GetStockSections has been made interface only, like the GetCustomSections function that returns a list of ISectionModule. Also added missing null check (should never be encountered but no harm in having robust code).
GetStockSections has been made interface only, like the GetCustomSections function that returns a list of ISectionModule. Also added missing null check (should never be encountered but no harm in having robust code).

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// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2016 CYBUTEK // Copyright (C) 2016 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // 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 // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
namespace KerbalEngineer.Unity namespace KerbalEngineer.Unity
{ {
using System; using System;
using System.Collections; using System.Collections;
using UnityEngine; using UnityEngine;
   
[RequireComponent(typeof(CanvasGroup))] [RequireComponent(typeof(CanvasGroup))]
public class CanvasGroupFader : MonoBehaviour public class CanvasGroupFader : MonoBehaviour
{ {
private CanvasGroup m_CanvasGroup; private CanvasGroup m_CanvasGroup;
private IEnumerator m_FadeCoroutine; private IEnumerator m_FadeCoroutine;
   
public bool fading public bool IsFading
{ {
get get
{ {
return m_FadeCoroutine != null; return m_FadeCoroutine != null;
} }
} }
   
/// <summary> /// <summary>
/// Fades the canvas group to a specified alpha using the supplied blocking state during fade with optional callback. /// Fades the canvas group to a specified alpha using the supplied blocking state during fade with optional callback.
/// </summary> /// </summary>
public void FadeTo(float alpha, float duration, Action callback = null) public void FadeTo(float alpha, float duration, Action callback = null)
{ {
if (m_CanvasGroup == null) if (m_CanvasGroup == null)
{ {
return; return;
} }
   
Fade(m_CanvasGroup.alpha, alpha, duration, callback); Fade(m_CanvasGroup.alpha, alpha, duration, callback);
} }
   
/// <summary> /// <summary>
/// Sets the alpha value of the canvas group. /// Sets the alpha value of the canvas group.
/// </summary> /// </summary>
public void SetAlpha(float alpha) public void SetAlpha(float alpha)
{ {
if (m_CanvasGroup == null) if (m_CanvasGroup == null)
{ {
return; return;
} }
   
alpha = Mathf.Clamp01(alpha); alpha = Mathf.Clamp01(alpha);
m_CanvasGroup.alpha = alpha; m_CanvasGroup.alpha = alpha;
} }
   
protected virtual void Awake() protected virtual void Awake()
{ {
// cache components // cache components
m_CanvasGroup = GetComponent<CanvasGroup>(); m_CanvasGroup = GetComponent<CanvasGroup>();
} }
   
/// <summary> /// <summary>
/// Starts a fade from one alpha value to another with callback. /// Starts a fade from one alpha value to another with callback.
/// </summary> /// </summary>
private void Fade(float from, float to, float duration, Action callback) private void Fade(float from, float to, float duration, Action callback)
{ {
if (m_FadeCoroutine != null) if (m_FadeCoroutine != null)
{ {
StopCoroutine(m_FadeCoroutine); StopCoroutine(m_FadeCoroutine);
} }
   
m_FadeCoroutine = FadeCoroutine(from, to, duration, callback); m_FadeCoroutine = FadeCoroutine(from, to, duration, callback);
StartCoroutine(m_FadeCoroutine); StartCoroutine(m_FadeCoroutine);
} }
   
/// <summary> /// <summary>
/// Coroutine that handles the fading. /// Coroutine that handles the fading.
/// </summary> /// </summary>
private IEnumerator FadeCoroutine(float from, float to, float duration, Action callback) private IEnumerator FadeCoroutine(float from, float to, float duration, Action callback)
{ {
  // wait for end of frame so that only the last call to fade that frame is honoured.
  yield return new WaitForEndOfFrame();
   
float progress = 0.0f; float progress = 0.0f;
   
while (progress <= 1.0f) while (progress <= 1.0f)
{ {
progress += Time.deltaTime / duration; progress += Time.deltaTime / duration;
SetAlpha(Mathf.Lerp(from, to, progress)); SetAlpha(Mathf.Lerp(from, to, progress));
yield return null; yield return null;
} }
   
print(m_CanvasGroup.alpha); print(m_CanvasGroup.alpha);
callback?.Invoke(); callback?.Invoke();
   
m_FadeCoroutine = null; m_FadeCoroutine = null;
} }
} }
} }
//  
// 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.Unity.Flight  
{  
using KerbalEngineer.Flight;  
using UnityEngine;  
using UnityEngine.EventSystems;  
using UnityEngine.UI;  
 
public class FlightEngineerMenu : CanvasGroupFader, IPointerEnterHandler, IPointerExitHandler  
{  
[SerializeField]  
private Toggle m_ShowEngineerToggle = null;  
 
[SerializeField]  
private Toggle m_ControlBarToggle = null;  
 
[SerializeField]  
private float m_FastFadeDuration = 0.2f;  
 
[SerializeField]  
private float m_SlowFadeDuration = 1.0f;  
 
/// <summary>  
/// Gets or sets the visibility of the control bar.  
/// </summary>  
public bool controlBar  
{  
get  
{  
if (DisplayStack.Instance != null)  
{  
return DisplayStack.Instance.ShowControlBar;  
}  
 
return true;  
}  
set  
{  
if (DisplayStack.Instance != null)  
{  
DisplayStack.Instance.ShowControlBar = value;  
}  
}  
}  
 
/// <summary>  
/// Gets or sets the visibility of the flight engineer display stack.  
/// </summary>  
public bool showEngineer  
{  
get  
{  
if (DisplayStack.Instance != null)  
{  
return DisplayStack.Instance.Hidden == false;  
}  
 
return true;  
}  
set  
{  
if (DisplayStack.Instance != null)  
{  
DisplayStack.Instance.Hidden = !value;  
}  
}  
}  
 
public void OnPointerEnter(PointerEventData eventData)  
{  
FadeIn();  
}  
 
public void OnPointerExit(PointerEventData eventData)  
{  
// slow-fade out if the application launcher button is off  
if (FlightAppLauncher.instance != null && FlightAppLauncher.instance.isOn == false)  
{  
FadeTo(0.0f, m_SlowFadeDuration, Destroy);  
}  
}  
 
protected override void Awake()  
{  
base.Awake();  
 
// subscribe events  
FlightAppLauncher.MenuClosed += MenuClosed;  
FlightAppLauncher.ButtonHover += ButtonHover;  
}  
 
protected virtual void OnDestroy()  
{  
// unsubscribe events  
FlightAppLauncher.MenuClosed -= MenuClosed;  
FlightAppLauncher.ButtonHover -= ButtonHover;  
}  
 
protected virtual void OnEnable()  
{  
// set starting alpha to zero and fade in  
SetAlpha(0.0f);  
FadeIn();  
}  
 
protected virtual void Start()  
{  
DisplayStackToggles();  
}  
 
/// <summary>  
/// Sets a given toggle to the specified state with null checking.  
/// </summary>  
private static void SetToggle(Toggle toggle, bool state)  
{  
if (toggle != null)  
{  
toggle.isOn = state;  
}  
}  
 
/// <summary>  
/// Called when the application launcher button is hovered over.  
/// </summary>  
private void ButtonHover()  
{  
FadeIn();  
}  
 
/// <summary>  
/// Destroys the game object.  
/// </summary>  
private void Destroy()  
{  
// disable game object first due to an issue within unity 5.2.4f1 that shows a single frame at full opaque alpha just before destruction  
gameObject.SetActive(false);  
Destroy(gameObject);  
}  
 
/// <summary>  
/// Called when the display stack has loaded its settings.  
/// </summary>  
private void DisplayStackToggles()  
{  
if (DisplayStack.Instance == null)  
{  
return;  
}  
 
SetToggle(m_ShowEngineerToggle, DisplayStack.Instance.Hidden == false);  
SetToggle(m_ControlBarToggle, DisplayStack.Instance.ShowControlBar);  
}  
 
private void FadeIn()  
{  
FadeTo(1.0f, m_FastFadeDuration);  
}  
 
private void MenuClosed()  
{  
FadeTo(0.0f, m_FastFadeDuration, Destroy);  
}  
}  
}  
  //
  // 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.Unity.Flight
  {
  using System.Collections.Generic;
  using UnityEngine;
  using UnityEngine.EventSystems;
  using UnityEngine.UI;
 
  [RequireComponent(typeof(RectTransform))]
  public class FlightMenu : CanvasGroupFader, IPointerEnterHandler, IPointerExitHandler
  {
  [SerializeField]
  private Toggle m_ShowEngineerToggle = null;
 
  [SerializeField]
  private Toggle m_ControlBarToggle = null;
 
  [SerializeField]
  private GameObject m_MenuSectionPrefab = null;
 
  [SerializeField]
  private Transform m_SectionsTransform = null;
 
  [SerializeField]
  private float m_FastFadeDuration = 0.2f;
 
  [SerializeField]
  private float m_SlowFadeDuration = 1.0f;
 
  private IFlightAppLauncher m_FlightAppLauncher;
  private RectTransform m_RectTransform;
 
  public void OnPointerEnter(PointerEventData eventData)
  {
  FadeIn();
  }
 
  public void OnPointerExit(PointerEventData eventData)
  {
  // slow-fade out if the application launcher button is off
  if (m_FlightAppLauncher != null && m_FlightAppLauncher.IsOn == false)
  {
  FadeTo(0.0f, m_SlowFadeDuration, Destroy);
  }
  }
 
  /// <summary>
  /// Fades out and destroys the menu.
  /// </summary>
  public void Close()
  {
  FadeTo(0.0f, m_FastFadeDuration, Destroy);
  }
 
  /// <summary>
  /// Fades in the menu.
  /// </summary>
  public void FadeIn()
  {
  FadeTo(1.0f, m_FastFadeDuration);
  }
 
  /// <summary>
  /// Creates a new custom section.
  /// </summary>
  public void NewCustomSection()
  {
  if (m_FlightAppLauncher != null)
  {
  CreateSectionControl(m_FlightAppLauncher.NewCustomSection());
  }
  }
 
  /// <summary>
  /// Sets the control bar visiblity.
  /// </summary>
  public void SetControlBarVisible(bool visible)
  {
  if (m_FlightAppLauncher != null)
  {
  m_FlightAppLauncher.IsControlBarVisible = visible;
  }
  }
 
  /// <summary>
  /// Sets the display stack visibility.
  /// </summary>
  public void SetDisplayStackVisible(bool visible)
  {
  if (m_FlightAppLauncher != null)
  {
  m_FlightAppLauncher.IsDisplayStackVisible = visible;
  }
  }
 
  /// <summary>
  /// Sets a reference to the flight app launcher object.
  /// </summary>
  public void SetFlightAppLauncher(IFlightAppLauncher flightAppLauncher)
  {
  if (flightAppLauncher == null)
  {
  return;
  }
 
  m_FlightAppLauncher = flightAppLauncher;
 
  // create section controls
  CreateSectionControls(m_FlightAppLauncher.GetStockSections());
  CreateSectionControls(m_FlightAppLauncher.GetCustomSections());
  }
 
  protected override void Awake()
  {
  base.Awake();
 
  // cache components
  m_RectTransform = GetComponent<RectTransform>();
  }
 
  protected virtual void Start()
  {
  // set starting alpha to zero and fade in
  SetAlpha(0.0f);
  FadeIn();
  }
 
  protected virtual void Update()
  {
  if (m_FlightAppLauncher == null)
  {
  return;
  }
 
  // set toggle states to match the actual states
  SetToggle(m_ShowEngineerToggle, m_FlightAppLauncher.IsDisplayStackVisible);
  SetToggle(m_ControlBarToggle, m_FlightAppLauncher.IsControlBarVisible);
 
  // update anchor position
  if (m_RectTransform != null)
  {
  m_RectTransform.position = m_FlightAppLauncher.GetAnchor();
  m_FlightAppLauncher.ClampToScreen(m_RectTransform);
  }
  }
 
  /// <summary>
  /// Sets a given toggle to the specified state with null checking.
  /// </summary>
  private static void SetToggle(Toggle toggle, bool state)
  {
  if (toggle != null)
  {
  toggle.isOn = state;
  }
  }
 
  /// <summary>
  /// Creates a menu section control.
  /// </summary>
  private void CreateSectionControl(ISectionModule section)
  {
  GameObject menuSectionObject = Instantiate(m_MenuSectionPrefab);
  if (menuSectionObject != null)
  {
  menuSectionObject.transform.SetParent(m_SectionsTransform, false);
 
  FlightMenuSection menuSection = menuSectionObject.GetComponent<FlightMenuSection>();
  if (menuSection != null)
  {
  menuSection.SetAssignedSection(section);
  }
  }
  }
 
  /// <summary>
  /// Creates a list of section controls from a given list of sections.
  /// </summary>
  private void CreateSectionControls(IList<ISectionModule> sections)
  {
  if (sections == null || m_MenuSectionPrefab == null || m_SectionsTransform == null)
  {
  return;
  }
 
  for (int i = 0; i < sections.Count; i++)
  {
  ISectionModule section = sections[i];
  if (section != null)
  {
  CreateSectionControl(section);
  }
  }
  }
 
  /// <summary>
  /// Destroys the game object.
  /// </summary>
  private void Destroy()
  {
  // disable game object first due to an issue within unity 5.2.4f1 that shows a single frame at full opaque alpha just before destruction
  gameObject.SetActive(false);
  Destroy(gameObject);
  }
  }
  }
  //
  // 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.Unity.Flight
  {
  using UnityEngine;
  using UnityEngine.UI;
 
  public class FlightMenuSection : MonoBehaviour
  {
  [SerializeField]
  private Toggle m_DisplayToggle = null;
 
  [SerializeField]
  private Text m_DisplayText = null;
 
  [SerializeField]
  private Toggle m_EditToggle = null;
 
  private ISectionModule m_Section;
 
  /// <summary>
  /// Gets or sets the section's editor visibility.
  /// </summary>
  public bool IsEditorVisible
  {
  get
  {
  if (m_EditToggle != null)
  {
  return m_EditToggle.isOn;
  }
 
  return true;
  }
  set
  {
  if (m_EditToggle != null)
  {
  m_EditToggle.isOn = value;
  }
  }
  }
 
  /// <summary>
  /// Sets the assigned section to be handled by the menu object.
  /// </summary>
  public void SetAssignedSection(ISectionModule section)
  {
  if (section == null)
  {
  return;
  }
 
  m_Section = section;
  }
 
  /// <summary>
  /// Sets the section's display visibility.
  /// </summary>
  public void SetDisplayVisible(bool visible)
  {
  if (m_Section != null)
  {
  m_Section.IsVisible = visible;
  }
  }
 
  /// <summary>
  /// Sets the section's editor visibility.
  /// </summary>
  public void SetEditorVisible(bool visible)
  {
  if (m_Section != null)
  {
  m_Section.IsEditorVisible = visible;
  }
  }
 
  protected virtual void Update()
  {
  UpdateControls();
  }
 
  /// <summary>
  /// Updates the menu section's controls.
  /// </summary>
  private void UpdateControls()
  {
  if (m_Section == null || m_Section.IsDeleted)
  {
  Destroy(gameObject);
  return;
  }
 
  // display visible
  if (m_DisplayToggle != null)
  {
  m_DisplayToggle.isOn = m_Section.IsVisible;
  }
 
  // display name
  if (m_DisplayText != null)
  {
  m_DisplayText.text = m_Section.Name.ToUpperInvariant();
  }
 
  // editor visible
  if (m_EditToggle != null)
  {
  m_EditToggle.isOn = m_Section.IsEditorVisible;
  }
  }
  }
  }
  //
  // 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.Unity.Flight
  {
  using System.Collections.Generic;
  using UnityEngine;
 
  public interface IFlightAppLauncher
  {
  bool IsControlBarVisible { get; set; }
 
  bool IsDisplayStackVisible { get; set; }
 
  bool IsOn { get; }
 
  void ClampToScreen(RectTransform rectTransform);
 
