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FengistAnim.cs
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/*********************************************************************************************
* The Maritime Pack MPUtil plugin is copyright 2015 Fengist, all rights reserved.
* For more information please visit http://www.kerbaltopia.com
*
* Layered Animation code public domain by Starwaster
* Thanks to JPLRepo for helping making the MPanimEngine class more efficient
**********************************************************************************************/
using System;
using System.Linq;
using UnityEngine;
namespace FengistAnim
{
public class ModuleLayeredAnimator : ModuleAnimateGeneric
{
[KSPField]
public int layer = 1;
public override void OnStart(StartState state)
{
this.anim[this.animationName].layer = layer;
}
}
public class FAnimEngine : PartModule
{
[KSPField]
public string animationName = "null"; //the name of the animation stored in the .cfg
[KSPField]
public string partType = "null"; //the part type that it's connected to (Engine / Intake)
[KSPField]
public bool syncThrust = false; //is the animation synced to the engine thrust
[KSPField]
public bool syncThrottle = false; //is the animation synced to the throttle position
[KSPField]
public bool smoothThrottle = false; //should smoothing be used when the throttle position changes rapidly
[KSPField]
public bool loopAnim = false; //should smoothing be used when the throttle position changes rapidly
[KSPField]
public float animSpeed = 1.0f; //how fast an animation plays
[KSPField]
public bool detectReverseThrust = false; // should we detect the reversing of the thrust transform
[KSPField]
public bool smoothRev = true; //should we switch smootly into reverse animation
[KSPField]
public float revDelay = 1.0f; //the delay time to reverse the animation
[KSPField]
public bool useRotorDiscSwap = false;
[KSPField]
public string rotorDiscName = "rotorDisc";
[KSPField]
public float rotorDiscFadeInStart = 0.1f;
[KSPField]
public string propellerName = "propeller";
private Transform rotorDisc;
private Transform propeller;
private double logdelay = 0.0f;
public Animation aniEngine = null; //the animation
private ModuleEngines myEngine = new ModuleEngines(); //the first or default engine found in the part
private Transform mytransform;
private ModuleResourceIntake myIntake = new ModuleResourceIntake();
private float lastThrottle = 0; //tracks the last throttle position. Always 0 or 1 for non sync'd engines
private Quaternion startRotation = new Quaternion(0, 0, 0, 0);
private float lastdirection = 1.0f;
public void Play_Anim(string aname, float aspeed, float atime = 0.0f)
{
logdelay -= Time.deltaTime;
if (useRotorDiscSwap == true)
{
if (propeller != null && rotorDisc != null)
{
if (Math.Abs(aspeed) >= rotorDiscFadeInStart)
{
rotorDisc.gameObject.GetComponent<Renderer>().enabled = true;
propeller.gameObject.GetComponent<Renderer>().enabled = false;
}
else
{
rotorDisc.gameObject.GetComponent<Renderer>().enabled = false;
propeller.gameObject.GetComponent<Renderer>().enabled = true;
}
}
}
try
{
Animation anim;
Animation[] animators = part.FindModelAnimators(aname);
if (animators.Length > 0)
{
anim = animators[0];
anim.clip = anim.GetClip(animationName);
if (loopAnim == true)
{
anim[aname].speed = aspeed * animSpeed;
anim[aname].wrapMode = WrapMode.Loop;
}
else
{
anim[aname].speed = aspeed;
anim[aname].normalizedTime = atime;
}
if (logdelay <= 0)
{
