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)); }