  Vector3 GetAnchor();
 
  IList<ISectionModule> GetCustomSections();
 
  IList<ISectionModule> GetStockSections();
 
  ISectionModule NewCustomSection();
  }
  }
  //
  // 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.Unity.Flight
  {
  public interface ISectionModule
  {
  bool IsDeleted { get; }
 
  bool IsEditorVisible { get; set; }
 
  bool IsVisible { get; set; }
 
  string Name { get; }
  }
  }
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup> <PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{5387BB1E-32B1-4BAC-B03F-100570B9554C}</ProjectGuid> <ProjectGuid>{5387BB1E-32B1-4BAC-B03F-100570B9554C}</ProjectGuid>
<OutputType>Library</OutputType> <OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder> <AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>KerbalEngineer.Unity</RootNamespace> <RootNamespace>KerbalEngineer.Unity</RootNamespace>
<AssemblyName>KerbalEngineer.Unity</AssemblyName> <AssemblyName>KerbalEngineer.Unity</AssemblyName>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion> <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment> <FileAlignment>512</FileAlignment>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols> <DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType> <DebugType>full</DebugType>
<Optimize>false</Optimize> <Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath> <OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants> <DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>none</DebugType> <DebugType>none</DebugType>
<Optimize>true</Optimize> <Optimize>true</Optimize>
<OutputPath>..\Output\KerbalEngineer\</OutputPath> <OutputPath>..\Output\KerbalEngineer\</OutputPath>
<DefineConstants> <DefineConstants>
</DefineConstants> </DefineConstants>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<Compile Include="CanvasGroupFader.cs" /> <Compile Include="CanvasGroupFader.cs" />
<Compile Include="Flight\FlightEngineerMenu.cs" /> <Compile Include="Flight\FlightMenu.cs" />
  <Compile Include="Flight\FlightMenuSection.cs" />
  <Compile Include="Flight\IFlightAppLauncher.cs" />
  <Compile Include="Flight\ISectionModule.cs" />
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Reference Include="System"> <Reference Include="System">
<HintPath>..\..\game\KSP_Data\Managed\System.dll</HintPath> <HintPath>..\..\game\KSP_Data\Managed\System.dll</HintPath>
<Private>False</Private> <Private>False</Private>
</Reference> </Reference>
<Reference Include="UnityEngine"> <Reference Include="UnityEngine">
<HintPath>..\..\game\KSP_Data\Managed\UnityEngine.dll</HintPath> <HintPath>..\..\game\KSP_Data\Managed\UnityEngine.dll</HintPath>
<Private>False</Private> <Private>False</Private>
</Reference> </Reference>
<Reference Include="UnityEngine.UI"> <Reference Include="UnityEngine.UI">
<HintPath>..\..\game\KSP_Data\Managed\UnityEngine.UI.dll</HintPath> <HintPath>..\..\game\KSP_Data\Managed\UnityEngine.UI.dll</HintPath>
<Private>False</Private> <Private>False</Private>
</Reference> </Reference>
</ItemGroup> </ItemGroup>
<ItemGroup>  
<ProjectReference Include="..\KerbalEngineer\KerbalEngineer.csproj">  
<Project>{39806613-e0b7-46e0-89a6-a569ec538cbb}</Project>  
<Name>KerbalEngineer</Name>  
<Private>False</Private>  
</ProjectReference>  
</ItemGroup>  
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup> <PropertyGroup>
<PostBuildEvent>copy "$(TargetPath)" "$(SolutionDir)Assets\Plugins" /Y</PostBuildEvent> <PostBuildEvent>copy "$(TargetPath)" "$(SolutionDir)Assets\Plugins" /Y</PostBuildEvent>
</PropertyGroup> </PropertyGroup>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it. <!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets. Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild"> <Target Name="BeforeBuild">
</Target> </Target>
<Target Name="AfterBuild"> <Target Name="AfterBuild">
</Target> </Target>
--> -->
</Project> </Project>
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2016 CYBUTEK // Copyright (C) 2016 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // 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 // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
namespace KerbalEngineer namespace KerbalEngineer
{ {
using KSP.UI; using KSP.UI;
using KSP.UI.Screens; using KSP.UI.Screens;
using UnityEngine; using UnityEngine;
   
public class AppLauncherButton : MonoBehaviour public class AppLauncherButton : MonoBehaviour
{ {
private static Texture m_IconTexture; private static Texture m_IconTexture;
private ApplicationLauncherButton m_Button; private ApplicationLauncherButton m_Button;
   
/// <summary> /// <summary>
/// Gets or sets the toggle button state. /// Gets or sets the toggle button state.
/// </summary> /// </summary>
public bool isOn public bool IsOn
{ {
get get
{ {
return m_Button != null && return m_Button != null &&
m_Button.toggleButton.Button.interactable && m_Button.toggleButton.Button.interactable &&
m_Button.toggleButton.CurrentState == UIRadioButton.State.True; m_Button.toggleButton.CurrentState == UIRadioButton.State.True;
} }
set set
{ {
if (m_Button == null) if (m_Button == null)
{ {
return; return;
} }
   
if (value) if (value)
{ {
SetOn(); SetOn();
} }
else else
{ {
SetOff(); SetOff();
} }
} }
} }
   
/// <summary> /// <summary>
/// Disables the button if not already disabled. /// Disables the button if not already disabled.
/// </summary> /// </summary>
public void Disable() public void Disable()
{ {
if (m_Button != null && m_Button.toggleButton.Button.interactable) if (m_Button != null && m_Button.toggleButton.Button.interactable)
{ {
m_Button.Disable(); m_Button.Disable();
} }
} }
   
/// <summary> /// <summary>
/// Enables the button if not already enabled. /// Enables the button if not already enabled.
/// </summary> /// </summary>
public void Enable() public void Enable()
{ {
if (m_Button != null && m_Button.toggleButton.Button.interactable == false) if (m_Button != null && m_Button.toggleButton.Button.interactable == false)
{ {
m_Button.Enable(); m_Button.Enable();
} }
} }
   
/// <summary> /// <summary>
/// Gets the anchor position for pop-up content. /// Gets the anchor position for pop-up content.
/// </summary> /// </summary>
public Vector3 GetAnchor() public Vector3 GetAnchor()
{ {
if (m_Button == null) if (m_Button == null)
{ {
return Vector3.zero; return Vector3.zero;
} }
   
Vector3 anchor = m_Button.GetAnchor(); Vector3 anchor = m_Button.GetAnchor();
   
anchor.x -= 3.0f; anchor.x -= 3.0f;
   
return anchor; return anchor;
} }
   
/// <summary> /// <summary>
/// Enables and sets the button to off. /// Enables and sets the button to off.
/// </summary> /// </summary>
public void SetOff() public void SetOff()
{ {
Enable(); Enable();
   
if (m_Button != null && m_Button.toggleButton.CurrentState != UIRadioButton.State.False) if (m_Button != null && m_Button.toggleButton.CurrentState != UIRadioButton.State.False)
{ {
  m_Button.SetFalse();
  }
  }
   
  /// <summary>
  /// Enables and sets the button to on.
  /// </summary>
  public void SetOn()
  {
  Enable();
   
  if (m_Button != null && m_Button.toggleButton.CurrentState != UIRadioButton.State.True)
  {
m_Button.SetTrue(); m_Button.SetTrue();
} }
} }
   
/// <summary>  
/// Enables and sets the button to on.  
/// </summary>  
public void SetOn()  
{  
Enable();  
   
if (m_Button != null && m_Button.toggleButton.CurrentState != UIRadioButton.State.True)  
{  
m_Button.SetTrue();  
}  
}  
   
protected virtual void Awake() protected virtual void Awake()
{ {
// cache icon texture // cache icon texture
if (m_IconTexture == null && AssetBundleLoader.images != null) if (m_IconTexture == null && AssetBundleLoader.Images != null)
{ {
m_IconTexture = AssetBundleLoader.images.LoadAsset<Texture2D>("app-launcher-icon"); m_IconTexture = AssetBundleLoader.Images.LoadAsset<Texture2D>("app-launcher-icon");
} }
   
// subscribe event listeners // subscribe event listeners
GameEvents.onGUIApplicationLauncherReady.Add(OnGUIApplicationLauncherReady); GameEvents.onGUIApplicationLauncherReady.Add(OnGUIApplicationLauncherReady);
GameEvents.onGUIApplicationLauncherUnreadifying.Add(OnGUIApplicationLauncherUnreadifying); GameEvents.onGUIApplicationLauncherUnreadifying.Add(OnGUIApplicationLauncherUnreadifying);
} }
   
protected virtual void OnDestroy() protected virtual void OnDestroy()
{ {
// unsubscribe event listeners // unsubscribe event listeners
GameEvents.onGUIApplicationLauncherReady.Remove(OnGUIApplicationLauncherReady); GameEvents.onGUIApplicationLauncherReady.Remove(OnGUIApplicationLauncherReady);
GameEvents.onGUIApplicationLauncherUnreadifying.Remove(OnGUIApplicationLauncherUnreadifying); GameEvents.onGUIApplicationLauncherUnreadifying.Remove(OnGUIApplicationLauncherUnreadifying);
} }
   
/// <summary> /// <summary>
/// Called on button being disabled. /// Called on button being disabled.
/// </summary> /// </summary>
protected virtual void OnDisable() { } protected virtual void OnDisable() { }
   
/// <summary> /// <summary>
/// Called on button being enabled. /// Called on button being enabled.
/// </summary> /// </summary>
protected virtual void OnEnable() { } protected virtual void OnEnable() { }
   
/// <summary> /// <summary>
/// Called on button being toggled off. /// Called on button being toggled off.
/// </summary> /// </summary>
protected virtual void OnFalse() { } protected virtual void OnFalse() { }
   
/// <summary> /// <summary>
/// Called on mouse hovering. /// Called on mouse hovering.
/// </summary> /// </summary>
protected virtual void OnHover() { } protected virtual void OnHover() { }
   
/// <summary> /// <summary>
/// Called on mouse exiting hover. /// Called on mouse exiting hover.
/// </summary> /// </summary>
protected virtual void OnHoverOut() { } protected virtual void OnHoverOut() { }
   
/// <summary> /// <summary>
/// Called on button being ready. /// Called on button being ready.
/// </summary> /// </summary>
protected virtual void OnReady() { } protected virtual void OnReady() { }
   
/// <summary> /// <summary>
/// Called after the application launcher is ready and the button created. /// Called after the application launcher is ready and the button created.
/// </summary> /// </summary>
protected virtual void OnTrue() { } protected virtual void OnTrue() { }
   
/// <summary> /// <summary>
/// Called after the application launcher is unreadified and the button removed. /// Called after the application launcher is unreadified and the button removed.
/// </summary> /// </summary>
protected virtual void OnUnreadifying() { } protected virtual void OnUnreadifying() { }
   
private void OnGUIApplicationLauncherReady() private void OnGUIApplicationLauncherReady()
{ {
// create button // create button
if (ApplicationLauncher.Instance != null) if (ApplicationLauncher.Instance != null)
{ {
m_Button = ApplicationLauncher.Instance.AddModApplication(OnTrue, OnFalse, OnHover, OnHoverOut, OnEnable, OnDisable, ApplicationLauncher.AppScenes.ALWAYS, m_IconTexture); m_Button = ApplicationLauncher.Instance.AddModApplication(OnTrue, OnFalse, OnHover, OnHoverOut, OnEnable, OnDisable, ApplicationLauncher.AppScenes.ALWAYS, m_IconTexture);
} }
   
OnReady(); OnReady();
} }
   
private void OnGUIApplicationLauncherUnreadifying(GameScenes scene) private void OnGUIApplicationLauncherUnreadifying(GameScenes scene)
{ {
// remove button // remove button
if (ApplicationLauncher.Instance != null && m_Button != null) if (ApplicationLauncher.Instance != null && m_Button != null)
{ {
ApplicationLauncher.Instance.RemoveModApplication(m_Button); ApplicationLauncher.Instance.RemoveModApplication(m_Button);
} }
   
OnUnreadifying(); OnUnreadifying();
} }
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2016 CYBUTEK // Copyright (C) 2016 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // 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 // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
namespace KerbalEngineer namespace KerbalEngineer
{ {
using UnityEngine; using UnityEngine;
   
[KSPAddon(KSPAddon.Startup.Instantly, false)] [KSPAddon(KSPAddon.Startup.Instantly, false)]
public class AssetBundleLoader : MonoBehaviour public class AssetBundleLoader : MonoBehaviour
{ {
private static AssetBundle m_Images; private static AssetBundle m_Images;
private static AssetBundle m_Prefabs; private static AssetBundle m_Prefabs;
   
/// <summary> /// <summary>
/// Gets the loaded images asset bundle. /// Gets the loaded images asset bundle.
/// </summary> /// </summary>
public static AssetBundle images public static AssetBundle Images
{ {
get get
{ {
return m_Images; return m_Images;
} }
} }
   
/// <summary> /// <summary>
/// Gets the loaded prefabs asset bundle. /// Gets the loaded prefabs asset bundle.
/// </summary> /// </summary>
public static AssetBundle prefabs public static AssetBundle Prefabs
{ {
get get
{ {
return m_Prefabs; return m_Prefabs;
} }
} }
   
protected virtual void Awake() protected virtual void Awake()
{ {
string bundlePath = EngineerGlobals.AssemblyPath; string bundlePath = EngineerGlobals.AssemblyPath;
   
m_Images = AssetBundle.CreateFromFile(bundlePath + "/images"); m_Images = AssetBundle.CreateFromFile(bundlePath + "/images");
m_Prefabs = AssetBundle.CreateFromFile(bundlePath + "/prefabs"); m_Prefabs = AssetBundle.CreateFromFile(bundlePath + "/prefabs");
} }
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2016 CYBUTEK // Copyright (C) 2016 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // 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 // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
namespace KerbalEngineer.Editor namespace KerbalEngineer.Editor
{ {
[KSPAddon(KSPAddon.Startup.EditorAny, false)] [KSPAddon(KSPAddon.Startup.EditorAny, false)]
public class BuildAppLauncher : AppLauncherButton public class BuildAppLauncher : AppLauncherButton
{ {
protected override void OnFalse() protected override void OnFalse()
{ {
if (BuildAdvanced.Instance != null) if (BuildAdvanced.Instance != null)
{ {
BuildAdvanced.Instance.Visible = false; BuildAdvanced.Instance.Visible = false;
} }
} }
   
protected override void OnTrue() protected override void OnTrue()
{ {
if (BuildAdvanced.Instance != null) if (BuildAdvanced.Instance != null)
{ {
BuildAdvanced.Instance.Visible = true; BuildAdvanced.Instance.Visible = true;
} }
} }
   
protected virtual void Update() protected virtual void Update()
{ {
if (BuildAdvanced.Instance == null) if (BuildAdvanced.Instance == null)
{ {
return; return;
} }
   
// check if vessel is currently under construction with the presence of a root part // check if vessel is currently under construction with the presence of a root part
if (EditorLogic.RootPart != null) if (EditorLogic.RootPart != null)
{ {
// set button state based on existing visibility // set button state based on existing visibility
isOn = BuildAdvanced.Instance.Visible; IsOn = BuildAdvanced.Instance.Visible;
} }
else else
{ {
Disable(); Disable();
} }
} }
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2016 CYBUTEK // Copyright (C) 2016 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // 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 // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
namespace KerbalEngineer.Flight namespace KerbalEngineer.Flight
{ {
using System; using System.Collections.Generic;
  using KSP.UI;
  using Sections;
  using Unity.Flight;
using UnityEngine; using UnityEngine;
   
