Esempio n. 1
0
        public override void OnLoad(ConfigNode node)
        {
            // deserialize data
            DB.load(node);

            // initialize everything just once
            if (!initialized)
            {
                // add supply resources to pods
                Profile.SetupPods();

                // initialize subsystems
                Cache.init();
                ResourceCache.init();
                Radiation.init();
                Science.init();
                LineRenderer.init();
                ParticleRenderer.init();
                Highlighter.init();
                UI.init();

                // prepare storm data
                foreach (CelestialBody body in FlightGlobals.Bodies)
                {
                    if (Storm.skip_body(body))
                    {
                        continue;
                    }
                    storm_data sd = new storm_data();
                    sd.body = body;
                    storm_bodies.Add(sd);
                }

                // various tweaks to the part icons in the editor
                Misc.TweakPartIcons();

                // setup callbacks
                callbacks = new Callbacks();

                // everything was initialized
                initialized = true;
            }

            // detect if this is a different savegame
            if (DB.uid != savegame_uid)
            {
                // clear caches
                Cache.clear();
                ResourceCache.clear();

                // sync main window pos from db
                UI.sync();

                // remember savegame id
                savegame_uid = DB.uid;
            }

            // force CommNet off when signal is enabled
            HighLogic.fetch.currentGame.Parameters.Difficulty.EnableCommNet &= !Features.Signal;
        }
Esempio n. 2
0
        public override void OnLoad(ConfigNode node)
        {
            // deserialize data
            DB.Load(node);

            // initialize everything just once
            if (!initialized)
            {
                // add supply resources to pods
                Profile.SetupPods();

                // initialize subsystems
                Cache.Init();
                ResourceCache.Init();
                Radiation.Init();
                Science.Init();
                LineRenderer.Init();
                ParticleRenderer.Init();
                Highlighter.Init();
                UI.Init();

                // prepare storm data
                foreach (CelestialBody body in FlightGlobals.Bodies)
                {
                    if (Storm.Skip_body(body))
                    {
                        continue;
                    }
                    Storm_data sd = new Storm_data
                    {
                        body = body
                    };
                    storm_bodies.Add(sd);
                }

                // various tweaks to the part icons in the editor
                Misc.TweakPartIcons();

                // setup callbacks
                callbacks = new Callbacks();

                // everything was initialized
                initialized = true;
            }

            // detect if this is a different savegame
            if (DB.uid != savegame_uid)
            {
                // clear caches
                Cache.Clear();
                ResourceCache.Clear();

                // sync main window pos from db
                UI.Sync();

                // remember savegame id
                savegame_uid = DB.uid;
            }
        }
Esempio n. 3
0
        public override void OnLoad(ConfigNode node)
        {
            // everything in there will be called only one time : the first time a game is loaded from the main menu
            if (!IsCoreGameInitDone)
            {
                // core game systems
                Sim.Init();                         // find suns (Kopernicus support)
                Radiation.Init();                   // create the radiation fields
                ScienceDB.Init();                   // build the science database (needs Sim.Init() and Radiation.Init() first)
                Science.Init();                     // register the science hijacker

                // static graphic components
                LineRenderer.Init();
                ParticleRenderer.Init();
                Highlighter.Init();

                // UI
                Textures.Init();                                      // set up the icon textures
                UI.Init();                                            // message system, main gui, launcher
                KsmGui.KsmGuiMasterController.Init();                 // setup the new gui framework

                // part prefabs hacks
                Profile.SetupPods();                 // add supply resources to pods
                Misc.TweakPartIcons();               // various tweaks to the part icons in the editor

                // Create KsmGui windows
                new ScienceArchiveWindow();

                // GameEvents callbacks
                Callbacks = new Callbacks();

                IsCoreGameInitDone = true;
            }

            // everything in there will be called every time a savegame (or a new game) is loaded from the main menu
            if (!IsSaveGameInitDone)
            {
                Cache.Init();
                ResourceCache.Init();

                // prepare storm data
                foreach (CelestialBody body in FlightGlobals.Bodies)
                {
                    if (Storm.Skip_body(body))
                    {
                        continue;
                    }
                    Storm_data sd = new Storm_data {
                        body = body
                    };
                    storm_bodies.Add(sd);
                }

                IsSaveGameInitDone = true;
            }

            // eveything else will be called on every OnLoad() call :
            // - save/load
            // - every scene change
            // - in various semi-random situations (thanks KSP)

            // Fix for background IMGUI textures being dropped on scene changes since KSP 1.8
            Styles.ReloadBackgroundStyles();

            // always clear the caches
            Cache.Clear();
            ResourceCache.Clear();

            // deserialize our database
            UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.DB.Load");
            DB.Load(node);
            UnityEngine.Profiling.Profiler.EndSample();

            // I'm smelling the hacky mess in here.
            Communications.NetworkInitialized  = false;
            Communications.NetworkInitializing = false;

            // detect if this is a different savegame
            if (DB.uid != savegame_uid)
            {
                // clear caches
                Message.all_logs.Clear();

                // sync main window pos from db
                UI.Sync();

                // remember savegame id
                savegame_uid = DB.uid;
            }

            Kerbalism.gameLoadTime = Time.time;
        }