diff --git a/Binaries/KSPDev_Utils.0.28.dll b/Binaries/KSPDev_Utils.0.28.dll deleted file mode 100644 index c62847b..0000000 Binary files a/Binaries/KSPDev_Utils.0.28.dll and /dev/null differ diff --git a/Binaries/KSPDev_Utils.0.31.dll b/Binaries/KSPDev_Utils.0.31.dll new file mode 100644 index 0000000..4d85f2d Binary files /dev/null and b/Binaries/KSPDev_Utils.0.31.dll differ diff --git a/Binaries/KSPDev_Utils.0.28.xml b/Binaries/KSPDev_Utils.0.31.xml similarity index 87% rename from Binaries/KSPDev_Utils.0.28.xml rename to Binaries/KSPDev_Utils.0.31.xml index e09d035..a88f8ab 100644 --- a/Binaries/KSPDev_Utils.0.28.xml +++ b/Binaries/KSPDev_Utils.0.31.xml @@ -1,7 +1,7 @@ - KSPDev_Utils.0.28 + KSPDev_Utils.0.31 @@ -282,9 +282,9 @@ It takes into account the module index, so in case of the part has multiple modules of the same type, the right module config will be returned. - Module to get config for. + The module to get config for. - Part's config to use. If omitted then part's prefab config is used. + The part's config to use. If omitted then part's prefab config is used. Either the found config node or an empty node. It's never null. @@ -483,19 +483,6 @@ - - Group names that have special meaning. - - - - - A public group that can be saved/loaded on every game scene. - - By the contract any caller can save/load this group at any time. If the class declares - persistent fields with a specific save/load logic then they need to have a group different - from the default. - - A service class that simplifies accessing configuration files. This class provides a lot of useful methods to deal with values in game's configuration @@ -505,6 +492,17 @@ + + Transforms a URL-like string path into the nodes path. + + A list of path elements, separated by symbol "/". An empty string (no elements) addresses + the root node. + + + The array of the path components. There will be no null or empty components. + + + Reads values of the annotated persistent fields from a config file. @@ -532,28 +530,48 @@ - Reads values of the annotated persistent fields from a config node. - A config node to read data from. - A type to load fields for. - An instance of type . If it's null then - only static fields will be loaded. - A group tag (see ). + Reads the values of the annotated persistent fields from a config node. + The config node to read data from. + + The type to load fields for. In case of is set and all the + fields, that need to be read, are not private, it's OK to provide just the type of the + instance. However, when reading the private and static fields, it's important to set the right + type. That is, the type which actually defines the fields. Otherwise, they won't be found. + + + The instance to look the fields in. If it's null then only the static fields will be + loaded. + + The group tag (see ). - - Reads persistent fields from the config files specified by the class annotation. - - A type to load fields for. - An instance of type . If it's null then - only static fields will be loaded. - A group to load fields for. If null then all groups that are - defined in the class annotation via will be - loaded. + Reads the persistent fields from the URI specified by the class annotation. + The type to load the fields for. + + The instance of type . If it's null, then only the static fields + will be loaded. + + + The group to load the fields for. If null, then all the groups that are defined in the + class annotation via will be loaded. + + Reads custom type fileds from the part's config. + + The consumer code must call this method from both the OnAwake and OnLoad + methods. Depending on the game scene, the part can be either created or cloned, and the fields + initalization is different depending on the case. See the example for more details. + + The module to load the data for. + + + + + Writes values of the annotated persistent fields into a file. @@ -835,18 +853,22 @@ An annotation of the field. - Writes field into a config node. + Writes the field into a config node. This method is not expected to fail since converting any type into string is expected to - succeeed on any value. + successful on any value. - A node to write state to. - An owner of the field. Can be null for static fields. + The node to write the state to. + + The owner of the field. Can be null for the static fields. + - Reads field from a config node. - A node to read state from. - An owner of the field. Can be null for static fields. + Reads the field from a config node. + The node to read the state from. + + The owner of the field. It can be null for the static fields. + Makes a config node from the compound type fields. @@ -855,191 +877,194 @@ Sets a compound type field values from the config node. - Node to read values from. - Owner of the fields. + The node to read values from. Cannot be null. + The owner of the fields. Cannot be null. + + + Restores a collection from the config node. + This method never throws. + The node to read the state from. + + The owner of the field. It can be null for the static fields. + + + + + Restores an ordinary value collection from the config node. The type can be compound. + + This method never throws. + The node to read the state from. + + The owner of the field. It can be null for the static fields. + - A simple attribute for the fields that need (de)serialization. - - This form allows adjusting any property - in the annotation, and has a shortcut to mark a field as a collection - ( = true). - - By default the ordinal values are handled via - and the collection fields via . These proto handlers can - be changed in the annotation by assigning properties - and/or - . - - - - Below is a simple usage of the attribute. - sampleList = new List(); - - internal struct ComplexType { - [PersistentField("val1", group = "nevermind")] - public bool boolVal; - [PersistentField("val2")] - public Color colorVal; - } - - [PersistentField("my/setField", isCollection = true, group = "abc")] - private HashSet sampleSet = new HashSet(); - - void SaveConfigs() { - // Save a default group of fields: only field "sampleList" qualifies. - ConfigAccessor.WriteFieldsIntoFile("settings.cfg", instance: this); - /* The following structure in the file will be created: - * { - * my - * { - * listField: string1 - * listField: string2 - * } - * } - */ - - // Save a specific group of fields: only field "sampleSet" belongs to group "abc". - sampleSet.Add(new ComplexType() { boolVal = true, colorVal = Color.black }); - sampleSet.Add(new ComplexType() { boolVal = false, colorVal = Color.white }); - ConfigAccessor.WriteFieldsIntoFile("settings.cfg", instance: this, group: "abc"); - /* The following structure in the file will be created: - * { - * setField - * { - * val1: True - * val2: 0,0,0,1 - * } - * setField - * { - * val1: false - * val2: 1,1,1,1 - * } - * } - * } - */ - } - } - ]]> - - Note that the group is ignored in the nested types. I.e. in ComplexType in this case. - However, if ComplexType was an immediate target of the WriteFieldsIntoFile call - then the group would be considered. - - - Visibility of the annotated field is also important. The persistent field attributes are only - visible in the child class if they were public or protected in the parent. The private field - annotations are not inherited and need to be handled at the level of the declaring class. - - - - The code above implies that in a common case unsealed class should put the private fields in a - group other than default to avoid settings collision. - - - When the type of the field is different from a primitive C# type or a common Unity 4 type you - may need to provide a custom value handler to deal with (de)serializing. E.g. for an ordinary - type it may look like this: - - - - Or your custom class can implement a KSP interface , and it will be - invoked during the field saving and restoring. - - - - It's important to note that complex (a.k.a. "compound") types like this are only handled when - the field's value is not null. I.e. in the following example the value of field1 - will not be restored even if there is a node in the config file: - - A simple attribute for the fields that need (de)serialization. + + This form allows adjusting any property + in the annotation, and has a shortcut to mark a field as a collection + ( = true). + + By default the ordinal values are handled via + and the collection fields via . These proto handlers can + be changed in the annotation by assigning properties + and/or + . + + + + Below is a simple usage of the attribute. + sampleList = new List(); - [PersistentField("field2")] - public NodeCustomType field2 = new NodeCustomType(); - } - ]]> - - In case of your type is really simple, and you can serialize it into a plain string, you may - choose to implement instead. It works in a similar way but the - source/target of the persistense is a string instead of a config node. Simple types deal with - null's in a different way (read the docs for the interface). - - - If your custom type is a collection that cannot be handled by the standard proto you can provide - your own collection proto handler. Note that if you do then the annotated field will be treated - as a collection. In fact, when you set isCollection = true what actually happens is just - assigning as a collection proto handler. - - - For more examples on custom proto handlers see and - . - - - - - - KSP: IConfigNode + internal struct ComplexType { + [PersistentField("val1", group = "nevermind")] + public bool boolVal; + [PersistentField("val2")] + public Color colorVal; + } + + [PersistentField("my/setField", isCollection = true, group = "abc")] + private HashSet sampleSet = new HashSet(); + + void SaveConfigs() { + // Save a default group of fields: only field "sampleList" qualifies. + ConfigAccessor.WriteFieldsIntoFile("settings.cfg", instance: this); + /* The following structure in the file will be created: + * { + * my + * { + * listField: string1 + * listField: string2 + * } + * } + */ + + // Save a specific group of fields: only field "sampleSet" belongs to group "abc". + sampleSet.Add(new ComplexType() { boolVal = true, colorVal = Color.black }); + sampleSet.Add(new ComplexType() { boolVal = false, colorVal = Color.white }); + ConfigAccessor.WriteFieldsIntoFile("settings.cfg", instance: this, group: "abc"); + /* The following structure in the file will be created: + * { + * setField + * { + * val1: True + * val2: 0,0,0,1 + * } + * setField + * { + * val1: false + * val2: 1,1,1,1 + * } + * } + * } + */ + } + } + ]]> + + Note that the group is ignored in the nested types. I.e. in ComplexType in this case. + However, if ComplexType was an immediate target of the WriteFieldsIntoFile call + then the group would be considered. + + + Visibility of the annotated field is also important. The persistent field attributes are only + visible in the child class if they were public or protected in the parent. The private field + annotations are not inherited and need to be handled at the level of the declaring