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| 1 | +/* |
| 2 | + Usecase: This model allows for parts to have hollow insets that dont clip into other parts. |
| 3 | + Example: Restock parts such as air intakes and deployable ladders |
| 4 | + Originally By: Drew Cassidy |
| 5 | + Originally For: Restock / KSP-DepthMask |
| 6 | +*/ |
| 7 | +using UnityEngine; |
| 8 | +using System.Collections.Generic; |
| 9 | + |
| 10 | +namespace KSPCommunityPartModules |
| 11 | +{ |
| 12 | + public class ModuleDepthMask : PartModule |
| 13 | + { |
| 14 | + public const string MODULENAME = nameof(ModuleDepthMask); |
| 15 | + // The name of the transform that has your mask mesh. The only strictly required property |
| 16 | + [KSPField] public string maskTransform = ""; |
| 17 | + |
| 18 | + [KSPField] public string bodyTransform = ""; |
| 19 | + |
| 20 | + // The name of the depth mask shader |
| 21 | + [KSPField] public string shaderName = "DepthMask"; |
| 22 | + |
| 23 | + // The render queue value for the mesh, should be less than maskRenderQueue |
| 24 | + [KSPField] public int meshRenderQueue = 1000; |
| 25 | + |
| 26 | + // the render queue value for the mask, should be less than 2000 |
| 27 | + [KSPField] public int maskRenderQueue = 1999; |
| 28 | + |
| 29 | + |
| 30 | + // depth mask object transforms |
| 31 | + public List<Transform> maskTransformObjects; |
| 32 | + |
| 33 | + // body object transform |
| 34 | + public List<Transform> bodyTransformObjects; |
| 35 | + |
| 36 | + // depth mask shader object |
| 37 | + public Shader depthShader; |
| 38 | + |
| 39 | + |
| 40 | + public override void OnStart(StartState state) |
| 41 | + { |
| 42 | + base.OnStart(state); |
| 43 | + UpdateAllMaterials(); |
| 44 | + |
| 45 | + // the part variant system is implemented extremely stupidly |
| 46 | + // so we have to make this whole module more complicated as a result |
| 47 | + GameEvents.onVariantApplied.Add(OnVariantApplied); |
| 48 | + GameEvents.onPartRepaired.Add(OnPartRepaired); |
| 49 | + } |
| 50 | + |
| 51 | + |
| 52 | + private void OnDestroy() |
| 53 | + { |
| 54 | + GameEvents.onVariantApplied.Remove(OnVariantApplied); |
| 55 | + GameEvents.onPartRepaired.Remove(OnPartRepaired); |
| 56 | + } |
| 57 | + |
| 58 | + |
| 59 | + public override void OnLoad(ConfigNode node) |
| 60 | + { |
| 61 | + base.OnLoad(node); |
| 62 | + |
| 63 | + if (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight) return; |
| 64 | + |
| 65 | + this.maskTransformObjects = new List<Transform>(); |
| 66 | + this.bodyTransformObjects = new List<Transform>(); |
| 67 | + |
| 68 | + foreach (string name in maskTransform.Split(',')) |
| 69 | + { |
| 70 | + var trimmed = name.Trim(); |
| 71 | + var transforms = base.part.FindModelTransforms(trimmed); |
| 72 | + if (transforms.Length == 0) |
| 73 | + { |
| 74 | + this.LogError($"Can't find any mask transforms named {trimmed}"); |
| 75 | + } |
| 76 | + |
| 77 | + this.maskTransformObjects.AddRange(transforms); |
| 78 | + } |
| 79 | + |
| 80 | + if (this.maskTransformObjects.Count == 0) |
| 81 | + { |
| 82 | + this.LogError($"Can't find any mask transforms"); |
| 83 | + return; |
| 84 | + } |
| 85 | + |
| 86 | + if (bodyTransform.Length == 0) |
| 87 | + { |
| 88 | + this.bodyTransformObjects.Add(base.part.partTransform); |
| 89 | + } |
| 90 | + else |
| 91 | + { |
| 92 | + foreach (string name in bodyTransform.Split(',')) |
| 93 | + { |
| 94 | + var trimmed = name.Trim(); |
| 95 | + var transforms = base.part.FindModelTransforms(trimmed); |
| 96 | + if (transforms.Length == 0) |
| 97 | + { |
| 98 | + this.LogError($"Can't find any body transforms named {trimmed}"); |
| 99 | + } |
| 100 | + |
| 101 | + this.bodyTransformObjects.AddRange(transforms); |
| 102 | + } |
| 103 | + } |
| 104 | + |
| 105 | + if (this.bodyTransformObjects.Count == 0) |
| 106 | + { |
| 107 | + this.LogError($"Can't find any body transforms"); |
| 108 | + return; |
| 109 | + } |
| 110 | + |
| 111 | + this.depthShader = Shader.Find(shaderName); |
| 112 | + if (this.depthShader == null) |
| 113 | + { |
| 114 | + this.LogError($"Can't find shader {shaderName}"); |
| 115 | + return; |
| 116 | + } |
| 117 | + } |
| 118 | + |
| 119 | + |
| 120 | + public void OnVariantApplied(Part appliedPart, PartVariant variant) |
| 121 | + { |
| 122 | + // I dont know why changing part variants resets all the materials to their as-loaded state, but it does |
| 123 | + if (appliedPart == this.part) UpdateAllMaterials(); |
| 124 | + } |
| 125 | + |
| 126 | + public void OnPartRepaired(Part repairedPart) |
| 127 | + { |
| 128 | + // Part repair resets part of the mesh from the prefab, so it needs to be reapplied |
| 129 | + if (repairedPart == this.part) UpdateAllMaterials(); |
| 130 | + } |
| 131 | + |
| 132 | + private void UpdateAllMaterials() |
| 133 | + { |
| 134 | + var renderers = new List<Renderer>(); |
| 135 | + foreach (var body in bodyTransformObjects) |
| 136 | + { |
| 137 | + renderers.AddRange(body.GetComponentsInChildren<Renderer>(true)); |
| 138 | + } |
| 139 | + |
| 140 | + foreach (var renderer in renderers) |
| 141 | + { |
| 142 | + var queue = renderer.material.renderQueue; |
| 143 | + if (queue <= maskRenderQueue) continue; |
| 144 | + queue = meshRenderQueue + ((queue - 2000) / 2); |
| 145 | + renderer.material.renderQueue = queue; |
| 146 | + } |
| 147 | + |
| 148 | + foreach (var maskObject in maskTransformObjects) |
| 149 | + { |
| 150 | + var renderer = maskObject.GetComponent<Renderer>(); |
| 151 | + renderer.material.shader = depthShader; |
| 152 | + renderer.material.renderQueue = maskRenderQueue; |
| 153 | + } |
| 154 | + } |
| 155 | + |
| 156 | + private void LogError(string message) |
| 157 | + { |
| 158 | + Debug.LogError($"[{MODULENAME}] : [{part.partInfo?.name ?? part.name}] {message}"); |
| 159 | + } |
| 160 | + } |
| 161 | +} |
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