1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 | // // Kerbal Engineer Redux // // Copyright (C) 2016 CYBUTEK // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // You should have received a copy of the GNU General Public License // along with this program. If not, see <http://www.gnu.org/licenses/>. // namespace KerbalEngineer { using UnityEngine; using Random = System.Random; public class TapeDriveAnimator : PartModule { [KSPField] public string Lights1 = string.Empty; [KSPField] public float Lights1Speed = 0; [KSPField] public string Lights2 = string.Empty; [KSPField] public float Lights2Speed = 0; [KSPField] public string Lights3 = string.Empty; [KSPField] public float Lights3Speed = 0; [KSPField] public string Lights4 = string.Empty; [KSPField] public float Lights4Speed = 0; [KSPField] public string Lights5 = string.Empty; [KSPField] public float Lights5Speed = 0; [KSPField] public string Lights6 = string.Empty; [KSPField] public float Lights6Speed = 0; [KSPField] public int MaxReelSpeed = 0; [KSPField] public int MaxRepeatTime = 0; [KSPField] public int MinReelSpeed = 0; [KSPField] public int MinRepeatTime = 0; [KSPField] public string Reel1 = string.Empty; [KSPField] public float Reel1SpeedRatio = 1; [KSPField] public string Reel2 = string.Empty; [KSPField] public float Reel2SpeedRatio = 1; [KSPField] public float RepeatTimeDenominator = 1; [KSPField] public float SpeedChangeAmount = 0; [KSPField] public float SpeedDeadZone = 0; [KSPField] public float SpeedStopZone = 0; [KSPField] public bool UseBakedAnimation = false; private Shader m_ButtonLightOffShader; private Shader m_ButtonLightOnShader; private Material m_ButtonSet1Material; private Material m_ButtonSet2Material; private Material m_ButtonSet3Material; private Material m_ButtonSet4Material; private Material m_ButtonSet5Material; private Material m_ButtonSet6Material; private float m_CurrentTime; private float m_DeltaTime; private bool m_IsRunning; private Random m_Random; private Transform m_Reel1Transform; private Transform m_Reel2Transform; private float m_RepeatTime; private bool m_SceneIsEditor; private float m_Speed; private float m_TargetSpeed; public bool IsRunning { get { return m_IsRunning; } set { m_IsRunning = value; if (m_IsRunning) { if (UseBakedAnimation) { StartBakedAnimation(); } } else { if (UseBakedAnimation) { StopBakedAnimation(); } } } } public override void OnStart(StartState state) { m_Random = new Random(); StopBakedAnimation(); IsRunning = false; if (HighLogic.LoadedSceneIsEditor) { part.OnEditorAttach += OnEditorAttach; part.OnEditorDetach += OnEditorDetach; m_SceneIsEditor = true; if (part.parent != null) { IsRunning = true; } } else if (HighLogic.LoadedSceneIsFlight) { IsRunning = true; } if (UseBakedAnimation == false) { InitialiseReels(); InitialiseLights(); } } public override void OnUpdate() { if (UseBakedAnimation) { return; } m_DeltaTime = m_SceneIsEditor ? Time.deltaTime : TimeWarp.deltaTime; if (TimeWarp.CurrentRate != 1.0f && TimeWarp.WarpMode != TimeWarp.Modes.LOW) { return; } if (IsRunning) { UpdateTimerCycle(); UpdateSpeed(); UpdateReels(); UpdateLights(); } else { m_TargetSpeed = 0; if (m_Speed != 0) { UpdateSpeed(); UpdateReels(); UpdateLights(); } } } private static void SetShaderOnMaterial(Material material, Shader shader) { if (material != null && shader != null) { material.shader = shader; } } private Material