示例#1
0
        /// <summary>
        /// Get appearance of a Kerbal. If the skin or the suit is generic it is set to null. If an appearance does not
        /// yet exist for that Kerbal it is created.
        /// </summary>
        public Appearance GetAppearance(ProtoCrewMember kerbal)
        {
            if (gameKerbals.TryGetValue(kerbal.name, out Appearance appearance))
            {
                return(appearance);
            }

            appearance = new Appearance {
                Hash = kerbal.name.GetHashCode()
            };
            gameKerbals.Add(kerbal.name, appearance);
            return(appearance);
        }
示例#2
0
        private void ShowKerbalSkinButtons(Appearance appearance)
        {
            var mapper = Mapper.Instance;

            GUILayout.BeginHorizontal();
            GUI.enabled = availableSkins.Count != 0;

            if (GUILayout.Button("<"))
            {
                int skinIndex = availableSkins.IndexOf(mapper.GetKerbalSkin(selectedKerbal, appearance));

                skinIndex       = skinIndex == -1 ? 0 : (availableSkins.Count + skinIndex - 1) % availableSkins.Count;
                appearance.Skin = availableSkins[skinIndex];
            }

            if (GUILayout.Button(">"))
            {
                int skinIndex = availableSkins.IndexOf(mapper.GetKerbalSkin(selectedKerbal, appearance));

                skinIndex       = skinIndex == -1 ? 0 : (skinIndex + 1) % availableSkins.Count;
                appearance.Skin = availableSkins[skinIndex];
            }

            GUI.enabled = true;
            GUILayout.EndHorizontal();

            Skin defaultSkin = mapper.GetDefault(selectedKerbal.gender);

            GUI.color = appearance.Skin == defaultSkin ? SelectedColour : Color.white;
            if (GUILayout.Button("Default"))
            {
                appearance.Skin = defaultSkin;
            }

            GUI.color = appearance.Skin == null ? SelectedColour : Color.white;
            if (GUILayout.Button("Unset/Generic"))
            {
                appearance.Skin = null;
            }

            GUI.color = Color.white;

            selectedKerbal.veteran = GUILayout.Toggle(selectedKerbal.veteran, "Veteran");

            GUILayout.Space(110);
        }
示例#3
0
        /// <summary>
        /// Save per-game custom Kerbals mapping.
        /// </summary>
        void SaveKerbals(ConfigNode node)
        {
            KerbalRoster roster = HighLogic.CurrentGame.CrewRoster;

            foreach (ProtoCrewMember kerbal in roster.Crew.Concat(roster.Tourist).Concat(roster.Unowned))
            {
                if (kerbal.rosterStatus == ProtoCrewMember.RosterStatus.Dead &&
                    kerbal.type != ProtoCrewMember.KerbalType.Unowned)
                {
                    continue;
                }

                Appearance appearance = GetAppearance(kerbal);

                string skinName = appearance.Skin == null ? "GENERIC" : appearance.Skin.Name;
                string suitName = appearance.Suit == null ? "GENERIC" : appearance.Suit.Name;

                node.AddValue(kerbal.name, skinName + " " + suitName);
            }
        }
示例#4
0
        /// <summary>
        /// Get the actual Kerbal skin. Read from appearance if not null (i.e. not generic) otherwise determined randomly.
        /// </summary>
        public Skin GetKerbalSkin(ProtoCrewMember kerbal, Appearance appearance)
        {
            if (appearance.Skin != null)
            {
                return(appearance.Skin);
            }

            List <Skin> genderSkins = kerbalSkins[(int)kerbal.gender];

            if (genderSkins.Count == 0)
            {
                return(DefaultSkin[(int)kerbal.gender]);
            }

            // Hash is multiplied with a large prime to increase randomisation, since hashes returned by `GetHashCode()` are
            // close together if strings only differ in the last (few) char(s).
            int number = (appearance.Hash * 4099) & 0x7fffffff;

            return(genderSkins[number % genderSkins.Count]);
        }
示例#5
0
        /// <summary>
        /// Load per-game custom kerbals mapping.
        /// </summary>
        void LoadKerbalsMap(ConfigNode node)
        {
            node = node ?? customKerbalsNode;

            KerbalRoster roster = HighLogic.CurrentGame.CrewRoster;

            foreach (ProtoCrewMember kerbal in roster.Crew.Concat(roster.Tourist).Concat(roster.Unowned))
            {
                if (kerbal.rosterStatus == ProtoCrewMember.RosterStatus.Dead &&
                    kerbal.type != ProtoCrewMember.KerbalType.Unowned)
                {
                    continue;
                }

