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1 | 1 | using System;
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2 | 2 | using System.Collections.Generic;
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3 |
| -using System.Linq; |
4 | 3 | using System.Runtime.CompilerServices;
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5 | 4 | using KSPBuildTools;
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6 | 5 | using UnityEngine;
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7 | 6 |
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8 | 7 | namespace Shabby.DynamicProperties;
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9 | 8 |
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10 |
| -internal static class PropIdToName |
11 |
| -{ |
12 |
| - private static readonly string[] CommonProperties = [ |
13 |
| - "TransparentFX", |
14 |
| - "_BumpMap", |
15 |
| - "_Color", |
16 |
| - "_EmissiveColor", |
17 |
| - "_MainTex", |
18 |
| - "_MaxX", |
19 |
| - "_MaxY", |
20 |
| - "_MinX", |
21 |
| - "_MinY", |
22 |
| - "_Multiplier", |
23 |
| - "_Opacity", |
24 |
| - "_RimColor", |
25 |
| - "_RimFalloff", |
26 |
| - "_TC1Color", |
27 |
| - "_TC1MetalBlend", |
28 |
| - "_TC1Metalness", |
29 |
| - "_TC1SmoothBlend", |
30 |
| - "_TC1Smoothness", |
31 |
| - "_TC2Color", |
32 |
| - "_TC2MetalBlend", |
33 |
| - "_TC2Metalness", |
34 |
| - "_TC2SmoothBlend", |
35 |
| - "_TC2Smoothness", |
36 |
| - "_TemperatureColor", |
37 |
| - "_Tex", |
38 |
| - "_Tint", |
39 |
| - "_TintColor", |
40 |
| - "_subdiv", |
41 |
| - "localMatrix", |
42 |
| - "upMatrix" |
43 |
| - ]; |
44 |
| - |
45 |
| - private static readonly Dictionary<int, string> IdToName = |
46 |
| - CommonProperties.ToDictionary(Shader.PropertyToID, name => name); |
47 |
| - |
48 |
| - internal static string Get(int id) => |
49 |
| - IdToName.TryGetValue(id, out var name) ? name : $"<{id}>"; |
50 |
| -} |
51 |
| - |
52 |
| -internal abstract class Prop |
53 |
| -{ |
54 |
| - internal abstract void Write(int id, MaterialPropertyBlock mpb); |
55 |
| -} |
56 |
| - |
57 |
| -internal abstract class Prop<T>(T value) : Prop |
58 |
| -{ |
59 |
| - internal T Value = value; |
60 |
| - |
61 |
| - internal abstract bool UpdateIfChanged(T value); |
62 |
| - public override string ToString() => Value.ToString(); |
63 |
| -} |
64 |
| - |
65 |
| -internal class PropColor(Color value) : Prop<Color>(value) |
66 |
| -{ |
67 |
| - internal override bool UpdateIfChanged(Color value) |
68 |
| - { |
69 |
| - if (Utils.ApproxEquals(value, Value)) return false; |
70 |
| - Value = value; |
71 |
| - return true; |
72 |
| - } |
73 |
| - |
74 |
| - internal override void Write(int id, MaterialPropertyBlock mpb) => mpb.SetColor(id, Value); |
75 |
| -} |
76 |
| - |
77 |
| -internal class PropFloat(float value) : Prop<float>(value) |
78 |
| -{ |
79 |
| - internal override bool UpdateIfChanged(float value) |
80 |
| - { |
81 |
| - if (Utils.ApproxEqualsRel(value, Value)) return false; |
82 |
| - Value = value; |
83 |
| - return true; |
84 |
| - } |
85 |
| - |
86 |
| - internal override void Write(int id, MaterialPropertyBlock mpb) => mpb.SetFloat(id, Value); |
87 |
| -} |
88 |
| - |
89 |
| -internal class PropInt(int value) : Prop<int>(value) |
90 |
| -{ |
91 |
| - internal override bool UpdateIfChanged(int value) |
92 |
| - { |
93 |
| - if (value == Value) return false; |
94 |
| - Value = value; |
95 |
| - return true; |
96 |
| - } |
97 |
| - |
98 |
| - internal override void Write(int id, MaterialPropertyBlock mpb) => mpb.SetInt(id, Value); |
99 |
| -} |
100 |
| - |
101 |
| -internal class PropTexture(Texture value) : Prop<Texture>(value) |
102 |
| -{ |
103 |
| - internal override bool UpdateIfChanged(Texture value) |
104 |
| - { |
105 |
| - if (ReferenceEquals(value, Value)) return false; |
106 |
| - Value = value; |
107 |
| - return true; |
108 |
| - } |
109 |
| - |
110 |
| - internal override void Write(int id, MaterialPropertyBlock mpb) => mpb.SetTexture(id, Value); |
111 |
| -} |
112 |
| - |
113 |
| -internal class PropVector(Vector4 value) : Prop<Vector4>(value) |
114 |
| -{ |
115 |
| - internal override bool UpdateIfChanged(Vector4 value) |
116 |
| - { |
117 |
| - if (Utils.ApproxEqualsRel(value, Value)) return false; |
118 |
| - Value = value; |
119 |
| - return true; |
120 |
| - } |
121 |
| - |
122 |
| - internal override void Write(int id, MaterialPropertyBlock mpb) => mpb.SetVector(id, Value); |
123 |
| -} |
124 |
| - |
125 | 9 | public sealed class Props(int priority) : IDisposable
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126 | 10 | {
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127 | 11 | /// Ordered by lowest to highest priority. Equal priority is disambiguated by unique IDs.
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