public void Start() { settings = HighLogic.CurrentGame.Parameters.CustomParams <CL_GeneralSettings> (); timer = new WaitForSeconds(.5f); vessel = this.GetComponent <Vessel> (); // Check for the right type if (vessel.vesselType == VesselType.Debris || vessel.vesselType == VesselType.EVA || vessel.vesselType == VesselType.Flag || vessel.vesselType == VesselType.SpaceObject) { Destroy(this); } // Check for controllable vessel if (settings.onlyForControllable) { if (!vessel.IsControllable) { Destroy(this); } } // Destroy if vessel are too close if (GetDistance() < settings.distance) { Destroy(this); } StartCoroutine("StartMorseLight"); }
private void DoStart() { if (HighLogic.fetch.currentGame == null) { return; } morseAlph = Asset.Texture2D.LoadFromFile("International_Morse_Code"); morseSettings = HighLogic.CurrentGame.Parameters.CustomParams <CL_GeneralSettings> (); ParseSettings(); }
private void DoStart() { if (HighLogic.fetch.currentGame == null) { return; } morseAlph = (Texture)GameDatabase.Instance.GetTexture("CrewLight/International_Morse_Code", false); morseSettings = HighLogic.CurrentGame.Parameters.CustomParams <CL_GeneralSettings> (); ParseSettings(); }
void Start() { CL_GeneralSettings settings = HighLogic.CurrentGame.Parameters.CustomParams <CL_GeneralSettings> (); disableCrewAG = settings.disableCrewAG; disableAllAG = settings.disableAllAG; if (disableCrewAG || disableAllAG) { GameEvents.onEditorPartEvent.Add(CheckForLight); } }
void Start() { windowPos = new Vector2d(Screen.width / 2 + 120, Screen.height / 2 - 150); morseSettingsRect = new Rect((float)windowPos.x, (float)windowPos.y, 1, 1); morseAlphabetRect = new Rect((float)windowPos.x - 680, (float)windowPos.y, 450, 450); morseSettings = HighLogic.CurrentGame.Parameters.CustomParams <CL_GeneralSettings>(); morseAlph = (Texture)GameDatabase.Instance.GetTexture("CrewLight/International_Morse_Code", false); Init(); completed = false; Instance = this; }
// private CL_EVALightSettings evaSettings; public override void OnStart(StartState state) { generalSettings = HighLogic.CurrentGame.Parameters.CustomParams <CL_GeneralSettings> (); // evaSettings = HighLogic.CurrentGame.Parameters.CustomParams<CL_EVALightSettings> (); if ((part.Modules.Contains <ModuleLight> () || part.Modules.Contains("ModuleKELight") || (part.Modules.Contains("ModuleNavLight") && generalSettings.onAviationLights)) && generalSettings.useVesselLightsOnEVA) { ogSymPart = new List <Part> (part.symmetryCounterparts); } else { Destroy(this); } }
public void Start() { settings = HighLogic.CurrentGame.Parameters.CustomParams <CL_SunLightSettings> (); generalSettings = HighLogic.CurrentGame.Parameters.CustomParams <CL_GeneralSettings> (); aviationLightsSettings = HighLogic.CurrentGame.Parameters.CustomParams <CL_AviationLightsSettings> (); vessel = this.GetComponent <Vessel> (); // Checking for the type cannot be done earlier unfortunalely, it won't be correctly assigned if (vessel.vesselType == VesselType.Debris || vessel.vesselType == VesselType.EVA || vessel.vesselType == VesselType.Flag || vessel.vesselType == VesselType.SpaceObject) { Destroy(this); } StartCoroutine("StartSunLight"); }
// private CL_HeadlightSettings headLightSettings; public void Start() { this.RegisterEventHandlers(); generalSettings = HighLogic.CurrentGame.Parameters.CustomParams <CL_GeneralSettings> (); sunLightSettings = HighLogic.CurrentGame.Parameters.CustomParams <CL_SunLightSettings> (); // headLightSettings = HighLogic.CurrentGame.Parameters.CustomParams<CL_HeadlightSettings> (); // CrewLight : if (generalSettings.useTransferCrew) { GameEvents.onCrewTransferred.Add(CrewLightTransfer); GameEvents.onVesselChange.Add(CrewLightVessel); CrewLightVessel(FlightGlobals.ActiveVessel); } // EVALight : if (generalSettings.useSunLightEVA) { GameEvents.onCrewOnEva.Add(SunLightEVA); Vessel vessel = FlightGlobals.ActiveVessel; if (vessel.isEVA) { SunLightEVA(vessel, vessel.FindPartModulesImplementing <KerbalEVA> () [0]); } } // MorseLight : if (generalSettings.useMorseCode) { GameEvents.onVesselLoaded.Add(MorseLightAddVessel); } // SunLight : if (sunLightSettings.useSunLight) { GameEvents.onVesselGoOffRails.Add(SunLightAddVessel); GameEvents.onVesselCreate.Add(SunLightAddVessel); GameEvents.onVesselPartCountChanged.Add(SunLightVesselChanged); } }
private static void LoadSettings() { generalSettings = HighLogic.CurrentGame.Parameters.CustomParams <CL_GeneralSettings> (); aviationLSettings = HighLogic.CurrentGame.Parameters.CustomParams <CL_AviationLightsSettings> (); settingsLoaded = true; }