                Appearance appearance = GetAppearance(kerbal);

                string value = node.GetValue(kerbal.name);
                if (value != null)
                {
                    string[] tokens   = Util.SplitConfigValue(value);
                    string   skinName = tokens.Length >= 1 ? tokens[0] : null;
                    string   suitName = tokens.Length >= 2 ? tokens[1] : null;

                    if (skinName != null && skinName != "GENERIC")
                    {
                        appearance.Skin = skinName == "DEFAULT"
              ? DefaultSkin[(int)kerbal.gender]
              : Skins.Find(h => h.Name == skinName);
                    }

                    if (suitName != null && suitName != "GENERIC")
                    {
                        appearance.Suit = suitName == "DEFAULT" ? DefaultSuit
              : suitName == "VINTAGE" ? VintageSuit
              : Suits.Find(s => s.Name == suitName);
                    }
                }
            }
        }
示例#6
0
        /// <summary>
        /// Get the actual Kerbal suit. Read from appearance if not null (i.e. not generic) otherwise determined either from
        /// class suits or assigned randomly (based on configuration).
        /// </summary>
        public Suit GetKerbalSuit(ProtoCrewMember kerbal, Appearance appearance)
        {
            Suit suit = appearance.Suit ?? GetClassSuit(kerbal);

            if (suit != null)
            {
                return(suit);
            }

            List <Suit> genderSuits = kerbalSuits[(int)kerbal.gender];

            if (genderSuits.Count == 0)
            {
                return(kerbal.suit == KerbalSuit.Vintage ? VintageSuit : DefaultSuit);
            }

            // We must use a different prime here to increase randomisation so that the same skin is not always combined with
            // the same suit.
            int number = (appearance.Hash * 2053) & 0x7fffffff;

            return(genderSuits[number % genderSuits.Count]);
        }
示例#7
0
        /// <summary>
        /// Set ProtoCrewMembers to have the right suit kinds. On some occasions, e.g. when not changing suit kind through
        /// TR GUI or on new game initialisation there can appear mismatches between suit texture assignments and Kerbal
        /// models. We fix those here.
        /// </summary>
        private static void UpdateKerbalSuitKinds()
        {
            var mapper = Mapper.Instance;

            foreach (ProtoCrewMember kerbal in HighLogic.CurrentGame.CrewRoster.Crew)
            {
                if (kerbal.rosterStatus == ProtoCrewMember.RosterStatus.Dead)
                {
                    continue;
                }

                Appearance appearance = mapper.GetAppearance(kerbal);
                Suit       suit       = mapper.GetKerbalSuit(kerbal, appearance);

                if (suit != null && suit.Kind != kerbal.suit)
                {
                    kerbal.suit = suit.Kind;
                }
            }

            foreach (ProtoCrewMember kerbal in HighLogic.CurrentGame.CrewRoster.Unowned)
            {
                if (kerbal.rosterStatus != ProtoCrewMember.RosterStatus.Dead)
                {
                    continue;
                }

                Appearance appearance = mapper.GetAppearance(kerbal);
                Suit       suit       = mapper.GetKerbalSuit(kerbal, appearance);

                if (suit != null && suit.Kind != kerbal.suit)
                {
                    kerbal.suit = suit.Kind;
                }
            }
        }
示例#8
0
        /// <summary>
        /// Replace textures on a Kerbal model.
        /// </summary>
        void PersonaliseKerbal(Component component, ProtoCrewMember kerbal, bool isEva, bool useEvaSuit)
        {
            Appearance appearance = GetAppearance(kerbal);
            bool       isVintage  = kerbal.suit == KerbalSuit.Vintage;

            Skin skin        = GetKerbalSkin(kerbal, appearance);
            Suit suit        = GetKerbalSuit(kerbal, appearance);
            Suit defaultSuit = isVintage ? VintageSuit : DefaultSuit;

            Transform model = isEva || !isVintage?component.transform.Find("model01")
                                  : component.transform.Find("kbIVA@idle/model01");

            Transform flag      = isEva ? component.transform.Find("model/kbEVA_flagDecals") : null;
            Transform parachute = isEva ? component.transform.Find("model/EVAparachute/base") : null;

            // We determine body and helmet texture here to avoid code duplication between suit and helmet cases in the
            // following switch.
            // Setting the suit explicitly -- even when default -- is necessary for two reasons: to fix IVA suits after KSP
            // resetting them to the stock ones all the time and to fix the switch to default texture on start of EVA walk or
            // EVA suit toggle.
            Texture2D suitTexture   = suit.GetSuit(useEvaSuit, kerbal) ?? defaultSuit.GetSuit(useEvaSuit, kerbal);
            Texture2D suitNormalMap = suit.GetSuitNRM(useEvaSuit) ?? defaultSuit.GetSuitNRM(useEvaSuit);

            if (isEva)
            {
                flag.GetComponent <Renderer>().enabled      = useEvaSuit;
                parachute.GetComponent <Renderer>().enabled = useEvaSuit && !HideParachuteBackpack;
            }

            // We must include hidden meshes, since flares are hidden when light is turned off.
            // All other meshes are always visible, so no performance hit here.
            foreach (Renderer renderer in model.GetComponentsInChildren <Renderer>(true))
            {
                var smr = renderer as SkinnedMeshRenderer;

