示例#1
0
 //utility methods
 private void SetHelmet(bool value)
 {
     foreach (var rend in Kerbal.GetComponentsInChildren <Renderer>())
     {
         if (rend.name == "helmet" || rend.name == "visor" || rend.name == "flare1" || rend.name == "flare2")
         {
             rend.enabled = value;
         }
     }
     _hasHelmet = value;
 }
示例#2
0
        //utility methods
        private void SetHelmet(bool value)
        {
#if false
            foreach (var rend in Kerbal.GetComponentsInChildren <Renderer>())
            {
                if (rend.name == "helmet" || rend.name == "visor" || rend.name == "flare1" || rend.name == "flare2")
                {
                    rend.enabled = value;
                }
            }
#endif
            foreach (Renderer renderer in Kerbal.GetComponentsInChildren <Renderer>())
            {
                var smr = renderer as SkinnedMeshRenderer;

                if (smr != null)
                {
                    switch (smr.name)
                    {
                    case "helmet":
                    {
                        if (helmetMesh == null)
                        {
                            helmetMesh = smr.sharedMesh;
                        }

                        smr.sharedMesh = value ? helmetMesh : null;
                    }
                    break;

                    case "visor":
                    {
                        if (visorMesh == null)
                        {
                            visorMesh = smr.sharedMesh;
                        }

                        smr.sharedMesh = value ? visorMesh : null;
                    }
                    break;

                    case "flare1":
                    {
                        if (flare1Mesh == null)
                        {
                            visorMesh = smr.sharedMesh;
                        }

                        smr.sharedMesh = value ? flare1Mesh : null;
                    }
                    break;

                    case "flare2":
                    {
                        if (flare2Mesh == null)
                        {
                            flare2Mesh = smr.sharedMesh;
                        }

                        smr.sharedMesh = value ? flare2Mesh : null;
                    }
                    break;
                    }
                }
            }
            _hasHelmet = value;
        }
示例#3
0
        /**
         * Post-load initialisation.
         */

        public void load()
        {
            foreach (SkinnedMeshRenderer smr in Resources.FindObjectsOfTypeAll <SkinnedMeshRenderer>())
            {
                if (skinningQuality != SkinQuality.Auto)
                {
                    smr.quality = skinningQuality;
                }
            }

            foreach (Texture texture in Resources.FindObjectsOfTypeAll <Texture>())
            {
                if (texture.filterMode == FilterMode.Bilinear)
                {
                    texture.filterMode = FilterMode.Trilinear;
                }
            }

            foreach (GameDatabase.TextureInfo texInfo in GameDatabase.Instance.databaseTexture)
            {
                Texture2D texture = texInfo.texture;
                if (texture == null)
                {
                    continue;
                }

                foreach (string path in paths)
                {
                    if (!texture.name.StartsWith(path, StringComparison.Ordinal))
                    {
                        continue;
                    }

                    string originalName = texture.name.Substring(path.Length);

                    // Since we are merging multiple directories, we must expect conflicts.
                    if (!mappedTextures.ContainsKey(originalName))
                    {
                        if (originalName.StartsWith("GalaxyTex_", StringComparison.Ordinal))
                        {
                            texture.wrapMode = TextureWrapMode.Clamp;
                        }

                        mappedTextures.Add(originalName, texture);
                    }
                    break;
                }
            }

            Shader headShader = Shader.Find("Bumped Diffuse");
            Shader suitShader = Shader.Find("Bumped Diffuse");

            Texture2D[] headNormalMaps  = { null, null };
            Texture2D   ivaVisorTexture = null;

            if (mappedTextures.TryGetValue("kerbalHeadNRM", out headNormalMaps[0]))
            {
                mappedTextures.Remove("kerbalHeadNRM");
            }

            if (mappedTextures.TryGetValue("kerbalGirl_06_BaseColorNRM", out headNormalMaps[1]))
            {
                mappedTextures.Remove("kerbalGirl_06_BaseColorNRM");
            }

            if (mappedTextures.TryGetValue("kerbalVisor", out ivaVisorTexture))
            {
                mappedTextures.Remove("kerbalVisor");
            }

