Browse Source

- refactoring and right-click GUI improvements

- added script to generate mono symbols for debugging
master
Youen Toupin 9 years ago
parent
commit
9bdd0ff1d2
  1. 1
      .gitignore
  2. 9
      Plugin/Aerostats.csproj
  3. 98
      Plugin/ModuleAerostat.cs
  4. 15
      Plugin/Util.cs
  5. 16
      build/prepare-debug.bat
  6. 4
      todo.txt

1
.gitignore vendored

@ -3,3 +3,4 @@
/Plugin/obj
/Plugin/bin
/Aerostats.zip
/.vs/Aerostats/v14/*.suo

9
Plugin/Aerostats.csproj

@ -17,7 +17,7 @@
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\..\1.0_dev\GameData\Aerostats\Plugin\</OutputPath>
<OutputPath>..\..\..\..\Jeux\KSP_1_0_5\GameData\Aerostats\Plugin\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
@ -32,7 +32,7 @@
</PropertyGroup>
<ItemGroup>
<Reference Include="Assembly-CSharp">
<HintPath>..\..\1.0_dev\KSP_Data\Managed\Assembly-CSharp.dll</HintPath>
<HintPath>..\..\..\..\Jeux\KSP_1_0_5\KSP_Data\Managed\Assembly-CSharp.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="System" />
@ -42,7 +42,7 @@
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
<Reference Include="UnityEngine">
<HintPath>..\..\1.0_dev\KSP_Data\Managed\UnityEngine.dll</HintPath>
<HintPath>..\..\..\..\Jeux\KSP_1_0_5\KSP_Data\Managed\UnityEngine.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
@ -53,7 +53,8 @@
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>if $(ConfigurationName)==Release ("$(ProjectDir)..\build\build-package.bat")</PostBuildEvent>
<PostBuildEvent>if $(ConfigurationName)==Debug ("$(ProjectDir)..\build\prepare-debug.bat" "$(OutDir)")
if $(ConfigurationName)==Release ("$(ProjectDir)..\build\build-package.bat")</PostBuildEvent>
</PropertyGroup>
<!-- 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.