                // Headlight flares and thruster jets.
                if (smr == null)
                {
                    renderer.enabled = useEvaSuit;
                    continue;
                }

                Texture2D newTexture   = null;
                Texture2D newNormalMap = null;

                switch (smr.name)
                {
                case "eyeballLeft":
                case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_eyeballLeft":
                    if (skin.IsEyeless)
                    {
                        smr.sharedMesh = null;
                    }
                    else
                    {
                        newTexture = skin.EyeballLeft;
                        // Vintage IVA is missing a proto-model so it has to be replaced always.
                        if (!isEva && isVintage)
                        {
                            smr.material.shader = Replacer.EyeShader;
                            newTexture          = newTexture ?? DefaultSkin[(int)kerbal.gender].EyeballLeft;
                        }
                    }
                    break;

                case "eyeballRight":
                case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_eyeballRight":
                    if (skin.IsEyeless)
                    {
                        smr.sharedMesh = null;
                    }
                    else
                    {
                        newTexture = skin.EyeballRight;
                        // Vintage IVA is missing a proto-model so it has to be replaced always.
                        if (!isEva && isVintage)
                        {
                            smr.material.shader = Replacer.EyeShader;
                            newTexture          = newTexture ?? DefaultSkin[(int)kerbal.gender].EyeballRight;
                        }
                    }
                    break;

                case "pupilLeft":
                case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_pupilLeft":
                    if (skin.IsEyeless)
                    {
                        smr.sharedMesh = null;
                    }
                    else
                    {
                        newTexture = skin.PupilLeft;
                        // Vintage IVA is missing a proto-model so it has to be replaced always.
                        if (!isEva && isVintage)
                        {
                            smr.material.shader = Replacer.EyeShader;
                            newTexture          = newTexture ?? DefaultSkin[(int)kerbal.gender].PupilLeft;
                        }
                        if (newTexture != null)
                        {
                            smr.material.color = Color.white;
                        }
                    }
                    break;

                case "pupilRight":
                case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_pupilRight":
                    if (skin.IsEyeless)
                    {
                        smr.sharedMesh = null;
                    }
                    else
                    {
                        newTexture = skin.PupilRight;
                        // Vintage IVA is missing a proto-model so it has to be replaced always.
                        if (!isEva && isVintage)
                        {
                            smr.material.shader = Replacer.EyeShader;
                            newTexture          = newTexture ?? DefaultSkin[(int)kerbal.gender].PupilRight;
                        }
                        if (newTexture != null)
                        {
                            smr.material.color = Color.white;
                        }
                    }
                    break;

                case "headMesh01":
                case "headMesh02":
                case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_pCube1":
                case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_polySurface51":
                    if (!skin.IsDefault)
                    {
                        newTexture = skin.Head;
                    }
                    break;

                case "tongue":
                case "upTeeth01":
                case "upTeeth02":
                case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_upTeeth01":
                case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_downTeeth01":
                    break;

                case "body01":
                case "mesh_female_kerbalAstronaut01_body01":
                    newTexture   = suitTexture;
                    newNormalMap = suitNormalMap;

                    // Update textures in Kerbal IVA object since KSP resets them to these values a few frames later.
                    var kerbalIva = component as Kerbal;
                    if (kerbalIva != null)
                    {
                        kerbalIva.textureStandard = newTexture;
                        kerbalIva.textureVeteran  = newTexture;
                    }
                    break;

                case "neckRing":
                    newTexture   = suitTexture;
                    newNormalMap = suitNormalMap;
                    break;

                case "helmet":
                case "mesh_female_kerbalAstronaut01_helmet":
                    newTexture   = suitTexture;
                    newNormalMap = suitNormalMap;
                    break;

                case "visor":
                case "mesh_female_kerbalAstronaut01_visor":
                    // Visor texture has to be replaced every time.
                    newTexture = suit.GetVisor(useEvaSuit);
                    if (newTexture != null)
                    {
                        smr.material.color = Color.white;
                    }
                    break;

                default: // Jetpack.
                    if (isEva)
                    {
                        smr.enabled = useEvaSuit;

                        if (useEvaSuit)
                        {
                            newTexture   = suit.EvaJetpack;
                            newNormalMap = suit.EvaJetpackNRM;
                        }
                    }
                    break;
                }

                if (newTexture != null)
                {
                    smr.material.mainTexture = newTexture;
                }
                if (newNormalMap != null)
                {
                    smr.material.SetTexture(Util.BumpMapProperty, newNormalMap);
                }
            }
        }
示例#9
0
        /// <summary>
        /// Replace textures on a Kerbal model.
        /// </summary>
        private void PersonaliseKerbal(Component component, ProtoCrewMember kerbal, bool isEva, bool useEvaSuit)
        {
            Transform transform = component.transform;