class. + + + + The code above implies that in a common case unsealed class should put the private fields in a + group other than default to avoid settings collision. + + + When the type of the field is different from a primitive C# type or a common Unity 4 type you + may need to provide a custom value handler to deal with (de)serializing. E.g. for an ordinary + type it may look like this: + + + + Or your custom class can implement a KSP interface , and it will be + invoked during the field saving and restoring. + + + + In case of your type is really simple, and you can serialize it into a plain string, you may + choose to implement instead. It works in a similar way but the + source/target of the persistense is a string instead of a config node. + + + If your custom type is a collection that cannot be handled by the standard proto you can provide + your own collection proto handler. Note that if you do then the annotated field will be treated + as a collection. In fact, when you set isCollection = true what actually happens is just + assigning as a collection proto handler. + + + For more examples on custom proto handlers see and + . + + + + + + KSP: IConfigNode @@ -1060,6 +1085,40 @@ + + Group names that have special meaning. + + + + + A public group that can be saved/loaded on every game scene. + + By the contract any caller can save/load this group at any time. If the class declares the + persistent fields with a specific save/load logic, then they need to have a group different + from the default. + + + + + + A public group that designates the fields that are saved/loaded during the vessel persistense. + + + The fields of this group are expected to be loaded/saved from the related PartModule + methods: OnSave and OnLoad. Dealing with them outside of this logic is highly + discouraged. + + + + + A public group for the feilds that needs to be loaded from a part config. + + It's a very special group, never deal with it directly. The consumer code is only allowed to + use this group when defining the persistent fields via annotations. + + + + Helper extensions for the generic dictionary container. @@ -1226,7 +1285,7 @@ - + Returns a relative game's path to the file located in the data folder. The object instance to use to resolve the mod's assembly. The data file name. @@ -1234,6 +1293,7 @@ Instructs the method to create all the directories and subdirectories in the specified path, should they not already exist. + The optional sub-folder name to add to the path. An absolute path. @@ -1289,6 +1349,42 @@ + + Utility class to help building various GUILayout controls. + + + Makes a button that fires a callback when pressed or released. + + The callabacks are only fired once for every state change, and are guarnteed to not be called + during the layout phase. The callback is called *after* the state is updated. + + The state to read and modify. + The GUI content to present as the button's caption. + The GUI style of the control. + The GUILayout options to apply to the control. + The callback to call when the button is pressed. + The callback to call when the button is released. + + + Makes a toggle control that fires a callback when teh state changes. + + + The callabacks are only fired once for every state change, and are guarnteed to not be called + during the layout phase. The callback is called *after* the state is updated. + + + The GUI.changed state is preserved by these control. I.e. if the button state has + changed, then GUI.changed will be true. Otherwise, it will retain its value + before entering the method. + + + The state to read and modify. + The GUI content to present as the button's caption. + The GUI style of the control. + The GUILayout options to apply to the control. + The callback to call when the control is checked. + The callback to call when the control is released. + Holds a mapping of a value to a localized message. Type of the key. It must be non-nullable. @@ -1310,39 +1406,29 @@ Message to return when the requested key is not found. - - - - Default message to return when the requested key is not found. - Constructs a lookup from the provided dictionary. It's encouraged to construct the dictionary from a statically defined messages instead of - creating them in place. The LocalizationTool cann only find the static messages. + creating them in place. The LocalizationTool can only find the static messages. The dictionary to use as the lookup. If null when a new empty dictionary will be created for . - The message to return from the method when no key found. If omitted then - the non-localizable will be returned. + The message to return from the method when no key found. - + - - Find and return a message for the provided key. + + Finds and returns a message for the provided key. The key to find a message for. - - If true and no key was found, then null is returned instead of the - . - - The relevant message if the is found. Otherwise, the - or null. + The relevant message if the is found. Otherwise, either the + or a string represenation of the key. It's never null. @@ -1381,6 +1467,12 @@ A utility class to deal with the GUI windows. + + The stock window cancels dragging when the window layout is changed. It makes it useless when + dealing with windows that can change their layout depending on the position. This method + doesn't have this drawback. Moreover, it can tell if the window is being dragged, so that the + code could postpone the layout update until the dragging is over. + @@ -1392,12 +1484,6 @@ Makes the window movable. It's an improved version of the stock GUI.DragWindow() method. - - The stock method cancels dragging when the window layout is changed. It makes it useless when - dealing with windows that can change their layout depending on the position. This method - doesn't have this drawback. Moreover, it can tell if the window is being dragged, so that the - code could postpone the layout update until the dragging is over. - The window rectangle. It must be the same instance which is passed to the GUILayout.Window method. @@ -1818,17 +1904,20 @@ Arguments for the formattign string. - A wrapper class to present simple overlay window with text. + A wrapper class to present a simple overlay window with some text. - Overlay windows doesn't have border or title. Main purpose of such windows is "hints". - I.e. short lived piece of information presented for the current context. The hint won't be shown - in UI until explicitly requsted via call to a ShowAt* method. - Keep in mind that this window contains graphics objects that will be destroyed on scene - re-loading. I.e. it must be re-created on every scene change. + The overlay windows don't have a border or title. The main purpose of such windows is + present the "hints". I.e. short a lived piece of information presented for the current context. + The hint won't be shown in UI until explicitly requsted via a call to the ShowAt* method. + + + Keep in mind that this window resources will be destroyed when the scene is re-loaded. I.e. the + hint window must be re-created on every scene change. + - In a common case initialization of the hint window is done on the game object awakening, and - it's either shown or hidden in OnGUI method. + In a common case, the initialization of the hint window is done on the game object awakening, + and it's either shown or hidden in the OnGUI method. class MyMod : MonoBehaviour { HintOverlay hint; @@ -1951,7 +2040,7 @@ - + Lingoona Grammar help @@ -1998,7 +2087,7 @@ - + Lingoona Grammar help @@ -2047,7 +2136,7 @@ - + Lingoona Grammar help @@ -2098,7 +2187,7 @@ - + Lingoona Grammar help @@ -2151,7 +2240,7 @@ - + Lingoona Grammar help @@ -2251,7 +2340,7 @@ Use it as a generic parameter when creating a descendants. - + @@ -2312,7 +2401,7 @@ - + @@ -2371,7 +2460,7 @@ - + @@ -2442,7 +2531,7 @@ - + @@ -2528,7 +2617,7 @@ - + @@ -2590,7 +2679,7 @@ Use it as a generic parameter when creating a descendants. - + @@ -2639,7 +2728,7 @@ - + @@ -2722,7 +2811,7 @@ Use it as a generic parameter when creating a descendants. - + @@ -2791,7 +2880,7 @@ - + @@ -2862,7 +2951,7 @@ - + @@ -2933,7 +3022,7 @@ - + @@ -3000,17 +3089,89 @@ A string representing the value. + + + Localized message formatting class for a numeric value that represents a velocity. The + resulted message may have a unit specification. + + + + Use it as a generic parameter when creating a descendants. + + + The class uses the unit name localizations from the stock module ModuleEnviroSensor. In + case of this module is deprecated or the tags are changed, the default English values will be + used for the unit names. + + + + + + + + + + Localized suffix for the "metre per second" units. Scale x1. + + + A wrapped numeric value. + This is the original non-rounded and unscaled value. + + + Constructs an object from a numeric value. + The numeric value in the base units. + + + + + + + Coverts a numeric value into a type object. + The numeric value to convert. + An object. + + + Converts a type object into a numeric value. + The object type to convert. + A numeric value. + + + Formats the value into a human friendly string with a unit specification. + + + The method tries to keep the resulted string meaningful and as short as possible. For this + reason the big values may be scaled down and/or rounded. + + + The base velocity unit in the game is m/s. I.e. value 1.0 in the game + units is one meter per second. Keep it in mind when passing the argument. + + + The numeric value to format. + + The specific float number format to use. If the format is not specified, then it's choosen + basing on the value. + + A formatted and localized string + + + + + Returns a string formatted as a human friendly pressure specification. + A string representing the value. + + Helper class to play sounds in the game GUI. Such sounds are not 3D aligned. Use this player when the source of the sound is a GUI object (e.g. a GUI control). This class implements all the boilerplate to load and play the sound resources. All the sounds are cached - wihtin the scene, so repeating requests to the same sound won't add extra latency. + within the scene, so repeating requests to the same sound won't add extra latency. - In case of the very first usage of the sound is latency restricted, the sound resource can be - pre-cached via the method. It will increase the loading time, though. + If latency is ciritcal for the caller, then the sound resource can be pre-cached via the + method. It will increase the scene loading time, though. This module is initialized from the KSPDev Utils loader. @@ -3866,28 +4027,108 @@ A string to present when the value is null. The content of a non-null value or . + + An extended version of the logging capabilities in the game. + + One of the benefit of this logging class is that it can better resolve the arguments of the + certain types. E.g. when logging out a value referring a type, the + resulted record will represent a full hierrachy path instead of just the object name. See + for the full list