Debug.Log("[Maritime Pack] (aniEngine) Playing: "+aname+" speed:"+aspeed+" time:"+atime);
logdelay = 3;
}
anim.Play(aname);
}
}
catch (Exception ex)
{
Debug.Log("[Maritime Pack] (aniEngine) Exception in Play_Anim");
Debug.Log("[Maritime Pack] (aniEngine) Err: " + ex);
}
}
public override void OnStart(StartState state)
{
if (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight)
{
if (partType == "Engine")
{
myEngine = part.Modules.OfType<ModuleEngines>().FirstOrDefault();
mytransform = part.FindModelTransform(myEngine.thrustVectorTransformName);
startRotation = mytransform.localRotation;
if (useRotorDiscSwap == true)
{
Debug.Log("[Maritime Pack] (aniEngine) Disc swapping active.");
propeller = part.FindModelTransform(propellerName);
rotorDisc = part.FindModelTransform(rotorDiscName);
if (propeller == null)
{
useRotorDiscSwap = false;
Debug.Log("[Maritime Pack] (aniEngine) Rotor Disc Swap enalbled but propeller gameObject not found");
}
if (rotorDisc == null)
{
useRotorDiscSwap = false;
Debug.Log("[Maritime Pack] (aniEngine) Rotor Disc Swap enalbled but rotorDisc gameObject not found");
}
if (rotorDisc != null)
{
try
{
rotorDisc.gameObject.GetComponent<Renderer>().enabled = false;
}
catch (Exception)
{
Debug.Log("[Maritime Pack] (aniEngine) Mesh Renederer not found on rotorDisc!!!");
}
}
if (propeller != null)
{
try
{
propeller.gameObject.GetComponent<Renderer>().enabled = true;
}
catch (Exception)
{
Debug.Log("[Maritime Pack] (aniEngine) Mesh Renederer not found on propeller!!!");
}
}
}
}
if (HighLogic.LoadedSceneIsFlight)
{
foreach (var anim in part.FindModelAnimators(animationName))
{
aniEngine = anim;
if (aniEngine.GetClipCount() > 1)
{
aniEngine.Stop(); //stopping any animations loaded by ModuleAnimateGeneric
}
Debug.Log("[Maritime Pack] (aniEngine) Found animation: " + animationName + " on " + part.name);
}
Debug.Log("[Maritime Pack] (aniEngine) Found Engine: " + myEngine.name);
Debug.Log("[Maritime Pack] (aniEngine) Found aniEngine Name: " + aniEngine.name);
Debug.Log("[Maritime Pack] (aniEngine) Sync Throttle: " + syncThrottle);
Debug.Log("[Maritime Pack] (aniEngine) Smooth Throttle: " + smoothThrottle);
Debug.Log("[Maritime Pack] (aniEngine) Loop Anim : " + loopAnim);
Debug.Log("[Maritime Pack] (aniEngine) Anim Speed : " + animSpeed);
}
if (partType == "Intake")
{
myIntake = part.Modules.OfType<ModuleResourceIntake>().FirstOrDefault();
}
}
}
private float CheckDirection()
{
float newdirection = 1.0f;
if (detectReverseThrust == true)
{
if (startRotation.x != mytransform.localRotation.x)
{
newdirection = -1;
}
if (newdirection != lastdirection) //engines have been reversed
{
if (smoothRev == true)
{
if (newdirection == -1)
{
lastdirection -= revDelay;
}
else
{
lastdirection += revDelay;
}
if (lastdirection > 1)
{
lastdirection = 1;
}
if (lastdirection < -1)
{
lastdirection = -1;
}
}
else // not smoothing so make the change
{
lastdirection = newdirection;
}
}
}
return lastdirection;
}
public void FixedUpdate()
{
if (!HighLogic.LoadedSceneIsFlight) { return; }
if (myEngine == null && myIntake == null && partType != "Throttle" && partType != "Stirling" && partType != "Battery" || animationName == "null" || !vessel.isActiveVessel)
{
return;
}
else if (vessel.isActiveVessel)
{
double thisenergy = 0;
if (partType == "Stirling")
{
thisenergy = Math.Abs(this.part.thermalRadiationFlux) / 100;
if (thisenergy > 1)
{
thisenergy = 1;
}
if (thisenergy < 0)
{
thisenergy = 0;
}
Play_Anim(animationName, (float)thisenergy, 0.0f);
return;
