void main_window(int WindowID) { GUILayout.BeginVertical(); vessels_scroll = GUILayout.BeginScrollView(vessels_scroll, Styles.white); foreach (var vsl in FlightGlobals.VesselsLoaded) { GUILayout.BeginHorizontal(); GUILayout.Label(vsl.vesselName, Styles.white, GUILayout.ExpandWidth(true)); if (GUILayout.Button("Convert", Styles.danger_button, GUILayout.ExpandWidth(false))) { if (to_convert == null) { to_convert = vsl; warning.Message = string.Format( "This will convert '{0}' resource into '{1}' by mass in every part that contains it.\n" + "<color=red><b>This cannot be undone!</b></color>\n" + "It is best that you <b>save the game</b> before doing this.\n" + "Are you sure you wish to continue?", old_res.name, Globals.Instance.ConstructionResource.name); warning.Show(true); } } GUILayout.EndHorizontal(); } GUILayout.EndScrollView(); if (GUILayout.Button("Close", Styles.close_button, GUILayout.ExpandWidth(true))) { show_window = false; } GUILayout.EndVertical(); GUIWindowBase.TooltipsAndDragWindow(); }
public void Deflate() { if (State != AnimatorState.Opened) { return; } if (!CanDisableModules()) { return; } if (warning.WindowEnabled) { return; } if (has_compressed_gas || Recompressable) { deflate(); } else { if (!Compressor.Valid) { warning.Message = "This part is not equipped with a compressor. " + "You will not be able to inflate it again. " + "Are you sure you want to deflate the hangar?"; } else if (!part.vessel.mainBody.atmosphere) { warning.Message = "There's no atmosphere here. " + "You will not be able to inflate this part again." + "Are you sure you want to deflate it?"; } warning.Show(true); } }
public virtual void Deploy() { if (can_deploy()) { if (same_vessel_collision_if_deployed()) { warning.Show(Name + Colors.Warning.Tag(" <b>will intersect other parts of the vessel</b>") + "if deployed.\nYou may proceed with the deployment if you are sure the constructed vessel " + "will not collide with anything when launched.\n" + Colors.Danger.Tag("Start the deployment?"), () => warning.Show(true)); } else { warning.Show(true); } } }
public void FixGrapple() { if (!IsDocked) { Utils.Message("Nothing to fix to"); return; } if (fixAnimator != null && fixAnimator.Playing) { Utils.Message("Already working..."); return; } warning.Show(true); }