//the part that is enabled and disabled
        public override void OnStart(StartState state)
        {
            base.OnStart(state);

            string[] transformGroupNames = transormNames.Split(',');
            models = new List<ModelTransforms>();

            //----------------------------------------------------------
            //create the list of transforms to be made switchable
            //----------------------------------------------------------

            foreach (string transformName in transformGroupNames)
            {
                name = transformName.Trim();

                List<Transform> transforms = new List<Transform>();
                transforms.AddRange(part.FindModelTransforms(name));

                ModelTransforms mt = new ModelTransforms();
                mt.transforms = new List<Transform>();
                mt.transforms.AddRange(transforms);

                models.Add(mt);
            }

            if (!HighLogic.LoadedSceneIsEditor)
            {
                Events["toggleModel"].guiActive = false;
            }
            updateActiveModel();
        }
Exemple #2
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        //the part that is enabled and disabled
        public override void OnStart(StartState state)
        {
            base.OnStart(state);

            string[] transformGroupNames = transormNames.Split(',');
            models = new List <ModelTransforms>();

            //----------------------------------------------------------
            //create the list of transforms to be made switchable
            //----------------------------------------------------------

            foreach (string transformName in transformGroupNames)
            {
                name = transformName.Trim();

                List <Transform> transforms = new List <Transform>();
                transforms.AddRange(part.FindModelTransforms(name));

                ModelTransforms mt = new ModelTransforms();
                mt.transforms = new List <Transform>();
                mt.transforms.AddRange(transforms);

                models.Add(mt);
            }

            if (!HighLogic.LoadedSceneIsEditor)
            {
                Events["toggleModel"].guiActive = false;
            }
            updateActiveModel();
        }
Exemple #3
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        //the part that is enabled and disabled
        public override void OnStart(StartState state)
        {
            base.OnStart(state);

            modelBaseField = Fields["numModel"];
            modelUIChooser = (UI_ChooseOption)modelBaseField.uiControlEditor;


            string[] transformGroupNames        = transformNames.Split(',');
            string[] transformGroupVisibleNames = transformVisibleNames.Split(',');
            models       = new List <ModelTransforms>();
            visibleNames = new List <string>();

            //----------------------------------------------------------
            //create the list of transforms to be made switchable
            //----------------------------------------------------------
            for (int k = 0; k < transformGroupNames.Length; k++)
            {
                name = transformGroupNames[k].Trim();

                List <Transform> transforms = new List <Transform>();
                transforms.AddRange(part.FindModelTransforms(name));

                ModelTransforms mt = new ModelTransforms();
                mt.transforms = new List <Transform>();
                mt.transforms.AddRange(transforms);

                models.Add(mt);
                if (transformGroupVisibleNames.Length == transformGroupNames.Length)
                {
                    visibleNames.Add(transformGroupVisibleNames[k]);
                }
                else
                {
                    visibleNames.Add(transformGroupNames[k]);
                }
            }

            //set the changes for the modelchooser
            modelUIChooser.options = visibleNames.ToArray();

            //when there is only one model, we do not need to show the controls
            if (models.Count < 2)
            {
                modelBaseField.guiActive       = false;
                modelBaseField.guiActiveEditor = false;
            }

            updateActiveModel();
        }
Exemple #4
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        //the part that is enabled and disabled
        public override void OnStart(StartState state)
        {
            base.OnStart(state);

            string[] transformGroupNames        = transformNames.Split(',');
            string[] transformGroupVisibleNames = transformVisibleNames.Split(',');
            models       = new List <ModelTransforms>();
            visibleNames = new List <string>();

            //----------------------------------------------------------
            //create the list of transforms to be made switchable
            //----------------------------------------------------------
            //int i = 0;
            //foreach (string transformName in transformGroupNames)
            for (int k = 0; k < transformGroupNames.Length; k++)
            {
                name = transformGroupNames[k].Trim();

                List <Transform> transforms = new List <Transform>();
                transforms.AddRange(part.FindModelTransforms(name));

                ModelTransforms mt = new ModelTransforms();
                mt.transforms = new List <Transform>();
                mt.transforms.AddRange(transforms);

                models.Add(mt);
                if (transformGroupVisibleNames.Length == transformGroupNames.Length)
                {
                    visibleNames.Add(transformGroupVisibleNames[k]);
                }
                else
                {
                    visibleNames.Add(transformGroupNames[k]);
                }
                //i++;
            }

            if (models.Count < 2)
            {
                Events["toggleModel"].active     = false;
                Events["toggleModelNext"].active = false;
                Events["toggleModelPrev"].active = false;
            }
            else if (models.Count == 2)
            {
                Events["toggleModel"].active     = true;
                Events["toggleModel"].guiName    = "Switch to: " + getName(numModel + 1);
                Events["toggleModelNext"].active = false;
                Events["toggleModelPrev"].active = false;
            }
            else if (models.Count > 2)
            {
                Events["toggleModel"].active      = false;
                Events["toggleModelNext"].active  = true;
                Events["toggleModelNext"].guiName = "Next: " + getName(numModel + 1);
                Events["toggleModelPrev"].active  = true;
                Events["toggleModelPrev"].guiName = "Previous: " + getName(numModel - 1);
            }



            if (!HighLogic.LoadedSceneIsEditor)
            {
                Events["toggleModel"].guiActive = false;
            }
            updateActiveModel();
        }