void OnDockingComplete(GameEvents.FromToAction <Part, Part> fromToAction)
        {
            Debug.Log("[KSPI]: GameEventSubscriber - detected OnDockingComplete");

            ResourceOvermanager.Reset();
            SupplyPriorityManager.Reset();

            ResetReceivers();
        }
        void OnPartDeCoupleComplete(Part part)
        {
            Debug.Log("[KSPI]: GameEventSubscriber - detected OnPartDeCoupleComplete");

            ResourceOvermanager.Reset();
            SupplyPriorityManager.Reset();
            FNRadiator.Reset();

            ResetReceivers();
        }
        public static SupplyPriorityManager GetSupplyPriorityManagerForVessel(Vessel vessel)
        {
            SupplyPriorityManager manager;

            if (!supply_priority_managers.TryGetValue(vessel, out manager))
            {
                manager = new SupplyPriorityManager(vessel);
                supply_priority_managers.Add(vessel, manager);
            }

            return(manager);
        }
        public static SupplyPriorityManager GetSupplyPriorityManagerForVessel(Vessel vessel)
        {
            if (vessel == null)
            {
                return(null);
            }

            SupplyPriorityManager manager;

            if (!supply_priority_managers.TryGetValue(vessel, out manager))
            {
                Debug.Log("[KSPI] - Creating new supply priority manager for " + vessel.GetName());
                manager = new SupplyPriorityManager(vessel);

                supply_priority_managers.Add(vessel, manager);
            }
            return(manager);
        }
 private SupplyPriorityManager getSupplyPriorityManager(Vessel vessel)
 {
     return(SupplyPriorityManager.GetSupplyPriorityManagerForVessel(vessel));
 }
 protected virtual SupplyPriorityManager getSupplyPriorityManager(Vessel vessel)
 {
     return(SupplyPriorityManager.GetSupplyPriorityManagerForVessel(vessel));
 }