            // Prefabricated Vintage & Future IVA models are missing so they are instantiated anew every time. Hence, we have
            // to apply fixes to them and set fallback default textures.
            bool isPrefabMissing = !isEva && kerbal.suit != KerbalSuit.Default;

            Transform modelTransform = (isEva, kerbal.suit, kerbal.gender) switch {
                (false, KerbalSuit.Default, _) => transform.Find("model01"),
                (false, KerbalSuit.Vintage, _) => transform.Find("kbIVA@idle/model01"),
                (false, KerbalSuit.Future, Gender.Male) => transform.Find("serenityMaleIVA/model01"),
                (false, KerbalSuit.Future, Gender.Female) => transform.Find("serenityFemaleIVA/model01"),
                _ => transform.Find("model01")
            };

            // Sometimes when we switch between suits (e.g. with clothes hanger) suit kind and model get out of sync.
            // Just try all possible nodes in such cases.
            modelTransform ??= transform.Find("model01") ?? transform.Find("kbIVA@idle/model01") ??
            transform.Find("serenityMaleIVA/model01") ?? transform.Find("serenityFemaleIVA/model01");

            Appearance appearance = mapper.GetAppearance(kerbal);

            Skin skin        = mapper.GetKerbalSkin(kerbal, appearance);
            Skin defaultSkin = mapper.GetDefault(kerbal.gender);

            // We determine body and helmet texture here to avoid code duplication between suit and helmet cases in the
            // following switch.
            // Setting the suit explicitly -- even when default -- is necessary to fix the switch to the default IVA texture
            // when on EVA.
            Suit      suit          = null;
            Texture2D suitTexture   = null;
            Texture2D suitNormalMap = null;

            if (mapper.PersonaliseSuit)
            {
                Suit defaultSuit = mapper.GetDefault(kerbal.suit);

                suit          = mapper.GetKerbalSuit(kerbal, appearance);
                suitTexture   = suit.GetSuit(useEvaSuit, kerbal) ?? defaultSuit.GetSuit(useEvaSuit, kerbal);
                suitNormalMap = suit.GetSuitNRM(useEvaSuit) ?? defaultSuit.GetSuitNRM(useEvaSuit);
            }

            foreach (Renderer renderer in modelTransform.GetComponentsInChildren <Renderer>())
            {
                var smr = renderer as SkinnedMeshRenderer;

                // Headlight flares and thruster jets.
                if (smr == null)
                {
                    continue;
                }

                Material material = smr.material;

                Texture2D newTexture   = null;
                Texture2D newNormalMap = null;
                Texture2D newEmissive  = null;

                switch (smr.name)
                {
                case "eyeballLeft":
                case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_eyeballLeft": {
                    if (skin.Eyeless)
                    {
                        smr.sharedMesh = null;
                        break;
                    }

                    newTexture = skin.EyeballLeft;

                    if (isPrefabMissing)
                    {
                        newTexture ??= defaultSkin.EyeballLeft;
                        material.shader = Replacer.EyeShader;
                    }
                    break;
                }

                case "eyeballRight":
                case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_eyeballRight": {
                    if (skin.Eyeless)
                    {
                        smr.sharedMesh = null;
                        break;
                    }

                    newTexture = skin.EyeballRight;

                    if (isPrefabMissing)
                    {
                        newTexture ??= defaultSkin.EyeballRight;
                        material.shader = Replacer.EyeShader;
                    }
                    break;
                }

                case "pupilLeft":
                case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_pupilLeft": {
                    if (skin.Eyeless)
                    {
                        smr.sharedMesh = null;
                        break;
                    }

                    newTexture = skin.PupilLeft;

                    if (isPrefabMissing)
                    {
                        newTexture ??= defaultSkin.PupilLeft;
                        material.shader = Replacer.EyeShader;
                    }

                    if (newTexture != null)
                    {
                        material.color = Color.white;
                    }
                    break;
                }

                case "pupilRight":
                case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_pupilRight": {
                    if (skin.Eyeless)
                    {
                        smr.sharedMesh = null;
                        break;
                    }

                    newTexture = skin.PupilRight;

                    if (isPrefabMissing)
                    {
                        newTexture ??= defaultSkin.PupilRight;
                        material.shader = Replacer.EyeShader;
                    }

                    if (newTexture != null)
                    {
                        material.color = Color.white;
                    }
                    break;
                }

                case "headMesh01":
                case "headMesh02":
                case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_pCube1":
                case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_polySurface51": {
                    newTexture   = skin.Head;
                    newNormalMap = skin.HeadNRM;

                    if (isPrefabMissing)
                    {
                        newTexture ??= defaultSkin.Head;
                        newNormalMap ??= defaultSkin.HeadNRM;
                        material.shader = newNormalMap == null ? Replacer.HeadShader : Replacer.BumpedHeadShader;
                    }
                    else if (newNormalMap != null)
                    {
                        material.shader = Replacer.BumpedHeadShader;
                    }
                    break;
                }