[KSPAddon(KSPAddon.Startup.Flight, false)] [KSPAddon(KSPAddon.Startup.Flight, false)]
public class FlightAppLauncher : AppLauncherButton public class FlightAppLauncher : AppLauncherButton, IFlightAppLauncher
{ {
private static FlightAppLauncher m_Instance; private static FlightAppLauncher m_Instance;
  private FlightMenu m_FlightMenu;
private GameObject m_MenuObject; private GameObject m_MenuObject;
private GameObject m_MenuPrefab; private GameObject m_MenuPrefab;
   
public static event Action ButtonHover;  
public static event Action MenuClosed;  
   
/// <summary> /// <summary>
/// Gets the current instance of the FlightAppLauncher object. /// Gets the current instance of the FlightAppLauncher object.
/// </summary> /// </summary>
public static FlightAppLauncher instance public static FlightAppLauncher Instance
{ {
get get
{ {
return m_Instance; return m_Instance;
} }
  }
   
  /// <summary>
  /// Clamps the given rect transform within the screen bounds.
  /// </summary>
  public void ClampToScreen(RectTransform rectTransform)
  {
  UIMasterController.ClampToScreen(rectTransform, Vector2.zero);
  }
   
  /// <summary>
  /// Gets a list of custom sections.
  /// </summary>
  IList<ISectionModule> IFlightAppLauncher.GetCustomSections()
  {
  return new List<ISectionModule>(SectionLibrary.CustomSections.ToArray());
  }
   
  /// <summary>
  /// Gets a list of stock sections.
  /// </summary>
  IList<ISectionModule> IFlightAppLauncher.GetStockSections()
  {
  return new List<ISectionModule>(SectionLibrary.StockSections.ToArray());
  }
   
  /// <summary>
  /// Gets or sets the control bar's visibility.
  /// </summary>
  public bool IsControlBarVisible
  {
  get
  {
  if (DisplayStack.Instance != null)
  {
  return DisplayStack.Instance.ShowControlBar;
  }
   
  return false;
  }
  set
  {
  if (DisplayStack.Instance != null)
  {
  DisplayStack.Instance.ShowControlBar = value;
  }
  }
  }
   
  /// <summary>
  /// Gets or sets the display stack's visibility.
  /// </summary>
  public bool IsDisplayStackVisible
  {
  get
  {
  if (DisplayStack.Instance != null)
  {
  return DisplayStack.Instance.Hidden == false;
  }
   
  return false;
  }
  set
  {
  if (DisplayStack.Instance != null)
  {
  DisplayStack.Instance.Hidden = !value;
  }
  }
  }
   
  /// <summary>
  /// Creates and initialises a new custom section.
  /// </summary>
  public ISectionModule NewCustomSection()
  {
  SectionModule section = new SectionModule
  {
  Name = "Custom " + (SectionLibrary.CustomSections.Count + 1),
  Abbreviation = "CUST " + (SectionLibrary.CustomSections.Count + 1),
  IsVisible = true,
  IsCustom = true,
  IsEditorVisible = true
  };
   
  SectionLibrary.CustomSections.Add(section);
   
  return section;
} }
   
protected override void Awake() protected override void Awake()
{ {
base.Awake(); base.Awake();
   
// set singleton instance // set singleton instance
m_Instance = this; m_Instance = this;
   
// cache menu prefab // cache menu prefab
if (m_MenuPrefab == null && AssetBundleLoader.prefabs != null) if (m_MenuPrefab == null && AssetBundleLoader.Prefabs != null)
{ {
m_MenuPrefab = AssetBundleLoader.prefabs.LoadAsset<GameObject>("FlightMenu"); m_MenuPrefab = AssetBundleLoader.Prefabs.LoadAsset<GameObject>("FlightMenu");
} }
} }
   
protected override void OnFalse() protected override void OnFalse()
{ {
Close(); Close();
} }
   
protected override void OnHover() protected override void OnHover()
{ {
Open(); Open();
ButtonHover?.Invoke();  
} }
   
protected override void OnHoverOut() protected override void OnHoverOut()
{ {
if (isOn == false) if (IsOn == false)
{ {
Close(); Close();
} }
} }
   
protected override void OnTrue() protected override void OnTrue()
{ {
Open(); Open();
} }
   
/// <summary> /// <summary>
/// Closes the menu. /// Closes the menu.
/// </summary> /// </summary>
private void Close() private void Close()
{ {
if (m_MenuObject == null) if (m_FlightMenu != null)
{ {
  m_FlightMenu.Close();
  }
  else if (m_MenuObject != null)
  {
  Destroy(m_MenuObject);
  }
  }
   
  /// <summary>
  /// Opens the menu.
  /// </summary>
  private void Open()
  {
  // fade menu in if already open
  if (m_FlightMenu != null)
  {
  m_FlightMenu.FadeIn();
return; return;
} }
   
if (MenuClosed != null)  
{  
MenuClosed();  
}  
else  
{  
Destroy(m_MenuObject);  
}  
}  
   
/// <summary>  
/// Opens the menu.  
/// </summary>  
private void Open()  
{  
if (m_MenuPrefab == null || m_MenuObject != null) if (m_MenuPrefab == null || m_MenuObject != null)
{ {
return; return;
} }
   
// create object // create object
m_MenuObject = Instantiate(m_MenuPrefab, GetAnchor(), Quaternion.identity) as GameObject; m_MenuObject = Instantiate(m_MenuPrefab, GetAnchor(), Quaternion.identity) as GameObject;
if (m_MenuObject == null) if (m_MenuObject == null)
{ {
return; return;
} }
   
// set object as a child of the main canvas // set object as a child of the main canvas
m_MenuObject.transform.SetParent(MainCanvasUtil.MainCanvas.transform); m_MenuObject.transform.SetParent(MainCanvasUtil.MainCanvas.transform);
   
  // set menu's reference to this object for cross-communication
  m_FlightMenu = m_MenuObject.GetComponent<FlightMenu>();
  if (m_FlightMenu != null)
  {
  m_FlightMenu.SetFlightAppLauncher(this);
  }
} }
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2014 CYBUTEK // Copyright (C) 2014 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // 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 // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// //
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
#region Using Directives #region Using Directives
   
using System; using System;
   
using KerbalEngineer.Extensions; using KerbalEngineer.Extensions;
using KerbalEngineer.Flight.Presets; using KerbalEngineer.Flight.Presets;
using KerbalEngineer.Flight.Readouts; using KerbalEngineer.Flight.Readouts;
using KerbalEngineer.UIControls; using KerbalEngineer.UIControls;
   
using UnityEngine; using UnityEngine;
   
#endregion #endregion
   
namespace KerbalEngineer.Flight.Sections namespace KerbalEngineer.Flight.Sections
{ {
public class SectionEditor : MonoBehaviour public class SectionEditor : MonoBehaviour
{ {
#region Constants #region Constants
   
public const float Height = 500.0f; public const float Height = 500.0f;
public const float Width = 500.0f; public const float Width = 500.0f;
   
#endregion #endregion
   
#region Fields #region Fields
   
private GUIStyle categoryButtonActiveStyle; private GUIStyle categoryButtonActiveStyle;
private GUIStyle categoryButtonStyle; private GUIStyle categoryButtonStyle;
private DropDown categoryList; private DropDown categoryList;
private GUIStyle categoryTitleButtonStyle; private GUIStyle categoryTitleButtonStyle;
private GUIStyle helpBoxStyle; private GUIStyle helpBoxStyle;
private GUIStyle helpTextStyle; private GUIStyle helpTextStyle;
private GUIStyle panelTitleStyle; private GUIStyle panelTitleStyle;
private Rect position; private Rect position;
private DropDown presetList; private DropDown presetList;
private GUIStyle readoutButtonStyle; private GUIStyle readoutButtonStyle;
private GUIStyle readoutNameStyle; private GUIStyle readoutNameStyle;
private Vector2 scrollPositionAvailable; private Vector2 scrollPositionAvailable;
private Vector2 scrollPositionInstalled; private Vector2 scrollPositionInstalled;
private GUIStyle textStyle; private GUIStyle textStyle;
private GUIStyle windowStyle; private GUIStyle windowStyle;
   
#endregion #endregion
   
#region Properties #region Properties
   
/// <summary> /// <summary>
/// Gets and sets the parent section for the section editor. /// Gets and sets the parent section for the section editor.
/// </summary> /// </summary>
public SectionModule ParentSection { get; set; } public SectionModule ParentSection { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the window position. /// Gets and sets the window position.
/// </summary> /// </summary>
public Rect Position public Rect Position
{ {
get { return this.position; } get { return this.position; }
set { this.position = value; } set { this.position = value; }
} }
   
#endregion #endregion
   
#region Methods: protected #region Methods: protected
   
protected void Awake() protected void Awake()
{ {
try try
{ {
this.categoryList = this.gameObject.AddComponent<DropDown>(); this.categoryList = this.gameObject.AddComponent<DropDown>();
this.categoryList.DrawCallback = this.DrawCategories; this.categoryList.DrawCallback = this.DrawCategories;
this.presetList = this.gameObject.AddComponent<DropDown>(); this.presetList = this.gameObject.AddComponent<DropDown>();
this.presetList.DrawCallback = this.DrawPresets; this.presetList.DrawCallback = this.DrawPresets;
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
/// <summary> /// <summary>
/// Runs when the object is destroyed. /// Runs when the object is destroyed.
/// </summary> /// </summary>
protected void OnDestroy() protected void OnDestroy()
{ {
try try
{ {
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
/// <summary> /// <summary>
/// Initialises the object's state on creation. /// Initialises the object's state on creation.
/// </summary> /// </summary>
protected void Start() protected void Start()
{ {
try try
{ {
this.InitialiseStyles(); this.InitialiseStyles();
//ReadoutCategory.Selected = ReadoutCategory.GetCategory("Orbital"); //ReadoutCategory.Selected = ReadoutCategory.GetCategory("Orbital");
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
#endregion #endregion
   
#region Methods: private #region Methods: private
   
/// <summary> /// <summary>
/// Called to draw the editor when the UI is enabled. /// Called to draw the editor when the UI is enabled.
/// </summary> /// </summary>
private void OnGUI() private void OnGUI()
{ {
if (FlightEngineerCore.IsDisplayable == false) if (FlightEngineerCore.IsDisplayable == false)
{ {
return; return;
} }
   
this.position = GUILayout.Window(this.GetInstanceID(), this.position, this.Window, "EDIT SECTION - " + this.ParentSection.Name.ToUpper(), this.windowStyle).ClampToScreen(); this.position = GUILayout.Window(this.GetInstanceID(), this.position, this.Window, "EDIT SECTION - " + this.ParentSection.Name.ToUpper(), this.windowStyle).ClampToScreen();
this.ParentSection.EditorPositionX = this.position.x; this.ParentSection.EditorPositionX = this.position.x;
this.ParentSection.EditorPositionY = this.position.y; this.ParentSection.EditorPositionY = this.position.y;
} }
   
/// <summary> /// <summary>
/// Draws the available readouts panel. /// Draws the available readouts panel.
/// </summary> /// </summary>
private void DrawAvailableReadouts() private void DrawAvailableReadouts()
{ {
GUI.skin = HighLogic.Skin; GUI.skin = HighLogic.Skin;
this.scrollPositionAvailable = GUILayout.BeginScrollView(this.scrollPositionAvailable, false, true, GUILayout.Height(200.0f)); this.scrollPositionAvailable = GUILayout.BeginScrollView(this.scrollPositionAvailable, false, true, GUILayout.Height(200.0f));
GUI.skin = null; GUI.skin = null;
   
GUILayout.Label("AVAILABLE", this.panelTitleStyle); GUILayout.Label("AVAILABLE", this.panelTitleStyle);
   
foreach (var readout in ReadoutLibrary.GetCategory(ReadoutCategory.Selected)) foreach (var readout in ReadoutLibrary.GetCategory(ReadoutCategory.Selected))
{ {
if (!this.ParentSection.ReadoutModules.Contains(readout) || readout.Cloneable) if (!this.ParentSection.ReadoutModules.Contains(readout) || readout.Cloneable)
{ {
GUILayout.BeginHorizontal(GUILayout.Height(30.0f)); GUILayout.BeginHorizontal(GUILayout.Height(30.0f));
GUILayout.Label(readout.Name, this.readoutNameStyle); GUILayout.Label(readout.Name, this.readoutNameStyle);
readout.ShowHelp = GUILayout.Toggle(readout.ShowHelp, "?", this.readoutButtonStyle, GUILayout.Width(30.0f)); readout.ShowHelp = GUILayout.Toggle(readout.ShowHelp, "?", this.readoutButtonStyle, GUILayout.Width(30.0f));
if (GUILayout.Button("INSTALL", this.readoutButtonStyle, GUILayout.Width(125.0f))) if (GUILayout.Button("INSTALL", this.readoutButtonStyle, GUILayout.Width(125.0f)))
{ {
this.ParentSection.ReadoutModules.Add(readout); this.ParentSection.ReadoutModules.Add(readout);
} }
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
this.ShowHelpMessage(readout); this.ShowHelpMessage(readout);
} }
} }
   
GUILayout.EndScrollView(); GUILayout.EndScrollView();
} }
   
/// <summary> /// <summary>
/// Draws the categories list drop down UI. /// Draws the categories list drop down UI.
/// </summary> /// </summary>
private void DrawCategories() private void DrawCategories()
{ {
foreach (var category in ReadoutCategory.Categories) foreach (var category in ReadoutCategory.Categories)
{ {
var description = category.Description; var description = category.Description;
if (description.Length > 50) if (description.Length > 50)
{ {
description = description.Substring(0, 50 - 1) + "..."; description = description.Substring(0, 50 - 1) + "...";
} }
   
if (GUILayout.Button("<b>" + category.Name.ToUpper() + "</b>" + (string.IsNullOrEmpty(category.Description) ? string.Empty : "\n<i>" + description + "</i>"), category == ReadoutCategory.Selected ? this.categoryButtonActiveStyle : this.categoryButtonStyle)) if (GUILayout.Button("<b>" + category.Name.ToUpper() + "</b>" + (string.IsNullOrEmpty(category.Description) ? string.Empty : "\n<i>" + description + "</i>"), category == ReadoutCategory.Selected ? this.categoryButtonActiveStyle : this.categoryButtonStyle))
{ {
ReadoutCategory.Selected = category; ReadoutCategory.Selected = category;
this.categoryList.enabled = false; this.categoryList.enabled = false;
} }
} }
} }
   
/// <summary> /// <summary>
/// Draws the readoutCategories selection list. /// Draws the readoutCategories selection list.
/// </summary> /// </summary>
private void DrawCategorySelector() private void DrawCategorySelector()
{ {
this.categoryList.enabled = GUILayout.Toggle(this.categoryList.enabled, "▼ SELECTED CATEGORY: " + ReadoutCategory.Selected.ToString().ToUpper() + " ▼", this.categoryTitleButtonStyle); this.categoryList.enabled = GUILayout.Toggle(this.categoryList.enabled, "▼ SELECTED CATEGORY: " + ReadoutCategory.Selected.ToString().ToUpper() + " ▼", this.categoryTitleButtonStyle);
if (Event.current.type == EventType.repaint) if (Event.current.type == EventType.repaint)
{ {
this.categoryList.SetPosition(GUILayoutUtility.GetLastRect().Translate(this.position)); this.categoryList.SetPosition(GUILayoutUtility.GetLastRect().Translate(this.position));
} }
} }
   