98
Plugin/ModuleAerostat.cs

@ -79,38 +79,44 @@ namespace Aerostats
[KSPField(isPersistant = false, guiActive = false)]
public float SpringHardness = 5000.0f;
private bool Staged;
[KSPField(isPersistant = false, guiActive = true)]
public string Status;
private bool Deployed;
private bool Destroyed;
/// <summary>
/// Gas quantity currently inside the balloon
/// </summary>
[KSPField(isPersistant = true, guiActive = true)]
[KSPField(guiName = "Gas quantity", isPersistant = true, guiActive = true)]
public float LiftingGasQuantity;
[KSPField(guiName = "Volume", isPersistant = false, guiActive = true)]
public string VolumeStatus;
/// <summary>
/// Inflation ratio of the balloon (0=empty, 1=maximum)
/// </summary>
private float Inflation = 0;
private float Radius = 0.01f;
private GameObject Balloon;
private LineRenderer Spring;
private Vector3 EstimatedNextFramePosition;
public override void OnStart(PartModule.StartState state)
[KSPEvent(guiActive = true, active = true, externalToEVAOnly = false, guiActiveUnfocused = true, guiName = "Deploy balloon", unfocusedRange = 5)]
public void Deploy()
{
if (!HighLogic.LoadedSceneIsEditor && !HighLogic.LoadedSceneIsFlight) { return; }
if (Destroyed || Deployed)
return;
ScreenMessages.PostScreenMessage("Aerostat loaded");
part.stagingIcon = "PARACHUTES";
}
Deployed = true;
private void OnStaged()
{
UnityEngine.Debug.Log("Aerostats: staged");
ScreenMessages.PostScreenMessage("staged");
Util.PostScreenMessage("staged");
Balloon = GameObject.CreatePrimitive(PrimitiveType.Sphere);
Balloon.transform.position = part.Rigidbody.position + part.Rigidbody.transform.up;
@ -134,8 +140,12 @@ namespace Aerostats
EstimatedNextFramePosition = part.Rigidbody.position;
}
private void OnPartDestroyed()
[KSPEvent(guiActive = true, active = true, externalToEVAOnly = false, guiActiveUnfocused = true, guiName = "Cut rope", unfocusedRange = 5)]
public void Cut()
{
if (Destroyed || !Deployed)
return;
Destroy(Balloon); // another option could be to let it float freely, but in this case the buoyancy code should be implemented in a separate MonoBehavior
Balloon = null;
Spring = null;
@ -143,23 +153,39 @@ namespace Aerostats
Destroyed = true;
}
public override void OnStart(PartModule.StartState state)
{
if (!HighLogic.LoadedSceneIsEditor && !HighLogic.LoadedSceneIsFlight) { return; }
Util.PostScreenMessage("Aerostat loaded");
part.stagingIcon = "PARACHUTES";
}
private void OnPartDestroyed()
{
Cut();
}
private void FixedUpdate()
{
if (Destroyed)
{
Status = "separated";
VolumeStatus = "-";
return;
}
if (!Staged && GameSettings.LAUNCH_STAGES.GetKeyDown() && vessel.isActiveVessel && (part.inverseStage == Staging.CurrentStage - 1 || Staging.CurrentStage == 0))
if (GameSettings.LAUNCH_STAGES.GetKeyDown() && vessel.isActiveVessel && (part.inverseStage == Staging.CurrentStage - 1 || Staging.CurrentStage == 0))
{
Staged = true;
OnStaged();
Deploy();
}
if (Staged)
if (Deployed)
{
// detect Krakensbane teleportation, and fix up the balloon position (otherwise it results in instant ship disintegration due to extreme forces on the spring)
if ((part.Rigidbody.position - EstimatedNextFramePosition).magnitude > 1000.0f)
{
ScreenMessages.PostScreenMessage("Krakensbane teleportation detected! (dist=" + (part.Rigidbody.position - EstimatedNextFramePosition).magnitude+")");
Util.PostScreenMessage("Krakensbane teleportation detected! (dist=" + (part.Rigidbody.position - EstimatedNextFramePosition).magnitude+")");
var offset = part.rigidbody.position - EstimatedNextFramePosition;
Balloon.rigidbody.position += offset;
Balloon.transform.position = Balloon.rigidbody.position;
@ -179,11 +205,21 @@ namespace Aerostats
// infalting balloon
float stepFinalQuantity = Math.Min(LiftingGasQuantity + MaxGasFillRate * Time.fixedDeltaTime, Math.Min(LiftingGasTargetQuantity, currentMaxQuantity));
float step = Math.Max(stepFinalQuantity - LiftingGasQuantity, 0.0f);
LiftingGasQuantity += part.RequestResource("Helium", step);
float stepResource = part.RequestResource("Helium", step);
LiftingGasQuantity += stepResource;
if(step > 0.0f)
{
Status = stepResource > 0.0f ? "inflating" : "out-of-gas";
}
else
{
Status = "nominal";
}
}
else
{
// deflating balloon
Status = LiftingGasTargetQuantity == LiftingGasQuantity ? "nominal" : "deflating";
LiftingGasQuantity = Math.Max(LiftingGasQuantity - MaxGasVentRate * Time.fixedDeltaTime, LiftingGasTargetQuantity);
}
@ -191,6 +227,7 @@ namespace Aerostats
// balloon security valve
if (LiftingGasQuantity > currentMaxQuantity)
{
Status = "full (venting)";
Util.PostSingleScreenMessage("security valve", "Some gas has been vented by the balloon security valve");
LiftingGasQuantity = currentMaxQuantity;
}
@ -198,6 +235,7 @@ namespace Aerostats
float currentGasMoles = StpVolumeToMoles * LiftingGasQuantity;
float currentGasVolume = currentGasMoles * R * balloonInternalTemperature / externalPressure;
Inflation = currentGasVolume / MaxBalloonVolume;
VolumeStatus = Mathf.Round(currentGasVolume) + " / " + Mathf.Round(MaxBalloonVolume);
Util.PostSingleScreenMessage("inflation", "Inflation = " + (Inflation * 100.0f).ToString("0.00") + "%");
@ -210,8 +248,8 @@ namespace Aerostats
//Util.PostSingleScreenMessage("gravity", "Gravity accel = (" + gravityAccel.x + ", " + gravityAccel.y + ", " + gravityAccel.z + ")");
// V = 4/3*pi*r^3
float radius = Mathf.Pow(currentGasVolume * 0.75f / Mathf.PI, 0.333f);
float scale = radius * 2.0f + 0.1f;
Radius = Mathf.Pow(currentGasVolume * 0.75f / Mathf.PI, 0.333f);
float scale = Radius * 2.0f + 0.1f;
Balloon.transform.localScale = new Vector3(scale,scale,scale);
Balloon.rigidbody.mass = (BalloonEmptyMass + balloonGasMass) * 0.001f;
@ -221,16 +259,16 @@ namespace Aerostats
var airVelocity = Balloon.rigidbody.velocity + Krakensbane.GetFrameVelocity() /*- vessel.mainBody.getRFrmVel(vessel.GetWorldPos3D())*/;
float sqVel = (float)airVelocity.magnitude;
sqVel *= sqVel;
float dragForce = 0.5f * airDensity * sqVel * BalloonDragCoeff * (Mathf.PI * radius * radius);
float dragForce = 0.5f * airDensity * sqVel * BalloonDragCoeff * (Mathf.PI * Radius * Radius);
Util.PostSingleScreenMessage("balloon drag", "Drag = " + dragForce + "N");
Balloon.rigidbody.AddForce(-airVelocity.normalized * dragForce / 1000.0f, ForceMode.Force);
// spring between balloon and base
float restLength = SpringRestLength + radius;
float restLength = SpringRestLength + Radius;
var springVec = Balloon.rigidbody.position - part.rigidbody.position;
float springLength = springVec.magnitude;
float springForceMag = 0;
var balloonAttachPoint = Balloon.rigidbody.position - Balloon.transform.up.normalized * radius;
var balloonAttachPoint = Balloon.rigidbody.position - Balloon.transform.up.normalized * Radius;
if(springLength > restLength)
{
float tensingLength = springLength - restLength;
@ -240,6 +278,22 @@ namespace Aerostats
Balloon.rigidbody.AddForceAtPosition(-springForce, balloonAttachPoint, ForceMode.Force);
}
Util.PostSingleScreenMessage("spring force", "Spring force = " + springForceMag + "N");
}
else
{
Status = "packed";
VolumeStatus = "-";
}
}
private void LateUpdate()
{
if (Destroyed)
return;
if (Deployed)
{
var balloonAttachPoint = Balloon.rigidbody.position - Balloon.transform.up.normalized * Radius;
Spring.SetPosition(0, part.transform.position);
Spring.SetPosition(1, balloonAttachPoint);

