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Code cleanup & added outsourcing to EditorTime #5

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101 changes: 16 additions & 85 deletions EditorTime/EditorTime.cs
Original file line number Diff line number Diff line change
Expand Up @@ -3,117 +3,48 @@

namespace EditorTime
{
[KSPAddon(KSPAddon.Startup.EditorAny, false)]
[KSPAddon(KSPAddon.Startup.EditorAny, false)]
public class EditorTime : MonoBehaviour
{
string configFilePath = string.Empty;
float timeRatio = 1.0F;
DateTime lastUpdate = DateTime.MaxValue;
bool drawing = false;
Rect timeWindow = new Rect((Screen.width / 2) + 300, -30, 125, 1);
public Settings settings;
public TimeKeeper timeKeeper;
public TimeWindow timeWindow;

public void Awake()
{
configFilePath = KSPUtil.ApplicationRootPath + "/GameData/EditorTime/PluginData/config.txt";
settings = new Settings();
timeKeeper = new TimeKeeper(settings);
timeWindow = new TimeWindow(settings, timeKeeper);
}

public void Start()
{
ConfigNode config = null;
if (System.IO.File.Exists(configFilePath))
{
config = ConfigNode.Load(configFilePath);
}
float x = (Screen.width / 2) + 300, y = -30;
if (config != null)
{
//Get the timeRatio from the config file
if (!float.TryParse(config.GetValue("timeRatio"), out timeRatio))
{
timeRatio = 1f;
}
if (!float.TryParse(config.GetValue("WindowX"), out x))
{
x = (Screen.width / 2) + 300;
}
if (!float.TryParse(config.GetValue("WindowY"), out y))
{
y = -30;
}
}
settings.Initialize();

lastUpdate = DateTime.Now;
timeWindow.x = x;
timeWindow.y = y;
timeKeeper.Start();

Debug.Log("[EditorTime] timeRatio is " + timeRatio);
if (!drawing)
{
//Draw the current time window
//RenderingManager.AddToPostDrawQueue(0, DrawTimeWindow);
drawing = true;
}
timeWindow.visible = true;
}

public void FixedUpdate()
{
if (lastUpdate != DateTime.MaxValue)
{
//Get and save the current time
//(we don't call this repeatedly, as it might return slightly different values at various points in the execution and we don't want to lose any time)
DateTime now = DateTime.Now;
//Get the amount of time that has passed since the last update
double timeDelta = (now - lastUpdate).TotalMilliseconds / 1000.0;
//Multiply the time passed (in seconds) by the timeRatio
timeDelta *= timeRatio;

//Update the in-game time
HighLogic.CurrentGame.flightState.universalTime += timeDelta;

//Make sure we update the lastUpdate to now
lastUpdate = now;
}
timeKeeper.Update();
}

public void OnDestroy()
{
lastUpdate = DateTime.MaxValue;
//RenderingManager.RemoveFromPostDrawQueue(0, DrawTimeWindow);
drawing = false;
timeKeeper.Stop();

System.IO.Directory.CreateDirectory(System.IO.Path.GetDirectoryName(configFilePath));
timeWindow.visible = false;

//Save the settings
ConfigNode config = new ConfigNode();
config.AddValue("timeRatio", timeRatio);
config.AddValue("WindowX", timeWindow.x);
config.AddValue("WindowY", timeWindow.y);
config.Save(configFilePath);
settings.Save();
}

public void OnGUI()
{
DrawTimeWindow();
}

public void DrawTimeWindow()
{
//Actually draw the window
timeWindow = GUILayout.Window(1936342, timeWindow, TimeWindow, "Current Time", HighLogic.Skin.window);
}

public void TimeWindow(int windowID)
{
//All this defines the window itself
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace(); //This setup will center the text in the window
GUILayout.Label(KSPUtil.PrintDateCompact((int)HighLogic.CurrentGame.flightState.universalTime, true, true), HighLogic.Skin.label);
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();

//Allow the window to be dragged around
GUI.DragWindow();
timeWindow.Draw();
}

}
}

Expand Down
7 changes: 5 additions & 2 deletions EditorTime/EditorTime.csproj
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@
</PropertyGroup>
<ItemGroup>
<Reference Include="Assembly-CSharp">
<HintPath>D:\SteamLibrary\SteamApps\common\Kerbal Space Program\KSP_Data\Managed\Assembly-CSharp.dll</HintPath>
<HintPath>D:\Games\SteamLibrary\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
Expand All @@ -41,12 +41,15 @@
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
<Reference Include="UnityEngine">
<HintPath>D:\SteamLibrary\SteamApps\common\Kerbal Space Program\KSP_Data\Managed\UnityEngine.dll</HintPath>
<HintPath>D:\Games\SteamLibrary\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\UnityEngine.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="EditorTime.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Settings.cs" />
<Compile Include="TimeKeeper.cs" />
<Compile Include="TimeWindow.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Expand Down
62 changes: 62 additions & 0 deletions EditorTime/Settings.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,62 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;

namespace EditorTime
{
public class Settings
{
public float outsourceCost = 1000;
public int outsourceTime = 10;
public float timeRatio = 1;

public Rect timeWindow = new Rect((Screen.width / 2) + 300, -30, 125, 1);

