void OnFlagSelected(FlagBrowser.FlagEntry selected) { control.flagname = selected.textureInfo.name; flagTexture = selected.textureInfo.texture; UpdateFlagTexture(); flagBrowser = null; }
private void OnFlagSelected(FlagBrowser.FlagEntry selected) { if (selected?.textureInfo?.name != null) { SetFlagSelectedFlag(selected.textureInfo.name); } flagBrowser = null; }
private void OnCustomFlagSelected(FlagBrowser.FlagEntry newFlagEntry) { SetFlag(newFlagEntry.textureInfo.name); SetFlagSymmetryCounterparts(newFlagEntry.textureInfo.name); useCustomFlag = true; Events[nameof(ResetFlag)].guiActiveEditor = true; }
public void FlagSelected(FlagBrowser.FlagEntry selected) { selectedFlag = selected.textureInfo.name; ChangeFlag(); Destroy(fb); JUtil.LogMessage(this, "Selected flag {0}", selectedFlag); flagWasSelected = true; }
public void FlagSelected(FlagBrowser.FlagEntry selected) { if (FlightGlobals.ActiveVessel.isEVA && (FlightGlobals.ActiveVessel.Parts [0].Modules [0] as KerbalEVA).flagItems > 0) { FlightGlobals.ActiveVessel.Parts [0].flagURL = selected.textureInfo.name; ScreenMessages.PostScreenMessage(string.Format("{0} took a different flag from storage.", FlightGlobals.ActiveVessel.GetName())); } Destroy(fb); }
private void OnCustomFlagSelected(FlagBrowser.FlagEntry newFlagEntry) { // Callback for when a flag is selected in the menu spawned by SelectFlag() // we are now using a custom flag with the URL of the new flag entry useCustomFlag = true; flagUrl = newFlagEntry.textureInfo.name; UpdateFlag(true); // make sure the reset button is now available Events[nameof(ResetFlag)].guiActiveEditor = true; }
private void onFlagSelect(FlagBrowser.FlagEntry selected) { this.hasFlagChanged = true; this.selectedFlag = selected.textureInfo.name; Utils.applyFlagToPart(this.part, selected); if (HighLogic.LoadedSceneIsFlight) { Flight.Instance.updateButtonTexture(); } Events["resetFlag"].guiActive = Events["resetFlag"].guiActiveEditor = true; }
private void OnFlagSelected(FlagBrowser.FlagEntry selected) { Utils.applyFlagToVessel(FlightGlobals.fetch.activeVessel, selected); updateButtonTexture(); this.button.SetFalse(false); }
public static void applyFlagToPart(Part p, FlagBrowser.FlagEntry selected) { applyFlagToPart(p, selected.textureInfo.name); }
public static int applyFlagToParts(List <Part> parts, FlagBrowser.FlagEntry selected) { return(applyFlagToParts(parts, selected.textureInfo.name)); }
// Look at all these overloads I can't hold! public static int applyFlagToVessel(Vessel v, FlagBrowser.FlagEntry selected) { return(applyFlagToVessel(v, selected.textureInfo.name)); }
private void onFlagSelected(FlagBrowser.FlagEntry selected) { nameTagURL = selected.textureInfo.name; ChangeNameTag(); updateSymmetryParts(); }
private void onFlagSelected(FlagBrowser.FlagEntry selected) { nameTagURL = selected.textureInfo.name; changeNameTag(); }
private void onFlagSelected(FlagBrowser.FlagEntry selected) { imageURL = selected.textureInfo.name; propStateHelper.SaveProperty(internalProp.propID, "imageURL", imageURL); setFlagImage(); }