                case "tongue":
                case "upTeeth01":
                case "upTeeth02":
                case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_upTeeth01":
                case "mesh_female_kerbalAstronaut01_kerbalGirl_mesh_downTeeth01": {
                    if (isPrefabMissing)
                    {
                        smr.material = Replacer.Instance.TeethMaterial;
                    }
                    break;
                }

                case "body01":
                case "mesh_female_kerbalAstronaut01_body01": {
                    if (suit == null)
                    {
                        break;
                    }

                    newTexture   = suitTexture;
                    newNormalMap = suitNormalMap;
                    if (isEva)
                    {
                        newEmissive = suit.EvaSuitEmissive;
                    }

                    // Update textures in Kerbal IVA object since KSP resets them to these values a few frames later.
                    if (component is Kerbal kerbalIva)
                    {
                        kerbalIva.textureStandard = newTexture;
                        kerbalIva.textureVeteran  = newTexture;
                    }
                    break;
                }

                case "neckRing": {
                    if (suit == null)
                    {
                        break;
                    }

                    newTexture   = suitTexture;
                    newNormalMap = suitNormalMap;
                    if (isEva)
                    {
                        newEmissive = suit.EvaSuitEmissive;
                    }
                    break;
                }

                case "helmet":
                case "mesh_female_kerbalAstronaut01_helmet": {
                    if (suit == null)
                    {
                        break;
                    }

                    newTexture   = suitTexture;
                    newNormalMap = suitNormalMap;
                    if (isEva)
                    {
                        newEmissive = suit.EvaSuitEmissive;
                    }
                    break;
                }

                case "visor":
                case "mesh_female_kerbalAstronaut01_visor": {
                    if (suit == null)
                    {
                        break;
                    }

                    // Visor texture has to be replaced every time.
                    newTexture = suit.GetVisor(useEvaSuit);
                    if (newTexture != null)
                    {
                        material.color = Color.white;
                    }
                    break;
                }

                default: { // Jetpack.
                    if (isEva)
                    {
                        smr.enabled = useEvaSuit;

                        if (suit == null)
                        {
                            break;
                        }

                        if (useEvaSuit)
                        {
                            newTexture   = suit.Jetpack;
                            newNormalMap = suit.JetpackNRM;
                            newEmissive  = suit.JetpackEmissive;
                        }
                    }
                    break;
                }
                }

                if (newTexture != null)
                {
                    material.mainTexture = newTexture;
                }
                if (newNormalMap != null)
                {
                    material.SetTexture(Util.BumpMapProperty, newNormalMap);
                }
                if (newEmissive != null)
                {
                    material.SetTexture(Util.EmissiveProperty, newEmissive);
                }
            }

            // Backpacks and parachute are positioned on another node in model hierarchy.
            if (isEva)
            {
                bool showJetpack  = useEvaSuit;
                bool showBackpack = showJetpack && !mapper.HideBackpack;

                Transform flagTransform      = transform.Find("model/kbEVA_flagDecals");
                Transform cargoPackTransform = transform.Find("model/EVABackpack/kerbalCargoContainerPack/base") ??
                                               transform.Find("model/kerbalCargoContainerPack/base");
                Transform parachutePackTransform   = transform.Find("model/EVAparachute/base");
                Transform parachuteCanopyTransform = transform.Find("model/EVAparachute/canopyrot/canopy");

                var flag            = flagTransform.GetComponent <Renderer>();
                var cargoPack       = cargoPackTransform.GetComponent <Renderer>();
                var parachutePack   = parachutePackTransform.GetComponent <Renderer>();
                var parachuteCanopy = parachuteCanopyTransform.GetComponent <Renderer>();

                flag.enabled          = showJetpack;
                cargoPack.enabled     = showBackpack;
                parachutePack.enabled = showBackpack;

                if (suit == null)
                {
                    return;
                }

                if (showBackpack)
                {
                    Material cargoPackMaterial     = cargoPack.material;
                    Material parachutePackMaterial = parachutePack.material;

                    if (suit.CargoPack != null)
                    {
                        cargoPackMaterial.mainTexture = suit.CargoPack;
                    }
                    if (suit.CargoPackNRM != null)
                    {
                        cargoPackMaterial.SetTexture(Util.BumpMapProperty, suit.CargoPackNRM);
                    }
                    if (suit.CargoPackEmissive != null)
                    {
                        cargoPackMaterial.SetTexture(Util.EmissiveProperty, suit.CargoPackEmissive);
                    }

                    if (suit.ParachutePack != null)
                    {
                        parachutePackMaterial.mainTexture = suit.ParachutePack;
                    }
                    if (suit.ParachutePackNRM != null)
                    {
                        parachutePackMaterial.SetTexture(Util.BumpMapProperty, suit.ParachutePackNRM);
                    }
                }

