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FlyByWireSASMode.cs
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388 lines (321 loc) · 15.5 KB
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using System;
using System.Collections;
using System.Collections.Generic;
using Expansions;
using KSP.UI;
using KSP.UI.Screens.Flight;
using KSP.UI.TooltipTypes;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
using static VesselAutopilot;
namespace FlyByWireSASMode
{
[KSPAddon(KSPAddon.Startup.Flight, false)]
[DefaultExecutionOrder(1)] // our LateUpdate() need to run after VesselAutopilotUI.LateUpdate()
internal class FlyByWireSASMode : MonoBehaviour
{
private const string TEX_PATH = "FlyByWireSASMode/textures";
// singleton accessor
internal static FlyByWireSASMode instance;
// internal state
private static bool init;
// sprites
private static Sprite flyByWireSprite;
private static Sprite flyByWirePlaneSprite;
private static Sprite parallelPosSprite;
private static Sprite parallelNegSprite;
// config
private static AutopilotMode requiredSASMode = AutopilotMode.Maneuver;
internal static float inputSensitivity = 1f;
// internal state
private bool started;
// SAS UI buttons references
private UIStateToggleButton stabilityAssistButton;
private UIStateToggleButton flyByWireButton;
private UIStateToggleButton flyByWirePlaneButton;
private UIStateToggleButton parallelPosButton;
private UIStateToggleButton parallelNegButton;
// stock navball reference
internal NavBall navBall;
// custom navball markers
private GameObject navBallMarker;
private GameObject navBallArrow;
// known active vessel (for polling purposes)
private Vessel activeVessel;
// per vessel direction and state tracking
private VesselState activeVesselState;
private List<VesselState> nonActiveVesselStates = new List<VesselState>();
// known state for polling based state change detection
private bool isModeAvailableOnActiveVessel;
private void Awake()
{
instance = this;
if (init)
return;
init = true;
ConfigNode[] nodes = GameDatabase.Instance.GetConfigNodes("FLYBYWIRESASMODE");
if (nodes != null && nodes.Length == 1)
{
nodes[0].TryGetValue("InputSensitivity", ref inputSensitivity);
int requiredSASLevel = 0;
if (nodes[0].TryGetValue("RequiredSASLevel", ref requiredSASLevel))
{
switch (requiredSASLevel)
{
case 0: requiredSASMode = AutopilotMode.StabilityAssist; break;
case 1: requiredSASMode = AutopilotMode.Prograde; break;
case 2: requiredSASMode = AutopilotMode.Normal; break;
case 3: requiredSASMode = AutopilotMode.Maneuver; break;
default: requiredSASMode = AutopilotMode.Maneuver; break;
}
}
}
Texture2D tex = GameDatabase.Instance.GetTexture(TEX_PATH, false);
if (tex == null)
{
Debug.LogError($"[FlyByWireSASMode] Unable to get 'GameData/{TEX_PATH}.png' texture, make sure the plugin is installed in the right folder.");
return;
}
CreateSprite(tex, 0f, 0f, 64f, 64f, out flyByWireSprite);
CreateSprite(tex, 0f, 64f, 64f, 64f, out flyByWirePlaneSprite);
CreateSprite(tex, 0f, 128f, 34f, 34f, out parallelNegSprite);
CreateSprite(tex, 34f, 128f, 34f, 34f, out parallelPosSprite);
}
private static void CreateSprite(Texture2D tex, float xOffset, float yOffset, float xSize, float ySize, out Sprite sprite)
{
sprite = Sprite.Create(tex, new Rect(xOffset, tex.height - yOffset - ySize, xSize, ySize), new Vector2(0.5f, 0.5f));
}
private IEnumerator Start()
{
while (!FlightGlobals.ready)
yield return null;
navBall = FindObjectOfType<NavBall>();
VesselAutopilotUI autopilotUI = FindObjectOfType<VesselAutopilotUI>();
UIStateToggleButton[] autopilotbuttons = autopilotUI.modeButtons;
stabilityAssistButton = autopilotbuttons[0];
foreach (UIStateToggleButton button in autopilotbuttons)
button.onClick.AddListener(DeactivateFromUI);
flyByWireButton = CopySASButton(autopilotUI, AutopilotMode.Maneuver, "FlyByWire", "Fly by wire", 7f, 25f, flyByWireSprite, ActivateFlyByWireFromUI);