15
Plugin/Util.cs

@ -1,4 +1,8 @@
using System;
#if DEBUG
#define ENABLE_ONSCREEN_DEBUG
#endif
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
@ -11,9 +15,18 @@ namespace Aerostats
public static void PostSingleScreenMessage(string id, string message)
{
#if ENABLE_ONSCREEN_DEBUG
if (messages.ContainsKey(id))
ScreenMessages.RemoveMessage(messages[id]);
messages[id] = ScreenMessages.PostScreenMessage(message);
#endif
}
public static void PostScreenMessage(string message)
{
#if ENABLE_ONSCREEN_DEBUG
ScreenMessages.PostScreenMessage(message);
#endif
}
}
}

16
build/prepare-debug.bat

@ -0,0 +1,16 @@
@echo off
rem get parameters that are passed by visual studio post build event
SET outDllPath=%1
rem make sure the initial working directory is the one containing the current script
SET scriptPath=%~dp0
SET initialWD=%CD%
rem generate the MDB file needed by Monodevelop and UnityVS for debugging
rem see http://forum.kerbalspaceprogram.com/index.php?/topic/102909-ksp-plugin-debugging-for-visual-studio-and-monodevelop-on-all-os/&page=1 for information on how to setup your debugging environment
echo "Aerostats.dll -> %outDllPath%Aerostats.dll.mdb"
cd %outDllPath%
cmd /C "c:\Program Files (x86)\Mono\bin\pdb2mdb" Aerostats.dll
cd %initialWD%

4
todo.txt

@ -0,0 +1,4 @@
save/load balloon state
test in orbit
button to deploy
button to cut the rope
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