                Material parachuteCanopyMaterial = parachuteCanopy.material;

                if (suit.ParachuteCanopy != null)
                {
                    parachuteCanopyMaterial.mainTexture = suit.ParachuteCanopy;
                }
                if (suit.ParachuteCanopyNRM != null)
                {
                    parachuteCanopyMaterial.SetTexture(Util.BumpMapProperty, suit.ParachuteCanopyNRM);
                }
            }
        }
示例#10
0
        void WindowHandler(int id)
        {
            Reflections  reflections  = Reflections.Instance;
            Personaliser personaliser = Personaliser.Instance;

            GUILayout.BeginVertical();
            GUILayout.BeginHorizontal();

            GUILayout.BeginVertical(GUILayout.Width(200));

            // Roster area.
            rosterScroll = GUILayout.BeginScrollView(rosterScroll);
            GUILayout.BeginVertical();

            foreach (ProtoCrewMember kerbal in HighLogic.CurrentGame.CrewRoster.Crew)
            {
                switch (kerbal.rosterStatus)
                {
                case ProtoCrewMember.RosterStatus.Assigned:
                    GUI.contentColor = Color.cyan;
                    break;

                case ProtoCrewMember.RosterStatus.Dead:
                    continue;

                case ProtoCrewMember.RosterStatus.Missing:
                    GUI.contentColor = Color.yellow;
                    break;

                default:
                    GUI.contentColor = Color.white;
                    break;
                }

                if (GUILayout.Button(kerbal.name))
                {
                    selectedKerbal = kerbal;
                    selectedClass  = null;
                }
            }

            foreach (ProtoCrewMember kerbal in HighLogic.CurrentGame.CrewRoster.Unowned)
            {
                switch (kerbal.rosterStatus)
                {
                case ProtoCrewMember.RosterStatus.Dead:
                    GUI.contentColor = Color.cyan;
                    break;

                default:
                    continue;
                }

                if (GUILayout.Button(kerbal.name))
                {
                    selectedKerbal = kerbal;
                    selectedClass  = null;
                }
            }

            GUI.contentColor = Color.white;
            GUI.color        = ClassColour;

            // Class suits.
            foreach (string clazz in classes)
            {
                if (GUILayout.Button(clazz))
                {
                    selectedKerbal = null;
                    selectedClass  = clazz;
                }
            }

            GUI.color = Color.white;

            GUILayout.EndVertical();
            GUILayout.EndScrollView();

            if (GUILayout.Button("Reset to Defaults"))
            {
                personaliser.ResetKerbals();
            }

            GUILayout.EndVertical();

            // Textures.
            Skin       defaultSkin = personaliser.DefaultSkin[0];
            Suit       defaultSuit = personaliser.DefaultSuit;
            Appearance appearance  = null;
            Skin       skin        = null;
            Suit       suit        = null;
            int        skinIndex   = -1;
            int        suitIndex   = -1;

            if (selectedKerbal != null)
            {
                if (selectedKerbal.suit == KerbalSuit.Vintage)
                {
                    defaultSuit = personaliser.VintageSuit;
                }

                appearance  = personaliser.GetAppearance(selectedKerbal);
                defaultSkin = personaliser.DefaultSkin[(int)selectedKerbal.gender];

                skin = personaliser.GetKerbalSkin(selectedKerbal, appearance);
                suit = personaliser.GetKerbalSuit(selectedKerbal, appearance);

                skinIndex = personaliser.Skins.IndexOf(skin);
                suitIndex = personaliser.Suits.IndexOf(suit);
            }
            else if (selectedClass != null)
            {
                personaliser.ClassSuits.TryGetValue(selectedClass, out suit);

                if (suit != null)
                {
                    suitIndex = personaliser.Suits.IndexOf(suit);
                }
            }

            GUILayout.Space(10);
            GUILayout.BeginVertical();

            if (skin != null)
            {
                GUILayout.Box(skin.Head, GUILayout.Width(200), GUILayout.Height(200));

                GUILayout.Label(skin.Name);
            }

            if (suit != null)
            {
                Texture2D suitTex = suit == defaultSuit && selectedKerbal != null && selectedKerbal.veteran
          ? suit.IvaSuitVeteran
          : suit.IvaSuit[0];
                Texture2D evaSuitTex = suit.EvaSuit[0] ?? defaultSuit.EvaSuit[0];

                GUILayout.BeginHorizontal();
                GUILayout.Box(suitTex, GUILayout.Width(100), GUILayout.Height(100));
                GUILayout.Space(10);
                GUILayout.Box(evaSuitTex, GUILayout.Width(100), GUILayout.Height(100));
                GUILayout.EndHorizontal();