flyByWirePlaneButton = CopySASButton(autopilotUI, AutopilotMode.StabilityAssist, "FlyByWirePlane", "Fly by wire\n(plane mode)", 7f, 25f, flyByWirePlaneSprite, ActivateFlyByWirePlaneFromUI);
parallelPosButton = CopySASButton(autopilotUI, AutopilotMode.Target, "Parallel", "Parallel", 5f, -25f, parallelPosSprite, ActivateParallelPosFromUI);
parallelNegButton = CopySASButton(autopilotUI, AutopilotMode.AntiTarget, "AntiParallel", "AntiParallel", 5f, -25f, parallelNegSprite, ActivateParallelNegFromUI);
GameObject navballFrame = navBall.gameObject.transform.parent.parent.gameObject;
GameObject navBallVectorsPivot = navballFrame.gameObject.GetChild("NavBallVectorsPivot");
navBallMarker = new GameObject("FlyByWireMarker");
navBallMarker.transform.SetParent(navBallVectorsPivot.transform);
navBallMarker.layer = LayerMask.NameToLayer("UI");
Image image = navBallMarker.AddComponent<Image>();
image.sprite = flyByWireSprite;
image.type = Image.Type.Simple;
image.color = Color.green;
((RectTransform)navBallMarker.transform).sizeDelta = new Vector2(40, 40);
navBallArrow = Instantiate(navBallVectorsPivot.GetChild("BurnVectorArrow"));
navBallArrow.name = "FlyByWireArrow";
navBallArrow.transform.SetParent(navBallVectorsPivot.transform);
navBallArrow.GetComponent<MeshRenderer>().materials[0].SetColor("_TintColor", Color.green);
navBallMarker.SetActive(false);
navBallArrow.SetActive(false);
started = true;
}
private static UIStateToggleButton CopySASButton(VesselAutopilotUI autopilotUI, AutopilotMode original, string name, string tooltip, float xOffset, float yOffset, Sprite sprite, UnityAction onClick)
{
GameObject originalButtonObject = autopilotUI.modeButtons[(int)original].gameObject;
GameObject buttonObject = Instantiate(originalButtonObject);
UIStateToggleButton button = buttonObject.GetComponent<UIStateToggleButton>();
button.onClick.RemoveAllListeners();
button.onClick.AddListener(onClick);
button.name = name;
button.SetState(false);
button.interactable = true;
float scale = GameSettings.UI_SCALE * GameSettings.UI_SCALE_NAVBALL;
button.transform.localScale = new Vector3(scale, scale);
Vector3 pos = originalButtonObject.transform.position;
pos.x += xOffset * scale;
pos.y += yOffset * scale;
button.transform.position = pos;
buttonObject.GetComponent<TooltipController_Text>().textString = tooltip;
buttonObject.transform.GetChild(0).GetComponent<Image>().sprite = sprite;
buttonObject.transform.SetParent(autopilotUI.transform);
buttonObject.SetActive(false);
return button;
}
private void ActivateFlyByWireFromUI()
{
if (activeVesselState != null)
{
activeVesselState.sasMode = CustomSASMode.FlyByWire;
activeVesselState.ResetDirection();
}
else
{
activeVesselState = new VesselState(FlightGlobals.ActiveVessel, CustomSASMode.FlyByWire);
}
SetUIMode(CustomSASMode.FlyByWire);
}
private void ActivateFlyByWirePlaneFromUI()
{
if (activeVesselState != null)
{
activeVesselState.sasMode = CustomSASMode.FlyByWirePlaneMode;
activeVesselState.ResetDirection();
}
else
{
activeVesselState = new VesselState(FlightGlobals.ActiveVessel, CustomSASMode.FlyByWirePlaneMode);
}
SetUIMode(CustomSASMode.FlyByWirePlaneMode);
}
private void ActivateParallelPosFromUI()
{
if (activeVesselState != null)
activeVesselState.sasMode = CustomSASMode.ParallelPos;
else
activeVesselState = new VesselState(FlightGlobals.ActiveVessel, CustomSASMode.ParallelPos);
SetUIMode(CustomSASMode.ParallelPos);
}
private void ActivateParallelNegFromUI()
{
if (activeVesselState != null)
activeVesselState.sasMode = CustomSASMode.ParallelNeg;
else
activeVesselState = new VesselState(FlightGlobals.ActiveVessel, CustomSASMode.ParallelNeg);
SetUIMode(CustomSASMode.ParallelNeg);
}
private void DeactivateFromUI()
{
if (activeVesselState == null)
return;
activeVesselState.Destroy();
activeVesselState = null;
SetUIMode(CustomSASMode.Stock);
}
private void SetUIMode(CustomSASMode mode)
{
if (mode == CustomSASMode.Stock)
{
flyByWireButton.SetState(false);
flyByWirePlaneButton.SetState(false);
parallelPosButton.SetState(false);
parallelNegButton.SetState(false);