/// <summary> /// <summary>
/// Draws the options for editing custom sections. /// Draws the options for editing custom sections.
/// </summary> /// </summary>
private void DrawCustomOptions() private void DrawCustomOptions()
{ {
GUILayout.BeginHorizontal(GUILayout.Height(25.0f)); GUILayout.BeginHorizontal(GUILayout.Height(25.0f));
this.ParentSection.Name = GUILayout.TextField(this.ParentSection.Name, this.textStyle); this.ParentSection.Name = GUILayout.TextField(this.ParentSection.Name, this.textStyle);
var isShowingInControlBar = !string.IsNullOrEmpty(this.ParentSection.Abbreviation); var isShowingInControlBar = !string.IsNullOrEmpty(this.ParentSection.Abbreviation);
this.ParentSection.Abbreviation = GUILayout.TextField(this.ParentSection.Abbreviation, this.textStyle, GUILayout.Width(75.0f)); this.ParentSection.Abbreviation = GUILayout.TextField(this.ParentSection.Abbreviation, this.textStyle, GUILayout.Width(75.0f));
   
ParentSection.IsHud = GUILayout.Toggle(this.ParentSection.IsHud, "HUD", this.readoutButtonStyle, GUILayout.Width(50.0f)); ParentSection.IsHud = GUILayout.Toggle(this.ParentSection.IsHud, "HUD", this.readoutButtonStyle, GUILayout.Width(50.0f));
if (ParentSection.IsHud) if (ParentSection.IsHud)
{ {
this.ParentSection.IsHudBackground = GUILayout.Toggle(this.ParentSection.IsHudBackground, "BG", this.readoutButtonStyle, GUILayout.Width(50.0f)); this.ParentSection.IsHudBackground = GUILayout.Toggle(this.ParentSection.IsHudBackground, "BG", this.readoutButtonStyle, GUILayout.Width(50.0f));
} }
   
if (this.ParentSection.IsCustom) if (this.ParentSection.IsCustom)
{ {
if (isShowingInControlBar && string.IsNullOrEmpty(this.ParentSection.Abbreviation)) if (isShowingInControlBar && string.IsNullOrEmpty(this.ParentSection.Abbreviation))
{ {
DisplayStack.Instance.RequestResize(); DisplayStack.Instance.RequestResize();
} }
   
if (GUILayout.Button("DELETE SECTION", this.readoutButtonStyle, GUILayout.Width(150.0f))) if (GUILayout.Button("DELETE SECTION", this.readoutButtonStyle, GUILayout.Width(150.0f)))
{ {
this.ParentSection.IsFloating = false; this.ParentSection.IsFloating = false;
this.ParentSection.IsEditorVisible = false; this.ParentSection.IsEditorVisible = false;
  this.ParentSection.IsDeleted = true;
SectionLibrary.CustomSections.Remove(this.ParentSection); SectionLibrary.CustomSections.Remove(this.ParentSection);
DisplayStack.Instance.RequestResize(); DisplayStack.Instance.RequestResize();
} }
} }
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
} }
   
/// <summary> /// <summary>
/// Draws the installed readouts panel. /// Draws the installed readouts panel.
/// </summary> /// </summary>
private void DrawInstalledReadouts() private void DrawInstalledReadouts()
{ {
GUI.skin = HighLogic.Skin; GUI.skin = HighLogic.Skin;
this.scrollPositionInstalled = GUILayout.BeginScrollView(this.scrollPositionInstalled, false, true); this.scrollPositionInstalled = GUILayout.BeginScrollView(this.scrollPositionInstalled, false, true);
GUI.skin = null; GUI.skin = null;
   
GUILayout.Label("INSTALLED", this.panelTitleStyle); GUILayout.Label("INSTALLED", this.panelTitleStyle);
var removeReadout = false; var removeReadout = false;
var removeReadoutIndex = 0; var removeReadoutIndex = 0;
   
for (var i = 0; i < this.ParentSection.ReadoutModules.Count; i++) for (var i = 0; i < this.ParentSection.ReadoutModules.Count; i++)
{ {
var readout = this.ParentSection.ReadoutModules[i]; var readout = this.ParentSection.ReadoutModules[i];
   
GUILayout.BeginHorizontal(GUILayout.Height(30.0f)); GUILayout.BeginHorizontal(GUILayout.Height(30.0f));
GUILayout.Label(readout.Name, this.readoutNameStyle); GUILayout.Label(readout.Name, this.readoutNameStyle);
if (GUILayout.Button("▲", this.readoutButtonStyle, GUILayout.Width(30.0f))) if (GUILayout.Button("▲", this.readoutButtonStyle, GUILayout.Width(30.0f)))
{ {
if (i > 0) if (i > 0)
{ {
this.ParentSection.ReadoutModules[i] = this.ParentSection.ReadoutModules[i - 1]; this.ParentSection.ReadoutModules[i] = this.ParentSection.ReadoutModules[i - 1];
this.ParentSection.ReadoutModules[i - 1] = readout; this.ParentSection.ReadoutModules[i - 1] = readout;
} }
} }
if (GUILayout.Button("▼", this.readoutButtonStyle, GUILayout.Width(30.0f))) if (GUILayout.Button("▼", this.readoutButtonStyle, GUILayout.Width(30.0f)))
{ {
if (i < this.ParentSection.ReadoutModules.Count - 1) if (i < this.ParentSection.ReadoutModules.Count - 1)
{ {
this.ParentSection.ReadoutModules[i] = this.ParentSection.ReadoutModules[i + 1]; this.ParentSection.ReadoutModules[i] = this.ParentSection.ReadoutModules[i + 1];
this.ParentSection.ReadoutModules[i + 1] = readout; this.ParentSection.ReadoutModules[i + 1] = readout;
} }
} }
readout.ShowHelp = GUILayout.Toggle(readout.ShowHelp, "?", this.readoutButtonStyle, GUILayout.Width(30.0f)); readout.ShowHelp = GUILayout.Toggle(readout.ShowHelp, "?", this.readoutButtonStyle, GUILayout.Width(30.0f));
if (GUILayout.Button("REMOVE", this.readoutButtonStyle, GUILayout.Width(125.0f))) if (GUILayout.Button("REMOVE", this.readoutButtonStyle, GUILayout.Width(125.0f)))
{ {
removeReadout = true; removeReadout = true;
removeReadoutIndex = i; removeReadoutIndex = i;
} }
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
this.ShowHelpMessage(readout); this.ShowHelpMessage(readout);
} }
   
GUILayout.EndScrollView(); GUILayout.EndScrollView();
   
if (removeReadout) if (removeReadout)
{ {
this.ParentSection.ReadoutModules.RemoveAt(removeReadoutIndex); this.ParentSection.ReadoutModules.RemoveAt(removeReadoutIndex);
} }
} }
   
private void DrawPresetButton(Preset preset) private void DrawPresetButton(Preset preset)
{ {
if (!GUILayout.Button("<b>" + preset.Name.ToUpper() + "</b>", this.categoryButtonStyle)) if (!GUILayout.Button("<b>" + preset.Name.ToUpper() + "</b>", this.categoryButtonStyle))
{ {
return; return;
} }
   
this.ParentSection.Name = preset.Name; this.ParentSection.Name = preset.Name;
this.ParentSection.Abbreviation = preset.Abbreviation; this.ParentSection.Abbreviation = preset.Abbreviation;
this.ParentSection.ReadoutModuleNames = preset.ReadoutNames; this.ParentSection.ReadoutModuleNames = preset.ReadoutNames;
this.ParentSection.IsHud = preset.IsHud; this.ParentSection.IsHud = preset.IsHud;
this.ParentSection.IsHudBackground = preset.IsHudBackground; this.ParentSection.IsHudBackground = preset.IsHudBackground;
this.presetList.enabled = false; this.presetList.enabled = false;
} }
   
private void DrawPresetSaveButton() private void DrawPresetSaveButton()
{ {
if (!GUILayout.Button("<b>SAVE PRESET</b>", this.categoryButtonStyle)) if (!GUILayout.Button("<b>SAVE PRESET</b>", this.categoryButtonStyle))
{ {
return; return;
} }
   
this.SavePreset(PresetLibrary.Presets.Find(p => String.Equals(p.Name, this.ParentSection.Name, StringComparison.CurrentCultureIgnoreCase))); this.SavePreset(PresetLibrary.Presets.Find(p => String.Equals(p.Name, this.ParentSection.Name, StringComparison.CurrentCultureIgnoreCase)));
} }
   
/// <summary> /// <summary>
/// Draws the presetsList selection list. /// Draws the presetsList selection list.
/// </summary> /// </summary>
private void DrawPresetSelector() private void DrawPresetSelector()
{ {
this.presetList.enabled = GUILayout.Toggle(this.presetList.enabled, "▼ PRESETS ▼", this.categoryTitleButtonStyle, GUILayout.Width(150.0f)); this.presetList.enabled = GUILayout.Toggle(this.presetList.enabled, "▼ PRESETS ▼", this.categoryTitleButtonStyle, GUILayout.Width(150.0f));
if (Event.current.type == EventType.repaint) if (Event.current.type == EventType.repaint)
{ {
this.presetList.SetPosition(GUILayoutUtility.GetLastRect().Translate(this.position)); this.presetList.SetPosition(GUILayoutUtility.GetLastRect().Translate(this.position));
} }
} }
   
/// <summary> /// <summary>
/// Draws the preset list drop down UI. /// Draws the preset list drop down UI.
/// </summary> /// </summary>
private void DrawPresets() private void DrawPresets()
{ {
Preset removePreset = null; Preset removePreset = null;
foreach (var preset in PresetLibrary.Presets) foreach (var preset in PresetLibrary.Presets)
{ {
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
this.DrawPresetButton(preset); this.DrawPresetButton(preset);
if (GUILayout.Button("<b>X</b>", this.categoryButtonStyle, GUILayout.Width(30.0f))) if (GUILayout.Button("<b>X</b>", this.categoryButtonStyle, GUILayout.Width(30.0f)))
{ {
removePreset = preset; removePreset = preset;
} }
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
} }
if (removePreset != null && PresetLibrary.Remove(removePreset)) if (removePreset != null && PresetLibrary.Remove(removePreset))
{ {
this.presetList.Resize = true; this.presetList.Resize = true;
} }
   
this.DrawPresetSaveButton(); this.DrawPresetSaveButton();
} }
   
/// <summary> /// <summary>
/// Initialises all the styles required for this object. /// Initialises all the styles required for this object.
/// </summary> /// </summary>
private void InitialiseStyles() private void InitialiseStyles()
{ {
this.windowStyle = new GUIStyle(HighLogic.Skin.window); this.windowStyle = new GUIStyle(HighLogic.Skin.window);
   
this.categoryButtonStyle = new GUIStyle(HighLogic.Skin.button) this.categoryButtonStyle = new GUIStyle(HighLogic.Skin.button)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(0, 0, 2, 0), margin = new RectOffset(0, 0, 2, 0),
padding = new RectOffset(5, 5, 5, 5), padding = new RectOffset(5, 5, 5, 5),
alignment = TextAnchor.MiddleCenter, alignment = TextAnchor.MiddleCenter,
fontSize = 12, fontSize = 12,
fontStyle = FontStyle.Normal, fontStyle = FontStyle.Normal,
richText = true richText = true
}; };
   
this.categoryButtonActiveStyle = new GUIStyle(this.categoryButtonStyle) this.categoryButtonActiveStyle = new GUIStyle(this.categoryButtonStyle)
{ {
normal = this.categoryButtonStyle.onNormal, normal = this.categoryButtonStyle.onNormal,
hover = this.categoryButtonStyle.onHover hover = this.categoryButtonStyle.onHover
}; };
   
this.panelTitleStyle = new GUIStyle(HighLogic.Skin.label) this.panelTitleStyle = new GUIStyle(HighLogic.Skin.label)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(), padding = new RectOffset(),
alignment = TextAnchor.MiddleLeft, alignment = TextAnchor.MiddleLeft,
fontSize = 12, fontSize = 12,
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
fixedHeight = 30.0f, fixedHeight = 30.0f,
stretchWidth = true stretchWidth = true
}; };
   
this.textStyle = new GUIStyle(HighLogic.Skin.textField) this.textStyle = new GUIStyle(HighLogic.Skin.textField)
{ {
margin = new RectOffset(3, 3, 3, 3), margin = new RectOffset(3, 3, 3, 3),
alignment = TextAnchor.MiddleLeft, alignment = TextAnchor.MiddleLeft,
stretchWidth = true, stretchWidth = true,
stretchHeight = true stretchHeight = true
}; };
   
this.readoutNameStyle = new GUIStyle(HighLogic.Skin.label) this.readoutNameStyle = new GUIStyle(HighLogic.Skin.label)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(10, 0, 0, 0), padding = new RectOffset(10, 0, 0, 0),
alignment = TextAnchor.MiddleLeft, alignment = TextAnchor.MiddleLeft,
fontSize = 12, fontSize = 12,
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
stretchWidth = true, stretchWidth = true,
stretchHeight = true stretchHeight = true
}; };
   
this.readoutButtonStyle = new GUIStyle(HighLogic.Skin.button) this.readoutButtonStyle = new GUIStyle(HighLogic.Skin.button)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(2, 2, 2, 2), margin = new RectOffset(2, 2, 2, 2),
padding = new RectOffset(), padding = new RectOffset(),
alignment = TextAnchor.MiddleCenter, alignment = TextAnchor.MiddleCenter,
fontSize = 12, fontSize = 12,
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
stretchHeight = true stretchHeight = true
}; };
   
this.helpBoxStyle = new GUIStyle(HighLogic.Skin.box) this.helpBoxStyle = new GUIStyle(HighLogic.Skin.box)
{ {
margin = new RectOffset(2, 2, 2, 10), margin = new RectOffset(2, 2, 2, 10),
padding = new RectOffset(10, 10, 10, 10) padding = new RectOffset(10, 10, 10, 10)
}; };
   
this.helpTextStyle = new GUIStyle(HighLogic.Skin.label) this.helpTextStyle = new GUIStyle(HighLogic.Skin.label)
{ {
normal = normal =
{ {
textColor = Color.yellow textColor = Color.yellow
}, },
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(), padding = new RectOffset(),
alignment = TextAnchor.MiddleLeft, alignment = TextAnchor.MiddleLeft,
fontSize = 13, fontSize = 13,
fontStyle = FontStyle.Normal, fontStyle = FontStyle.Normal,
stretchWidth = true, stretchWidth = true,
richText = true richText = true
}; };
   
this.categoryTitleButtonStyle = new GUIStyle(this.readoutButtonStyle) this.categoryTitleButtonStyle = new GUIStyle(this.readoutButtonStyle)
{ {
fixedHeight = 30.0f, fixedHeight = 30.0f,
stretchHeight = false stretchHeight = false
}; };
} }
   
private void SavePreset(Preset preset) private void SavePreset(Preset preset)
{ {
if (preset == null) if (preset == null)
{ {
preset = new Preset(); preset = new Preset();
} }
   
preset.Name = this.ParentSection.Name; preset.Name = this.ParentSection.Name;
preset.Abbreviation = this.ParentSection.Abbreviation; preset.Abbreviation = this.ParentSection.Abbreviation;
preset.ReadoutNames = this.ParentSection.ReadoutModuleNames; preset.ReadoutNames = this.ParentSection.ReadoutModuleNames;
preset.IsHud = this.ParentSection.IsHud; preset.IsHud = this.ParentSection.IsHud;
preset.IsHudBackground = this.ParentSection.IsHudBackground; preset.IsHudBackground = this.ParentSection.IsHudBackground;
   
PresetLibrary.Save(preset); PresetLibrary.Save(preset);
} }
   
private void ShowHelpMessage(ReadoutModule readout) private void ShowHelpMessage(ReadoutModule readout)
{ {
if (!readout.ShowHelp) if (!readout.ShowHelp)
{ {
return; return;
} }
   
GUILayout.BeginVertical(this.helpBoxStyle); GUILayout.BeginVertical(this.helpBoxStyle);
GUILayout.Label(!String.IsNullOrEmpty(readout.HelpString) ? readout.HelpString : "Sorry, no help information has been provided for this readout module.", this.helpTextStyle); GUILayout.Label(!String.IsNullOrEmpty(readout.HelpString) ? readout.HelpString : "Sorry, no help information has been provided for this readout module.", this.helpTextStyle);
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
   
