Наследование: UnityEngine.MonoBehaviour
Пример #1
0
 private void initialize()
 {
     if (rendersToRemove != null && rendersToRemove.Length > 0)
     {
         SSTUUtils.removeTransforms(part, SSTUUtils.parseCSV(rendersToRemove));
     }
     loadFairingData(SSTUStockInterop.getPartModuleConfig(part, this));
     if (externalUpdateData != null)
     {
         updateFromExternalData(externalUpdateData);
     }
     updateEditorFields(false); //update cached editor gui field values for diameter, sections, etc.
     buildFairing();            //construct fairing from cached/persistent/default data
     needsStatusUpdate = true;
     if (textureSets != null)
     {
         if (textureSets.Length <= 1)//only a single, (or no) texture set selected/avaialable
         {
             Events["nextTextureEvent"].active = false;
         }
         if (textureSets.Length > 0 && String.IsNullOrEmpty(currentTextureSet))
         {
             TextureSet s = textureSets[0];
             currentTextureSet = textureSets[0].setName;
         }
     }
 }
Пример #2
0
        public override void OnStart(StartState state)
        {
            base.OnStart(state);
            initialize();
            float max = techLimitMaxDiameter < maxTankDiameter ? techLimitMaxDiameter : maxTankDiameter;

            string[] names = SSTUUtils.getNames(mainTankModules, m => m.name);
            this.updateUIChooseOptionControl("currentTankType", names, names, true, currentTankType);
            this.updateUIFloatEditControl("currentTankDiameter", minTankDiameter, max, tankDiameterIncrement * 2, tankDiameterIncrement, tankDiameterIncrement * 0.05f, true, currentTankDiameter);
            updateAvailableVariants();
            updateUIScaleControls();
            Fields["currentTankDiameter"].uiControlEditor.onFieldChanged      = tankDiameterUpdated;
            Fields["currentTankVerticalScale"].uiControlEditor.onFieldChanged = tankHeightScaleUpdated;
            Fields["currentTankType"].uiControlEditor.onFieldChanged          = tankTypeUpdated;
            Fields["currentNoseType"].uiControlEditor.onFieldChanged          = noseTypeUpdated;
            Fields["currentMountType"].uiControlEditor.onFieldChanged         = mountTypeUpdated;

            Fields["currentNoseTexture"].uiControlEditor.onFieldChanged  = onNoseTextureUpdated;
            Fields["currentTankTexture"].uiControlEditor.onFieldChanged  = onTankTextureUpdated;
            Fields["currentMountTexture"].uiControlEditor.onFieldChanged = onMountTextureUpdated;

            Fields["currentTankType"].guiActiveEditor  = mainTankModules.Length > 1;
            Fields["currentNoseType"].guiActiveEditor  = noseModules.Length > 1;
            Fields["currentMountType"].guiActiveEditor = mountModules.Length > 1;

            SSTUStockInterop.fireEditorUpdate();
            SSTUModInterop.onPartGeometryUpdate(part, true);
            if (HighLogic.LoadedSceneIsEditor)
            {
                GameEvents.onEditorShipModified.Add(new EventData <ShipConstruct> .OnEvent(onEditorVesselModified));
            }
        }
Пример #3
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 public void LateUpdate()
 {
     //MonoBehaviour.print("Checking late update1: " + needsStatusUpdate + " :: " + needsRebuilt);
     if (externalUpdateData != null)
     {
         updateFromExternalData(externalUpdateData);
     }
     //MonoBehaviour.print("Checking late update2: " + needsStatusUpdate + " :: " + needsRebuilt);
     if (needsStatusUpdate)
     {
         updateFairingStatus();
     }
     //MonoBehaviour.print("Checking late update3: " + needsStatusUpdate + " :: " + needsRebuilt);
     if (needsRebuilt)
     {
         rebuildFairing();
         updatePersistentDataString();
         SSTUStockInterop.fireEditorUpdate();
         needsGuiUpdate = true;
         needsRebuilt   = false;
     }
     if (needsGuiUpdate)
     {
         updateGuiState();
         needsGuiUpdate = false;
     }
     if (HighLogic.LoadedSceneIsEditor && fairingParts != null)
     {
         updateOpacity();
     }
 }
Пример #4
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        private void initialize()
        {
            meshes = part.transform.FindChildren(decalMeshName);
            ConfigNode node = SSTUStockInterop.getPartModuleConfig(part, this);

