Skip to content
This repository was archived by the owner on Oct 26, 2020. It is now read-only.
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
101 changes: 16 additions & 85 deletions EditorTime/EditorTime.cs
Original file line numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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();
}
}
}
, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
 blocks
(function() {
function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
codeBlock.parentElement.setAttribute('data-copy-added', 'true');
var btn = document.createElement('button');
btn.textContent = 'Copy';
btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
btn.onmouseover = function() { this.style.opacity = '1'; };
btn.onmouseout = function() { this.style.opacity = '0.7'; };
btn.onclick = function() {
navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
});
};
codeBlock.parentElement.style.position = 'relative';
codeBlock.parentElement.appendChild(btn);
});
}
addCopyButtons();
// Re-run on dynamic content
var observer = new MutationObserver(addCopyButtons);
observer.observe(document.body, { childList: true, subtree: true });
})();
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Code cleanup & added outsourcing to EditorTime by jaffi95 · Pull Request #5 · magico13/Modlets · GitHub
Skip to content
This repository was archived by the owner on Oct 26, 2020. It is now read-only.
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
101 changes: 16 additions & 85 deletions EditorTime/EditorTime.cs
Original file line numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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();
}
}
}
, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Code cleanup & added outsourcing to EditorTime by jaffi95 · Pull Request #5 · magico13/Modlets · GitHub
Skip to content
This repository was archived by the owner on Oct 26, 2020. It is now read-only.
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
101 changes: 16 additions & 85 deletions EditorTime/EditorTime.cs
Original file line numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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();
}
}
}
, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Code cleanup & added outsourcing to EditorTime by jaffi95 · Pull Request #5 · magico13/Modlets · GitHub
Skip to content
This repository was archived by the owner on Oct 26, 2020. It is now read-only.
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
101 changes: 16 additions & 85 deletions EditorTime/EditorTime.cs
Original file line numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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();
}
}
}
, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' Code cleanup & added outsourcing to EditorTime by jaffi95 · Pull Request #5 · magico13/Modlets · GitHub
Skip to content
This repository was archived by the owner on Oct 26, 2020. It is now read-only.
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
101 changes: 16 additions & 85 deletions EditorTime/EditorTime.cs
Original file line numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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();
}
}
}
, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Code cleanup & added outsourcing to EditorTime by jaffi95 · Pull Request #5 · magico13/Modlets · GitHub
Skip to content
This repository was archived by the owner on Oct 26, 2020. It is now read-only.
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
101 changes: 16 additions & 85 deletions EditorTime/EditorTime.cs
Original file line numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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();
}
}
}
, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Code cleanup & added outsourcing to EditorTime by jaffi95 · Pull Request #5 · magico13/Modlets · GitHub
Skip to content
This repository was archived by the owner on Oct 26, 2020. It is now read-only.
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
101 changes: 16 additions & 85 deletions EditorTime/EditorTime.cs
Original file line numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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();
}
}
}
, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); Code cleanup & added outsourcing to EditorTime by jaffi95 · Pull Request #5 · magico13/Modlets · GitHub
Skip to content
This repository was archived by the owner on Oct 26, 2020. It is now read-only.
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
101 changes: 16 additions & 85 deletions EditorTime/EditorTime.cs
Original file line numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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 numberDiff line numberDiff 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();
}
}
}