/// <summary> /// <summary>
/// Draws the editor window. /// Draws the editor window.
/// </summary> /// </summary>
private void Window(int windowId) private void Window(int windowId)
{ {
try try
{ {
this.DrawCustomOptions(); this.DrawCustomOptions();
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
this.DrawCategorySelector(); this.DrawCategorySelector();
this.DrawPresetSelector(); this.DrawPresetSelector();
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
this.DrawAvailableReadouts(); this.DrawAvailableReadouts();
GUILayout.Space(5.0f); GUILayout.Space(5.0f);
this.DrawInstalledReadouts(); this.DrawInstalledReadouts();
   
if (GUILayout.Button("CLOSE EDITOR", this.categoryTitleButtonStyle)) if (GUILayout.Button("CLOSE EDITOR", this.categoryTitleButtonStyle))
{ {
this.ParentSection.IsEditorVisible = false; this.ParentSection.IsEditorVisible = false;
} }
   
GUI.DragWindow(); GUI.DragWindow();
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
#endregion #endregion
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2014 CYBUTEK // Copyright (C) 2014 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // 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 // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// //
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
#region Using Directives #region Using Directives
   
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Xml.Serialization; using System.Xml.Serialization;
   
using KerbalEngineer.Flight.Readouts; using KerbalEngineer.Flight.Readouts;
   
using UnityEngine; using UnityEngine;
   
#endregion #endregion
   
namespace KerbalEngineer.Flight.Sections namespace KerbalEngineer.Flight.Sections
{ {
  using Unity.Flight;
/// <summary> /// <summary>
/// Object for management and display of readout modules. /// Object for management and display of readout modules.
/// </summary> /// </summary>
public class SectionModule public class SectionModule : ISectionModule
{ {
#region Fields #region Fields
   
private SectionEditor editor; private SectionEditor editor;
private bool isHud; private bool isHud;
private int numberOfReadouts; private int numberOfReadouts;
   
#endregion #endregion
   
#region Constructors #region Constructors
   
/// <summary> /// <summary>
/// Creates a new section module. /// Creates a new section module.
/// </summary> /// </summary>
public SectionModule() public SectionModule()
{ {
this.FloatingPositionX = Screen.width * 0.5f - 125.0f; this.FloatingPositionX = Screen.width * 0.5f - 125.0f;
this.FloatingPositionY = 100.0f; this.FloatingPositionY = 100.0f;
this.EditorPositionX = Screen.width * 0.5f - SectionEditor.Width * 0.5f; this.EditorPositionX = Screen.width * 0.5f - SectionEditor.Width * 0.5f;
this.EditorPositionY = Screen.height * 0.5f - SectionEditor.Height * 0.5f; this.EditorPositionY = Screen.height * 0.5f - SectionEditor.Height * 0.5f;
this.ReadoutModules = new List<ReadoutModule>(); this.ReadoutModules = new List<ReadoutModule>();
this.InitialiseStyles(); this.InitialiseStyles();
GuiDisplaySize.OnSizeChanged += this.OnSizeChanged; GuiDisplaySize.OnSizeChanged += this.OnSizeChanged;
} }
   
#endregion #endregion
   
#region Properties #region Properties
   
/// <summary> /// <summary>
/// Gets and sets the abbreviation of the section. /// Gets and sets the abbreviation of the section.
/// </summary> /// </summary>
public string Abbreviation { get; set; } public string Abbreviation { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the X position of the editor window. (Only used for serialisation.) /// Gets and sets the X position of the editor window. (Only used for serialisation.)
/// </summary> /// </summary>
public float EditorPositionX { get; set; } public float EditorPositionX { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the Y position of the editor window. (Only used for serialisation.) /// Gets and sets the Y position of the editor window. (Only used for serialisation.)
/// </summary> /// </summary>
public float EditorPositionY { get; set; } public float EditorPositionY { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the X position of the floating window. (Only used for serialisation.) /// Gets and sets the X position of the floating window. (Only used for serialisation.)
/// </summary> /// </summary>
public float FloatingPositionX { get; set; } public float FloatingPositionX { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the Y position of the floating window. (Only used for serialisation.) /// Gets and sets the Y position of the floating window. (Only used for serialisation.)
/// </summary> /// </summary>
public float FloatingPositionY { get; set; } public float FloatingPositionY { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets whether the section is custom. /// Gets and sets whether the section is custom.
/// </summary> /// </summary>
public bool IsCustom { get; set; } public bool IsCustom { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets whether the section editor is visible. /// Gets and sets whether the section editor is visible.
/// </summary> /// </summary>
public bool IsEditorVisible public bool IsEditorVisible
{ {
get { return this.editor != null; } get { return this.editor != null; }
set set
{ {
if (value && this.editor == null) if (value && this.editor == null)
{ {
this.editor = FlightEngineerCore.Instance.AddSectionEditor(this); this.editor = FlightEngineerCore.Instance.AddSectionEditor(this);
} }
else if (!value && this.editor != null) else if (!value && this.editor != null)
{ {
Object.Destroy(this.editor); Object.Destroy(this.editor);
} }
} }
} }
   
/// <summary> /// <summary>
/// Gets and sets whether the section is in a floating state. /// Gets and sets whether the section is in a floating state.
/// </summary> /// </summary>
public bool IsFloating public bool IsFloating
{ {
get { return this.Window != null; } get { return this.Window != null; }
set set
{ {
if (value && this.Window == null) if (value && this.Window == null)
{ {
this.Window = FlightEngineerCore.Instance.AddSectionWindow(this); this.Window = FlightEngineerCore.Instance.AddSectionWindow(this);
} }
else if (!value && this.Window != null) else if (!value && this.Window != null)
{ {
Object.Destroy(this.Window); Object.Destroy(this.Window);
} }
} }
} }
   
/// <summary> /// <summary>
/// Gets and sets whether the section module is a HUD. /// Gets and sets whether the section module is a HUD.
/// </summary> /// </summary>
public bool IsHud public bool IsHud
{ {
get { return this.isHud; } get { return this.isHud; }
set set
{ {
if (this.isHud == value) if (this.isHud == value)
{ {
return; return;
} }
   
this.isHud = value; this.isHud = value;
if (this.isHud) if (this.isHud)
{ {
this.IsFloating = true; this.IsFloating = true;
} }
if (this.Window != null) if (this.Window != null)
{ {
this.Window.RequestResize(); this.Window.RequestResize();
} }
} }
} }
   
  /// <summary>
  /// Gets and sets whether the section module has been deleted.
  /// </summary>
  public bool IsDeleted { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets whether the section module has a background as a HUD. /// Gets and sets whether the section module has a background as a HUD.
/// </summary> /// </summary>
public bool IsHudBackground { get; set; } public bool IsHudBackground { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the visibility of the section. /// Gets and sets the visibility of the section.
/// </summary> /// </summary>
public bool IsVisible { get; set; } public bool IsVisible { get; set; }
   
/// <summary> /// <summary>
/// Gets the number of drawn readout lines. /// Gets the number of drawn readout lines.
/// </summary> /// </summary>
public int LineCount { get; private set; } public int LineCount { get; private set; }
   
/// <summary> /// <summary>
/// Gets and sets the name of the section. /// Gets and sets the name of the section.
/// </summary> /// </summary>
public string Name { get; set; } public string Name { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the names of the installed readout modules. (Only used with serialisation.) /// Gets and sets the names of the installed readout modules. (Only used with serialisation.)
/// </summary> /// </summary>
public string[] ReadoutModuleNames public string[] ReadoutModuleNames
{ {
get { return this.ReadoutModules.Select(r => r.Category + "." + r.GetType().Name).ToArray(); } get { return this.ReadoutModules.Select(r => r.Category + "." + r.GetType().Name).ToArray(); }
set { this.ReadoutModules = value.Select(ReadoutLibrary.GetReadout).ToList(); } set { this.ReadoutModules = value.Select(ReadoutLibrary.GetReadout).ToList(); }
} }
   
/// <summary> /// <summary>
/// Gets and sets the list of readout modules. /// Gets and sets the list of readout modules.
/// </summary> /// </summary>
[XmlIgnore] [XmlIgnore]
public List<ReadoutModule> ReadoutModules { get; set; } public List<ReadoutModule> ReadoutModules { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the floating window. /// Gets and sets the floating window.
/// </summary> /// </summary>
[XmlIgnore] [XmlIgnore]
public SectionWindow Window { get; set; } public SectionWindow Window { get; set; }
   
#endregion #endregion
   
#region GUIStyles #region GUIStyles
   
#region Fields #region Fields
   
private GUIStyle boxStyle; private GUIStyle boxStyle;
private GUIStyle buttonStyle; private GUIStyle buttonStyle;
private GUIStyle messageStyle; private GUIStyle messageStyle;
private GUIStyle titleStyle; private GUIStyle titleStyle;
   
#endregion #endregion
   
/// <summary> /// <summary>
/// Initialises all the styles required for this object. /// Initialises all the styles required for this object.
/// </summary> /// </summary>
private void InitialiseStyles() private void InitialiseStyles()
{ {
this.boxStyle = new GUIStyle(HighLogic.Skin.box) this.boxStyle = new GUIStyle(HighLogic.Skin.box)
{ {
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(5, 5, 5, 5) padding = new RectOffset(5, 5, 5, 5)
}; };
   
this.titleStyle = new GUIStyle(HighLogic.Skin.label) this.titleStyle = new GUIStyle(HighLogic.Skin.label)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(2, 0, 5, 2), padding = new RectOffset(2, 0, 5, 2),
fontSize = (int)(13 * GuiDisplaySize.Offset), fontSize = (int)(13 * GuiDisplaySize.Offset),
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
stretchWidth = true stretchWidth = true
}; };
   
this.buttonStyle = new GUIStyle(HighLogic.Skin.button) this.buttonStyle = new GUIStyle(HighLogic.Skin.button)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(0, 0, 5, 3), margin = new RectOffset(0, 0, 5, 3),
padding = new RectOffset(), padding = new RectOffset(),
fontSize = (int)(10 * GuiDisplaySize.Offset), fontSize = (int)(10 * GuiDisplaySize.Offset),
stretchHeight = true, stretchHeight = true,
fixedWidth = 60.0f * GuiDisplaySize.Offset fixedWidth = 60.0f * GuiDisplaySize.Offset
}; };
   
this.messageStyle = new GUIStyle(HighLogic.Skin.label) this.messageStyle = new GUIStyle(HighLogic.Skin.label)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(), padding = new RectOffset(),
alignment = TextAnchor.MiddleCenter, alignment = TextAnchor.MiddleCenter,
fontSize = (int)(12 * GuiDisplaySize.Offset), fontSize = (int)(12 * GuiDisplaySize.Offset),
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
fixedWidth = 220.0f * GuiDisplaySize.Offset, fixedWidth = 220.0f * GuiDisplaySize.Offset,
fixedHeight = 20.0f * GuiDisplaySize.Offset fixedHeight = 20.0f * GuiDisplaySize.Offset
}; };
} }
   
private void OnSizeChanged() private void OnSizeChanged()
{ {
this.InitialiseStyles(); this.InitialiseStyles();
} }
   
#endregion #endregion
   
#region Updating #region Updating
   
/// <summary> /// <summary>
/// Updates all of the internal readout modules at fixed time intervals. /// Updates all of the internal readout modules at fixed time intervals.
/// </summary> /// </summary>
public void FixedUpdate() public void FixedUpdate()
{ {
if (!this.IsVisible) if (!this.IsVisible)
{ {
return; return;
} }
   
foreach (var readout in this.ReadoutModules) foreach (var readout in this.ReadoutModules)
{ {
readout.FixedUpdate(); readout.FixedUpdate();
} }
} }
   
/// <summary> /// <summary>
/// Updates all of the internal readout modules. /// Updates all of the internal readout modules.
/// </summary> /// </summary>
public void Update() public void Update()
{ {
if (!this.IsVisible) if (!this.IsVisible)
{ {
return; return;
} }
   
foreach (var readout in this.ReadoutModules) foreach (var readout in this.ReadoutModules)
{ {
readout.Update(); readout.Update();
} }
   
if (this.numberOfReadouts != this.ReadoutModules.Count) if (this.numberOfReadouts != this.ReadoutModules.Count)
{ {
this.numberOfReadouts = this.ReadoutModules.Count; this.numberOfReadouts = this.ReadoutModules.Count;
if (!this.IsFloating) if (!this.IsFloating)
{ {
DisplayStack.Instance.RequestResize(); DisplayStack.Instance.RequestResize();
} }
else else
{ {
this.Window.RequestResize(); this.Window.RequestResize();
} }
} }
} }
   
#endregion #endregion
   
#region Drawing #region Drawing
   
#region Methods: public #region Methods: public
   
/// <summary> /// <summary>
/// Draws the section and all of the internal readout modules. /// Draws the section and all of the internal readout modules.
/// </summary> /// </summary>
public void Draw() public void Draw()
{ {
if (!this.IsVisible) if (!this.IsVisible)
{ {
return; return;
} }
   
if (!this.IsHud) if (!this.IsHud)
{ {
this.DrawSectionTitleBar(); this.DrawSectionTitleBar();
} }
   
this.DrawReadoutModules(); this.DrawReadoutModules();
} }
   
#endregion #endregion
   
#region Methods: private #region Methods: private
   
/// <summary> /// <summary>
/// Draws all the readout modules. /// Draws all the readout modules.
/// </summary> /// </summary>
private void DrawReadoutModules() private void DrawReadoutModules()
{ {
if (!this.IsHud) if (!this.IsHud)
{ {
GUILayout.BeginVertical(this.boxStyle); GUILayout.BeginVertical(this.boxStyle);
} }
   
this.LineCount = 0; this.LineCount = 0;
if (this.ReadoutModules.Count > 0) if (this.ReadoutModules.Count > 0)
{ {
foreach (var readout in this.ReadoutModules) foreach (var readout in this.ReadoutModules)
{ {
readout.LineCountStart(); readout.LineCountStart();
readout.Draw(this); readout.Draw(this);
readout.LineCountEnd(); readout.LineCountEnd();
this.LineCount += readout.LineCount; this.LineCount += readout.LineCount;
} }
} }
else else
{ {
GUILayout.Label("No readouts are installed.", this.messageStyle); GUILayout.Label("No readouts are installed.", this.messageStyle);
this.LineCount = 1; this.LineCount = 1;
} }
   
if (!this.IsHud) if (!this.IsHud)
{ {
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
} }
   
/// <summary> /// <summary>
/// Draws the section title and action buttons. /// Draws the section title and action buttons.
/// </summary> /// </summary>
private void DrawSectionTitleBar() private void DrawSectionTitleBar()
{ {
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
GUILayout.Label(this.Name.ToUpper(), this.titleStyle); GUILayout.Label(this.Name.ToUpper(), this.titleStyle);
this.IsEditorVisible = GUILayout.Toggle(this.IsEditorVisible, "EDIT", this.buttonStyle); this.IsEditorVisible = GUILayout.Toggle(this.IsEditorVisible, "EDIT", this.buttonStyle);
this.IsFloating = GUILayout.Toggle(this.IsFloating, "FLOAT", this.buttonStyle); this.IsFloating = GUILayout.Toggle(this.IsFloating, "FLOAT", this.buttonStyle);
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
} }
   
#endregion #endregion
   
#endregion #endregion
   
#region Public Methods #region Public Methods
   
public void ClearNullReadouts() public void ClearNullReadouts()
{ {
this.ReadoutModules.RemoveAll(r => r == null); this.ReadoutModules.RemoveAll(r => r == null);
} }
   