            ConfigNode[] decalNodes = node.GetNodes("DECAL");
            int          len        = decalNodes.Length;

            possibleDecals = new SSTUDecal[len];
            for (int i = 0; i < len; i++)
            {
                possibleDecals[i] = new SSTUDecal(decalNodes[i]);
            }
            SSTUDecal currentDecalObj = Array.Find(possibleDecals, m => m.name == currentDecal);

            if (currentDecalObj == null && len > 0)
            {
                currentDecalObj = possibleDecals[0];
                currentDecal    = currentDecalObj.name;
            }
            else if (currentDecalObj == null)
            {
                MonoBehaviour.print("ERROR: NO decals found to load for part: " + part.name);
            }
            foreach (Transform mesh in meshes)
            {
                currentDecalObj.enable(mesh);
            }
        }
Пример #5
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        public override void OnStart(StartState state)
        {
            base.OnStart(state);
            mpf = part.GetComponent <ModuleProceduralFairing>();
            ConfigNode node = SSTUStockInterop.getPartModuleConfig(part, this);

            textureSets = TextureSet.loadTextureSets(node.GetNodes("TEXTURESET"));
            int len = textureSets.Length;

            string[] textureSetNames = new string[len];
            for (int i = 0; i < len; i++)
            {
                textureSetNames[i] = textureSets[i].setName;
            }
            this.updateUIChooseOptionControl("currentTextureSet", textureSetNames, textureSetNames, true, currentTextureSet);
            techLimitMaxDiameter = SSTUStockInterop.getTechLimit(techLimitSet);
            if (currentDiameter > techLimitMaxDiameter)
            {
                currentDiameter = techLimitMaxDiameter;
            }
            updateModelScale();
            updateTexture(currentTextureSet);
            updateNodePositions(false);
            float max = techLimitMaxDiameter < maxDiameter ? techLimitMaxDiameter : maxDiameter;

            this.updateUIFloatEditControl("currentDiameter", minDiameter, max, diameterIncrement * 2f, diameterIncrement, diameterIncrement * 0.05f, true, currentDiameter);
            Fields["currentDiameter"].uiControlEditor.onFieldChanged   = onDiameterUpdated;
            Fields["currentTextureSet"].uiControlEditor.onFieldChanged = onTextureUpdated;
            Fields["currentTextureSet"].guiActiveEditor = textureSets.Length > 1;
            updateEditorFields();
        }
Пример #6
0
        public void setContainerPercents(float[] percents, float totalVolume)
        {
            int len = containers.Length;

            if (len != percents.Length)
            {
                throw new IndexOutOfRangeException("Input container percents length does not match containers length: " + percents.Length + " : " + len);
            }
            float total = 0;

            for (int i = 0; i < len - 1; i++)
            {
                total += percents[i];
                containers[i].setContainerPercent(percents[i]);
            }
            if (total > 1)
            {
                throw new InvalidOperationException("Input percents total > 1");
            }
            containers[len - 1].setContainerPercent(1.0f - total);
            volume = totalVolume;
            updateContainerVolumes();
            updateMassAndCost();
            updateTankResources();
            updateFuelSelections();
            updatePersistentData();
            SSTUStockInterop.fireEditorUpdate();
        }
Пример #7
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 private void setDiameterFromEditor(float newDiameter, bool updateSymmetry)
 {
     if (newDiameter > maxDiameter)
     {
         newDiameter = maxDiameter;
     }
     if (newDiameter < minDiameter)
     {
         newDiameter = minDiameter;
     }
     currentDiameter = newDiameter;
     updateModelScale();
     updateDragCubes();
     updatePartCost();
     updatePartMass();
     if (updateSymmetry)
     {
         if (updateSymmetry)
         {
             foreach (Part p in part.symmetryCounterparts)
             {
                 p.GetComponent <SSTUWeldingDockingPort>().setDiameterFromEditor(newDiameter, false);
             }
         }
         SSTUStockInterop.fireEditorUpdate();
     }
 }
Пример #8
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        private void buildFairing()
        {
            fairingBase.clearProfile();

