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); } }