Example #1
0
        protected override void Update100_Options_TargetingThread(TargetingOptions current)
        {
            if (CurrentControl == Control.Engager)
            {
                return;
            }

            //Log.DebugLog("Turret flag: " + current.FlagSet(TargetingFlags.Turret) + ", No motor turret: " + (MyMotorTurret == null) + ", CanControl = " + CanControl, "Update_Options()");
            if (current.FlagSet(TargetingFlags.Turret))
            {
                if (MyMotorTurret == null && CanControl)
                {
                    //Log.DebugLog("MotorTurret is now enabled", "Update_Options()", Logger.severity.INFO);
                    MyMotorTurret = new MotorTurret(CubeBlock, MyMotorTurret_OnStatorChange, 1, WeaponDefinition.RequiredAccuracyRadians);
                }
            }
            else
            {
                if (MyMotorTurret != null)
                {
                    //Log.DebugLog("MotorTurret is now disabled", "Update_Options()", Logger.severity.INFO);
                    MyMotorTurret.Dispose();
                    MyMotorTurret = null;                     // MyMotorTurret will not be updated, so it will be recreated later incase something weird happens to motors
                }
            }
        }
Example #2
0
        public void Update100()
        {
            if (m_termControl_faceSun)
            {
                FaceSun();
                return;
            }

            if (m_nameCommand_faceSun)
            {
                FaceSun();
            }
            else
            {
                Log.DebugLog("no longer facing the sun", Logger.severity.DEBUG, condition: myMotorTurret != null);
                if (myMotorTurret != null)
                {
                    myMotorTurret.Dispose();
                    myMotorTurret = null;
                }
            }

            if (sinceNameChange > 2)
            {
                return;
            }

            if (sinceNameChange++ < 2)
            {
                return;
            }

            m_nameCommand_faceSun = myBlock.DisplayNameText.looseContains("[face sun]");
        }