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Add relay placeholder rendering to know its current state
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using CommNext.Network; | ||
using KSP.Map; | ||
using KSP.Sim; | ||
using UnityEngine; | ||
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namespace CommNext.Rendering.Behaviors; | ||
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public class MapRulerComponent : MonoBehaviour, IMapComponent | ||
{ | ||
public string Id { get; set; } = null!; | ||
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private bool _isTracking; | ||
private Map3DFocusItem? _target; | ||
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private NetworkNode? _networkNode; | ||
private MapSphereRulerComponent? _placeholder; | ||
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public void Start() | ||
{ | ||
gameObject.layer = LayerMask.NameToLayer("Map"); | ||
} | ||
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public void Track(Map3DFocusItem target, NetworkNode networkNode, ConnectionGraphNode connectionNode) | ||
{ | ||
Id = target.AssociatedMapItem.SimGUID.ToString(); | ||
_networkNode = networkNode; | ||
_target = target; | ||
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// Relay sphere | ||
var sphereObject = Instantiate(ConnectionsRenderer.RulerSpherePrefab, gameObject.transform); | ||
sphereObject.name = "RulerSphere"; | ||
sphereObject.transform.localPosition = Vector3.zero; | ||
var sphereComponent = sphereObject.AddComponent<MapSphereRulerComponent>(); | ||
sphereComponent.Configure(connectionNode.MaxRange, null); | ||
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// Simple relay placeholder | ||
var placeholderObject = Instantiate(ConnectionsRenderer.RulerSpherePrefab, gameObject.transform); | ||
placeholderObject.name = "RulerPlaceholder"; | ||
placeholderObject.transform.localPosition = Vector3.zero; | ||
_placeholder = placeholderObject.AddComponent<MapSphereRulerComponent>(); | ||
_placeholder.Configure(50_000, Color.gray); | ||
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_isTracking = true; | ||
} | ||
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private void Update() | ||
{ | ||
if (!_isTracking) return; | ||
if (_target == null) | ||
{ | ||
ConnectionsRenderer.Instance.OnMapRulerDestroyed(this); | ||
return; | ||
} | ||
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if (_networkNode?.HasEnoughResources != true) | ||
_placeholder!.SetColor(Color.red); | ||
else | ||
_placeholder!.SetColor(Color.green); | ||
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transform.position = _target.transform.position; | ||
} | ||
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public void OnDestroy() | ||
{ | ||
if (!_isTracking) return; | ||
ConnectionsRenderer.Instance.OnMapRulerDestroyed(this, false); | ||
} | ||
} |
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