            UVMap uvs = UVMap.GetUVMapGlobal(uvMap);

            fairingBase.outsideUV = uvs.getArea("outside");
            fairingBase.insideUV  = uvs.getArea("inside");
            fairingBase.edgesUV   = uvs.getArea("edges");

            float halfHeight = currentHeight * 0.5f;

            fairingBase.addRing(-halfHeight, currentBottomDiameter * 0.5f);
            if (currentTopDiameter != currentBottomDiameter)
            {
                fairingBase.addRing(-halfHeight + currentTaperHeight, currentBottomDiameter * 0.5f);
            }
            if (currentHeight != currentTaperHeight || currentTopDiameter == currentBottomDiameter)
            {
                fairingBase.addRing(halfHeight, currentTopDiameter * 0.5f);
            }
            fairingBase.generateColliders = this.generateColliders;
            fairingBase.generateFairing();
            fairingBase.setMaterial(fairingMaterial);
            fairingBase.setOpacity(HighLogic.LoadedSceneIsEditor && editorTransparency ? 0.25f : 1.0f);

            updateEnginePositionAndScale();
            SSTUModInterop.onPartGeometryUpdate(part, true);
            SSTUStockInterop.fireEditorUpdate();
        }
Пример #9
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 /// <summary>
 /// Updates part highlight renderer list, sends message to SSTUFlagDecal 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 SSTUStockInterop.
 /// </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);
     SSTUStockInterop.updatePartHighlighting(part);
     part.airlock = locateAirlock(part);
     partGeometryUpdate(part);
     if (isFARInstalled())
     {
         SSTUStockInterop.addFarUpdatePart(part);
         //FARdebug(part);
         //part.SendMessage("GeometryPartModuleRebuildMeshData");
     }
     else if (createDefaultCube && (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight))
     {
         SSTUStockInterop.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, ??)
     }
 }
Пример #10
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        protected virtual void setMainTankModuleFromEditor(String newMainTank, bool updateSymmetry)
        {
            TankModelData newModule = Array.Find(mainTankModules, m => m.name == newMainTank);

            currentMainTankModule.destroyCurrentModel();
            currentMainTankModule = newModule;
            currentMainTankModule.setupModel(getTankRootTransform(false), ModelOrientation.CENTRAL);
            currentTankType = newModule.name;
            if (!currentMainTankModule.isValidTextureSet(currentTankTexture))
            {
                currentTankTexture = currentMainTankModule.getDefaultTextureSet();
            }
            currentMainTankModule.enableTextureSet(currentTankTexture);
            currentMainTankModule.updateTextureUIControl(this, "currentTankTexture", currentTankTexture);
            updateUIScaleControls();
            updateEditorStats(true);
            lastSelectedVariant = currentMainTankModule.variantName;
            if (updateSymmetry)
            {
                foreach (Part p in part.symmetryCounterparts)
                {
                    p.GetComponent <SSTUModularFuelTank>().setMainTankModuleFromEditor(newMainTank, false);
                }
            }
            SSTUStockInterop.fireEditorUpdate();
            SSTUModInterop.onPartGeometryUpdate(part, true);
        }
        private void loadConfigData()
        {
            ConfigNode node = SSTUStockInterop.getPartModuleConfig(part, this);

            ConfigNode[] textureNodes = node.GetNodes("TEXTURESET");
            int          len          = textureNodes.Length;

            textureSetData = new TextureSet[len];
            for (int i = 0; i < len; i++)
            {
                textureSetData[i] = new TextureSet(textureNodes[i]);
            }
            currentTextureSetData = Array.Find(textureSetData, m => m.setName == currentTextureSet);
            if (currentTextureSetData == null)
            {
                currentTextureSetData = textureSetData[0];
                currentTextureSet     = currentTextureSetData.setName;
            }
            string[] textureSetNames = new string[len];
            for (int i = 0; i < len; i++)
            {
                textureSetNames[i] = textureSetData[i].setName;
            }
            this.updateUIChooseOptionControl("currentTextureSet", textureSetNames, textureSetNames, true, currentTextureSet);

            techLimitMaxDiameter = SSTUStockInterop.getTechLimit(techLimitSet);
            if (diameter > techLimitMaxDiameter)
            {
                diameter = techLimitMaxDiameter;
            }
        }
Пример #12
0
        protected virtual void setMountModuleFromEditor(String newMountType, bool updateSymmetry)
        {
            MountModelData newModule = Array.Find(mountModules, m => m.name == newMountType);