            // Fix female shaders, set normal-mapped shader for head and visor texture on proto-IVA and -EVA Kerbals.
            Kerbal[] kerbals = Resources.FindObjectsOfTypeAll <Kerbal>();

            Kerbal maleIva   = kerbals.First(k => k.transform.name == "kerbalMale");
            Kerbal femaleIva = kerbals.First(k => k.transform.name == "kerbalFemale");
            Part   maleEva   = PartLoader.getPartInfoByName("kerbalEVA").partPrefab;
            Part   femaleEva = PartLoader.getPartInfoByName("kerbalEVAfemale").partPrefab;

            SkinnedMeshRenderer[][] maleMeshes =
            {
                maleIva.GetComponentsInChildren <SkinnedMeshRenderer>(true),
                maleEva.GetComponentsInChildren <SkinnedMeshRenderer>(true)
            };

            SkinnedMeshRenderer[][] femaleMeshes =
            {
                femaleIva.GetComponentsInChildren <SkinnedMeshRenderer>(true),
                femaleEva.GetComponentsInChildren <SkinnedMeshRenderer>(true)
            };

            // Male materials to be copied to females to fix tons of female issues (missing normal maps, non-bumpmapped
            // shaders, missing teeth texture ...)
            Material headMaterial = null;

            Material[] suitMaterials   = { null, null };
            Material[] helmetMaterials = { null, null };
            Material[] visorMaterials  = { null, null };
            Material   jetpackMaterial = null;

            for (int i = 0; i < 2; ++i)
            {
                foreach (SkinnedMeshRenderer smr in maleMeshes[i])
                {
                    // Many meshes share material, so it suffices to enumerate only one mesh for each material.
                    switch (smr.name)
                    {
                    case "headMesh01":
                        // Replace with bump-mapped shader so normal maps for heads will work.
                        smr.sharedMaterial.shader = headShader;

                        if (headNormalMaps[0] != null)
                        {
                            smr.sharedMaterial.SetTexture(Util.BUMPMAP_PROPERTY, headNormalMaps[0]);
                        }

                        headMaterial = smr.sharedMaterial;
                        break;

                    case "body01":
                        // Also replace shader on EVA suits to match the one on IVA suits and to enable heat effects.
                        smr.sharedMaterial.shader = suitShader;

                        suitMaterials[i] = smr.sharedMaterial;
                        break;

                    case "helmet":
                        // Also replace shader on EVA suits to match the one on IVA suits and to enable heat effects.
                        smr.sharedMaterial.shader = suitShader;

                        helmetMaterials[i] = smr.sharedMaterial;
                        break;

                    case "jetpack_base01":
                        // Also replace shader on EVA suits to match the one on IVA suits and to enable heat effects.
                        smr.sharedMaterial.shader = suitShader;

                        jetpackMaterial = smr.sharedMaterial;
                        break;

                    case "visor":
                        if (smr.transform.root == maleIva.transform && ivaVisorTexture != null)
                        {
                            smr.sharedMaterial.mainTexture = ivaVisorTexture;
                            smr.sharedMaterial.color       = Color.white;
                        }

                        visorMaterials[i] = smr.sharedMaterial;
                        break;
                    }
                }
            }

            for (int i = 0; i < 2; ++i)
            {
                foreach (SkinnedMeshRenderer smr in femaleMeshes[i])
                {
                    // Here we must enumarate all meshes wherever we are replacing the material.
                    switch (smr.name)
                    {
                    case "headMesh":
                        smr.sharedMaterial.shader = headShader;

                        if (headNormalMaps[1] != null)
                        {
                            smr.sharedMaterial.SetTexture(Util.BUMPMAP_PROPERTY, headNormalMaps[1]);
                        }
                        break;

                    case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_upTeeth01":
                    case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_downTeeth01":
                    case "upTeeth01":
                    case "downTeeth01":
                        // Females don't have textured teeth, they use the same material as for the eyeballs. Extending female
                        // head material/texture to their teeth is not possible since teeth overlap with some ponytail subtexture.
                        // However, female teeth map to the same texture coordinates as male teeth, so we fix this by applying
                        // male head & teeth material for female teeth.
                        smr.sharedMaterial = headMaterial;
                        break;

                    case "mesh_female_kerbalAstronaut01_body01":
                    case "body01":
                        smr.sharedMaterial = suitMaterials[i];
                        break;

                    case "mesh_female_kerbalAstronaut01_helmet":
                    case "helmet":
                        smr.sharedMaterial = helmetMaterials[i];
                        break;

                    case "jetpack_base01":
                        smr.sharedMaterial = jetpackMaterial;
                        break;

                    case "mesh_female_kerbalAstronaut01_visor":
                    case "visor":
                        smr.sharedMaterial = visorMaterials[i];
                        break;
                    }
                }
            }

