private void Restore(IBlockConfiguration provider, IMyTextSurface surface, Int32 index) { surface.WriteText(provider.GetStringStyle($"Surface {index} Text")); surface.FontSize = provider.GetSingleStyle($"Surface {index} {nameof(IMyTextSurface.FontSize)}", 1); surface.Font = provider.GetStringStyle($"Surface {index} {nameof(IMyTextSurface.Font)}", "Debug"); surface.Alignment = provider.GetEnumStyle <TextAlignment>($"Surface {index} {nameof(IMyTextSurface.Alignment)}", TextAlignment.LEFT); surface.FontColor = provider.GetColorStyle($"Surface {index} {nameof(IMyTextSurface.FontColor)}", Colors.White); surface.BackgroundColor = provider.GetColorStyle($"Surface {index} {nameof(IMyTextSurface.BackgroundColor)}", Colors.Black); surface.ContentType = provider.GetEnumStyle <ContentType>($"Surface {index} {nameof(IMyTextSurface.ContentType)}", ContentType.NONE); surface.TextPadding = provider.GetSingleStyle($"Surface {index} {nameof(IMyTextSurface.TextPadding)}", 10); }
private void Restore(IBlockConfiguration block, IMySoundBlock soundBlock) { soundBlock.Enabled = block.GetBooleanStyle(nameof(IMySoundBlock.Enabled), true); // TODO: Currently assuming that sound blocks are off by default. // https://support.keenswh.com/spaceengineers/general/topic/improvements-to-imysoundblock-interface var selectedSound = block.GetStringStyle(nameof(IMySoundBlock.SelectedSound)); if (selectedSound != soundBlock.SelectedSound) { soundBlock.Stop(); soundBlock.SelectedSound = selectedSound; } soundBlock.Volume = block.GetSingleStyle(nameof(IMySoundBlock.Volume), 1); soundBlock.Range = block.GetSingleStyle(nameof(IMySoundBlock.Range), 1); soundBlock.LoopPeriod = block.GetSingleStyle(nameof(IMySoundBlock.LoopPeriod)); }
private void Restore(IBlockConfiguration block, IMyLightingBlock lightingBlock) { lightingBlock.Enabled = block.GetBooleanStyle(nameof(IMyLightingBlock.Enabled), true); lightingBlock.BlinkIntervalSeconds = block.GetSingleStyle(nameof(IMyLightingBlock.BlinkIntervalSeconds)); lightingBlock.BlinkLength = block.GetSingleStyle(nameof(IMyLightingBlock.BlinkLength)); lightingBlock.BlinkOffset = block.GetSingleStyle(nameof(IMyLightingBlock.BlinkOffset)); lightingBlock.Color = block.GetColorStyle(nameof(IMyLightingBlock.Color), Colors.White); lightingBlock.Falloff = block.GetSingleStyle(nameof(IMyLightingBlock.Falloff)); lightingBlock.Intensity = block.GetSingleStyle(nameof(IMyLightingBlock.Intensity)); lightingBlock.Radius = block.GetSingleStyle(nameof(IMyLightingBlock.Radius)); }
private void Restore(IBlockConfiguration block, IMyWarhead warhead) { warhead.IsArmed = block.GetBooleanStyle(nameof(IMyWarhead.IsArmed)); warhead.DetonationTime = block.GetSingleStyle(nameof(IMyWarhead.DetonationTime), Countdown); }