#endregion #endregion
} }
} }
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup> <PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{39806613-E0B7-46E0-89A6-A569EC538CBB}</ProjectGuid> <ProjectGuid>{39806613-E0B7-46E0-89A6-A569EC538CBB}</ProjectGuid>
<OutputType>Library</OutputType> <OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder> <AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>KerbalEngineer</RootNamespace> <RootNamespace>KerbalEngineer</RootNamespace>
<AssemblyName>KerbalEngineer</AssemblyName> <AssemblyName>KerbalEngineer</AssemblyName>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion> <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment> <FileAlignment>512</FileAlignment>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>false</DebugSymbols> <DebugSymbols>false</DebugSymbols>
<DebugType>none</DebugType> <DebugType>none</DebugType>
<Optimize>false</Optimize> <Optimize>false</Optimize>
<OutputPath>..\Output\KerbalEngineer\</OutputPath> <OutputPath>..\Output\KerbalEngineer\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants> <DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
<UseVSHostingProcess>false</UseVSHostingProcess> <UseVSHostingProcess>false</UseVSHostingProcess>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>none</DebugType> <DebugType>none</DebugType>
<Optimize>true</Optimize> <Optimize>true</Optimize>
<OutputPath>..\Output\KerbalEngineer\</OutputPath> <OutputPath>..\Output\KerbalEngineer\</OutputPath>
<DefineConstants> <DefineConstants>
</DefineConstants> </DefineConstants>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
<UseVSHostingProcess>false</UseVSHostingProcess> <UseVSHostingProcess>false</UseVSHostingProcess>
<AllowUnsafeBlocks>false</AllowUnsafeBlocks> <AllowUnsafeBlocks>false</AllowUnsafeBlocks>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<Compile Include="AppLauncherButton.cs" /> <Compile Include="AppLauncherButton.cs" />
<Compile Include="AssetBundleLoader.cs" /> <Compile Include="AssetBundleLoader.cs" />
<Compile Include="Control\IControlPanel.cs" /> <Compile Include="Control\IControlPanel.cs" />
<Compile Include="Control\Panels\BuildOverlayPanel.cs" /> <Compile Include="Control\Panels\BuildOverlayPanel.cs" />
<Compile Include="Control\Panels\BuildEngineerPanel.cs" /> <Compile Include="Control\Panels\BuildEngineerPanel.cs" />
<Compile Include="Editor\BuildAdvanced.cs" /> <Compile Include="Editor\BuildAdvanced.cs" />
<Compile Include="Editor\BuildAppLauncher.cs" /> <Compile Include="Editor\BuildAppLauncher.cs" />
<Compile Include="Editor\BuildOverlay.cs" /> <Compile Include="Editor\BuildOverlay.cs" />
<Compile Include="CelestialBodies.cs" /> <Compile Include="CelestialBodies.cs" />
<Compile Include="Editor\BuildOverlayPartInfo.cs" /> <Compile Include="Editor\BuildOverlayPartInfo.cs" />
<Compile Include="Editor\BuildOverlayResources.cs" /> <Compile Include="Editor\BuildOverlayResources.cs" />
<Compile Include="Editor\BuildOverlayVessel.cs" /> <Compile Include="Editor\BuildOverlayVessel.cs" />
<Compile Include="Editor\PartInfoItem.cs" /> <Compile Include="Editor\PartInfoItem.cs" />
<Compile Include="Editor\ResourceInfoItem.cs" /> <Compile Include="Editor\ResourceInfoItem.cs" />
<Compile Include="Extensions\FloatExtensions.cs" /> <Compile Include="Extensions\FloatExtensions.cs" />
<Compile Include="Extensions\OrbitExtensions.cs" /> <Compile Include="Extensions\OrbitExtensions.cs" />
<Compile Include="Extensions\StringExtensions.cs" /> <Compile Include="Extensions\StringExtensions.cs" />
<Compile Include="Flight\ActionMenuGui.cs" /> <Compile Include="Flight\ActionMenuGui.cs" />
<Compile Include="Flight\FlightAppLauncher.cs" /> <Compile Include="Flight\FlightAppLauncher.cs" />
<Compile Include="Flight\Presets\Preset.cs" /> <Compile Include="Flight\Presets\Preset.cs" />
<Compile Include="Flight\Readouts\Miscellaneous\SystemTime.cs" /> <Compile Include="Flight\Readouts\Miscellaneous\SystemTime.cs" />
<Compile Include="Flight\Readouts\Miscellaneous\VectoredThrustToggle.cs" /> <Compile Include="Flight\Readouts\Miscellaneous\VectoredThrustToggle.cs" />
<Compile Include="Flight\Readouts\Miscellaneous\Separator.cs" /> <Compile Include="Flight\Readouts\Miscellaneous\Separator.cs" />
<Compile Include="Flight\Readouts\Miscellaneous\GuiSizeAdjustor.cs" /> <Compile Include="Flight\Readouts\Miscellaneous\GuiSizeAdjustor.cs" />
<Compile Include="Flight\Readouts\Orbital\AngleToEquatorialDescendingNode.cs" /> <Compile Include="Flight\Readouts\Orbital\AngleToEquatorialDescendingNode.cs" />
<Compile Include="Flight\Readouts\Orbital\AngleToEquatorialAscendingNode.cs" /> <Compile Include="Flight\Readouts\Orbital\AngleToEquatorialAscendingNode.cs" />
<Compile Include="Flight\Readouts\Orbital\AngleToRetrograde.cs" /> <Compile Include="Flight\Readouts\Orbital\AngleToRetrograde.cs" />
<Compile Include="Flight\Readouts\Orbital\AngleToPrograde.cs" /> <Compile Include="Flight\Readouts\Orbital\AngleToPrograde.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeRadialDeltaV.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeRadialDeltaV.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\ManoeuvreProcessor.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\ManoeuvreProcessor.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeTimeToHalfBurn.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeTimeToHalfBurn.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeTimeToManoeuvre.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeTimeToManoeuvre.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeHalfBurnTime.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeHalfBurnTime.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeBurnTime.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeBurnTime.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeAngleToRetrograde.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeAngleToRetrograde.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeNormalDeltaV.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeNormalDeltaV.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeAngleToPrograde.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeAngleToPrograde.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeTotalDeltaV.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeTotalDeltaV.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeProgradeDeltaV.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeProgradeDeltaV.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\PostBurnApoapsis.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\PostBurnApoapsis.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\PostBurnPeriapsis.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\PostBurnPeriapsis.cs" />
<Compile Include="Flight\Readouts\Orbital\MeanAnomalyAtEpoc.cs" /> <Compile Include="Flight\Readouts\Orbital\MeanAnomalyAtEpoc.cs" />
<Compile Include="Flight\Readouts\Orbital\MeanAnomaly.cs" /> <Compile Include="Flight\Readouts\Orbital\MeanAnomaly.cs" />
<Compile Include="Flight\Readouts\Orbital\EccentricAnomaly.cs" /> <Compile Include="Flight\Readouts\Orbital\EccentricAnomaly.cs" />
<Compile Include="Flight\Readouts\Orbital\ArgumentOfPeriapsis.cs" /> <Compile Include="Flight\Readouts\Orbital\ArgumentOfPeriapsis.cs" />
<Compile Include="Flight\Readouts\Orbital\CurrentSoi.cs" /> <Compile Include="Flight\Readouts\Orbital\CurrentSoi.cs" />
<Compile Include="Flight\Readouts\Orbital\SemiMajorAxis.cs"> <Compile Include="Flight\Readouts\Orbital\SemiMajorAxis.cs">
<SubType>Code</SubType> <SubType>Code</SubType>
</Compile> </Compile>
<Compile Include="Flight\Readouts\Orbital\SpeedAtApoapsis.cs" /> <Compile Include="Flight\Readouts\Orbital\SpeedAtApoapsis.cs" />
<Compile Include="Flight\Readouts\Orbital\SpeedAtPeriapsis.cs"> <Compile Include="Flight\Readouts\Orbital\SpeedAtPeriapsis.cs">
<SubType>Code</SubType> <SubType>Code</SubType>
</Compile> </Compile>
<Compile Include="Flight\Readouts\Orbital\TimeToAtmosphere.cs" /> <Compile Include="Flight\Readouts\Orbital\TimeToAtmosphere.cs" />
<Compile Include="Flight\Readouts\Orbital\TrueAnomaly.cs" /> <Compile Include="Flight\Readouts\Orbital\TrueAnomaly.cs" />
<Compile Include="Flight\Readouts\Orbital\TimeToEquatorialAscendingNode.cs" /> <Compile Include="Flight\Readouts\Orbital\TimeToEquatorialAscendingNode.cs" />
<Compile Include="Flight\Readouts\Orbital\TimeToEquatorialDescendingNode.cs" /> <Compile Include="Flight\Readouts\Orbital\TimeToEquatorialDescendingNode.cs" />
<Compile Include="Flight\Readouts\Rendezvous\RelativeSpeed.cs" /> <Compile Include="Flight\Readouts\Rendezvous\RelativeSpeed.cs" />
<Compile Include="Flight\Readouts\Rendezvous\RelativeVelocity.cs" /> <Compile Include="Flight\Readouts\Rendezvous\RelativeVelocity.cs" />
<Compile Include="Flight\Readouts\Rendezvous\SemiMinorAxis.cs" /> <Compile Include="Flight\Readouts\Rendezvous\SemiMinorAxis.cs" />
<Compile Include="Flight\Readouts\Rendezvous\SemiMajorAxis.cs" /> <Compile Include="Flight\Readouts\Rendezvous\SemiMajorAxis.cs" />
<Compile Include="Flight\Readouts\Rendezvous\TimeToRelativeDescendingNode.cs" /> <Compile Include="Flight\Readouts\Rendezvous\TimeToRelativeDescendingNode.cs" />
<Compile Include="Flight\Readouts\Rendezvous\TimeToRelativeAscendingNode.cs" /> <Compile Include="Flight\Readouts\Rendezvous\TimeToRelativeAscendingNode.cs" />
<Compile Include="Flight\Readouts\Surface\ImpactBiome.cs" /> <Compile Include="Flight\Readouts\Surface\ImpactBiome.cs" />
<Compile Include="Flight\Readouts\Surface\Slope.cs" /> <Compile Include="Flight\Readouts\Surface\Slope.cs" />
<Compile Include="Flight\Readouts\Surface\Biome.cs" /> <Compile Include="Flight\Readouts\Surface\Biome.cs" />
<Compile Include="Flight\Readouts\Surface\HorizontalAcceleration.cs" /> <Compile Include="Flight\Readouts\Surface\HorizontalAcceleration.cs" />
<Compile Include="Flight\Readouts\Surface\VerticalAcceleration.cs" /> <Compile Include="Flight\Readouts\Surface\VerticalAcceleration.cs" />
<Compile Include="Flight\Readouts\Surface\MachNumber.cs" /> <Compile Include="Flight\Readouts\Surface\MachNumber.cs" />
<Compile Include="Flight\Readouts\Thermal\CoolestSkinTemperature.cs" /> <Compile Include="Flight\Readouts\Thermal\CoolestSkinTemperature.cs" />
<Compile Include="Flight\Readouts\Thermal\CriticalPart.cs" /> <Compile Include="Flight\Readouts\Thermal\CriticalPart.cs" />
<Compile Include="Flight\Readouts\Thermal\CoolestPart.cs" /> <Compile Include="Flight\Readouts\Thermal\CoolestPart.cs" />
<Compile Include="Flight\Readouts\Thermal\CoolestTemperature.cs" /> <Compile Include="Flight\Readouts\Thermal\CoolestTemperature.cs" />
<Compile Include="Flight\Readouts\Thermal\CriticalThermalPercentage.cs" /> <Compile Include="Flight\Readouts\Thermal\CriticalThermalPercentage.cs" />
<Compile Include="Flight\Readouts\Thermal\CriticalSkinTemperature.cs" /> <Compile Include="Flight\Readouts\Thermal\CriticalSkinTemperature.cs" />
<Compile Include="Flight\Readouts\Thermal\CriticalTemperature.cs" /> <Compile Include="Flight\Readouts\Thermal\CriticalTemperature.cs" />
<Compile Include="Flight\Readouts\Thermal\HottestSkinTemperature.cs" /> <Compile Include="Flight\Readouts\Thermal\HottestSkinTemperature.cs" />
<Compile Include="Flight\Readouts\Thermal\InternalFlux.cs" /> <Compile Include="Flight\Readouts\Thermal\InternalFlux.cs" />
<Compile Include="Flight\Readouts\Thermal\RadiationFlux.cs" /> <Compile Include="Flight\Readouts\Thermal\RadiationFlux.cs" />
<Compile Include="Flight\Readouts\Thermal\ConvectionFlux.cs" /> <Compile Include="Flight\Readouts\Thermal\ConvectionFlux.cs" />
<Compile Include="Flight\Readouts\Thermal\HottestTemperature.cs" /> <Compile Include="Flight\Readouts\Thermal\HottestTemperature.cs" />
<Compile Include="Flight\Readouts\Thermal\HottestPart.cs" /> <Compile Include="Flight\Readouts\Thermal\HottestPart.cs" />
<Compile Include="Flight\Readouts\Thermal\ThermalProcessor.cs" /> <Compile Include="Flight\Readouts\Thermal\ThermalProcessor.cs" />
<Compile Include="Flight\Readouts\Vessel\Name.cs" /> <Compile Include="Flight\Readouts\Vessel\Name.cs" />
<Compile Include="Flight\Readouts\Vessel\AttitudeProcessor.cs" /> <Compile Include="Flight\Readouts\Vessel\AttitudeProcessor.cs" />
<Compile Include="Flight\Readouts\Vessel\DeltaVCurrentTotal.cs" /> <Compile Include="Flight\Readouts\Vessel\DeltaVCurrentTotal.cs" />
<Compile Include="Flight\Readouts\Vessel\PitchRate.cs" /> <Compile Include="Flight\Readouts\Vessel\PitchRate.cs" />
<Compile Include="Flight\Readouts\Vessel\HeadingRate.cs" /> <Compile Include="Flight\Readouts\Vessel\HeadingRate.cs" />
<Compile Include="Flight\Readouts\Vessel\RollRate.cs" /> <Compile Include="Flight\Readouts\Vessel\RollRate.cs" />
<Compile Include="Flight\Readouts\Vessel\Roll.cs" /> <Compile Include="Flight\Readouts\Vessel\Roll.cs" />
<Compile Include="Flight\Readouts\Vessel\Pitch.cs" /> <Compile Include="Flight\Readouts\Vessel\Pitch.cs" />
<Compile Include="Flight\Readouts\Vessel\Heading.cs" /> <Compile Include="Flight\Readouts\Vessel\Heading.cs" />
<Compile Include="Flight\Readouts\Vessel\PartCount.cs" /> <Compile Include="Flight\Readouts\Vessel\PartCount.cs" />
<Compile Include="Flight\Readouts\Vessel\SuicideBurnDeltaV.cs" /> <Compile Include="Flight\Readouts\Vessel\SuicideBurnDeltaV.cs" />
<Compile Include="Flight\Readouts\Vessel\SuicideBurnAltitude.cs" /> <Compile Include="Flight\Readouts\Vessel\SuicideBurnAltitude.cs" />
<Compile Include="Flight\Readouts\Vessel\SuicideBurnDistance.cs" /> <Compile Include="Flight\Readouts\Vessel\SuicideBurnDistance.cs" />
<Compile Include="Flight\Readouts\Vessel\DeltaVCurrent.cs" /> <Compile Include="Flight\Readouts\Vessel\DeltaVCurrent.cs" />
<Compile Include="Flight\Readouts\Vessel\IntakeAirUsage.cs" /> <Compile Include="Flight\Readouts\Vessel\IntakeAirUsage.cs" />
<Compile Include="Flight\Readouts\Vessel\IntakeAirDemandSupply.cs" /> <Compile Include="Flight\Readouts\Vessel\IntakeAirDemandSupply.cs" />
<Compile Include="Flight\Readouts\Vessel\IntakeAirSupply.cs" /> <Compile Include="Flight\Readouts\Vessel\IntakeAirSupply.cs" />
<Compile Include="Flight\Readouts\Vessel\IntakeAirDemand.cs" /> <Compile Include="Flight\Readouts\Vessel\IntakeAirDemand.cs" />