of the supported types. + + + + + + Logs a formatted INFO message giving a better context on the objects in the parameters. + + + The arguments are not just transformed into the strings by using their ToString method. + Instead, this method tries to make a best guess of what the object is, and gives more context + when possible. Read the full list of the supported objects in the + method docs. + + The format string for the log message. + The arguments for the format string. + + + + + + Logs a formatted INFO message when the verbose logging mode is enabled. + + + + + Logs a formatted WARNING message with a host identifier. + + + + Logs a formatted ERROR message with a host identifier. + + + + Generic method to emit a log record. + + It also catches the improperly declared formatting strings, and reports the error instead of + throwing. + + The type of the log record. + The format string for the log message. + The arguments for the format string. + + + + Helper method to make a user friendly object name for the logs. + + This method is much more intelligent than a regular ToString(), it can detect some + common types and give more context on them while keeping the output short. The currently + supported object types are: + + The primitive types and strings are returned as is. + . The string will have the part ID. + . The string will have a part ID and the module index. + + . The string will have the full path in the game objects hirerachy. + + + + The other types are stringified via a regular ToString() call, but the value is + prefixed with the type name. + + + The object to stringify. It can be null. + A human friendly string or the original object. + + KSP: Part + + + KSP: PartModule + + + Untiy3D: Transform + + + Untiy3D: GameObject + + Helper class to log a record which is bound to a specific object. - It may be useful when there are situations that relate to a specific instance of the commong - KSP objects. Like , , , etc. - With the hosted logging there will be no need to manually designate for which object the + It may be useful when there are situations that relate to a specific instance of a common + KSP object. Like , , , etc. + With the hosted logging, there will be no need to manually designate for which object the record is being logged. - Another benefit of this logging class is that it can better resolve the aruments of certain + Another benefit of this logging class is that it can better resolve the arguments of the certain types. E.g. when logging out a value referring a type, the resulted record will represent a full hierrachy path instead of just the object name. See - for the full list of the supported types. - - - This class has many methods that do exactly the same stuff. They are added for the sake of - better type checking to eliminate the case when the call has no host object provided. + for the full list of the supported types. - + Logs a formatted INFO message with a host identifier. @@ -3897,7 +4138,7 @@ The format string for the log message. The arguments for the format string. - + @@ -3906,6 +4147,19 @@ + + + Logs a formatted INFO message with a host identifier when the verbose logging mode is + enabled. + + + + + + + + + Logs a formatted WARNING message with a host identifier. @@ -3934,38 +4188,7 @@ The format string for the log message. The arguments for the format string. - - - - Helper method to make a user friendly object name for the logs. - - This method is much more intelligent than a regular ToString(), it can detect some - common types and give a more context on them while keeping the output short. The currently - supported object types are: - - The primitive types and strings are returned as is. - . The string will have a part ID. - . The string will have a part ID and a module index. - - . The string will have a full path in the game objects hirerachy. - - - The other types are stringified via a regular ToString() call. - - The object to stringify. It can be null. - A human friendly string or the original object. - - KSP: Part - - - KSP: PartModule - - - Untiy3D: Transform - - - Untiy3D: GameObject - + Helper methods to align transformations relative to each other. @@ -3977,13 +4200,48 @@ The object's "look" direction is a direction. The resulted - direction of the source will be the same as on the target. + direction of the source will be the opposite to the target. The node to align. The child node of the source to use as the align point. The target node to align with. Untiy3D: Transform + + + Aligns the vessel so that its node is located against the target's node. I.e. they are + "looking" at the each other. + + + This method only does the positioning, and it ignores any physical properties. To avoid the + physical consequences, the caller must take care of the physical differences (e.g. angular or + linear speed). + + The vessel to align. + The node at the vessel to align the target against. + The node at the target to allign the vessel against. + + + + Aligns two vessels via the attach nodes. + + The source vessel is positioned and rotated so that its attach node matches the target vessel + attach node, and the nodes are "looking" at each other. + + The node of the source vessel. + The node of the traget vessel. + + + Places the vessel at the new position and resets the momentum on it. + If the vessel had any angular velocity, it will be reset to zero. + The vessel to place. + The new position of the vessel. + The new rotation of the vessel. + + The vessel to alignt the velocity with. If it's null, then the velocity on the moving + vessel will just be zeroed. + + Various tools to deal with procedural colliders. @@ -4080,6 +4338,12 @@ Unity3D: Physics.IgnoreCollision + + Disables/enables all the collidres between the part and a vessel. + The part to adjust colliders for. + The vessel to start/stop colliding with. + The desired state of the collision check. + Defines how collisions should be checked on a primitive. @@ -4572,178 +4836,188 @@ + + Forces the context menu of the part to refresh itself. + Use it when the GUI fields/events list is changed. + The part to refresh the menu for. + + + Add an event into a part module. + + + This method will not add the same event twice. So it's safe to call it multiple times for the + same event object. + + + The name of the event may be used by the other modules to get the event. So keeping it unique + may be needed to not break the behavior of the part. + + + The part module to add the event into. + The event object. + + + Injects an event from one part to another. + + + This method will not add the same event twice. So it's safe to call it multiple times for the + same event object. + + + The name of the event in the target part will be the same as in the original part. It may make + troubles in case of the name conflict. + + + The module that originally owns the event. + The event signature in the owner's module. + The part to inject the event into. + true if the event has been successfully injected. + + + Removes the specified event from the part module. + + It's ok if the event being removed doesn't exist on the part. The call will just silently + return. + + The part module to remove the event from. + The event to remove. + + + Removes an event that was previously injected. + + It's ok if the event being removed doesn't exist on the part. The call will just silently + return. + + The module that originally owns the event. + The event signature in the owner's module. + The part to withdraw the event from. + Set of tools to execute a delayed code. - Use these tools when code needs to be executed with some delay or at a specific moment of the - game. + Use these tools when the code needs to be executed with some delay or at the specific moment + of time. - - Delays execution of the delegate till the end of the current frame. + + Delays execution of the delegate till the end of the frame. - Caller can continue executing its logic. The delegate will be called at the end of - the frame via Unity StartCoroutine mechanism. The delegate will be called only once. + The delegate will trigger at the end of the selected frame update. + If is set to 0, then the delegate will be + called at the end of the current frame. Calling this method in the "end of frame" callback + will not schedule the callback on the next frame, the execution will just be placed at + the end of the current frame execution queue. This behavior can be used to execute a logic + that depends on some other delayed logic. In order to schedule the execution on the frame + different from the current, specify the parameter. - Unity object to run coroutine on. If this object dies then the async call will not be invoked. + The Unity object to run the coroutine on. If this object dies, then the async call will not be + invoked. - Delegate to execute. - Coroutine instance. - - Debug.LogFormat("Async call!")); - } - } - ]]> - + The delegate to execute. + The number of frames to skip. + The coroutine instance. Unity 3D: Coroutines Unity 3D: WaitForEndOfFrame + Delays execution of the delegate for the specified amount of time. - - Caller can continue executing its logic. The delegate will be called once the timeout is - expired via Unity StartCoroutine mechanism. The delegate will be called only once. - Using returned instance caller may cancel the call before the timeout expired. - + The delegate will be called when the timeout is expired. - Unity object to run coroutine on. If this object dies then the async call will not be invoked. + The Unity object to run the coroutine on. If this object dies, then the async call will not be + invoked. - Timeout in seconds. - Delegate to execute. - Coroutine instance. - - Debug.LogFormat("Async call!")); - } - } - ]]> - + The timeout in seconds. + The delegate to execute. + The coroutine instance. Unity 3D: Coroutines Unity 3D: WaitForSeconds + - + Delays execution of the delegate till the next fixed update. - Caller can continue executing its logic. The delegate will be called at the beginning of the - next fixed (physics) update via Unity StartCoroutine mechanism. The delegate will be called - only once. + The delegate will be called during the following fixed (physics) update. - Unity object to run coroutine on. If this object dies then the async call will not be invoked. + The Unity object to run the coroutine on. If this object dies, then the async call will not be + invoked. - Delegate to execute. - Coroutine instance. - - Debug.LogFormat("Async call!")); - } - } - ]]> - + The delegate to execute. + The number of fixed frames to skip. + The coroutine instance. Unity 3D: Coroutines Unity 3D: WaitForFixedUpdate + - + Delays execution until the specified condition is reached. Waiting is limited by the specified number of fixed frame updates. - Can be used when a particular state of the game is required to perform an action. Method - provides ability to define for how long to wait, what to do while waiting, and what to execute - when target state is reached