                GUILayout.Label(suit.Name);
            }

            GUILayout.EndVertical();
            GUILayout.BeginVertical(GUILayout.Width(120));

            bool isKerbalSelected = appearance != null;
            bool isClassSelected  = selectedClass != null;

            if (isKerbalSelected)
            {
                GUILayout.BeginHorizontal();
                GUI.enabled = personaliser.Skins.Count != 0;

                if (GUILayout.Button("<"))
                {
                    skinIndex = skinIndex == -1 ? 0 : skinIndex;
                    skinIndex = (personaliser.Skins.Count + skinIndex - 1) % personaliser.Skins.Count;

                    appearance.Skin = personaliser.Skins[skinIndex];
                }
                if (GUILayout.Button(">"))
                {
                    skinIndex = (skinIndex + 1) % personaliser.Skins.Count;

                    appearance.Skin = personaliser.Skins[skinIndex];
                }

                GUI.enabled = true;
                GUILayout.EndHorizontal();

                GUI.color = appearance.Skin == defaultSkin ? SelectedColour : Color.white;
                if (GUILayout.Button("Default"))
                {
                    appearance.Skin = defaultSkin;
                }

                GUI.color = appearance.Skin == null ? SelectedColour : Color.white;
                if (GUILayout.Button("Unset/Generic"))
                {
                    appearance.Skin = null;
                }

                GUI.color = Color.white;

                selectedKerbal.veteran = GUILayout.Toggle(selectedKerbal.veteran, "Veteran");
            }

            if (isKerbalSelected || isClassSelected)
            {
                bool isVintage = false;

                if (isKerbalSelected)
                {
                    isVintage = selectedKerbal.suit == KerbalSuit.Vintage;
                    GUILayout.Space(100);
                }

                GUILayout.BeginHorizontal();
                GUI.enabled = personaliser.Suits.Count != 0;

                if (GUILayout.Button("<"))
                {
                    suitIndex = suitIndex == -1 ? 0 : suitIndex;
                    suitIndex = (personaliser.Suits.Count + suitIndex - 1) % personaliser.Suits.Count;

                    if (isClassSelected)
                    {
                        personaliser.ClassSuits[selectedClass] = personaliser.Suits[suitIndex];
                    }
                    else
                    {
                        appearance.Suit = personaliser.Suits[suitIndex];
                    }
                }
                if (GUILayout.Button(">"))
                {
                    suitIndex = (suitIndex + 1) % personaliser.Suits.Count;

                    if (isClassSelected)
                    {
                        personaliser.ClassSuits[selectedClass] = personaliser.Suits[suitIndex];
                    }
                    else
                    {
                        appearance.Suit = personaliser.Suits[suitIndex];
                    }
                }

                GUI.enabled = true;
                GUILayout.EndHorizontal();

                bool hasKerbalGenericSuit = isKerbalSelected && appearance.Suit == null;

                GUI.color = suit == defaultSuit && !hasKerbalGenericSuit ? SelectedColour : Color.white;
                if (GUILayout.Button("Default"))
                {
                    if (isClassSelected)
                    {
                        personaliser.ClassSuits[selectedClass] = defaultSuit;
                    }
                    else
                    {
                        appearance.Suit = defaultSuit;
                    }
                }

                GUI.color = suit == null || hasKerbalGenericSuit ? SelectedColour : Color.white;
                if (GUILayout.Button("Unset/Generic"))
                {
                    if (isClassSelected)
                    {
                        personaliser.ClassSuits[selectedClass] = null;
                    }
                    else
                    {
                        appearance.Suit = null;
                    }
                }

                GUI.color = Color.white;

                if (isKerbalSelected)
                {
                    isVintage           = GUILayout.Toggle(isVintage, "Vintage");
                    selectedKerbal.suit = isVintage ? KerbalSuit.Vintage : KerbalSuit.Default;

                    // Make sure the right kind of default suit is selected.
                    if (appearance.Suit == personaliser.DefaultSuit || appearance.Suit == personaliser.VintageSuit)
                    {
                        appearance.Suit = defaultSuit;
                    }
                }
            }

            GUILayout.EndVertical();
            GUILayout.EndHorizontal();
            GUILayout.Space(5);

            bool enableReflections = reflections.ReflectionType == Reflections.Type.Real;

            enableReflections          = GUILayout.Toggle(enableReflections, "Enable real-time reflections for visors and parts");
            reflections.ReflectionType = enableReflections ? Reflections.Type.Real : Reflections.Type.None;

            bool hideParachuteBackpack = personaliser.HideParachuteBackpack;

            hideParachuteBackpack = GUILayout.Toggle(hideParachuteBackpack, "Hide parachute backpack");
            personaliser.HideParachuteBackpack = hideParachuteBackpack;

            GUILayout.EndVertical();
            GUI.DragWindow(new Rect(0, 0, Screen.width, 30));
        }
示例#11
0
        private void ShowKerbalSuitButtons(Appearance appearance, int suitIndex, Suit suit)
        {
            var mapper = Mapper.Instance;

