private void loadConfigData(ConfigNode node) { ConfigNode[] emissiveNodes = node.GetNodes("EMISSIVE"); ConfigNode[] lightNodes = node.GetNodes("LIGHT"); emissiveRenderers.Clear(); Renderer render; foreach (ConfigNode enode in emissiveNodes) { Transform[] trs1 = part.transform.FindChildren(enode.GetStringValue("name")); foreach (Transform tr in trs1) { render = tr.GetComponent <Renderer>(); if (render != null) { emissiveRenderers.Add(render); } } } lightTransforms = new LightData[lightNodes.Length]; for (int i = 0; i < lightNodes.Length; i++) { lightTransforms[i] = new LightData(lightNodes[i], part); } state = (LightAnimationState)Enum.Parse(typeof(LightAnimationState), statePersistence); }
private void setState(LightAnimationState state) { this.state = state; this.statePersistence = state.ToString(); String guiPrefix = String.Empty; switch (state) { case LightAnimationState.OFF: progress = 0; updateMeshEmissives(progress, false); updateLights(progress, false); enableLights(false); guiPrefix = "Enable"; break; case LightAnimationState.TURNING_ON: progress = 0; updateMeshEmissives(progress, false); updateLights(progress, false); enableLights(true); guiPrefix = "Disable"; break; case LightAnimationState.ON: progress = animationOnTime; updateMeshEmissives(progress, false); updateLights(progress, false); enableLights(true); guiPrefix = "Disable"; break; case LightAnimationState.LOOPING_FORWARD: progress = 0; updateMeshEmissives(progress, true); updateLights(progress, true); enableLights(true); guiPrefix = "Disable"; break; case LightAnimationState.LOOPING_BACKWARD: progress = animationLoopTime; updateMeshEmissives(progress, true); updateLights(progress, true); enableLights(true); guiPrefix = "Disable"; break; case LightAnimationState.TURNING_OFF_LOOP: updateMeshEmissives(progress, true); updateLights(progress, true); enableLights(true); guiPrefix = "Enable"; break; case LightAnimationState.TURNING_OFF: updateMeshEmissives(progress, false); updateLights(progress, false); enableLights(true); guiPrefix = "Enable"; break; default: break; } updateAnimationControllerState(); Events["enableLightsEvent"].guiName = guiPrefix + " " + actionName; }
private void loadConfigData(ConfigNode node) { ConfigNode[] emissiveNodes = node.GetNodes("EMISSIVE"); ConfigNode[] lightNodes = node.GetNodes("LIGHT"); emissiveRenderers.Clear(); Renderer render; foreach(ConfigNode enode in emissiveNodes) { Transform[] trs1 = part.transform.FindChildren(enode.GetStringValue("name")); foreach (Transform tr in trs1) { render = tr.GetComponent<Renderer>(); if (render != null) { emissiveRenderers.Add(render); } } } lightTransforms = new LightData[lightNodes.Length]; for (int i = 0; i < lightNodes.Length; i++) { lightTransforms[i] = new LightData(lightNodes[i], part); } state = (LightAnimationState)Enum.Parse(typeof(LightAnimationState), statePersistence); }
private void setState(LightAnimationState state) { this.state = state; this.statePersistence = state.ToString(); String guiPrefix = String.Empty; switch (state) { case LightAnimationState.OFF: progress = 0; updateMeshEmissives(progress, false); updateLights(progress, false); enableLights(false); guiPrefix = "Enable"; break; case LightAnimationState.TURNING_ON: progress = 0; updateMeshEmissives(progress, false); updateLights(progress, false); enableLights(true); guiPrefix = "Disable"; break; case LightAnimationState.ON: progress = animationOnTime; updateMeshEmissives(progress, false); updateLights(progress, false); enableLights(true); guiPrefix = "Disable"; break; case LightAnimationState.LOOPING_FORWARD: progress = 0; updateMeshEmissives(progress, true); updateLights(progress, true); enableLights(true); guiPrefix = "Disable"; break; case LightAnimationState.LOOPING_BACKWARD: progress = animationLoopTime; updateMeshEmissives(progress, true); updateLights(progress, true); enableLights(true); guiPrefix = "Disable"; break; case LightAnimationState.TURNING_OFF_LOOP: updateMeshEmissives(progress, true); updateLights(progress, true); enableLights(true); guiPrefix = "Enable"; break; case LightAnimationState.TURNING_OFF: updateMeshEmissives(progress, false); updateLights(progress, false); enableLights(true); guiPrefix = "Enable"; break; default: break; } updateAnimationControllerState(); Events["enableLightsEvent"].guiName = guiPrefix+ " " + actionName; }
protected override void loadConfigData(ConfigNode node) { ConfigNode[] emissiveNodes = node.GetNodes("EMISSIVE"); ConfigNode[] lightNodes = node.GetNodes("LIGHT"); List<Transform> trs = new List<Transform>(); foreach(ConfigNode enode in emissiveNodes) { Transform[] trs1 = part.transform.FindChildren(enode.GetStringValue("name")); foreach (Transform tr in trs1) { trs.Add(tr); } } emissiveMeshes = trs.ToArray(); trs.Clear(); lightTransforms = new LightData[lightNodes.Length]; for (int i = 0; i < lightNodes.Length; i++) { lightTransforms[i] = new LightData(lightNodes[i], part); } state = (LightAnimationState)Enum.Parse(typeof(LightAnimationState), statePersistence); }