public override void OnStart(PartModule.StartState state)
        {
            deployStates = Misc.SetUpAnimation(DeployAnimation, this.part);
            drillStates  = Misc.SetUpAnimation(DrillAnimation, this.part);

            if (CurrentState == ExtractorState.Deploying)
            {
                CurrentState = ExtractorState.Retracted;
            }
            else if (CurrentState == ExtractorState.Retracting)
            {
                CurrentState = ExtractorState.Deployed;
            }

            if (CurrentState == ExtractorState.Deployed)
            {
                foreach (var deployState in deployStates)
                {
                    deployState.normalizedTime = 1;
                }
            }

            foreach (var drillState in drillStates)
            {
                drillState.enabled  = false;
                drillState.wrapMode = WrapMode.Loop;
            }
        }
        public override void OnStart(PartModule.StartState state)
        {
            deployStates  = Misc.SetUpAnimation(DeployAnimation, this.part);
            runningStates = Misc.SetUpAnimation(RunningAnimation, this.part);

            foreach (var runningState in runningStates)
            {
                runningState.wrapMode = WrapMode.Loop;
            }
        }
Exemple #3
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        public override void OnStart(PartModule.StartState state)
        {
            if (state == StartState.Editor)
            {
                return;
            }
            this.part.force_activate();

            fanStates  = Misc.SetUpAnimation("generatorFan_anim", part);
            slatStates = Misc.SetUpAnimation("generatorSlats_anim", part);

            foreach (var fanState in fanStates)
            {
                fanState.wrapMode = WrapMode.Loop;
            }

            exhaustEmitter = part.Modules.OfType <KethaneParticleEmitter>().First(e => e.Label == "exhaust");
            exhaustEmitter.Setup();
        }
Exemple #4
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 public override void OnStart(PartModule.StartState state)
 {
     openAnimationStates = Misc.SetUpAnimation(OpenAnimation, this.part);
     heatAnimationStates = Misc.SetUpAnimation(HeatAnimation, this.part);
 }