}
if (partType == "Battery")
{
double rTotal = FengistAnimFunctions.GetResourceTotal(FlightGlobals.ActiveVessel, "ElectricCharge");
double rMax = FengistAnimFunctions.GetResourceMax(FlightGlobals.ActiveVessel, "ElectricCharge");
thisenergy = rTotal / rMax;
}
else
{
thisenergy = FlightInputHandler.state.mainThrottle;
}
if ((partType == "Engine" && !myEngine.EngineIgnited) || (partType == "Engine" && myEngine.getFlameoutState == true) || (partType == "Intake" && !myIntake.intakeEnabled)) //Intake or Engine shut down, reverse animation
{
if (syncThrust)
{
if (syncThrust)
{
float direction = CheckDirection();
thisenergy = myEngine.normalizedThrustOutput;
Play_Anim(animationName, (float)thisenergy * direction, 0.0f);
return;
}
}
if (lastThrottle != 0.0f)
{
if (syncThrottle)
{
if (smoothThrottle)
{
lastThrottle = lastThrottle - 0.02f;
if (lastThrottle < 0.0f)
{
lastThrottle = 0.0f;
}
}
else
{
lastThrottle = 0.0f;
}
if (loopAnim == true)
{
Play_Anim(animationName, lastThrottle);
}
else
{
Play_Anim(animationName, 0.0f, lastThrottle);
}
}
else //not synced to play at full speed from the end to the beginning
{
if (!aniEngine.isPlaying)
{
if (loopAnim == true)
{
Play_Anim(animationName, 0.0f);
}
else
{
Play_Anim(animationName, -1.0f, 1.0f);
}
lastThrottle = 0.0f;
}
}
}
}
else //engine ignited or it's another type, run animation
{
if (syncThrust)
{
float direction = CheckDirection();
thisenergy = myEngine.normalizedThrustOutput;
if (loopAnim == true)
{
Play_Anim(animationName, (float)thisenergy, 0.0f);
}
else
{
Play_Anim(animationName, 0.0f, (float)thisenergy);
}
return;
}
if (syncThrottle)
{
if (smoothThrottle)
{
if (thisenergy > lastThrottle)
{
if (thisenergy + lastThrottle > 0.02f)
{
lastThrottle = lastThrottle + 0.02f;
if (lastThrottle > 1.0f)
{
lastThrottle = 1.0f;
}
}
else
{
lastThrottle = (float)thisenergy;
}
}
if (thisenergy < lastThrottle)
{
if (lastThrottle - thisenergy > 0.02f || thisenergy == 0 && lastThrottle != 0)
{
lastThrottle = lastThrottle - 0.02f;
if (lastThrottle < 0.0f)
{
lastThrottle = 0.0f;
}
}
else
{
lastThrottle = (float)thisenergy;
}
}
if (loopAnim == true)
{
Play_Anim(animationName, lastThrottle, 0.0f);
}
else
{
Play_Anim(animationName, 0.0f, lastThrottle);
}
}
else
{
if (loopAnim == true)
{
Play_Anim(animationName, (float)thisenergy);
}
else
{
Play_Anim(animationName, 0.0f, (float)thisenergy);
}
}
}
else //not synced so play at full speed from the beginning
{
if (!aniEngine.isPlaying && lastThrottle != 1.0f)
{
Play_Anim(animationName, 1.0f, 0.0f);
lastThrottle = 1.0f;
}
}
}
}
}
}
public static class FengistAnimFunctions
{
public static double GetResourceAmount(this Part part, string resourceName)
{
PartResourceDefinition resource = PartResourceLibrary.Instance.GetDefinition(resourceName);
return part.Resources.Get(resource.id).amount;
}
public static double GetResourceTotal(Vessel v, string resourceName)
{
PartResourceDefinition resource = PartResourceLibrary.Instance.GetDefinition(resourceName);
double amount = 0;
foreach (Part mypart in v.parts)
{
if (mypart.Resources.Contains(resourceName))
{
amount += GetResourceAmount(mypart, resourceName);
}
}
return amount;
}
public static double GetResourceMax(Vessel v, string resourceName)
{
PartResourceDefinition resource = PartResourceLibrary.Instance.GetDefinition(resourceName);
double amount = 0;
foreach (Part mypart in v.parts)
{
if (mypart.Resources.Contains(resourceName))
{
amount += mypart.Resources.Get(resource.id).maxAmount;
}
}
return amount;
}
}
}