            // Find NavBall replacement textures if available.
            if (mappedTextures.TryGetValue(HUD_NAVBALL, out hudNavBallTexture))
            {
                mappedTextures.Remove(HUD_NAVBALL);

                if (hudNavBallTexture.mipmapCount != 1)
                {
                    Util.log("HUDNavBall texture should not have mipmaps!");
                }
            }

            if (mappedTextures.TryGetValue(IVA_NAVBALL, out ivaNavBallTexture))
            {
                mappedTextures.Remove(IVA_NAVBALL);

                if (ivaNavBallTexture.mipmapCount != 1)
                {
                    Util.log("IVANavBall texture should not have mipmaps!");
                }
            }
        }
示例#4
0
        void FixKerbalModels()
        {
            mappedTextures.TryGetValue("eyeballLeft", out Texture2D eyeballLeft);
            mappedTextures.TryGetValue("eyeballRight", out Texture2D eyeballRight);
            mappedTextures.TryGetValue("pupilLeft", out Texture2D pupilLeft);
            mappedTextures.TryGetValue("pupilRight", out Texture2D pupilRight);
            mappedTextures.TryGetValue("kerbalVisor", out Texture2D ivaVisorTexture);
            mappedTextures.TryGetValue("EVAvisor", out Texture2D evaVisorTexture);

            // Shaders between male and female models are inconsistent, female models are missing normal maps and specular
            // lighting. So, we copy shaders from male materials to respective female materials.
            Kerbal[] kerbals = Resources.FindObjectsOfTypeAll <Kerbal>();

            Kerbal maleIva          = kerbals.First(k => k.transform.name == "kerbalMale");
            Kerbal femaleIva        = kerbals.First(k => k.transform.name == "kerbalFemale");
            Part   maleEva          = PartLoader.getPartInfoByName("kerbalEVA").partPrefab;
            Part   femaleEva        = PartLoader.getPartInfoByName("kerbalEVAfemale").partPrefab;
            Part   maleEvaVintage   = PartLoader.getPartInfoByName("kerbalEVAVintage").partPrefab;
            Part   femaleEvaVintage = PartLoader.getPartInfoByName("kerbalEVAfemaleVintage").partPrefab;

            if (logKerbalHierarchy)
            {
                LogHierarchies(maleIva, maleEva, maleEvaVintage, femaleIva, femaleEva, femaleEvaVintage);
            }

            SkinnedMeshRenderer[][] maleMeshes =
            {
                maleIva.GetComponentsInChildren <SkinnedMeshRenderer>(true),
                maleEva.GetComponentsInChildren <SkinnedMeshRenderer>(true),
                maleEvaVintage?.GetComponentsInChildren <SkinnedMeshRenderer>(true)
            };

            SkinnedMeshRenderer[][] femaleMeshes =
            {
                femaleIva.GetComponentsInChildren <SkinnedMeshRenderer>(true),
                femaleEva.GetComponentsInChildren <SkinnedMeshRenderer>(true),
                femaleEvaVintage?.GetComponentsInChildren <SkinnedMeshRenderer>(true)
            };

            // Male materials to be copied to females to fix tons of female issues (missing normal maps, non-bumpmapped
            // shaders, missing teeth texture ...)
            Material headMaterial = null;

