Example #1
0
        private void updateDisplayState()
        {
            KSPWheelState    wheelState = controller.wheelState;
            KSPWheelWearType wearType   = HighLogic.CurrentGame.Parameters.CustomParams <KSPWheelSettings>().wearType;

            Events[nameof(repairWheel)].guiActiveUnfocused = wheelState == KSPWheelState.BROKEN || wearType == KSPWheelWearType.ADVANCED;
            Fields[nameof(loadStress)].guiActive           = wearType != KSPWheelWearType.NONE;
            Fields[nameof(stressTime)].guiActive           = wearType != KSPWheelWearType.NONE;
            Fields[nameof(displayStatus)].guiActive        = wearType != KSPWheelWearType.NONE;
            Fields[nameof(wheelWear)].guiActive            = wearType == KSPWheelWearType.ADVANCED;
            Fields[nameof(motorWear)].guiActive            = wearType == KSPWheelWearType.ADVANCED;
            Fields[nameof(suspensionWear)].guiActive       = wearType == KSPWheelWearType.ADVANCED;
            Fields[nameof(maxSafeSpeed)].guiActive         = Fields[nameof(maxSafeSpeed)].guiActiveEditor = wearType != KSPWheelWearType.NONE;
            Fields[nameof(maxSafeLoad)].guiActive          = Fields[nameof(maxSafeLoad)].guiActiveEditor = wearType != KSPWheelWearType.NONE;
            switch (wheelState)
            {
            case KSPWheelState.RETRACTED:
            case KSPWheelState.RETRACTING:
            case KSPWheelState.DEPLOYED:
            case KSPWheelState.DEPLOYING:
                displayStatus = "Operational";
                break;

            case KSPWheelState.BROKEN:
                displayStatus = "Broken";
                break;

            default:
                break;
            }
        }
Example #2
0
        public void repairWheel()
        {
            KSPWheelWearType wearType = HighLogic.CurrentGame.Parameters.CustomParams <KSPWheelSettings>().wearType;

            if (controller.wheelState == KSPWheelState.BROKEN || (controller.wheelState == KSPWheelState.DEPLOYED && wearType == KSPWheelWearType.ADVANCED))
            {
                MonoBehaviour.print("Repairing wheel!");
                switch (wearType)
                {
                case KSPWheelWearType.NONE:
                    break;

                case KSPWheelWearType.SIMPLE:
                    changeWheelState(KSPWheelState.DEPLOYED);
                    invulnerableTime           += 5f;
                    controller.wheelRepairTimer = 0.0001f;
                    MonoBehaviour.print("Repaired wheel Simple");
                    break;

                case KSPWheelWearType.ADVANCED:
                    if (HighLogic.CurrentGame.Parameters.CustomParams <GameParameters.AdvancedParams>().KerbalExperienceEnabled(HighLogic.CurrentGame.Mode) && FlightGlobals.ActiveVessel.VesselValues.RepairSkill.value < repairLevel)
                    {
                        ScreenMessages.PostScreenMessage("Crew member has insufficient repair skill to fix this " + controller.wheelType.ToLower() + "\nLevel " + repairLevel + " or higher is required.");
                        return;
                    }
                    changeWheelState(KSPWheelState.DEPLOYED);
                    motorWear                   = 0f;
                    wheelWear                   = 0f;
                    suspensionWear              = 0f;
                    invulnerableTime           += 5f;
                    controller.wheelRepairTimer = 0.0001f;
                    MonoBehaviour.print("Repaired wheel.  Damage: " + motorWear + " : " + wheelWear + " : " + suspensionWear);
                    //TODO -- add a delay before repairing based on how damaged things were
                    break;

                default:
                    break;
                }
                changeWheelState(KSPWheelState.DEPLOYED);
                updateWheelMeshes(controller.wheelState);
                updateDisplayState();
            }
        }