}
else
{
flyByWireButton.SetState(mode == CustomSASMode.FlyByWire);
flyByWirePlaneButton.SetState(mode == CustomSASMode.FlyByWirePlaneMode);
parallelPosButton.SetState(mode == CustomSASMode.ParallelPos);
parallelNegButton.SetState(mode == CustomSASMode.ParallelNeg);
}
navBallMarker.SetActive(false);
navBallArrow.SetActive(false);
}
private static bool IsModeAvailable(Vessel v)
{
return v != null
&& v.loaded
&& !v.isEVA
&& v.IsControllable
&& v.ActionGroups[KSPActionGroup.SAS]
&& requiredSASMode.AvailableAtLevel(v);
}
private void LateUpdate()
{
if (!started)
return;
// check if active vessel has changed
if (activeVessel != FlightGlobals.ActiveVessel)
{
activeVessel = FlightGlobals.ActiveVessel;
VesselState lastActiveVesselState = activeVesselState;
activeVesselState = null;
// check if the new active vessel state is already known
for (int i = nonActiveVesselStates.Count; i-- > 0;)
{
if (nonActiveVesselStates[i].vessel == activeVessel)
{
activeVesselState = nonActiveVesselStates[i];
nonActiveVesselStates.RemoveAt(i);
}
}
// add previously active vessel state to non-active list
if (lastActiveVesselState != null)
nonActiveVesselStates.Add(lastActiveVesselState);
// set UI state
SetUIMode(activeVesselState?.sasMode ?? CustomSASMode.Stock);
}
// check if active vessel can use the custom modes and show/hide the UI button
bool isModeAvailable = IsModeAvailable(activeVessel);
if (isModeAvailable != isModeAvailableOnActiveVessel)
{
isModeAvailableOnActiveVessel = isModeAvailable;
flyByWireButton.gameObject.SetActive(isModeAvailable);
flyByWirePlaneButton.gameObject.SetActive(isModeAvailable);
parallelPosButton.gameObject.SetActive(isModeAvailable);
parallelNegButton.gameObject.SetActive(isModeAvailable);
}
bool isTargetAvailable = activeVessel.targetObject?.GetTransform() != null;
if (isTargetAvailable != parallelPosButton.interactable)
{
parallelPosButton.interactable = isTargetAvailable;
parallelNegButton.interactable = isTargetAvailable;
}
// check non-active vessels too
for (int i = nonActiveVesselStates.Count; i-- > 0;)
{
VesselState vesselState = nonActiveVesselStates[i];
if (!IsModeAvailable(vesselState.vessel))
{
vesselState.Destroy();
nonActiveVesselStates.RemoveAt(i);
}
}
// nothing else to do if mode isn't enabled for active vessel
if (activeVesselState == null)
return;
bool isParallelMode = activeVesselState.sasMode == CustomSASMode.ParallelPos || activeVesselState.sasMode == CustomSASMode.ParallelNeg;
// if active vessel can't use the mode anymore, destroy the state
if (!isModeAvailableOnActiveVessel || (!isTargetAvailable && isParallelMode))
{
activeVesselState.Destroy();
activeVesselState = null;
SetUIMode(CustomSASMode.Stock);
return;
}
// continously disable the stability assist button
stabilityAssistButton.SetState(false);
if (activeVesselState.sasMode == CustomSASMode.FlyByWire || activeVesselState.sasMode == CustomSASMode.FlyByWirePlaneMode)
{
// set marker position on navball
Vector3 markerLocalPos = navBall.attitudeGymbal * (activeVesselState.direction * navBall.VectorUnitScale);
navBallMarker.transform.localPosition = markerLocalPos;
// if marker is near the edge, or behind the navball, show the direction arrow instead
if (markerLocalPos.z > 30f)
{
if (!navBallMarker.activeSelf)
{
navBallMarker.SetActive(true);
navBallArrow.SetActive(false);
}
}
else
{
if (!navBallArrow.activeSelf)
{
navBallMarker.SetActive(false);
navBallArrow.SetActive(true);
}
Vector3 arrowLocalPos = markerLocalPos - Vector3.Dot(markerLocalPos, Vector3.forward) * Vector3.forward;
arrowLocalPos.Normalize();
arrowLocalPos *= navBall.VectorUnitScale * 0.6f;
navBallArrow.transform.localPosition = arrowLocalPos;
float rot = Mathf.Rad2Deg * Mathf.Acos(arrowLocalPos.x / Mathf.Sqrt(arrowLocalPos.x * arrowLocalPos.x + arrowLocalPos.y * arrowLocalPos.y));
if (arrowLocalPos.y < 0f)
rot += 2f * (180f - rot);
if (float.IsNaN(rot))
rot = 0f;
navBallArrow.transform.localRotation = Quaternion.Euler(rot + 90f, 270f, 90f);
}
}
}
}
}