            currentMountModule.destroyCurrentModel();
            currentMountModule = newModule;
            newModule.setupModel(part, getMountRootTransform(false), ModelOrientation.BOTTOM);
            currentMountType = newModule.name;
            if (!currentMountModule.isValidTextureSet(currentMountTexture))
            {
                currentMountTexture = currentMountModule.getDefaultTextureSet();
            }
            currentMountModule.enableTextureSet(currentMountTexture);
            currentMountModule.updateTextureUIControl(this, "currentMountTexture", currentMountTexture);
            updateEditorStats(true);

            if (updateSymmetry)
            {
                foreach (Part p in part.symmetryCounterparts)
                {
                    p.GetComponent <SSTUModularFuelTank>().setMountModuleFromEditor(newMountType, false);
                }
            }
            SSTUStockInterop.fireEditorUpdate();
            SSTUModInterop.onPartGeometryUpdate(part, true);
        }
Пример #13
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        public override void OnStart(StartState state)
        {
            base.OnStart(state);
            loadConfigData();       //initialize the container instances, including initializing default values if needed
            updateMassAndCost();    //update cached part mass and cost values
            updatePersistentData(); //update persistent data in case tank was just initialized
            updateFuelSelections(); //update the selections for the 'FuelType' UI slider, this adds or removes the 'custom' option as needed
            updatePartStats();      //update part stats for crash tolerance and heat, as determined by the container modifiers

            //disable next fuel event button if main container does not have more than one preset type available
            BaseField fuelSelection = Fields["guiFuelType"];

            fuelSelection.guiActiveEditor = enableFuelTypeChange && getBaseContainer().fuelPresets.Length > 1;
            fuelSelection.uiControlEditor.onFieldChanged = onFuelTypeUpdated;

            BaseEvent editContainerEvent = Events["openGUIEvent"];

            editContainerEvent.active = enableContainerEdit;

            if (!initializedResources && (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight))
            {
                initializedResources = true;
                updateTankResources();
                SSTUStockInterop.fireEditorUpdate();//update cost
            }
        }
Пример #14
0
 public void LateUpdate()
 {
     if (externalUpdateData != null)
     {
         updateFromExternalData(externalUpdateData);
     }
     if (needsStatusUpdate)
     {
         needsStatusUpdate = false;
         updateFairingStatus();
     }
     if (needsRebuilt)
     {
         updateFairingStatus();
         rebuildFairing();
         updatePersistentDataString();
         updateEditorFields(false);
         SSTUStockInterop.fireEditorUpdate();
         needsGuiUpdate = true;
         needsRebuilt   = false;
     }
     if (needsGuiUpdate)
     {
         updateGuiState();
         needsGuiUpdate = false;
     }
 }
Пример #15
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 public void Start()
 {
     INSTANCE = this;
     GameObject.DontDestroyOnLoad(this);
     MonoBehaviour.print("SSTUStockInterop Start");
     GameEvents.OnGameSettingsApplied.Add(new EventVoid.OnEvent(gameSettingsApplied));
     GameEvents.onGameStateLoad.Add(new EventData <ConfigNode> .OnEvent(gameStateLoaded));
 }
Пример #16
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 public void Start()
 {
     INSTANCE = this;
     GameObject.DontDestroyOnLoad(this);
     MonoBehaviour.print("SSTUStockInterop Start");
     GameEvents.onGameStateLoad.Add(new EventData <ConfigNode> .OnEvent(onGameLoad));
     GameEvents.onLevelWasLoadedGUIReady.Add(new EventData <GameScenes> .OnEvent(onSceneLoaded));
 }
Пример #17
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 public void Start()
 {
     INSTANCE = this;
     KSPShaderTools.TexturesUnlimitedLoader.addPostLoadCallback(KSPShaderToolsPostLoad);
     GameObject.DontDestroyOnLoad(this);
     MonoBehaviour.print("SSTUStockInterop Start");
     GameEvents.OnGameSettingsApplied.Add(new EventVoid.OnEvent(gameSettingsApplied));
     GameEvents.onGameStateLoad.Add(new EventData <ConfigNode> .OnEvent(gameStateLoaded));
 }
Пример #18
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 public void recreateModel()
 {
     setModelParameters();
     model.recreateModel();
     updatePhysicalAttributes();
     updateDecouplerForce();
     SSTUStockInterop.fireEditorUpdate();
     SSTUModInterop.onPartGeometryUpdate(part, true);
 }
Пример #19
0
 public void invertEnginesEvent()
 {
     invertEngines = !invertEngines;
     this.actionWithSymmetry(m =>
     {
         m.invertEngines = invertEngines;
         m.updateEnginePositionAndScale();
     });
     SSTUStockInterop.fireEditorUpdate();
 }
Пример #20
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 private void initialize()
 {
     if (initialized)
     {
         return;
     }
     initialized = true;
     loadConfigData(SSTUStockInterop.getPartModuleConfig(part, this));
     setState(state);
 }
Пример #21
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        public override void OnStart(StartState state)
        {
            base.OnStart(state);
            initialize();

