloaderPartModule>();
                        module.Unload(true);
                    }
                }
                unloaded = true;
            }

            System.GC.Collect();
            Resources.UnloadUnusedAssets();
        }
Exemplo n.º 3
0
        private void Start()
        {
            Assembly assembly = Assembly.GetExecutingAssembly();

            if (HighLogic.LoadedScene == GameScenes.LOADING && !loaded)
            {
                Log("Version: " + assembly.GetName().Version);
                loaded    = true;
                _MainTex  = Shader.PropertyToID("_MainTex");
                _BumpMap  = Shader.PropertyToID("_BumpMap");
                _Emissive = Shader.PropertyToID("_Emissive");

                moduleNode = new ConfigNode("MODULE");
                moduleNode.SetValue("name", typeof(TextureUnloaderPartModule).Name, true);

                Type gdType = typeof(GameDatabase);
                List <DatabaseLoader <GameDatabase.TextureInfo> > textureLoaders =
                    (from fld in gdType.GetFields(BindingFlags.Instance | BindingFlags.NonPublic)
                     where fld.FieldType == typeof(List <DatabaseLoader <GameDatabase.TextureInfo> >)
                     select(List <DatabaseLoader <GameDatabase.TextureInfo> >) fld.GetValue(GameDatabase.Instance)).FirstOrDefault();

                DatabaseLoaderTexture_DTL textureLoaderDTL = (DatabaseLoaderTexture_DTL)textureLoaders.First(t => t.GetType() == typeof(DatabaseLoaderTexture_DTL));

                DatabaseLoaderAttrib loaderAttrib = (DatabaseLoaderAttrib)Attribute.GetCustomAttribute(typeof(DatabaseLoaderTexture_DTL), typeof(DatabaseLoaderAttrib));
                foreach (var textureLoader in textureLoaders)
                {
                    if (textureLoader.GetType() != typeof(DatabaseLoaderTexture_DTL))
                    {
                        Log("Disabling " + textureLoader.GetType().Name);
                        textureLoaderDTL.setLoader(textureLoader);
                        textureLoader.extensions.RemoveAll(i => loaderAttrib.extensions.Contains(i));
                        Log(textureLoader.GetType().Name + " now has extensions: " + String.Join(", ", textureLoader.extensions.ToArray()));
                    }
                    else
                    {
                        ((DatabaseLoaderTexture_DTL)textureLoader).fixExtensions(loaderAttrib.extensions.ToList());
                    }
                }


                /*
                 * List<LoadingSystem> list = LoadingScreen.Instance.loaders;
                 *
                 * if (list != null)
                 * {
                 *
                 *  GameObject aGameObject = new GameObject("ModuleManager");
                 *  TexPatchLoader loader = aGameObject.AddComponent<TexPatchLoader>();
                 *  int index = list.FindIndex(l => l.GetType() == typeof(PartLoader));
                 *  list.Insert(index, loader);
                 *  //list.Insert(2, loader);
                 * }
                 */
            }

            //unload any materials added by mods.
            if (HighLogic.LoadedScene == GameScenes.SPACECENTER && !unloaded)
            {
                foreach (AvailablePart ap in PartLoader.LoadedPartsList)
                {
                    Part part = ap.partPrefab;
                    if (part != null)
                    {
                        TextureUnloaderPartModule module = (TextureUnloaderPartModule)part.FindModuleImplementing <TextureUnloaderPartModule>();
                        if (module != null)
                        {
                            module.Unload(true);
                        }
                    }
                }
                unloaded = true;
            }

            System.GC.Collect();
            //Resources.UnloadUnusedAssets();
        }