            GUILayout.BeginHorizontal();
            GUI.enabled = availableSuits.Count != 0;

            if (GUILayout.Button("<"))
            {
                suitIndex = suitIndex == -1 ? 0 : (suitIndex + availableSuits.Count - 1) % availableSuits.Count;

                if (selectedKerbal != null)
                {
                    appearance.Suit = availableSuits[suitIndex];
                }
                else if (selectedClass != null)
                {
                    mapper.ClassSuits[selectedClass] = availableSuits[suitIndex];
                }
            }

            if (GUILayout.Button(">"))
            {
                suitIndex = suitIndex == -1 ? 0 : (suitIndex + 1) % availableSuits.Count;

                if (selectedKerbal != null)
                {
                    appearance.Suit = availableSuits[suitIndex];
                }
                else if (selectedClass != null)
                {
                    mapper.ClassSuits[selectedClass] = availableSuits[suitIndex];
                }
            }

            GUI.enabled = true;
            GUILayout.EndHorizontal();

            bool hasKerbalGenericSuit = selectedKerbal != null && appearance.Suit == null;

            Suit defaultSuit = selectedKerbal == null ? mapper.DefaultSuit : mapper.GetDefault(selectedKerbal.suit);

            GUI.color = suit == defaultSuit && !hasKerbalGenericSuit ? SelectedColour : Color.white;
            if (GUILayout.Button("Default"))
            {
                if (selectedClass != null)
                {
                    mapper.ClassSuits[selectedClass] = defaultSuit;
                }
                else
                {
                    appearance.Suit = defaultSuit;
                }
            }

            GUI.color = suit == null || hasKerbalGenericSuit ? SelectedColour : Color.white;
            if (GUILayout.Button("Unset/Generic"))
            {
                if (selectedClass != null)
                {
                    mapper.ClassSuits[selectedClass] = null;
                }
                else
                {
                    appearance.Suit = null;
                }
            }

            GUI.color = Color.white;

            // Handle radio button clicks and change to default suit if suit kind changed.
            if (selectedKerbal != null)
            {
                bool isVintage = selectedKerbal.suit == KerbalSuit.Vintage;
                bool isFuture  = selectedKerbal.suit == KerbalSuit.Future;

                isVintage = GUILayout.Toggle(isVintage, "Vintage");
                isFuture  = GUILayout.Toggle(isFuture, "Future");

                KerbalSuit?newSuit = (selectedKerbal.suit, isVintage, isFuture) switch {
                    (KerbalSuit.Default, true, _) => KerbalSuit.Vintage,
                    (KerbalSuit.Default, _, true) => KerbalSuit.Future,
                    (KerbalSuit.Vintage, false, false) => KerbalSuit.Default,
                    (KerbalSuit.Vintage, _, true) => KerbalSuit.Future,
                    (KerbalSuit.Future, false, false) => KerbalSuit.Default,
                    (KerbalSuit.Future, true, _) => KerbalSuit.Vintage,
                    _ => null
                };

                if (newSuit.HasValue)
                {
                    selectedKerbal.suit = newSuit.Value;
                    availableSuits      = mapper.GetAvailableSuits(selectedKerbal, true);
                    appearance.Suit     = mapper.GetDefault(selectedKerbal.suit);
                }
            }
        }
示例#12
0
        private void WindowHandler(int id)
        {
            var mapper = Mapper.Instance;

            GUILayout.BeginVertical();
            GUILayout.BeginHorizontal();

            ShowRoster();

            // Textures.
            Appearance appearance = null;
            Skin       skin       = null;
            Suit       suit       = null;
            int        suitIndex  = -1;

            if (selectedKerbal != null)
            {
                appearance = mapper.GetAppearance(selectedKerbal);

                skin = mapper.GetKerbalSkin(selectedKerbal, appearance);
                suit = mapper.GetKerbalSuit(selectedKerbal, appearance);

                suitIndex = availableSuits.IndexOf(suit);
            }
            else if (selectedClass != null)
            {
                if (mapper.ClassSuits.TryGetValue(selectedClass, out suit))
                {
                    suitIndex = availableSuits.IndexOf(suit);
                }
            }

            GUILayout.BeginVertical();

            if (skin != null)
            {
                ShowKerbalSkinTextures(skin);
            }
            if (suit != null)
            {
                ShowKerbalSuitTextures(suit);
            }

            GUILayout.EndVertical();
            GUILayout.BeginVertical(GUILayout.Width(120));

            if (selectedKerbal != null && appearance != null)
            {
                ShowKerbalSkinButtons(appearance);
            }
            if (selectedKerbal != null || selectedClass != null)
            {
                ShowKerbalSuitButtons(appearance, suitIndex, suit);
            }

            GUILayout.EndVertical();
            GUILayout.EndHorizontal();
            GUILayout.Space(5);

            ShowOptions();
            ShowDumpTexture();

            GUILayout.EndVertical();
            GUI.DragWindow(new Rect(0, 0, Screen.width, 30));
        }