            string[] groupNames = TankSet.getSetNames(tankSets);
            this.updateUIChooseOptionControl("currentTankSet", groupNames, groupNames, true, currentTankSet);

            string[] names = currentTankSetModule.getModelNames();
            string[] descs = currentTankSetModule.getTankDescriptions();
            this.updateUIChooseOptionControl("currentTankType", names, descs, true, currentTankType);

            if (maxTankDiameter == minTankDiameter)
            {
                Fields["currentTankDiameter"].guiActiveEditor = false;
            }
            else
            {
                this.updateUIFloatEditControl("currentTankDiameter", minTankDiameter, maxTankDiameter, tankDiameterIncrement * 2, tankDiameterIncrement, tankDiameterIncrement * 0.05f, true, currentTankDiameter);
            }
            updateAvailableVariants();
            updateUIScaleControls();

            currentNoseModule.updateTextureUIControl(this, "currentNoseTexture", currentNoseTexture);
            currentMainTankModule.updateTextureUIControl(this, "currentTankTexture", currentTankTexture);
            currentMountModule.updateTextureUIControl(this, "currentMountTexture", currentMountTexture);

            bool useModelSelectionGUI = HighLogic.CurrentGame.Parameters.CustomParams <SSTUGameSettings>().useModelSelectGui;

            Events["selectNoseEvent"].guiActiveEditor  = useModelSelectionGUI;
            Events["selectMountEvent"].guiActiveEditor = useModelSelectionGUI;

            Fields["currentTankDiameter"].uiControlEditor.onFieldChanged      = tankDiameterUpdated;
            Fields["currentTankVerticalScale"].uiControlEditor.onFieldChanged = tankHeightScaleUpdated;
            Fields["currentTankSet"].uiControlEditor.onFieldChanged           = tankSetUpdated;
            Fields["currentTankType"].uiControlEditor.onFieldChanged          = tankTypeUpdated;
            Fields["currentNoseType"].uiControlEditor.onFieldChanged          = noseTypeUpdated;
            Fields["currentMountType"].uiControlEditor.onFieldChanged         = mountTypeUpdated;

            Fields["currentNoseTexture"].uiControlEditor.onFieldChanged  = onNoseTextureUpdated;
            Fields["currentTankTexture"].uiControlEditor.onFieldChanged  = onTankTextureUpdated;
            Fields["currentMountTexture"].uiControlEditor.onFieldChanged = onMountTextureUpdated;

            Fields["currentTankSet"].guiActiveEditor   = tankSets.Length > 1;
            Fields["currentTankType"].guiActiveEditor  = currentTankSetModule.Length > 1;
            Fields["currentNoseType"].guiActiveEditor  = !useModelSelectionGUI && noseModules.Length > 1;
            Fields["currentMountType"].guiActiveEditor = !useModelSelectionGUI && mountModules.Length > 1;

            SSTUStockInterop.fireEditorUpdate();
            SSTUModInterop.onPartGeometryUpdate(part, true);
            if (HighLogic.LoadedSceneIsEditor)
            {
                GameEvents.onEditorShipModified.Add(new EventData <ShipConstruct> .OnEvent(onEditorVesselModified));
            }
        }
Пример #22
0
 public void invertEnginesEvent()
 {
     invertEngines = !invertEngines;
     updateEnginePositionAndScale();
     this.forEachSymmetryCounterpart(module =>
     {
         module.invertEngines = this.invertEngines;
         module.updateEnginePositionAndScale();
     });
     SSTUStockInterop.fireEditorUpdate();
 }
Пример #23
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        public override void OnStart(StartState state)
        {
            base.OnStart(state);
            initialize();

