public static SetUpAnimation ( string animationName, Part part ) : UnityEngine.AnimationState[] | ||
animationName | string | |
part | Part | |
return | UnityEngine.AnimationState[] |
public override void OnStart(PartModule.StartState state) { deployStates = Utils.SetUpAnimation(DeployAnimation, part); heatStates = Utils.SetUpAnimation(HeatAnimation, part); PressureCurve = new FloatCurve(); PressureCurve.Add(0f, 0f); PressureCurve.Add(1f, 1f); if (State == RadiatorState.Deployed || State == RadiatorState.Deploying) { foreach (AnimationState deployState in deployStates) { deployState.normalizedTime = 1f; } } else if (State == RadiatorState.Retracted || State == RadiatorState.Retracting) { foreach (AnimationState deployState in deployStates) { deployState.normalizedTime = 0f; } } else { // broken! none for you! } this.part.force_activate(); }
public override void OnStart(PartModule.StartState state) { this.part.force_activate(); capacityState = Utils.SetUpAnimation(ChargeAnimation, this.part); foreach (AnimationState cState in capacityState) { cState.normalizedTime = 1 - (-currentCharge / MaximumCharge); } currentCharge = (float)this.part.Resources.Get(PartResourceLibrary.Instance.GetDefinition("StoredCharge").id).amount; }
public override void OnStart(PartModule.StartState state) { workStates = Utils.SetUpAnimation(RefineAnimation, part); }
public override void OnStart(PartModule.StartState state) { heatStates = Utils.SetUpAnimation(HeatAnimation, part); }