GetMaterialOnModelTransform(string transformName) { Transform modelTransform = GetModelTransform(transformName); if (modelTransform != null) { Renderer renderer = modelTransform.GetComponent<Renderer>(); if (renderer != null) { return renderer.material; } } return null; } private Transform GetModelTransform(string transformName) { if (string.IsNullOrEmpty(transformName) == false) { return part.FindModelTransform(transformName); } return null; } private void InitialiseLights() { m_ButtonSet1Material = GetMaterialOnModelTransform(Lights1); m_ButtonSet2Material = GetMaterialOnModelTransform(Lights2); m_ButtonSet3Material = GetMaterialOnModelTransform(Lights3); m_ButtonSet4Material = GetMaterialOnModelTransform(Lights4); m_ButtonSet5Material = GetMaterialOnModelTransform(Lights5); m_ButtonSet6Material = GetMaterialOnModelTransform(Lights6); m_ButtonLightOffShader = Shader.Find("KSP/Specular"); m_ButtonLightOnShader = Shader.Find("KSP/Unlit"); } private void InitialiseReels() { if (string.IsNullOrEmpty(Reel1) == false) { m_Reel1Transform = part.FindModelTransform(Reel1); } if (string.IsNullOrEmpty(Reel2) == false) { m_Reel2Transform = part.FindModelTransform(Reel2); } } private void OnEditorAttach() { IsRunning = true; } private void OnEditorDetach() { IsRunning = false; } private void StartBakedAnimation() { foreach (Animation animator in part.FindModelAnimators()) { animator.Play(); } } private void StopBakedAnimation() { foreach (Animation animator in part.FindModelAnimators()) { animator.Stop(); } } private void Update() { if (m_SceneIsEditor) { OnUpdate(); } } private void UpdateButtonMaterial(Material material, float targetSpeed) { if (material == null) { return; } bool lightsOn; if (targetSpeed > 0) { lightsOn = (m_Speed > targetSpeed); } else if (targetSpeed < 0) { lightsOn = (m_Speed < targetSpeed); } else { lightsOn = (m_Speed == 0); } SetShaderOnMaterial(material, lightsOn ? m_ButtonLightOnShader : m_ButtonLightOffShader); } private void UpdateLights() { UpdateButtonMaterial(m_ButtonSet1Material, Lights1Speed); UpdateButtonMaterial(m_ButtonSet2Material, Lights2Speed); UpdateButtonMaterial(m_ButtonSet3Material, Lights3Speed); UpdateButtonMaterial(m_ButtonSet4Material, Lights4Speed); UpdateButtonMaterial(m_ButtonSet5Material, Lights5Speed); UpdateButtonMaterial(m_ButtonSet6Material, Lights6Speed); } private void UpdateReels() { if (m_Reel1Transform != null && m_Speed != 0) { m_Reel1Transform.transform.Rotate(Vector3.right, m_Speed * Reel1SpeedRatio); } if (m_Reel2Transform != null && m_Speed != 0) { m_Reel2Transform.transform.Rotate(Vector3.right, m_Speed * Reel2SpeedRatio); } } private void UpdateSpeed() { if (m_Speed < m_TargetSpeed) { if (m_Speed < m_TargetSpeed - SpeedDeadZone) { m_Speed += SpeedChangeAmount * m_DeltaTime; } else { m_Speed = m_TargetSpeed; } } else if (m_Speed > m_TargetSpeed) { if (m_Speed > m_TargetSpeed + SpeedDeadZone) { m_Speed -= SpeedChangeAmount * m_DeltaTime; } else { m_Speed = m_TargetSpeed; } } } private void UpdateTimerCycle() { m_CurrentTime += m_DeltaTime; if (m_CurrentTime >= m_RepeatTime) { m_TargetSpeed = m_Random.Next(MinReelSpeed, MaxReelSpeed); if (m_TargetSpeed > -SpeedStopZone && m_TargetSpeed < SpeedStopZone) { m_TargetSpeed = 0; } m_RepeatTime = m_Random.Next(MinRepeatTime, MaxRepeatTime); if (RepeatTimeDenominator != 0) { m_RepeatTime /= RepeatTimeDenominator; } m_CurrentTime -= m_RepeatTime; } } } } |