or missed. + Can be used when the code expects some specific physical state of the game. The method + allows to define for how long to wait, what to do while waiting, and what to execute when + target state is reached or missed. - Unity object to run coroutine on. If this object dies then waiting will be aborted without - calling any callbacks. + The Unity object to run the coroutine on. If this object dies, then the async call will not be + invoked. - Number of fixed frame updates to wait before giving up. + The number of fixed frame updates to wait before giving up. - State checking function. It should return true once target state is reached. The very - first execution happens immediately, before exiting from the method. If this - this execution returned true then the successful callback is also called immediately. + The state checking function. It should return true once the target state is reached. + The very first execution happens immediately on the method call, before exiting from + the method. If this execution returns true, then the successful callback is also called + immediately. + + + The callback to execute when the state has been successfully reached. - Callback to execute when state has been successfully reached. - Callabck to execute when state has not been reached before frame update limit is exhausted. + The callabck to execute when the state has not been reached before the frame update limit is + exhausted. - Callback to execute every fixed frame update while waiting. This callabck will be called at - least once, and teh first call happens immediately. The argument tells how many frames the - method was waiting so far. For the very first call it's, obviously, zero. + The callback to execute every fixed frame update while waiting. This callabck will be called + at least once, and the first call happens immediately. The argument tells how many frames the + method was waiting so far. For the very first call it's 0. - When true every wiating cycle will be logged. - Enumerator that can be used as coroutine target. - - --count == 0, - success: () => Debug.Log("Success!"), - failure: () => Debug.Log("Failure!"), - update: x => Debug.LogFormat("...waiting: {0}", x)); - Debug.Log("After start waiting"); - } - } - ]]> - - This example will print the following: - - - If you adjust count to 11 then the last message will be "Failure!". - - + The coroutine instance. + Unity 3D: Coroutines Unity 3D: WaitForFixedUpdate + + - - Async version of . - Number of fixed frame updates to wait before giving up. + + Async version of . + The number of fixed frame updates to wait before giving up. - State checking function. It should return true once target state is reached. The very - first execution happens immediately, before exiting from the method. If this - this execution returned true then the successful callback is also called immediately. + The state checking function. It should return true once the target state is reached. + The very first execution happens immediately on the method call, before exiting from + the method. If this execution returns true, then the successful callback is also called + immediately. + + + The callback to execute when the state has been successfully reached. - Callback to execute when state has been successfully reached. - Callabck to execute when state has not been reached before frame update limit is exhausted. + The callabck to execute when the state has not been reached before the frame update limit is + exhausted. - Callback to execute every fixed frame update while waiting. This callabck will be called at - least once, and teh first call happens immediately. The argument tells how many frames the - method was waiting so far. For the very first call it's, obviously, zero. + The callback to execute every fixed frame update while waiting. This callabck will be called + at least once, and the first call happens immediately. The argument tells how many frames the + method was waiting so far. For the very first call it's 0. - When true every wiating cycle will be logged. - Enumerator that can be used as a coroutine target. - + The enumerator that can be used as a coroutine target. + This method is useful when synchronous wait is needed within a coroutine. Instead of implementing own loops just return the waiting enumerator. The code below will log 10 waiting @@ -4764,7 +5038,7 @@ } ]]> - + @@ -4806,7 +5080,7 @@ The source state to clear the tarnsitions for. - + Adds a state change event. @@ -4829,6 +5103,16 @@ is triggered before the state has actually changed. The callback's parameter is the new state, to which the machine is going to switch. + + Tells if this handler is allowed to be called when the state machine intitates from the + null state. This usually means the owning object is in process of loading its state. + Not all functionality can be availabe at this moment. + + + Tells if this handler is allowed to be called when the state machine goes into the null + state. This usually means execution of the cleanup code, and the state of the owning object + can be reduced. + @@ -4902,9 +5186,23 @@ + + Event that fires before the state machine has changed its state. + + The event is fired before the new state has been applied to the state machine and the + transition callbacks are called, but after the transition validation is done. I.e. this + event won't trigger if the transition failed due to the constraints. + + + + + Event that fires when the state machine has changed its state. - The event is fired after the actual state change. + + The event is fired after the new state has been applied to the state machine and all + the transition callbacks are handled. + @@ -4916,7 +5214,7 @@ callback has been called. - + @@ -5035,6 +5333,21 @@ The maximum distance at which the sound is hearable. An audio source object attached to the . + + Persistent type to hold bare ConfigNode. + + This type can be used if the module needs to do a run-time parsing of the values. + + + + + Copies valus from a node. + The node to copy from. + + + Copies values into the node. + The node to copy the values into. + Type to hold position and rotation of a transform. It can be serialized. diff --git a/Binaries/MiniAVC.dll b/Binaries/MiniAVC.dll index 039ac5b..e4c4b74 100644 Binary files a/Binaries/MiniAVC.dll and b/Binaries/MiniAVC.dll differ diff --git a/Binaries/MiniAVC_License.txt b/Binaries/MiniAVC_License.txt new file mode 100644 index 0000000..94a9ed0 --- /dev/null +++ b/Binaries/MiniAVC_License.txt @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. By contrast, +the GNU General Public License is intended to guarantee your freedom to +share and change all versions of a program--to make sure it remains free +software for all its users. We, the Free Software Foundation, use the +GNU General Public License for most of our software; it applies also to +any other work released this way by its authors. You can apply it to +your programs, too. + + When we speak of free software, we are referring to freedom, not +price. Our General Public Licenses are designed to make sure that you +have the freedom to distribute copies of free software (and charge for +them if you wish), that you receive source code or can get it if you +want it, that you can change the software or use pieces of it in new +free programs, and that you know you can do these things. + + To protect your rights, we need to prevent others from denying you +these rights or asking you to surrender the rights. Therefore, you have +certain responsibilities if you distribute copies of the software, or if +you modify it: responsibilities to respect the freedom of others. + + For example, if you distribute copies of such a program, whether +gratis or for a fee, you must pass on to the recipients the same +freedoms that you received. You must make sure that they, too, receive +or can get the source code. And you must show them these terms so they +know their rights. + + Developers that use the GNU GPL protect your rights with two steps: +(1) assert copyright on the software, and (2) offer you this License +giving you legal permission to copy, distribute and/or modify it. + + For the developers' and authors' protection, the GPL clearly explains +that there is no warranty for this free software. For both users' and +authors' sake, the GPL requires that modified versions be marked as +changed, so that their problems will not be attributed erroneously to +authors of previous versions. + + Some devices are designed to deny users access to install or run +modified versions of the software inside them, although the manufacturer +can do so. This is fundamentally incompatible with the aim of +protecting users' freedom to change the software. The systematic +pattern of such abuse occurs in the area of products for individuals to +use, which is precisely where it is most unacceptable. Therefore, we +have designed this version of the GPL to prohibit the practice for those +products. If such problems arise substantially in other domains, we +stand ready to extend this provision to those domains in future versions +of the GPL, as needed to protect the freedom of users. + + Finally, every program is threatened constantly by software patents. +States should not allow patents to restrict development and use of +software on general-purpose computers, but in those that do, we wish to +avoid the special danger that patents applied to a free program could +make it effectively proprietary. To prevent this, the GPL assures that +patents cannot be used to render the program non-free. + + The precise terms and conditions for copying, distribution and +modification follow. + + TERMS AND CONDITIONS + + 0. Definitions. + + "This License" refers to version 3 of the GNU General Public License. + + "Copyright" also means copyright-like laws that apply to other kinds of +works, such as semiconductor masks. + + "The Program" refers to any copyrightable work licensed under this +License. Each licensee is addressed as "you". "Licensees" and +"recipients" may be individuals or organizations. + + To "modify" a work means to copy from or adapt all or part of the work +in a fashion requiring copyright permission, other than the making of an +exact copy. The resulting work is called a "modified version" of the +earlier work or a work "based on" the earlier work. + + A "covered work" means either the unmodified Program or a work based +on the Program. + + To "propagate" a work means to do anything with it that, without +permission, would make you directly or secondarily liable for +infringement under applicable copyright law, except executing it on a +computer or modifying a private copy. Propagation includes copying, +distribution (with or without modification), making available to the +public, and in some countries other activities as well. + + To "convey" a work means any kind of propagation that enables other +parties to make or receive copies. Mere interaction with a user through +a computer network, with