Esempio n. 1
0
        public static SSTUParachuteDefinition getDefinition(String name)
        {
            if (!loaded)
            {
                loadMap();
            }
            SSTUParachuteDefinition def = null;

            definitions.TryGetValue(name, out def);
            return(def);
        }
Esempio n. 2
0
 private static void loadMap()
 {
     definitions.Clear();
     ConfigNode[] parNodes = GameDatabase.Instance.GetConfigNodes("SSTU_PARACHUTE");
     foreach (ConfigNode node in parNodes)
     {
         SSTUParachuteDefinition def = new SSTUParachuteDefinition(node);
         definitions.Add(def.name, def);
     }
     loaded = true;
 }
 public ParachuteModelData(ConfigNode node, Vector3 retracted, Vector3 semi, Vector3 full, int index, bool main)
 {
     name = node.GetStringValue("name");
     definition = SSTUParachuteDefinitions.getDefinition(name);
     modelName = definition.modelName;
     localPosition = node.GetVector3("localPosition");
     retractedUpVector = node.GetVector3("retractedUpVector");
     semiDeployedUpVector = node.GetVector3("semiDeployedUpVector");
     fullDeployedUpVector = node.GetVector3("fullDeployedUpVector");
     texture = node.GetStringValue("texture", texture);
     debug = node.GetBoolValue("debug");
     retractedScale = retracted;
     semiDeployedScale = semi;
     fullDeployedScale = full;
     this.index = index;
     this.main = main;
 }
Esempio n. 4
0
 public ParachuteModelData(ConfigNode node, Vector3 retracted, Vector3 semi, Vector3 full, int index, bool main)
 {
     name                 = node.GetStringValue("name");
     definition           = SSTUParachuteDefinitions.getDefinition(name);
     modelName            = definition.modelName;
     localPosition        = node.GetVector3("localPosition");
     retractedUpVector    = node.GetVector3("retractedUpVector");
     semiDeployedUpVector = node.GetVector3("semiDeployedUpVector");
     fullDeployedUpVector = node.GetVector3("fullDeployedUpVector");
     texture              = node.GetStringValue("texture", texture);
     debug                = node.GetBoolValue("debug");
     retractedScale       = retracted;
     semiDeployedScale    = semi;
     fullDeployedScale    = full;
     this.index           = index;
     this.main            = main;
 }
 private static void loadMap()
 {
     definitions.Clear();
     ConfigNode[] parNodes = GameDatabase.Instance.GetConfigNodes("SSTU_PARACHUTE");
     foreach (ConfigNode node in parNodes)
     {
         SSTUParachuteDefinition def = new SSTUParachuteDefinition(node);
         definitions.Add(def.name, def);
     }
     loaded = true;
 }