<Compile Include="Flight\Readouts\Miscellaneous\SimulationDelay.cs" /> <Compile Include="Flight\Readouts\Miscellaneous\SimulationDelay.cs" />
<Compile Include="Flight\Readouts\Vessel\SimulationProcessor.cs" /> <Compile Include="Flight\Readouts\Vessel\SimulationProcessor.cs" />
<Compile Include="Flight\Readouts\Vessel\Acceleration.cs" /> <Compile Include="Flight\Readouts\Vessel\Acceleration.cs" />
<Compile Include="Flight\Presets\PresetLibrary.cs" /> <Compile Include="Flight\Presets\PresetLibrary.cs" />
<Compile Include="Flight\Readouts\Vessel\SuicideBurnProcessor.cs" /> <Compile Include="Flight\Readouts\Vessel\SuicideBurnProcessor.cs" />
<Compile Include="Flight\Readouts\Vessel\SurfaceThrustToWeight.cs" /> <Compile Include="Flight\Readouts\Vessel\SurfaceThrustToWeight.cs" />
<Compile Include="Flight\Readouts\Surface\Situation.cs" /> <Compile Include="Flight\Readouts\Surface\Situation.cs" />
<Compile Include="Flight\Readouts\Vessel\ThrustOffsetAngle.cs" /> <Compile Include="Flight\Readouts\Vessel\ThrustOffsetAngle.cs" />
<Compile Include="Flight\Readouts\Vessel\ThrustTorque.cs" /> <Compile Include="Flight\Readouts\Vessel\ThrustTorque.cs" />
<Compile Include="GuiDisplaySize.cs" /> <Compile Include="GuiDisplaySize.cs" />
<Compile Include="Helpers\AngleHelper.cs" /> <Compile Include="Helpers\AngleHelper.cs" />
<Compile Include="Helpers\Averager.cs" /> <Compile Include="Helpers\Averager.cs" />
<Compile Include="Helpers\ForceAccumulator.cs" /> <Compile Include="Helpers\ForceAccumulator.cs" />
<Compile Include="Helpers\TextureHelper.cs" /> <Compile Include="Helpers\TextureHelper.cs" />
<Compile Include="Helpers\Units.cs" /> <Compile Include="Helpers\Units.cs" />
<Compile Include="Helpers\TimeFormatter.cs" /> <Compile Include="Helpers\TimeFormatter.cs" />
<Compile Include="Helpers\XmlHelper.cs" /> <Compile Include="Helpers\XmlHelper.cs" />
<Compile Include="KeyBinding\KeyBinder.cs" /> <Compile Include="KeyBinding\KeyBinder.cs" />
<Compile Include="Control\ControlCentre.cs" /> <Compile Include="Control\ControlCentre.cs" />
<Compile Include="KeyBinding\KeyBindingsObject.cs" /> <Compile Include="KeyBinding\KeyBindingsObject.cs" />
<Compile Include="UIControls\DropDown.cs" /> <Compile Include="UIControls\DropDown.cs" />
<Compile Include="Logger.cs" /> <Compile Include="Logger.cs" />
<Compile Include="EngineerGlobals.cs" /> <Compile Include="EngineerGlobals.cs" />
<Compile Include="Extensions\DoubleExtensions.cs" /> <Compile Include="Extensions\DoubleExtensions.cs" />
<Compile Include="Extensions\PartExtensions.cs" /> <Compile Include="Extensions\PartExtensions.cs" />
<Compile Include="Extensions\PartResourceExtensions.cs" /> <Compile Include="Extensions\PartResourceExtensions.cs" />
<Compile Include="Extensions\RectExtensions.cs" /> <Compile Include="Extensions\RectExtensions.cs" />
<Compile Include="Flight\ActionMenu.cs" /> <Compile Include="Flight\ActionMenu.cs" />
<Compile Include="Flight\DisplayStack.cs" /> <Compile Include="Flight\DisplayStack.cs" />
<Compile Include="Flight\FlightEngineerCore.cs" /> <Compile Include="Flight\FlightEngineerCore.cs" />
<Compile Include="Flight\FlightEngineerModule.cs" /> <Compile Include="Flight\FlightEngineerModule.cs" />
<Compile Include="Flight\IUpdatable.cs" /> <Compile Include="Flight\IUpdatable.cs" />
<Compile Include="Flight\IUpdateRequest.cs" /> <Compile Include="Flight\IUpdateRequest.cs" />
<Compile Include="Flight\Readouts\Orbital\ApoapsisHeight.cs" /> <Compile Include="Flight\Readouts\Orbital\ApoapsisHeight.cs" />
<Compile Include="Flight\Readouts\Orbital\Eccentricity.cs" /> <Compile Include="Flight\Readouts\Orbital\Eccentricity.cs" />
<Compile Include="Flight\Readouts\Orbital\Inclination.cs" /> <Compile Include="Flight\Readouts\Orbital\Inclination.cs" />
<Compile Include="Flight\Readouts\Orbital\LongitudeOfAscendingNode.cs" /> <Compile Include="Flight\Readouts\Orbital\LongitudeOfAscendingNode.cs" />
<Compile Include="Flight\Readouts\Orbital\LongitudeOfPeriapsis.cs" /> <Compile Include="Flight\Readouts\Orbital\LongitudeOfPeriapsis.cs" />
<Compile Include="Flight\Readouts\Orbital\OrbitalPeriod.cs" /> <Compile Include="Flight\Readouts\Orbital\OrbitalPeriod.cs" />
<Compile Include="Flight\Readouts\Orbital\OrbitalSpeed.cs" /> <Compile Include="Flight\Readouts\Orbital\OrbitalSpeed.cs" />
<Compile Include="Flight\Readouts\Orbital\PeriapsisHeight.cs" /> <Compile Include="Flight\Readouts\Orbital\PeriapsisHeight.cs" />
<Compile Include="Flight\Readouts\Orbital\SemiMinorAxis.cs" /> <Compile Include="Flight\Readouts\Orbital\SemiMinorAxis.cs" />
<Compile Include="Flight\Readouts\Orbital\TimeToApoapsis.cs" /> <Compile Include="Flight\Readouts\Orbital\TimeToApoapsis.cs" />
<Compile Include="Flight\Readouts\Orbital\TimeToPeriapsis.cs" /> <Compile Include="Flight\Readouts\Orbital\TimeToPeriapsis.cs" />
<Compile Include="Flight\Readouts\ReadoutCategory.cs" /> <Compile Include="Flight\Readouts\ReadoutCategory.cs" />
<Compile Include="Flight\Readouts\ReadoutLibrary.cs" /> <Compile Include="Flight\Readouts\ReadoutLibrary.cs" />
<Compile Include="Flight\Readouts\ReadoutModule.cs" /> <Compile Include="Flight\Readouts\ReadoutModule.cs" />
<Compile Include="Flight\Readouts\Rendezvous\TimeToPeriapsis.cs" /> <Compile Include="Flight\Readouts\Rendezvous\TimeToPeriapsis.cs" />
<Compile Include="Flight\Readouts\Rendezvous\TimeToApoapsis.cs" /> <Compile Include="Flight\Readouts\Rendezvous\TimeToApoapsis.cs" />
<Compile Include="Flight\Readouts\Rendezvous\PeriapsisHeight.cs" /> <Compile Include="Flight\Readouts\Rendezvous\PeriapsisHeight.cs" />
<Compile Include="Flight\Readouts\Rendezvous\ApoapsisHeight.cs" /> <Compile Include="Flight\Readouts\Rendezvous\ApoapsisHeight.cs" />
<Compile Include="Flight\Readouts\Rendezvous\InterceptAngle.cs" /> <Compile Include="Flight\Readouts\Rendezvous\InterceptAngle.cs" />
<Compile Include="Flight\Readouts\Rendezvous\OrbitalPeriod.cs" /> <Compile Include="Flight\Readouts\Rendezvous\OrbitalPeriod.cs" />
<Compile Include="Flight\Readouts\Rendezvous\Distance.cs" /> <Compile Include="Flight\Readouts\Rendezvous\Distance.cs" />
<Compile Include="Flight\Readouts\Rendezvous\AltitudeSeaLevel.cs" /> <Compile Include="Flight\Readouts\Rendezvous\AltitudeSeaLevel.cs" />
<Compile Include="Flight\Readouts\Rendezvous\AngleToRelativeDescendingNode.cs" /> <Compile Include="Flight\Readouts\Rendezvous\AngleToRelativeDescendingNode.cs" />
<Compile Include="Flight\Readouts\Rendezvous\AngleToRelativeAscendingNode.cs" /> <Compile Include="Flight\Readouts\Rendezvous\AngleToRelativeAscendingNode.cs" />
<Compile Include="Flight\Readouts\Rendezvous\PhaseAngle.cs" /> <Compile Include="Flight\Readouts\Rendezvous\PhaseAngle.cs" />
<Compile Include="Flight\Readouts\Rendezvous\RelativeInclination.cs" /> <Compile Include="Flight\Readouts\Rendezvous\RelativeInclination.cs" />
<Compile Include="Flight\Readouts\Rendezvous\RendezvousProcessor.cs" /> <Compile Include="Flight\Readouts\Rendezvous\RendezvousProcessor.cs" />
<Compile Include="Flight\Readouts\Rendezvous\TargetSelector.cs" /> <Compile Include="Flight\Readouts\Rendezvous\TargetSelector.cs" />
<Compile Include="Flight\Readouts\Surface\AltitudeSeaLevel.cs" /> <Compile Include="Flight\Readouts\Surface\AltitudeSeaLevel.cs" />
<Compile Include="Flight\Readouts\Surface\AltitudeTerrain.cs" /> <Compile Include="Flight\Readouts\Surface\AltitudeTerrain.cs" />
<Compile Include="Flight\Readouts\Surface\ImpactLatitude.cs" /> <Compile Include="Flight\Readouts\Surface\ImpactLatitude.cs" />
<Compile Include="Flight\Readouts\Surface\ImpactAltitude.cs" /> <Compile Include="Flight\Readouts\Surface\ImpactAltitude.cs" />
<Compile Include="Flight\Readouts\Surface\ImpactLongitude.cs" /> <Compile Include="Flight\Readouts\Surface\ImpactLongitude.cs" />
<Compile Include="Flight\Readouts\Surface\ImpactTime.cs" /> <Compile Include="Flight\Readouts\Surface\ImpactTime.cs" />
<Compile Include="Flight\Readouts\Surface\AtmosphericProcessor.cs" /> <Compile Include="Flight\Readouts\Surface\AtmosphericProcessor.cs" />
<Compile Include="Flight\Readouts\Surface\AtmosphericEfficiency.cs" /> <Compile Include="Flight\Readouts\Surface\AtmosphericEfficiency.cs" />
<Compile Include="Flight\Readouts\Surface\GeeForce.cs" /> <Compile Include="Flight\Readouts\Surface\GeeForce.cs" />
<Compile Include="Flight\Readouts\Surface\HorizontalSpeed.cs" /> <Compile Include="Flight\Readouts\Surface\HorizontalSpeed.cs" />
<Compile Include="Flight\Readouts\Surface\ImpactProcessor.cs" /> <Compile Include="Flight\Readouts\Surface\ImpactProcessor.cs" />
<Compile Include="Flight\Readouts\Surface\Latitude.cs" /> <Compile Include="Flight\Readouts\Surface\Latitude.cs" />
<Compile Include="Flight\Readouts\Surface\Longitude.cs" /> <Compile Include="Flight\Readouts\Surface\Longitude.cs" />
<Compile Include="Flight\Readouts\Surface\TerminalVelocity.cs" /> <Compile Include="Flight\Readouts\Surface\TerminalVelocity.cs" />
<Compile Include="Flight\Readouts\Surface\VerticalSpeed.cs" /> <Compile Include="Flight\Readouts\Surface\VerticalSpeed.cs" />
<Compile Include="Flight\Readouts\Vessel\DeltaVStaged.cs" /> <Compile Include="Flight\Readouts\Vessel\DeltaVStaged.cs" />
<Compile Include="Flight\Readouts\Vessel\DeltaVTotal.cs" /> <Compile Include="Flight\Readouts\Vessel\DeltaVTotal.cs" />
<Compile Include="Flight\Readouts\Vessel\Mass.cs" /> <Compile Include="Flight\Readouts\Vessel\Mass.cs" />
<Compile Include="Flight\Readouts\Vessel\Thrust.cs" /> <Compile Include="Flight\Readouts\Vessel\Thrust.cs" />
<Compile Include="Flight\Readouts\Vessel\SpecificImpulse.cs" /> <Compile Include="Flight\Readouts\Vessel\SpecificImpulse.cs" />
<Compile Include="Flight\Readouts\Vessel\ThrustToWeight.cs" /> <Compile Include="Flight\Readouts\Vessel\ThrustToWeight.cs" />
<Compile Include="Flight\Sections\SectionEditor.cs" /> <Compile Include="Flight\Sections\SectionEditor.cs" />
<Compile Include="Flight\Sections\SectionLibrary.cs" /> <Compile Include="Flight\Sections\SectionLibrary.cs" />
<Compile Include="Flight\Sections\SectionModule.cs" /> <Compile Include="Flight\Sections\SectionModule.cs" />
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<Compile Include="LogMsg.cs" /> <Compile Include="LogMsg.cs" />
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Settings\SettingHandler.cs" /> <Compile Include="Settings\SettingHandler.cs" />
<Compile Include="Settings\SettingItem.cs" /> <Compile Include="Settings\SettingItem.cs" />
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<Compile Include="Flight\Readouts\Rendezvous\TimeToRendezvous.cs" /> <Compile Include="Flight\Readouts\Rendezvous\TimeToRendezvous.cs" />
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</Reference> </Reference>
<Reference Include="System.Xml"> <Reference Include="System.Xml">
<HintPath>..\Game\KSP_Data\Managed\System.Xml.dll</HintPath> <HintPath>..\Game\KSP_Data\Managed\System.Xml.dll</HintPath>
<Private>False</Private> <Private>False</Private>
</Reference> </Reference>
<Reference Include="UnityEngine"> <Reference Include="UnityEngine">
<HintPath>..\..\Game\KSP_Data\Managed\UnityEngine.dll</HintPath> <HintPath>..\..\Game\KSP_Data\Managed\UnityEngine.dll</HintPath>
<Private>False</Private> <Private>False</Private>
</Reference> </Reference>
<Reference Include="UnityEngine.UI"> <Reference Include="UnityEngine.UI">
<HintPath>..\..\game\KSP_Data\Managed\UnityEngine.UI.dll</HintPath> <HintPath>..\..\game\KSP_Data\Managed\UnityEngine.UI.dll</HintPath>
<Private>False</Private> <Private>False</Private>
</Reference> </Reference>
</ItemGroup> </ItemGroup>
<ItemGroup /> <ItemGroup>
  <ProjectReference Include="..\KerbalEngineer.Unity\KerbalEngineer.Unity.csproj">
  <Project>{5387bb1e-32b1-4bac-b03f-100570b9554c}</Project>
  <Name>KerbalEngineer.Unity</Name>
  <Private>False</Private>
  </ProjectReference>
  </ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Target Name="PostBuildMacros"> <Target Name="PostBuildMacros">
<GetAssemblyIdentity AssemblyFiles="$(TargetPath)"> <GetAssemblyIdentity AssemblyFiles="$(TargetPath)">
<Output TaskParameter="Assemblies" ItemName="Targets" /> <Output TaskParameter="Assemblies" ItemName="Targets" />
</GetAssemblyIdentity> </GetAssemblyIdentity>
<ItemGroup> <ItemGroup>
<VersionNumber Include="@(Targets->'%(Version)')" /> <VersionNumber Include="@(Targets->'%(Version)')" />
</ItemGroup> </ItemGroup>
</Target> </Target>
<PropertyGroup> <PropertyGroup>
<PostBuildEventDependsOn> <PostBuildEventDependsOn>
$(PostBuildEventDependsOn); $(PostBuildEventDependsOn);
PostBuildMacros; PostBuildMacros;
</PostBuildEventDependsOn> </PostBuildEventDependsOn>
<PostBuildEvent>xcopy "$(SolutionDir)Output\*" "$(SolutionDir)..\Game\GameData\*" /E /Y <PostBuildEvent>xcopy "$(SolutionDir)Output\*" "$(SolutionDir)..\Game\GameData\*" /E /Y
del "$(SolutionDir)Release\*" /Q del "$(SolutionDir)Release\*" /Q
xcopy "$(SolutionDir)Documents\*" "$(SolutionDir)Release\Documents\*" /E /Y xcopy "$(SolutionDir)Documents\*" "$(SolutionDir)Release\Documents\*" /E /Y
7z.exe a -tzip -mx3 "$(SolutionDir)Release\$(ProjectName)-@(VersionNumber).zip" "$(SolutionDir)Output\*" 7z.exe a -tzip -mx3 "$(SolutionDir)Release\$(ProjectName)-@(VersionNumber).zip" "$(SolutionDir)Output\*"
7z.exe a -tzip -mx3 "$(SolutionDir)Release\$(ProjectName)-@(VersionNumber).zip" "$(SolutionDir)Documents\*"</PostBuildEvent> 7z.exe a -tzip -mx3 "$(SolutionDir)Release\$(ProjectName)-@(VersionNumber).zip" "$(SolutionDir)Documents\*"</PostBuildEvent>
</PropertyGroup> </PropertyGroup>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it. <!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets. Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild"> <Target Name="BeforeBuild">
</Target> </Target>
<Target Name="AfterBuild"> <Target Name="AfterBuild">
</Target> </Target>
--> -->
</Project> </Project>
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2014 CYBUTEK // Copyright (C) 2016 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // 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 // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
//  
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
#region Using Directives  
   