            Material[] visorMaterials = { null, null, null };

            for (int i = 0; i < 3; ++i)
            {
                if (maleMeshes[i] == null)
                {
                    continue;
                }

                foreach (SkinnedMeshRenderer smr in maleMeshes[i])
                {
                    // Many meshes share the same material, so it suffices to enumerate only one mesh for each material.
                    switch (smr.name)
                    {
                    case "eyeballLeft":
                        smr.sharedMaterial.shader      = EyeShader;
                        smr.sharedMaterial.mainTexture = eyeballLeft;
                        break;

                    case "eyeballRight":
                        smr.sharedMaterial.shader      = EyeShader;
                        smr.sharedMaterial.mainTexture = eyeballRight;
                        break;

                    case "pupilLeft":
                        smr.sharedMaterial.shader      = EyeShader;
                        smr.sharedMaterial.mainTexture = pupilLeft;
                        if (pupilLeft != null)
                        {
                            smr.sharedMaterial.color = Color.white;
                        }
                        break;

                    case "pupilRight":
                        smr.sharedMaterial.shader      = EyeShader;
                        smr.sharedMaterial.mainTexture = pupilRight;
                        if (pupilRight != null)
                        {
                            smr.sharedMaterial.color = Color.white;
                        }
                        break;

                    case "headMesh01":
                    case "headMesh02":
                        // Replace with bump-mapped shader so normal maps for heads will work.
                        smr.sharedMaterial.shader = HeadShader;
                        headMaterial = smr.sharedMaterial;
                        break;

                    case "visor":
                        // It will be raplaced with reflective shader later, if reflections are enabled.
                        switch (i)
                        {
                        case 0: // maleIva
                            if (ivaVisorTexture != null)
                            {
                                smr.sharedMaterial.shader      = TexturedVisorShader;
                                smr.sharedMaterial.mainTexture = ivaVisorTexture;
                                smr.sharedMaterial.color       = Color.white;
                            }
                            break;

                        case 1: // maleEva
                            if (evaVisorTexture != null)
                            {
                                smr.sharedMaterial.shader      = TexturedVisorShader;
                                smr.sharedMaterial.mainTexture = evaVisorTexture;
                                smr.sharedMaterial.color       = Color.white;
                            }
                            break;

                        case 2: // maleEvaVintage
                            smr.sharedMaterial = visorMaterials[1];
                            break;
                        }

                        visorMaterials[i] = smr.sharedMaterial;
                        break;
                    }
                }
            }

            for (int i = 0; i < 3; ++i)
            {
                if (femaleMeshes[i] == null)
                {
                    continue;
                }

                foreach (SkinnedMeshRenderer smr in femaleMeshes[i])
                {
                    // Here we must enumerate all meshes wherever we are replacing the material.
                    switch (smr.name)
                    {
                    case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_eyeballLeft":
                        smr.sharedMaterial.shader      = EyeShader;
                        smr.sharedMaterial.mainTexture = eyeballLeft;
                        break;

                    case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_eyeballRight":
                        smr.sharedMaterial.shader      = EyeShader;
                        smr.sharedMaterial.mainTexture = eyeballRight;
                        break;

                    case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_pupilLeft":
                        smr.sharedMaterial.shader      = EyeShader;
                        smr.sharedMaterial.mainTexture = pupilLeft;
                        if (pupilLeft != null)
                        {
                            smr.sharedMaterial.color = Color.white;
                        }
                        break;

                    case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_pupilRight":
                        smr.sharedMaterial.shader      = EyeShader;
                        smr.sharedMaterial.mainTexture = pupilRight;
                        if (pupilRight != null)
                        {
                            smr.sharedMaterial.color = Color.white;
                        }
                        break;

                    case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_pCube1":
                    case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_polySurface51":
                        // Replace with bump-mapped shader so normal maps for heads will work.
                        smr.sharedMaterial.shader = HeadShader;
                        break;

                    case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_upTeeth01":
                    case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_downTeeth01":
                        // Females don't have textured teeth, they use the same material as for the eyeballs. Extending female
                        // head material/texture to their teeth is not possible since teeth overlap with some ponytail subtexture.
                        // However, female teeth map to the same texture coordinates as male teeth, so we fix this by applying
                        // male head & teeth material for female teeth.
                        smr.sharedMaterial = headMaterial;
                        break;

                    case "visor":
                    case "mesh_female_kerbalAstronaut01_visor":
                        smr.sharedMaterial = visorMaterials[i];
                        break;
                    }
                }
            }
        }