            Fields[nameof(currentModel)].guiName = uiLabel;
            Fields[nameof(currentModel)].uiControlEditor.onFieldChanged = delegate(BaseField a, System.Object b)
            {
                models.modelSelected(a, b);
                this.actionWithSymmetry(m =>
                {
                    m.models.setScale(currentScale);
                    m.models.updateModelMeshes();
                    m.models.updateSelections();
                    m.updateMassAndCost();
                    m.updateAttachNodes(true);
                    SSTUModInterop.updateResourceVolume(m.part);
                    SSTUModInterop.onPartGeometryUpdate(m.part, true);
                });
                SSTUStockInterop.fireEditorUpdate();
            };

            Fields[nameof(currentScale)].guiActiveEditor = canAdjustScale;
            UI_FloatEdit fe = (UI_FloatEdit)Fields[nameof(currentScale)].uiControlEditor;

            if (fe != null)
            {
                fe.minValue       = minScale;
                fe.maxValue       = maxScale;
                fe.incrementLarge = incScaleLarge;
                fe.incrementSmall = incScaleSmall;
                fe.incrementSlide = incScaleSlide;
            }
            Fields[nameof(currentScale)].uiControlEditor.onFieldChanged = delegate(BaseField a, System.Object b)
            {
                this.actionWithSymmetry(m =>
                {
                    m.models.setScale(currentScale);
                    m.models.updateModelMeshes();
                    m.updateMassAndCost();
                    m.updateAttachNodes(true);
                    SSTUModInterop.updateResourceVolume(m.part);
                    SSTUModInterop.onPartGeometryUpdate(m.part, true);
                });
                SSTUStockInterop.fireEditorUpdate();
            };
            Fields[nameof(currentTexture)].uiControlEditor.onFieldChanged = delegate(BaseField a, System.Object b)
            {
                models.textureSetSelected(a, b);
            };
            Fields[nameof(currentTexture)].guiActiveEditor = models.definition.textureSets.Length > 1;
            SSTUStockInterop.fireEditorUpdate();
            SSTUModInterop.onPartGeometryUpdate(part, true);
        }
Пример #24
0
 /// <summary>
 /// Internal method to update the persistent data state(s) from the current animation state.
 /// </summary>
 /// <param name="newState"></param>
 protected void onAnimationStateChange(AnimState newState, bool updateExternal = false)
 {
     animationState = newState;
     persistentData = newState.ToString();
     if (updateDragCube)
     {
         SSTUStockInterop.addDragUpdatePart(part);
     }
     if (updateExternal && onAnimStateChangeCallback != null)
     {
         onAnimStateChangeCallback(newState);
     }
 }
Пример #25
0
        /// <summary>
        /// Recalculates volume for all containers by finding all IContainerVolumeContributor implementors, and summing the volume for each container from the returned values.
        /// Removes the need to manually calculate new % values for each container.
        /// </summary>
        public void recalcVolume()
        {
            if (!initializedResources || containers == null)
            {
                //not yet initialized -- recalc will be called during Start, so ignore for now
                return;
            }
            float[] volumes = new float[numberOfContainers];
            IContainerVolumeContributor[] contributors = part.FindModulesImplementing <IContainerVolumeContributor>().ToArray();
            ContainerContribution[]       cts;
            int len = contributors.Length;

            for (int i = 0; i < len; i++)
            {
                if (contributors[i] == null)
                {
                    SSTULog.error("NULL Container Contributor");
                }
                cts = contributors[i].getContainerContributions();
                if (cts == null)
                {
                    SSTULog.error("NULL Container Contributor Contributions");
                }
                int len2 = cts.Length;
                for (int k = 0; k < len2; k++)
                {
                    int idx = cts[k].containerIndex;
                    if (idx < volumes.Length && idx >= 0)
                    {
                        volumes[cts[k].containerIndex] += cts[k].containerVolume;
                    }
                }
            }
            len = containers.Length;
            for (int i = 0; i < len; i++)
            {
                if (containers[i] == null)
                {
                    SSTULog.error("NULL Container definition for index: " + i);
                }
                containers[i].setContainerVolume(volumes[i]);
            }
            updateMassAndCost();    //update cached part mass and cost values
            updatePersistentData(); //update persistent data in case tank was just initialized
            updateFuelSelections(); //update the selections for the 'FuelType' UI slider, this adds or removes the 'custom' option as needed
            updatePartStats();      //update part stats for crash tolerance and heat, as determined by the container modifiers
            updateGUIControls();
            updateTankResources();

