setToState() public method

public setToState ( AnimState newState ) : void
newState AnimState
return void
Example #1
0
 private void setAnimationState(AnimState state)
 {
     if (animationController != null)
     {
         animationController.setToState(state);
     }
 }
Example #2
0
        public void inflateEvent()
        {
            if (inflated)
            {
                return;
            }
            if (HighLogic.LoadedSceneIsFlight)
            {
                consumeResources();
            }
            else
            {
                appliedMass = inflationMass;
            }
            updateRequiredMass();

            if (appliedMass >= inflationMass)
            {
                updateResourceAmounts(1.0d / deflationMult);
                if (animation != null)
                {
                    animation.setToState(AnimState.PLAYING_FORWARD);
                }
                updateCrewCapacity(inflatedCrew);
                inflated = true;

                BaseEvent evt = Events["inflateEvent"];
                evt.guiActive       = evt.guiActiveEditor = !inflated;
                evt                 = Events["deflateEvent"];
                evt.guiActiveEditor = true;
                evt.guiActive       = canDeflate;
            }
        }
Example #3
0
        private void init()
        {
            if (initialized)
            {
                return;
            }
            initialized = true;
            if (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight)
            {
                updateCrewCapacity(inflated ? inflatedCrew : deflatedCrew);
            }
            animation = SSTUAnimateControlled.locateAnimationController(part, animationID, onAnimStateChange);
            if (animation != null)
            {
                AnimState state = inflated ? AnimState.STOPPED_END : AnimState.STOPPED_START;
                animation.setToState(state);
            }

            BaseEvent evt = Events["inflateEvent"];

            evt.guiActive = evt.guiActiveEditor = !inflated;

            evt = Events["deflateEvent"];
            evt.guiActiveEditor = inflated;
            evt.guiActive       = inflated && (HighLogic.LoadedSceneIsEditor || canDeflate);

            resourceDef = PartResourceLibrary.Instance.GetDefinition(resourceName);
            if (resourceDef == null)
            {
                MonoBehaviour.print("ERROR: Could not locate resource for name: " + resourceName + " for " + this.name);
            }
            updateRequiredMass();
        }
Example #4
0
 private void setAnimationState(AnimState state)
 {
     if (animationControl != null)
     {
         animationControl.setToState(state);
     }
     updateGuiDataFromState(state);
 }
        private void setAnimationState(AnimState state)
        {
            AnimState currentState = animationControl.getAnimationState();

            //exceptions below fix issues of OnActive being called by moduleEngine during startup
            if (currentState == AnimState.STOPPED_END && state == AnimState.PLAYING_FORWARD)
            {
                return;
            }                                                                                           //don't allow deploying from deployed
            else if (currentState == AnimState.STOPPED_START && state == AnimState.PLAYING_BACKWARD)
            {
                return;
            }                                                                                                   //don't allow retracting from retracted
            animationControl.setToState(state);
        }
Example #6
0
        private void updateAnimationControllerState()
        {
            if (animationController == null)
            {
                return;
            }
            AnimState newState = AnimState.STOPPED_START;

            switch (state)
            {
            case LightAnimationState.OFF:
                newState = AnimState.STOPPED_START;
                break;

            case LightAnimationState.TURNING_ON:
                newState = AnimState.PLAYING_FORWARD;
                break;

            case LightAnimationState.ON:
                newState = AnimState.STOPPED_END;
                break;

            case LightAnimationState.LOOPING_FORWARD:
                newState = AnimState.STOPPED_END;
                break;

            case LightAnimationState.LOOPING_BACKWARD:
                newState = AnimState.STOPPED_END;
                break;

            case LightAnimationState.TURNING_OFF_LOOP:
                newState = AnimState.STOPPED_END;
                break;

            case LightAnimationState.TURNING_OFF:
                newState = AnimState.PLAYING_BACKWARD;
                break;

            default:
                break;
            }
            animationController.setToState(newState);
        }
Example #7
0
        private void init()
        {
            if (initialized) { return; }
            initialized = true;
            if (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight)
            {
                updateCrewCapacity(inflated ? inflatedCrew : deflatedCrew);
            }
            animation = SSTUAnimateControlled.locateAnimationController(part, animationID, onAnimStateChange);
            if (animation != null)
            {
                AnimState state = inflated ? AnimState.STOPPED_END : AnimState.STOPPED_START;
                animation.setToState(state);
            }

            BaseEvent evt = Events["inflateEvent"];
            evt.guiActive = evt.guiActiveEditor = !inflated;

            evt = Events["deflateEvent"];
            evt.guiActiveEditor = inflated;
            evt.guiActive = inflated && (HighLogic.LoadedSceneIsEditor || canDeflate);

            resourceDef = PartResourceLibrary.Instance.GetDefinition(resourceName);
            if (resourceDef == null)
            {
                MonoBehaviour.print("ERROR: Could not locate resource for name: " + resourceName + " for " + this.name);
            }
            updateRequiredMass();
        }