/// <summary> /// called at the OnLoad() /// </summary> /// <param name="node">The name of the config node</param> public override void OnLoad(ConfigNode node) { // resetting old state in caase it is needed CareerState.ResetFacilitiesOpenState(); if (node.HasValue("initialized")) { initialized = bool.Parse(node.GetValue("initialized")); } if (!initialized) { return; } KerbalKonstructs.instance.LoadKKConfig(node); if (CareerUtils.isCareerGame) { Log.Normal("KKScenario loading facility states"); CareerState.Load(node); } RemoteNet.LoadGroundStations(); }
public void Start() { Log.Normal("Carrer Module Start Called"); if (!initialized) { Log.Normal("Resetting OpenCloseStates for new Games"); CareerState.ResetFacilitiesOpenState(); RemoteNet.LoadGroundStations(); } initialized = true; }
/// <summary> /// called at the OnSave() /// </summary> /// <param name="node">The name of the config node</param> public override void OnSave(ConfigNode node) { // save the state, that we got the initialisation done node.SetValue("initialized", initialized, true); KerbalKonstructs.instance.SaveKKConfig(node); if (CareerUtils.isCareerGame) { Log.Normal("KKScenario saving career state"); CareerState.Save(node); } }
/// <summary> /// called at the OnLoad() /// </summary> /// <param name="node">The name of the config node</param> public override void OnLoad(ConfigNode node) { // check if we have been in the mainmenue before (gameTime == -1) or if we saved just before we load (scene switch) if (KerbalKonstructs.gameTime == -1d || KerbalKonstructs.gameTime > HighLogic.CurrentGame.UniversalTime) { } else { return; } CareerObjects.LoadBuildings(node); // resetting old state in caase it is needed CareerState.ResetFacilitiesOpenState(); if (node.HasValue("initialized")) { initialized = bool.Parse(node.GetValue("initialized")); } if (!initialized) { Log.Normal("Resetting OpenCloseStates for new Games"); CareerState.ResetFacilitiesOpenState(); initialized = true; } if (node.HasValue("savetime")) { saveTime = double.Parse(node.GetValue("savetime")); KerbalKonstructs.gameTime = saveTime; } if (!initialized) { return; } KerbalKonstructs.instance.LoadKKConfig(node); //if (CareerUtils.isCareerGame) //{ Log.Normal("KKScenario loading facility states"); CareerState.Load(node); //} ConnectionManager.LoadGroundStations(); }
/// <summary> /// called at the OnSave() /// </summary> /// <param name="node">The name of the config node</param> public override void OnSave(ConfigNode node) { KerbalKonstructs.gameTime = HighLogic.CurrentGame.UniversalTime; saveTime = KerbalKonstructs.gameTime; // save the state, that we got the initialisation done node.SetValue("initialized", initialized, true); node.SetValue("savetime", saveTime, true); KerbalKonstructs.instance.SaveKKConfig(node); //if (CareerUtils.isCareerGame) //{ Log.Normal("KKScenario saving career state"); CareerState.Save(node); //} CareerObjects.SaveBuildings(node); }