            SSTUStockInterop.fireEditorUpdate();
        }
Пример #26
0
 public void onVolumeUpdated(float newVolume)
 {
     if (newVolume != volume)
     {
         volume = newVolume;
         updateContainerVolumes();
         updateMassAndCost();
         updateTankResources();
         updateFuelSelections();
         updatePersistentData();
         SSTUStockInterop.fireEditorUpdate();
     }
     Events["openGUIEvent"].guiActiveEditor = volume > 0;
 }
Пример #27
0
        /// <summary>
        /// Update the resources for the part from the resources in the currently configured containers
        /// </summary>
        private void updateTankResources()
        {
            SSTUResourceList list = new SSTUResourceList();
            int len = containers.Length;

            for (int i = 0; i < len; i++)
            {
                containers[i].getResources(list);
            }
            list.setResourcesToPart(part);
            updateMassAndCost();
            SSTUStockInterop.fireEditorUpdate();
            SSTUModInterop.onContainerUpdated(this);
        }
Пример #28
0
 public void onVolumeUpdated(float newVolume)
 {
     if (newVolume != volume)
     {
         volume = newVolume;
         updateContainerVolumes();
         updateMassAndCost();
         updateTankResources();
         updateFuelSelections();
         updatePersistentData();
         SSTUStockInterop.fireEditorUpdate();
     }
     updateGUIControls();
 }
Пример #29
0
        private void initialize()
        {
            if (initialized)
            {
                return;
            }
            initialized = true;
            double hsp  = 1;
            double dens = 1;

            PartResourceDefinition resource = PartResourceLibrary.Instance.GetDefinition(resourceName);

            hsp  = resource.specificHeatCapacity;
            dens = resource.density;

            fluxPerResourceUnit = hsp * ablationEfficiency * dens;
            baseSkinIntMult     = part.skinInternalConductionMult;
            baseCondMult        = part.heatConductivity;

            ConfigNode node = SSTUConfigNodeUtils.parseConfigNode(configNodeData);

            Transform mhsRoot = part.transform.FindRecursive("model").FindOrCreate("SSTU-MHS-Root");

            ConfigNode[] modelNodes = node.GetNodes("MODELS");
            ModelDefinitionLayoutOptions[] models = SSTUModelData.getModelDefinitions(modelNodes);
            model = new ModelModule <SSTUModularHeatShield>(part, this, mhsRoot, ModelOrientation.CENTRAL, nameof(currentShieldModel), null, nameof(currentShieldTexture), nameof(modelPersistentData), null, null, null, null);
            model.getSymmetryModule = (m) => m.model;
            model.setupModelList(models);
            model.setupModel();
            model.setScaleForDiameter(currentDiameter);
            model.setPosition(0);
            model.updateModelMeshes();
            model.updateSelections();
            model.volumeScalar = resourceScalePower;
            model.massScalar   = resourceScalePower;
            if (standAlonePart)
            {
                updateDragCube();
                updateAttachNodes(false);
            }
            SSTUModInterop.updateResourceVolume(part);
            ConfigNode[] typeNodes = node.GetNodes("SHIELDTYPE");
            shieldTypeData        = HeatShieldTypeData.load(typeNodes);
            currentShieldTypeData = Array.Find(shieldTypeData, m => m.baseType.name == currentShieldType);
            updateModuleStats();
            updatePartCost();
            SSTUModInterop.onPartGeometryUpdate(part, false);
            SSTUModInterop.updateResourceVolume(part);
            SSTUStockInterop.fireEditorUpdate();//update for mass/cost/etc.
        }
Пример #30
0
        /// <summary>
        /// Update the resources for the part from the resources in the currently configured containers
        /// </summary>
        private void updateTankResources()
        {
            SSTUResourceList list = new SSTUResourceList();
            int len = containers.Length;

            for (int i = 0; i < len; i++)
            {
                containers[i].getResources(list);
            }
            list.setResourcesToPart(part, inflationMultiplier, HighLogic.LoadedSceneIsFlight);
            updateMassAndCost();
            SSTUStockInterop.fireEditorUpdate();
            SSTUModInterop.onContainerUpdated(this);
        }
Пример #31
0
 public void Start()
 {
     INSTANCE = this;
     GameObject.DontDestroyOnLoad(this);
     MonoBehaviour.print("SSTUStockInterop Start");
     GameEvents.OnGameSettingsApplied.Add(new EventVoid.OnEvent(gameSettingsApplied));
     GameEvents.onGameStateLoad.Add(new EventData<ConfigNode>.OnEvent(gameStateLoaded));
 }