/*
  * Called once everything in scene is loaded
  */
 public void Start()
 {
     try {
         this._guiVisible = (
             null != EditorLogic.fetch &&
             (_config.allowCareerMode || !_config.allowCareerMode && HighLogic.fetch.currentGame.Mode != Game.Modes.CAREER)
             );
         EditorLockManager.resetEditorLocks();
         _editorFacility = EditorDriver.editorFacility;
     } catch (Exception e) {
         Log.ex(this, e);
     } finally {
         Log.dbgGui(this, "Start handled");
     }
 }
Beispiel #2
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 /*
  * Free and clear the editor
  */
 private void ClearEditor()
 {
     if (_config.clearEditor)
     {
         EditorLockManager.resetEditorLocks();
         EditorPartList.Instance.Refresh();
         if (_selectedPartbranch != null)
         {
             disablePartHighlight(_selectedPartbranch);
             EditorLogic.fetch.OnSubassemblyDialogDismiss(EditorLogic.RootPart);
             Debug.Log(string.Format("{0}{1} {2} - {3}", Constants.logPrefix, _config.clearEditor, _selectedPartbranch, EditorLogic.SelectedPart));
             EditorLogic.DeletePart(EditorLogic.RootPart);
             _selectedPartbranch = null;
         }
     }
 }
 /*
  * Free and clear the editor
  */
 private void ClearEditor()
 {
     if (_config.clearEditor)
     {
         EditorLockManager.resetEditorLocks();
         EditorPartList.Instance.Refresh();
         if (_selectedPartbranch != null)
         {
             disablePartHighlight(_selectedPartbranch);
             EditorLogic.fetch.OnSubassemblyDialogDismiss(EditorLogic.RootPart);
             Log.dbg("{0} {1} - {2}", _config.clearEditor, _selectedPartbranch, EditorLogic.SelectedPart);
             EditorLogic.DeletePart(EditorLogic.RootPart);
             _selectedPartbranch = null;
         }
     }
 }
Beispiel #4
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 /*
  * Called once everything in scene is loaded
  */
 public void Start()
 {
     initGUI();
     EditorLockManager.resetEditorLocks();
     _editorFacility = EditorDriver.editorFacility;
 }