//solution to possible future problems:
//public bool isInitialized = false;

string configFilePath = string.Empty;

public Settings()
{
configFilePath = KSPUtil.ApplicationRootPath + "/GameData/EditorTime/PluginData/config.txt";
}

public void Initialize()
{
ConfigNode config = null;
if (System.IO.File.Exists(configFilePath))
{
config = ConfigNode.Load(configFilePath);
}
float x = (Screen.width / 2) + 300, y = -30;
if (config != null)
{
//no fallback is needed as all values have already been initialized elsewhere.
float.TryParse(config.GetValue(nameof(outsourceCost)), out outsourceCost);
int.TryParse(config.GetValue(nameof(outsourceTime)), out outsourceTime);
float.TryParse(config.GetValue(nameof(timeRatio)), out timeRatio);
float.TryParse(config.GetValue("WindowX"), out x);
float.TryParse(config.GetValue("WindowY"), out y);
}
timeWindow.x = x;
timeWindow.y = y;
}

public void Save()
{
System.IO.Directory.CreateDirectory(System.IO.Path.GetDirectoryName(configFilePath));

//Save the settings
ConfigNode config = new ConfigNode();
config.AddValue(nameof(outsourceCost), outsourceCost);
config.AddValue(nameof(outsourceTime), outsourceTime);
config.AddValue(nameof(timeRatio), timeRatio);
config.AddValue("WindowX", timeWindow.x);
config.AddValue("WindowY", timeWindow.y);
config.Save(configFilePath);
}
}
}
96 changes: 96 additions & 0 deletions EditorTime/TimeKeeper.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,96 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;

namespace EditorTime
{
public class TimeKeeper
{
private Settings settings;

public DateTime lastUpdate = DateTime.MaxValue;
public DateTime lastOutsource = DateTime.MaxValue;

public double Time {
get { return HighLogic.CurrentGame.flightState.universalTime; }
set { HighLogic.CurrentGame.flightState.universalTime = value; }
}

public TimeKeeper(Settings settings)
{
this.settings = settings;
}

public void Start()
{
//to avoid multiple calls messing up our time.
if (lastUpdate == DateTime.MaxValue)
lastUpdate = DateTime.Now;
}

public void Stop()
{
lastUpdate = DateTime.MaxValue;
}

public TimeSpan? OutsourceTimer()
{
return OutsourceTimer(DateTime.Now);
}

public TimeSpan? OutsourceTimer(DateTime now)
{
if (lastOutsource == DateTime.MaxValue)
return null;
return lastOutsource.AddMinutes(settings.outsourceTime) - now;
}

public void Update()
{
//Get and save the current time
//(we don't call this repeatedly, as it might return slightly different values at various points in the execution and we don't want to lose any time)
DateTime now = DateTime.Now;

if (lastUpdate == DateTime.MaxValue)
{
TimeSpan? timer = OutsourceTimer(now);
if (timer.HasValue && timer.Value.Ticks <= 0)
{
//outsourcing is over, resume as normal.
lastUpdate = now;
lastOutsource = DateTime.MaxValue;
//we still let it return without adding any time as it would simply add 0 seconds anyway.
}
return; //do not add any time as the game is either not ready or being outsourced.
}

//Get the amount of time that has passed since the last update
double timeDelta = (now - lastUpdate).TotalMilliseconds / 1000;

//Multiply the time passed (in seconds) by the timeRatio
timeDelta *= settings.timeRatio;

//Update the in-game time
Time += timeDelta;

//Make sure we update the lastUpdate to now
lastUpdate = now;
}

//"Outsourcing" is when a player pays to freeze time for a number of minutes.
//This allows the player to make crafts faster when in a hurry, but at an increased cost.
public void Outsource()
{
//return if player cannot afford or is already outsourcing.
if (!Funding.CanAfford(settings.outsourceCost)
|| OutsourceTimer().HasValue)
return;

Funding.Instance.AddFunds(-settings.outsourceCost, TransactionReasons.None);
lastUpdate = DateTime.MaxValue;
lastOutsource = DateTime.Now;
}
}
}
60 changes: 60 additions & 0 deletions EditorTime/TimeWindow.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,60 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;

namespace EditorTime
{
public class TimeWindow
{
public bool visible = false;

private bool mouseOver = false;

private Settings settings;
private TimeKeeper timeKeeper;

public TimeWindow(Settings settings, TimeKeeper timeKeeper)
{
this.settings = settings;
this.timeKeeper = timeKeeper;
}

public void Draw()
{
settings.timeWindow = GUILayout.Window(1936342, settings.timeWindow, Render, "Current Time", HighLogic.Skin.window);
}

private void Render(int windowID)
{
//All this defines the window itself
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace(); //This setup will center the text in the window

TimeSpan? timer = timeKeeper.OutsourceTimer();
if (timer.HasValue)
{
GUILayout.Label(timer.Value.Minutes + "m " + timer.Value.Seconds + "s ", HighLogic.Skin.label);
}
else if (mouseOver)
{
if (GUILayout.Button("Outsource!", HighLogic.Skin.button))
timeKeeper.Outsource();
}
else
{
GUILayout.Label(KSPUtil.PrintDateCompact((int)HighLogic.CurrentGame.flightState.universalTime, true, true), HighLogic.Skin.label);
}

if (Event.current.type == EventType.Repaint)
mouseOver = GUILayoutUtility.GetLastRect().Contains(Event.current.mousePosition);

GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();

//Allow the window to be dragged around
GUI.DragWindow();
}
}
}