no transfer of a copy, is not conveying. + + An interactive user interface displays "Appropriate Legal Notices" +to the extent that it includes a convenient and prominently visible +feature that (1) displays an appropriate copyright notice, and (2) +tells the user that there is no warranty for the work (except to the +extent that warranties are provided), that licensees may convey the +work under this License, and how to view a copy of this License. If +the interface presents a list of user commands or options, such as a +menu, a prominent item in the list meets this criterion. + + 1. Source Code. + + The "source code" for a work means the preferred form of the work +for making modifications to it. "Object code" means any non-source +form of a work. + + A "Standard Interface" means an interface that either is an official +standard defined by a recognized standards body, or, in the case of +interfaces specified for a particular programming language, one that +is widely used among developers working in that language. + + The "System Libraries" of an executable work include anything, other +than the work as a whole, that (a) is included in the normal form of +packaging a Major Component, but which is not part of that Major +Component, and (b) serves only to enable use of the work with that +Major Component, or to implement a Standard Interface for which an +implementation is available to the public in source code form. A +"Major Component", in this context, means a major essential component +(kernel, window system, and so on) of the specific operating system +(if any) on which the executable work runs, or a compiler used to +produce the work, or an object code interpreter used to run it. + + The "Corresponding Source" for a work in object code form means all +the source code needed to generate, install, and (for an executable +work) run the object code and to modify the work, including scripts to +control those activities. However, it does not include the work's +System Libraries, or general-purpose tools or generally available free +programs which are used unmodified in performing those activities but +which are not part of the work. For example, Corresponding Source +includes interface definition files associated with source files for +the work, and the source code for shared libraries and dynamically +linked subprograms that the work is specifically designed to require, +such as by intimate data communication or control flow between those +subprograms and other parts of the work. + + The Corresponding Source need not include anything that users +can regenerate automatically from other parts of the Corresponding +Source. + + The Corresponding Source for a work in source code form is that +same work. + + 2. Basic Permissions. + + All rights granted under this License are granted for the term of +copyright on the Program, and are irrevocable provided the stated +conditions are met. This License explicitly affirms your unlimited +permission to run the unmodified Program. The output from running a +covered work is covered by this License only if the output, given its +content, constitutes a covered work. This License acknowledges your +rights of fair use or other equivalent, as provided by copyright law. + + You may make, run and propagate covered works that you do not +convey, without conditions so long as your license otherwise remains +in force. You may convey covered works to others for the sole purpose +of having them make modifications exclusively for you, or provide you +with facilities for running those works, provided that you comply with +the terms of this License in conveying all material for which you do +not control copyright. Those thus making or running the covered works +for you must do so exclusively on your behalf, under your direction +and control, on terms that prohibit them from making any copies of +your copyrighted material outside their relationship with you. + + Conveying under any other circumstances is permitted solely under +the conditions stated below. Sublicensing is not allowed; section 10 +makes it unnecessary. + + 3. Protecting Users' Legal Rights From Anti-Circumvention Law. + + No covered work shall be deemed part of an effective technological +measure under any applicable law fulfilling obligations under article +11 of the WIPO copyright treaty adopted on 20 December 1996, or +similar laws prohibiting or restricting circumvention of such +measures. + + When you convey a covered work, you waive any legal power to forbid +circumvention of technological measures to the extent such circumvention +is effected by exercising rights under this License with respect to +the covered work, and you disclaim any intention to limit operation or +modification of the work as a means of enforcing, against the work's +users, your or third parties' legal rights to forbid circumvention of +technological measures. + + 4. Conveying Verbatim Copies. + + You may convey verbatim copies of the Program's source code as you +receive it, in any medium, provided that you conspicuously and +appropriately publish on each copy an appropriate copyright notice; +keep intact all notices stating that this License and any +non-permissive terms added in accord with section 7 apply to the code; +keep intact all notices of the absence of any warranty; and give all +recipients a copy of this License along with the Program. + + You may charge any price or no price for each copy that you convey, +and you may offer support or warranty protection for a fee. + + 5. Conveying Modified Source Versions. + + You may convey a work based on the Program, or the modifications to +produce it from the Program, in the form of source code under the +terms of section 4, provided that you also meet all of these conditions: + + a) The work must carry prominent notices stating that you modified + it, and giving a relevant date. + + b) The work must carry prominent notices stating that it is + released under this License and any conditions added under section + 7. This requirement modifies the requirement in section 4 to + "keep intact all notices". + + c) You must license the entire work, as a whole, under this + License to anyone who comes into possession of a copy. This + License will therefore apply, along with any applicable section 7 + additional terms, to the whole of the work, and all its parts, + regardless of how they are packaged. This License gives no + permission to license the work in any other way, but it does not + invalidate such permission if you have separately received it. + + d) If the work has interactive user interfaces, each must display + Appropriate Legal Notices; however, if the Program has interactive + interfaces that do not display Appropriate Legal Notices, your + work need not make them do so. + + A compilation of a covered work with other separate and independent +works, which are not by their nature extensions of the covered work, +and which are not combined with it such as to form a larger program, +in or on a volume of a storage or distribution medium, is called an +"aggregate" if the compilation and its resulting copyright are not +used to limit the access or legal rights of the compilation's users +beyond what the individual works permit. Inclusion of a covered work +in an aggregate does not cause this License to apply to the other +parts of the aggregate. + + 6. Conveying Non-Source Forms. + + You may convey a covered work in object code form under the terms +of sections 4 and 5, provided that you also convey the +machine-readable Corresponding Source under the terms of this License, +in one of these ways: + + a) Convey the object code in, or embodied in, a physical product + (including a physical distribution medium), accompanied by the + Corresponding Source fixed on a durable physical medium + customarily used for software interchange. + + b) Convey the object code in, or embodied in, a physical product + (including a physical distribution medium), accompanied by a + written offer, valid for at least three years and valid for as + long as you offer spare parts or customer support for that product + model, to give anyone who possesses the object code either (1) a + copy of the Corresponding Source for all the software in the + product that is covered by this License, on a durable physical + medium customarily used for software interchange, for a price no + more than your reasonable cost of physically performing this + conveying of source, or (2) access to copy the + Corresponding Source from a network server at no charge. + + c) Convey individual copies of the object code with a copy of the + written offer to provide the Corresponding Source. This + alternative is allowed only occasionally and noncommercially, and + only if you received the object code with such an offer, in accord + with subsection 6b. + + d) Convey the object code by offering access from a designated + place (gratis or for a charge), and offer equivalent access to the + Corresponding Source in the same way through the same place at no + further charge. You need not require recipients to copy the + Corresponding Source along with the object code. If the place to + copy the object code is a network server, the Corresponding Source + may be on a different server (operated by you or a third party) + that supports equivalent copying facilities, provided you maintain + clear directions next to the object code saying where to find the + Corresponding Source. Regardless of what server hosts the + Corresponding Source, you remain obligated to ensure that it is + available for as long as needed to satisfy these requirements. + + e) Convey the object code using peer-to-peer transmission, provided + you inform other peers where the object code and Corresponding + Source of the work are being offered to the general public at no + charge under subsection 6d. + + A separable portion of the object code, whose source code is excluded +from the Corresponding Source as a System Library, need not be +included in conveying the object code work. + + A "User Product" is either (1) a "consumer product", which means any +tangible personal property which is normally used for personal, family, +or household purposes, or (2) anything designed or sold for incorporation +into a dwelling. In determining whether a product is a consumer product, +doubtful cases shall be resolved in favor of coverage. For a particular +product received by a particular user, "normally used" refers to a +typical or common use of that class of product, regardless of the status +of the particular user or of the way in which the particular user +actually uses, or expects or is expected to use, the product. A product +is a consumer product regardless of whether the product has substantial +commercial, industrial or non-consumer uses, unless such uses represent +the only significant mode of use of the product. + + "Installation Information" for a User Product means any methods, +procedures, authorization keys, or