using UnityEngine;  
   
using Random = System.Random;  
   
#endregion  
   
namespace KerbalEngineer namespace KerbalEngineer
{ {
  using UnityEngine;
  using Random = System.Random;
   
public class TapeDriveAnimator : PartModule public class TapeDriveAnimator : PartModule
{ {
#region Public Fields [KSPField]
  public string Lights1 = string.Empty;
[KSPField] public string Lights1 = "";  
[KSPField] public float Lights1Speed = 0; [KSPField]
[KSPField] public string Lights2 = ""; public float Lights1Speed = 0;
[KSPField] public float Lights2Speed = 0;  
[KSPField] public string Lights3 = ""; [KSPField]
[KSPField] public float Lights3Speed = 0; public string Lights2 = string.Empty;
[KSPField] public string Lights4 = "";  
[KSPField] public float Lights4Speed = 0; [KSPField]
[KSPField] public string Lights5 = ""; public float Lights2Speed = 0;
[KSPField] public float Lights5Speed = 0;  
[KSPField] public string Lights6 = ""; [KSPField]
[KSPField] public float Lights6Speed = 0; public string Lights3 = string.Empty;
[KSPField] public int MaxReelSpeed = 0;  
[KSPField] public int MaxRepeatTime = 0; [KSPField]
[KSPField] public int MinReelSpeed = 0; public float Lights3Speed = 0;
[KSPField] public int MinRepeatTime = 0;  
[KSPField] public string Reel1 = ""; [KSPField]
[KSPField] public float Reel1SpeedRatio = 1; public string Lights4 = string.Empty;
[KSPField] public string Reel2 = "";  
[KSPField] public float Reel2SpeedRatio = 1; [KSPField]
[KSPField] public float RepeatTimeDenominator = 1; public float Lights4Speed = 0;
[KSPField] public float SpeedChangeAmount = 0;  
[KSPField] public float SpeedDeadZone = 0; [KSPField]
[KSPField] public float SpeedStopZone = 0; public string Lights5 = string.Empty;
[KSPField] public bool UseBakedAnimation = false;  
  [KSPField]
#endregion public float Lights5Speed = 0;
   
#region Private Fields [KSPField]
  public string Lights6 = string.Empty;
private float currentTime;  
private float deltaTime; [KSPField]
private Shader lights1ShaderOff; public float Lights6Speed = 0;
private Transform lights1Transform;  
private Shader lights2ShaderOff; [KSPField]
private Transform lights2Transform; public int MaxReelSpeed = 0;
private Shader lights3ShaderOff;  
private Transform lights3Transform; [KSPField]
private Shader lights4ShaderOff; public int MaxRepeatTime = 0;
private Transform lights4Transform;  
private Shader lights5ShaderOff; [KSPField]
private Transform lights5Transform; public int MinReelSpeed = 0;
private Shader lights6ShaderOff;  
private Transform lights6Transform; [KSPField]
private Shader lightsShaderOn; public int MinRepeatTime = 0;
private Random random;  
private Transform reel1Transform; [KSPField]
private Transform reel2Transform; public string Reel1 = string.Empty;
private float repeatTime;  
private bool sceneIsEditor; [KSPField]
private float speed; public float Reel1SpeedRatio = 1;
private float targetSpeed;  
private Renderer renderer; [KSPField]
private Light light; public string Reel2 = string.Empty;
   
#endregion [KSPField]
  public float Reel2SpeedRatio = 1;
#region Properties  
  [KSPField]
private bool isRunning; 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 public bool IsRunning
{ {
get { return this.isRunning; } get
  {
  return m_IsRunning;
  }
set set
{ {
this.isRunning = value; m_IsRunning = value;
   
if (this.isRunning) if (m_IsRunning)
{ {
if (this.UseBakedAnimation) if (UseBakedAnimation)
{ {
this.StartBakedAnimation(); StartBakedAnimation();
} }
} }
else else
{ {
if (this.UseBakedAnimation) if (UseBakedAnimation)
{ {
this.StopBakedAnimation(); StopBakedAnimation();
} }
} }
} }
} }
   
#endregion  
   
#region Initialisation  
   
public override void OnStart(StartState state) public override void OnStart(StartState state)
{ {
renderer = GetComponent<Renderer>(); m_Random = new Random();
   
this.random = new Random(); StopBakedAnimation();
  IsRunning = false;
this.StopBakedAnimation();  
this.IsRunning = false;  
   
if (HighLogic.LoadedSceneIsEditor) if (HighLogic.LoadedSceneIsEditor)
{ {
this.part.OnEditorAttach += this.OnEditorAttach; part.OnEditorAttach += OnEditorAttach;
this.part.OnEditorDetach += this.OnEditorDetach; part.OnEditorDetach += OnEditorDetach;
   
this.sceneIsEditor = true; m_SceneIsEditor = true;
   
if (this.part.parent != null) if (part.parent != null)
{ {
this.IsRunning = true; IsRunning = true;
} }
} }
else if (HighLogic.LoadedSceneIsFlight) else if (HighLogic.LoadedSceneIsFlight)
{ {
this.IsRunning = true; IsRunning = true;
} }
   
if (!this.UseBakedAnimation) if (UseBakedAnimation == false)
{ {
this.InitialiseReels(); InitialiseReels();
this.InitialiseLights(); 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() private void InitialiseReels()
{ {
if (this.Reel1 != "") if (string.IsNullOrEmpty(Reel1) == false)
{ {
this.reel1Transform = this.part.FindModelTransform(this.Reel1); m_Reel1Transform = part.FindModelTransform(Reel1);
} }
   
if (this.Reel2 != "") if (string.IsNullOrEmpty(Reel2) == false)
{ {
this.reel2Transform = this.part.FindModelTransform(this.Reel2); m_Reel2Transform = part.FindModelTransform(Reel2);
} }
} }
   
private void InitialiseLights() private void OnEditorAttach()
{ {
if (this.Lights1 != "") IsRunning = true;
{ }
this.lights1Transform = this.part.FindModelTransform(this.Lights1);  
this.lights1ShaderOff = renderer.material.shader; private void OnEditorDetach()
} {
  IsRunning = false;
if (this.Lights2 != "") }
{  
this.lights2Transform = this.part.FindModelTransform(this.Lights2); private void StartBakedAnimation()
this.lights2ShaderOff = renderer.material.shader; {
} foreach (Animation animator in part.FindModelAnimators())
  {
if (this.Lights3 != "") animator.Play();
{ }
this.lights3Transform = this.part.FindModelTransform(this.Lights3); }
this.lights3ShaderOff = renderer.material.shader;  
} private void StopBakedAnimation()
  {
if (this.Lights4 != "") foreach (Animation animator in part.FindModelAnimators())
{ {
this.lights4Transform = this.part.FindModelTransform(this.Lights4); animator.Stop();
this.lights4ShaderOff = renderer.material.shader; }
} }
   
if (this.Lights5 != "") private void Update()
{ {
this.lights5Transform = this.part.FindModelTransform(this.Lights5); if (m_SceneIsEditor)
this.lights5ShaderOff = renderer.material.shader; {
} OnUpdate();
  }
if (this.Lights6 != "") }
{  
this.lights6Transform = this.part.FindModelTransform(this.Lights6); private void UpdateButtonMaterial(Material material, float targetSpeed)
this.lights6ShaderOff = renderer.material.shader; {
} if (material == null)
  {
this.lightsShaderOn = Shader.Find("Unlit/Texture"); return;
} }
   
#endregion bool lightsOn;
   
#region Updating if (targetSpeed > 0)
  {
public override void OnUpdate() lightsOn = (m_Speed > targetSpeed);
{ }
if (!this.UseBakedAnimation) else if (targetSpeed < 0)
{ {
this.deltaTime = this.sceneIsEditor ? Time.deltaTime : TimeWarp.deltaTime; lightsOn = (m_Speed < targetSpeed);
  }
if (TimeWarp.CurrentRate != 1.0f && TimeWarp.WarpMode != TimeWarp.Modes.LOW) else
{ {
return; lightsOn = (m_Speed == 0);
} }
   
if (this.IsRunning) SetShaderOnMaterial(material, lightsOn ? m_ButtonLightOnShader : m_ButtonLightOffShader);
{ }
this.UpdateTimerCycle();  
this.UpdateSpeed(); private void UpdateLights()
this.UpdateReels(); {
this.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 else
{ {
this.targetSpeed = 0; m_Speed = m_TargetSpeed;
  }
if (this.speed != 0) }
{ else if (m_Speed > m_TargetSpeed)
this.UpdateSpeed(); {
this.UpdateReels(); if (m_Speed > m_TargetSpeed + SpeedDeadZone)
this.UpdateLights(); {
} m_Speed -= SpeedChangeAmount * m_DeltaTime;
} }
} else
} {
  m_Speed = m_TargetSpeed;
private void Update() }
{  
if (this.sceneIsEditor)  
{  
this.OnUpdate();  
}  
}  
   
private void OnEditorAttach()  
{  
this.IsRunning = true;  
}  
   
private void OnEditorDetach()  
{  
this.IsRunning = false;  
}  
   
private void StopBakedAnimation()  
{  
foreach (var animator in this.part.FindModelAnimators())  
{  
animator.Stop();  
}  
}  
   
private void StartBakedAnimation()  
{  
foreach (var animator in this.part.FindModelAnimators())  
{  
animator.Play();  
} }
} }
   
private void UpdateTimerCycle() private void UpdateTimerCycle()
{ {
this.currentTime += this.deltaTime; m_CurrentTime += m_DeltaTime;
   
if (this.currentTime >= this.repeatTime) if (m_CurrentTime >= m_RepeatTime)
{ {
this.targetSpeed = this.random.Next(this.MinReelSpeed, this.MaxReelSpeed); m_TargetSpeed = m_Random.Next(MinReelSpeed, MaxReelSpeed);
   
if (this.targetSpeed > -this.SpeedStopZone && this.targetSpeed < this.SpeedStopZone) if (m_TargetSpeed > -SpeedStopZone && m_TargetSpeed < SpeedStopZone)
{ {
this.targetSpeed = 0; m_TargetSpeed = 0;
} }
   
this.repeatTime = this.random.Next(this.MinRepeatTime, this.MaxRepeatTime); m_RepeatTime = m_Random.Next(MinRepeatTime, MaxRepeatTime);
   
if (this.RepeatTimeDenominator != 0) if (RepeatTimeDenominator != 0)
{ {
this.repeatTime /= this.RepeatTimeDenominator; m_RepeatTime /= RepeatTimeDenominator;
} }
   
this.currentTime -= this.repeatTime; m_CurrentTime -= m_RepeatTime;
} }
} }
   
private void UpdateSpeed()  
{  
if (this.speed < this.targetSpeed)  
{  
if (this.speed < this.targetSpeed - this.SpeedDeadZone)  
{  
this.speed += this.SpeedChangeAmount * this.deltaTime;  
}  
else  
{  
this.speed = this.targetSpeed;  
}  
}  
else if (this.speed > this.targetSpeed)  
{  
if (this.speed > this.targetSpeed + this.SpeedDeadZone)  
{  
this.speed -= this.SpeedChangeAmount * this.deltaTime;  
}  
else  
{  
this.speed = this.targetSpeed;  
}  
}  
}  
   
private void UpdateReels()  
{  
if (this.reel1Transform != null && this.speed != 0)  
{  
this.reel1Transform.transform.Rotate(Vector3.right, this.speed * this.Reel1SpeedRatio);  
}  
   
if (this.reel2Transform != null && this.speed != 0)  
{  
this.reel2Transform.transform.Rotate(Vector3.right, this.speed * this.Reel2SpeedRatio);  
}  
}  
   
private void UpdateLights()  
{  
if (this.lights1Transform != null)  
{  
this.UpdateLightTransform(this.lights1Transform, this.lightsShaderOn, this.lights1ShaderOff, this.Lights1Speed);  
}  
if (this.lights2Transform != null)  
{  
this.UpdateLightTransform(this.lights2Transform, this.lightsShaderOn, this.lights2ShaderOff, this.Lights2Speed);  
}  
if (this.lights3Transform != null)  
{  
this.UpdateLightTransform(this.lights3Transform, this.lightsShaderOn, this.lights3ShaderOff, this.Lights3Speed);  
}  
if (this.lights4Transform != null)  
{  
this.UpdateLightTransform(this.lights4Transform, this.lightsShaderOn, this.lights4ShaderOff, this.Lights4Speed);  
}  
if (this.lights5Transform != null)  
{  
this.UpdateLightTransform(this.lights5Transform, this.lightsShaderOn, this.lights5ShaderOff, this.Lights5Speed);  
}  
if (this.lights6Transform != null)  
{  
this.UpdateLightTransform(this.lights6Transform, this.lightsShaderOn, this.lights6ShaderOff, this.Lights6Speed);  
}  
}  
   
private void UpdateLightTransform(Component lights, Shader on, Shader off, float targetSpeed)  
{  
bool lightsOn;  
   
if (targetSpeed > 0)  
{  
lightsOn = (this.speed > targetSpeed);  
}  
else if (targetSpeed < 0)  
{  
lightsOn = (this.speed < targetSpeed);  
}  
else  
{  
lightsOn = (this.speed == 0);  
}  
   
lights.GetComponent<Renderer>().material.shader = lightsOn ? @on : off;  
}  
   
#endregion  
} }
} }
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Assets: Assets:
  - Assets/Prefabs/FlightMenuSection.prefab
- Assets/Prefabs/FlightMenu.prefab - Assets/Prefabs/FlightMenu.prefab
Dependencies: [] Dependencies: []