other information required to install +and execute modified versions of a covered work in that User Product from +a modified version of its Corresponding Source. The information must +suffice to ensure that the continued functioning of the modified object +code is in no case prevented or interfered with solely because +modification has been made. + + If you convey an object code work under this section in, or with, or +specifically for use in, a User Product, and the conveying occurs as +part of a transaction in which the right of possession and use of the +User Product is transferred to the recipient in perpetuity or for a +fixed term (regardless of how the transaction is characterized), the +Corresponding Source conveyed under this section must be accompanied +by the Installation Information. But this requirement does not apply +if neither you nor any third party retains the ability to install +modified object code on the User Product (for example, the work has +been installed in ROM). + + The requirement to provide Installation Information does not include a +requirement to continue to provide support service, warranty, or updates +for a work that has been modified or installed by the recipient, or for +the User Product in which it has been modified or installed. Access to a +network may be denied when the modification itself materially and +adversely affects the operation of the network or violates the rules and +protocols for communication across the network. + + Corresponding Source conveyed, and Installation Information provided, +in accord with this section must be in a format that is publicly +documented (and with an implementation available to the public in +source code form), and must require no special password or key for +unpacking, reading or copying. + + 7. Additional Terms. + + "Additional permissions" are terms that supplement the terms of this +License by making exceptions from one or more of its conditions. +Additional permissions that are applicable to the entire Program shall +be treated as though they were included in this License, to the extent +that they are valid under applicable law. If additional permissions +apply only to part of the Program, that part may be used separately +under those permissions, but the entire Program remains governed by +this License without regard to the additional permissions. + + When you convey a copy of a covered work, you may at your option +remove any additional permissions from that copy, or from any part of +it. (Additional permissions may be written to require their own +removal in certain cases when you modify the work.) You may place +additional permissions on material, added by you to a covered work, +for which you have or can give appropriate copyright permission. + + Notwithstanding any other provision of this License, for material you +add to a covered work, you may (if authorized by the copyright holders of +that material) supplement the terms of this License with terms: + + a) Disclaiming warranty or limiting liability differently from the + terms of sections 15 and 16 of this License; or + + b) Requiring preservation of specified reasonable legal notices or + author attributions in that material or in the Appropriate Legal + Notices displayed by works containing it; or + + c) Prohibiting misrepresentation of the origin of that material, or + requiring that modified versions of such material be marked in + reasonable ways as different from the original version; or + + d) Limiting the use for publicity purposes of names of licensors or + authors of the material; or + + e) Declining to grant rights under trademark law for use of some + trade names, trademarks, or service marks; or + + f) Requiring indemnification of licensors and authors of that + material by anyone who conveys the material (or modified versions of + it) with contractual assumptions of liability to the recipient, for + any liability that these contractual assumptions directly impose on + those licensors and authors. + + All other non-permissive additional terms are considered "further +restrictions" within the meaning of section 10. If the Program as you +received it, or any part of it, contains a notice stating that it is +governed by this License along with a term that is a further +restriction, you may remove that term. If a license document contains +a further restriction but permits relicensing or conveying under this +License, you may add to a covered work material governed by the terms +of that license document, provided that the further restriction does +not survive such relicensing or conveying. + + If you add terms to a covered work in accord with this section, you +must place, in the relevant source files, a statement of the +additional terms that apply to those files, or a notice indicating +where to find the applicable terms. + + Additional terms, permissive or non-permissive, may be stated in the +form of a separately written license, or stated as exceptions; +the above requirements apply either way. + + 8. Termination. + + You may not propagate or modify a covered work except as expressly +provided under this License. Any attempt otherwise to propagate or +modify it is void, and will automatically terminate your rights under +this License (including any patent licenses granted under the third +paragraph of section 11). + + However, if you cease all violation of this License, then your +license from a particular copyright holder is reinstated (a) +provisionally, unless and until the copyright holder explicitly and +finally terminates your license, and (b) permanently, if the copyright +holder fails to notify you of the violation by some reasonable means +prior to 60 days after the cessation. + + Moreover, your license from a particular copyright holder is +reinstated permanently if the copyright holder notifies you of the +violation by some reasonable means, this is the first time you have +received notice of violation of this License (for any work) from that +copyright holder, and you cure the violation prior to 30 days after +your receipt of the notice. + + Termination of your rights under this section does not terminate the +licenses of parties who have received copies or rights from you under +this License. If your rights have been terminated and not permanently +reinstated, you do not qualify to receive new licenses for the same +material under section 10. + + 9. Acceptance Not Required for Having Copies. + + You are not required to accept this License in order to receive or +run a copy of the Program. Ancillary propagation of a covered work +occurring solely as a consequence of using peer-to-peer transmission +to receive a copy likewise does not require acceptance. However, +nothing other than this License grants you permission to propagate or +modify any covered work. These actions infringe copyright if you do +not accept this License. Therefore, by modifying or propagating a +covered work, you indicate your acceptance of this License to do so. + + 10. Automatic Licensing of Downstream Recipients. + + Each time you convey a covered work, the recipient automatically +receives a license from the original licensors, to run, modify and +propagate that work, subject to this License. You are not responsible +for enforcing compliance by third parties with this License. + + An "entity transaction" is a transaction transferring control of an +organization, or substantially all assets of one, or subdividing an +organization, or merging organizations. If propagation of a covered +work results from an entity transaction, each party to that +transaction who receives a copy of the work also receives whatever +licenses to the work the party's predecessor in interest had or could +give under the previous paragraph, plus a right to possession of the +Corresponding Source of the work from the predecessor in interest, if +the predecessor has it or can get it with reasonable efforts. + + You may not impose any further restrictions on the exercise of the +rights granted or affirmed under this License. For example, you may +not impose a license fee, royalty, or other charge for exercise of +rights granted under this License, and you may not initiate litigation +(including a cross-claim or counterclaim in a lawsuit) alleging that +any patent claim is infringed by making, using, selling, offering for +sale, or importing the Program or any portion of it. + + 11. Patents. + + A "contributor" is a copyright holder who authorizes use under this +License of the Program or a work on which the Program is based. The +work thus licensed is called the contributor's "contributor version". + + A contributor's "essential patent claims" are all patent claims +owned or controlled by the contributor, whether already acquired or +hereafter acquired, that would be infringed by some manner, permitted +by this License, of making, using, or selling its contributor version, +but do not include claims that would be infringed only as a +consequence of further modification of the contributor version. For +purposes of this definition, "control" includes the right to grant +patent sublicenses in a manner consistent with the requirements of +this License. + + Each contributor grants you a non-exclusive, worldwide, royalty-free +patent license under the contributor's essential patent claims, to +make, use, sell, offer for sale, import and otherwise run, modify and +propagate the contents of its contributor version. + + In the following three paragraphs, a "patent license" is any express +agreement or commitment, however denominated, not to enforce a patent +(such as an express permission to practice a patent or covenant not to +sue for patent infringement). To "grant" such a patent license to a +party means to make such an agreement or commitment not to enforce a +patent against the party. + + If you convey a covered work, knowingly relying on a patent license, +and the Corresponding Source of the work is not available for anyone +to copy, free of charge and under the terms of this License, through a +publicly available network server or other readily accessible means, +then you must either (1) cause the Corresponding Source to be so +available, or (2) arrange to deprive yourself of the benefit of the +patent license for this particular work, or (3) arrange, in a manner +consistent with the requirements of this License, to extend the patent +license to downstream recipients. "Knowingly relying" means you have +actual knowledge that, but for the patent license, your conveying the +covered work in a country, or your recipient's use of the covered work +in a country, would infringe one or more identifiable patents in that +country that you have reason to believe are valid. + + If, pursuant to or in connection with a single transaction or +arrangement, you convey, or propagate by procuring conveyance of, a +covered work, and grant a patent license to some of the parties +receiving the covered work authorizing them to use, propagate, modify +or convey a specific copy of the covered work, then the patent license +you grant is automatically extended to all recipients of the covered +work and works based on it. + + A patent license is "discriminatory" if it does not include within +the scope of its coverage, prohibits the exercise of, or is +conditioned on the non-exercise of one or more of the rights that are +specifically granted under this License. You may not convey a covered +work if you are a party to an arrangement with a third party that is +in the business of distributing software, under which you make payment +to the third party based on the extent of your activity of conveying +the work, and under which the third party grants, to any of the +parties who would receive the covered work from you, a discriminatory +patent license (a) in connection with copies of the covered work +conveyed by you (or copies made from those copies), or (b) primarily +for and in connection with specific products or compilations that +contain the covered work, unless you entered into that arrangement, +or that patent license was granted, prior to 28 March 2007. + + Nothing in this License shall be construed as excluding or limiting +any implied license or other defenses to infringement that may +otherwise be available to you under applicable patent law. + + 12. No Surrender of Others' Freedom. + + If conditions are imposed on you (whether by court order, agreement or +otherwise) that contradict the conditions of this License, they do not +excuse you from the conditions of this License. If you cannot convey a +covered work so as to satisfy simultaneously your obligations under this +License and any other pertinent obligations, then as a consequence you may +not convey it at all. For example, if you agree to terms that obligate you +to collect a royalty for further conveying from those to whom you convey +the Program, the only way you could satisfy both those terms and this +License would be to refrain entirely from conveying the Program. + + 13. Use with the GNU Affero General Public License. + + Notwithstanding any other provision of this License, you have +permission to link or combine any covered work with a work licensed +under version 3 of the GNU Affero General Public License into a single +combined work, and to convey the resulting work. The terms of this +License will continue to apply to the part which is the covered work, +but the special requirements of the GNU Affero General Public License, +section 13, concerning interaction through a network will apply to the +combination as such. + + 14. Revised Versions of this License. + + The Free Software Foundation may publish revised and/or new versions of +the GNU General Public License from time to time. Such new versions will +be similar in spirit to the present version, but may differ in detail to +address new problems or concerns. + + Each version is given a distinguishing version number. If the +Program specifies that a certain numbered version of the GNU General +Public License "or any later version" applies to it, you have the +option of following the terms and conditions either of that numbered +version or of any later version published by the Free Software +Foundation. If the Program does not specify a version number of the +GNU General Public License, you may choose any version ever published +by the Free Software Foundation. + + If the Program specifies that a proxy can decide which future +versions of the GNU General Public License can be used, that proxy's +public statement of acceptance of a version permanently authorizes you +to choose that version for the Program. + + Later license versions may give you additional or different +permissions. However, no additional obligations are imposed on any +author or copyright holder as a result of your choosing to follow a +later version. + + 15. Disclaimer of Warranty. + + THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY +APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT +HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY +OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, +THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR +PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM +IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF +ALL NECESSARY SERVICING, REPAIR OR CORRECTION. + + 16. Limitation of Liability. + + IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING +WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS +THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY +GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE +USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF +DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD +PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), +EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF +SUCH DAMAGES. + + 17. Interpretation of Sections 15 and 16. + + If the disclaimer of warranty and limitation of liability provided +above cannot be given local legal effect according to their terms, +reviewing courts shall apply local law that most closely approximates +an absolute waiver of all civil liability in connection with the +Program, unless a warranty or assumption of liability accompanies a +copy of the Program in return for a fee. + + END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Programs + + If you develop a new program, and you want it to be of the greatest +possible use to the public, the best way to achieve this is to make it +free software which everyone can redistribute and change under these terms. + + To do so, attach the following notices to the program. It is safest +to attach them to the start of each source file to most effectively +state the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + 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 . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/CHANGELOG.md b/CHANGELOG.md index 7b2c613..b3309b9 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,3 +1,7 @@ +# 1.6 (March 7th, 2018) +* [Change] KSP 1.4.0 compatibility. +* [Change] Completely disable the highlighting logic if the alpha component of the highlight color is 0. + # 1.5 (September 19th, 2017) * [Fix #11] Wrong location of the settings file. * [Change] Fix the location of the localization files. diff --git a/EasyVesselSwitch.netkan b/EasyVesselSwitch.netkan index d38eced..730c836 100644 --- a/EasyVesselSwitch.netkan +++ b/EasyVesselSwitch.netkan @@ -2,7 +2,7 @@ "spec_version" : 1, "name" : "Easy Vessel Switch (EVS)", "identifier" : "EasyVesselSwitch", - "abstract" : "Stock game doesn't offer consistent model of the camera positioning when active vessel is switched. EVS does. Now, your camera won't jump randomly as you switch between the vessels. Additionally to that you get some more features.", + "abstract" : "The stock game doesn't offer a consistent model of the camera positioning when the active vessel is switched. The EVS does. Now, your camera won't jump randomly as you switch between the vessels. Additionally to that you get some more features (see the forum).", "resources": { "homepage": "http://forum.kerbalspaceprogram.com/index.php?/topic/141180-easy-vessel-switch-evs/", "repository": "https://github.com/ihsoft/EasyVesselSwitch", diff --git a/EasyVesselSwitch.version b/EasyVesselSwitch.version index 2440320..5e8fcaa 100644 --- a/EasyVesselSwitch.version +++ b/EasyVesselSwitch.version @@ -3,25 +3,25 @@ "DOWNLOAD": "http://kerbal.curseforge.com/projects/easy-vessel-switch-evs", "KSP_VERSION": { "MAJOR": 1, - "MINOR": 3, + "MINOR": 4, "PATCH": 0 }, "KSP_VERSION_MAX": { "MAJOR": 1, - "MINOR": 3, + "MINOR": 4, "PATCH": 99 }, "KSP_VERSION_MIN": { "MAJOR": 1, - "MINOR": 3, + "MINOR": 4, "PATCH": 0 }, "NAME": "Easy Vessel Switch", "URL": "https://raw.githubusercontent.com/ihsoft/EasyVesselSwitch/master/EasyVesselSwitch.version", "VERSION": { - "BUILD": 31118, + "BUILD": 41793, "MAJOR": 1, - "MINOR": 5, - "PATCH": 6471 + "MINOR": 6, + "PATCH": 6640 } -} +} \ No newline at end of file diff --git a/Lang/es-es.cfg b/Lang/es-es.cfg new file mode 100644 index 0000000..d661866 --- /dev/null +++ b/Lang/es-es.cfg @@ -0,0 +1,96 @@ +Localization +{ + es-es + { + + // ********** Type: EasyVesselSwitch.Controller, KSPDev Messages + + // The message to display in the title of the hover menu when the switch mode is + // activated and the vessel, being hovered, is NOT the currently selected vessel. + // Argument <<1>> is the localized name of the mouse button that's bound to the + // action. + #evsLOC_00000 = Click [<<1>>] para cambiar a: + // The message to display in the title of the hover menu when the switch mode is + // activated and the vessel, being hovered, IS the currently selected vessel. + #evsLOC_00001 = Actualmente seleccionado: + // The pattern to construct a human friendly vessel name. + // Argument <<1>> is a localized vessel type (e.g. "station"). + // Argument <<2>> is the vessel's name. + #evsLOC_00002 = <<1>>: <<2>> + // The pattern to construct a human friendly kerbal's name. + // Argument <<1>> is a full name of the kerbal. + // Argument <<2>> is a localized name of the kerbal's main skill (e.g. "pilot"). + // Argument <<3>> is the current level of the kerbal. + #evsLOC_00003 = <<1>> (<<2>>-<<3>>) + // The message to display in the hover menu to present the vessel's total mass. + // Argument <<1>> is the total mass. Format: MassType. + #evsLOC_00004 = Masa total: <<1>> + // The pattern to construct a human friendly vessel name when the type is Unknown, + // and the vessel has only one part. + // Argument <<1>> is the vessel's name. + #evsLOC_00005 = Parte: <<1>> + // The pattern to construct a human friendly vessel name when the type is Unknown, + // and the vessel has multiple parts. + // Argument <<1>> is the vessel's name. + #evsLOC_00006 = Ensamblado: <<1>> + // The message to display in the hover menu to present the kerbal's EVA fuel + // reserve. + // Argument <<1>> is the total amount of the fuel. Format: CompactNumberType. + #evsLOC_00007 = Propelente AEV: <<1>> + // The message to display in the hover menu to tell that the vessel CAN be operated + // by the player. + #evsLOC_00008 = La nave ES controlable + // The message to display in the hover menu to tell that the vessel CANNOT be + // operated by the player. + #evsLOC_00009 = La nave NO es controlable + // The string that identifies a no camera stabilization mode. It's displayed when + // the mode is changed. + #evsLOC_00010 = NINGUNA + // The string that identifies a stabilization mode when the camera position is + // constant, and it only changes the focus to the newly selected vessel/part. It's + // displayed when the mode is changed. + #evsLOC_00011 = Mantener cámara en POSICIÓN + // The string that identifies a stabilization mode when the distance from the camera + // to the newly selected vessel/part is kept the same as it was on the former + // vessel/part. It's displayed when the mode is changed. + #evsLOC_00012 = Mantener cámara a DISTANCIA + // The mesage to present when the EVS mode has changed or updated. + // Argumnent <<1>> is a localized description of the mode. + #evsLOC_00013 = Modo de estabilización: <<1>> + // The message to display in the hover menu when the vessel, being hoverd, is too + // far to switch to it. + // Argument <<1>> is the vessel's name. + #evsLOC_00014 = La nave está demasiado distante: <<1>> + // The message to display in the hover menu to tell that the vessel IS attached to + // the ground via the KIS mod part(s). + #evsLOC_00015 = La nave está unida al suelo + // The message to display in the hover menu to tell that the vessel is NOTattached + // to the ground via the KIS mod part(s). + #evsLOC_00016 = La nave no está unida al suelo + // The status message in the hover menu when the player enables the part's focus + // change mode, but the currently hovered part is already has the focus. + #evsLOC_00017 = Esta parte está actualmente enfocada. + // The message to display when the player attempts to set the focus to a part which + // doesn't belong to the current vessel. + #evsLOC_00018 = ¡Esta parte NO pertenece a la nave actual! + // The string that identifies the MIDDLE mouse button. + #evsLOC_00019 = Botón central del ratón + // The hint message to display in the hover menu to tell what to do to set the focus + // on the hoverd part. + // Argument <<1>> is the localized name of the mosue button event (e.g. "LMB"). + #evsLOC_00020 = Click [<<1>>] para establecer el foco en esta parte. + // The hint message to display in the hover menu to tell what to do to reset the + // part's focus back to the vessel focus mode. + // Argument <<1>> is the localized name of the mosue button event (e.g. "LMB"). + #evsLOC_00021 = Click [<<1>>] para restablecer el foco a la embarcación actual. + // The hint message to display in the hover menu when the part's focus mode is + // enabled, but the cirrently hovered part is already in focus. + #evsLOC_00022 = Pase el cursor sobre otra parte para cambiar el foco. + // The hint message to display in the hover menu to tell what to do to set the focus + // on the currently hovered part. + #evsLOC_00023 = Pase el cursor sobre una parte para enfocarla. + // The hint message to display in the hover menu to tell what to do to reset the + // focus to the default vessel focus mode. + #evsLOC_00024 = Señale el espacio exterior para restablecer el enfoque. + } +} diff --git a/PluginData/settings.cfg b/PluginData/settings.cfg index aaaedac..c6b281e 100644 --- a/PluginData/settings.cfg +++ b/PluginData/settings.cfg @@ -8,7 +8,7 @@ UI partFocusSwitchKey { keyCode = O } // Allowed values: Left, Right, Middle, Btn4, Btn5. switchMouseButton = Left - // RGBA format. + // RGBA format. Set it to 0,0,0,0 to completely disable the highlighting. targetVesselHighlightColor = 1, 0.921568632, 0.0156862754, 1 // Seconds. newVesselHighlightTimeout = 0.5 diff --git a/README.md b/README.md index dcc9046..9eebcda 100644 --- a/README.md +++ b/README.md @@ -23,12 +23,12 @@ A mod for [Kerbal Space Program](http://www.kerbalspaceprogram.com/). * Almost anything can be configured via settings file that's located at: `EasyVesselSwitch\Plugins\PluginData\settings.cfg`. -#Forum +# Forum See how to install the mod, ask questions and propose suggestions on [the forum](http://forum.kerbalspaceprogram.com/index.php?/topic/141180-12-easy-vessel-switch-evs-v120/). -#Development +# Development To start your local building envirtonment read [BUILD.md](https://github.com/ihsoft/EasyVesselSwitch/blob/master/BUILD.md). diff --git a/Source/Controller.cs b/Source/Controller.cs index e156c40..0fc3753 100644 --- a/Source/Controller.cs +++ b/Source/Controller.cs @@ -17,7 +17,7 @@ namespace EasyVesselSwitch { // Next localization ID: #evsLOC_00025. [KSPAddon(KSPAddon.Startup.Flight, false /*once*/)] [PersistentFieldsFile("EasyVesselSwitch/Plugins/PluginData/settings.cfg", "")] -sealed class Controller : MonoBehaviour { +sealed class Controller : MonoBehaviour, IHasGUI { #region Persistent fields /// Key to activate vessel select mode. [PersistentField("UI/vesselSwitchKey")] @@ -276,6 +276,7 @@ sealed class Controller : MonoBehaviour { + " focus to the default vessel focus mode."); #endregion + #region Local methods and types /// A mode of camera stabilization. enum CameraStabilization { /// No stabilization. Allow dfeault KSP behavior. @@ -299,30 +300,51 @@ enum SwitchEvent { /// Vessel which is currently hovered. Vessel hoveredVessel; + /// Overaly window to show info about vessel under the mouse cursor. HintOverlay mouseInfoOverlay; + /// Old vessel context. VesselInfo oldInfo; + /// New vessel context. VesselInfo newInfo; + /// Defines if currently selected vessel was a result of EVS mouse click event. bool evsSwitchAction; + /// Event to handle in the controller. /// /// Controller code reacts to anything different from . Once the /// event is handled it's reset to the default. /// SwitchEvent state = SwitchEvent.Idle; + /// Specifies if hovered vessel is attached to the ground. /// null means no static attachable parts found. bool? isKisStaticAttached; + /// If hovered vessel is a kerbal then this will be the component. /// null means hovered vessel is not a kerbal. KerbalEVA kerbalEva; + /// Part that is currently hovered when EVS mode is enabled. /// Used to determine part's focus change. Part lastHoveredPart; + /// Tells if the vessel highlighting logic should be presented. + /// true if the hovered or selected vessel should be highlighted. + /// + /// The state is determined from the alpha component of the highlighing color. If it's + /// 0, then no visual appearance will happen anyways. So don't event trigger the logic to + /// not affect the part renderer states. + /// + bool isHighlighingEnabled { + get { return !Mathf.Approximately(targetVesselHighlightColor.a, 0); } + } + #endregion + + #region MonoBehaviour methods /// Overridden from MonoBehaviour. /// Registers listeners, reads configuration and creates global UI objects. void Awake() { @@ -346,17 +368,6 @@ void OnDestroy() { GameEvents.onPartCouple.Remove(OnPartCouple); } - /// Overridden from MonoBehaviour. - /// Persents hovered vessel info. - void OnGUI() { - if (hoveredVessel != null) { - ShowHoveredVesselInfo(); - } - if (partFocusSwitchKey.isHold) { - ShowHoveredPartInfo(); - } - } - /// Overridden from MonoBehaviour. /// Tracks keys and mouse moveement. void Update() { @@ -377,8 +388,10 @@ void Update() { if (lastHoveredPart != null && lastHoveredPart.vessel == hoveredVessel) { // Let game core to disable highlighter and then restore it. var restoreHighlightPart = lastHoveredPart; // Make a cope for the delayed call. - AsyncCall.CallOnEndOfFrame( - this, () => restoreHighlightPart.highlighter.ConstantOn(targetVesselHighlightColor)); + if (isHighlighingEnabled) { + AsyncCall.CallOnEndOfFrame( + this, () => restoreHighlightPart.highlighter.ConstantOn(targetVesselHighlightColor)); + } } lastHoveredPart = Mouse.HoveredPart; } @@ -406,7 +419,22 @@ void LateUpdate() { isBeingDocked: true)); } } + #endregion + #region IHasGUI implementation + /// Overridden from MonoBehaviour. + /// Persents hovered vessel info. + public void OnGUI() { + if (hoveredVessel != null) { + ShowHoveredVesselInfo(); + } + if (partFocusSwitchKey.isHold) { + ShowHoveredPartInfo(); + } + } + #endregion + + #region Local methods /// GameEvents callback. /// /// Detects vessel docking events. @@ -762,15 +790,17 @@ string GetShortVesselTitle(Vessel vessel) { /// A color to use for highlighting. If set to null then vessel highlighting will be /// cancelled. /// - static void SetVesselHighlight(Vessel vessel, Color? color) { - foreach (var part in vessel.parts) { - if (part == Mouse.HoveredPart) { - continue; // KSP core highlights hovered part with own color. - } - if (color.HasValue) { - part.highlighter.ConstantOn(color.Value); - } else { - part.highlighter.ConstantOff(); + void SetVesselHighlight(Vessel vessel, Color? color) { + if (isHighlighingEnabled) { + foreach (var part in vessel.parts) { + if (part == Mouse.HoveredPart) { + continue; // KSP core highlights hovered part with own color. + } + if (color.HasValue) { + part.highlighter.ConstantOn(color.Value); + } else { + part.highlighter.ConstantOff(); + } } } } @@ -802,8 +832,8 @@ static bool IsFreeCameraPositionMode(FlightCamera.Modes mode) { /// It may put some extra loading on CPU, though. /// /// WaitForSeconds. - static IEnumerator TimedHighlightCoroutine(Vessel vessel, float timeout, Color color, - bool isBeingDocked = false) { + IEnumerator TimedHighlightCoroutine(Vessel vessel, float timeout, Color color, + bool isBeingDocked = false) { SetVesselHighlight(vessel, color); if (isBeingDocked) { // On dock event completion the set of vessel parts will increase. Though, there is no @@ -831,7 +861,7 @@ static IEnumerator TimedHighlightCoroutine(Vessel vessel, float timeout, Color c /// New vessel info. /// The duration to play the transition animation. /// null until the animation is done or aborted. - static IEnumerator AnimateCameraPivotCoroutine( + IEnumerator AnimateCameraPivotCoroutine( Transform target, VesselInfo oldInfo, VesselInfo newInfo, float trasitionDuration) { float startTime = Time.unscaledTime; float progress; @@ -863,7 +893,7 @@ static IEnumerator AnimateCameraPivotCoroutine( /// The new vessel info. /// The duration to play the transition animation. /// null until the animation is done or aborted. - static IEnumerator AnimateCameraPositionCoroutine( + IEnumerator AnimateCameraPositionCoroutine( Transform target, VesselInfo oldInfo, VesselInfo newInfo, float trasitionDuration) { float startTime = Time.unscaledTime; float progress; @@ -878,6 +908,7 @@ static IEnumerator AnimateCameraPositionCoroutine( yield return null; } while (progress < 1.0f && FlightCamera.fetch.Target == target); } + #endregion } } diff --git a/Source/EasyVesselSwitch.csproj b/Source/EasyVesselSwitch.csproj index 23db885..8b444b4 100644 --- a/Source/EasyVesselSwitch.csproj +++ b/Source/EasyVesselSwitch.csproj @@ -57,8 +57,8 @@ Q:\KSP_Data\Managed\Assembly-CSharp-firstpass.dll - - ..\Binaries\KSPDev_Utils.0.28.dll + + ..\Binaries\KSPDev_Utils.0.31.dll Q:\KSP_Data\Managed\System.dll diff --git a/Source/Properties/AssemblyInfo.cs b/Source/Properties/AssemblyInfo.cs index 9f34ef0..675a2c4 100644 --- a/Source/Properties/AssemblyInfo.cs +++ b/Source/Properties/AssemblyInfo.cs @@ -24,8 +24,8 @@ // // You can specify all the values or you can use the default the Revision and // Build Numbers by using the '*' as shown below: -[assembly: AssemblyVersion ("1.5.*")] -[assembly: AssemblyInformationalVersion ("1.5-pre for KSP v1.3")] +[assembly: AssemblyVersion ("1.6.*")] +[assembly: AssemblyInformationalVersion ("1.6 for KSP v1.4+")] [assembly: Guid ("52fd90de-a2a6-4642-8fc4-50f8d938319c")] -[assembly: KSPAssembly ("EasyVesselSwitch", 1, 5)] +[assembly: KSPAssembly ("EasyVesselSwitch", 1, 6)] [assembly: AssemblyFlags (AssemblyNameFlags.PublicKey | AssemblyNameFlags.EnableJITcompileOptimizer)]