コード例 #1
0
ファイル: QE_Exit.cs プロジェクト: malahx/QuickMods
        IEnumerator tryExit()
        {
            if (needToSavegame)
            {
                if (CanSavegame)
                {
                    if (GamePersistence.SaveGame("persistent", HighLogic.SaveFolder, SaveMode.OVERWRITE) != string.Empty)
                    {
                        saveDone = true;
                        ScreenMessages.PostScreenMessage(Localizer.Format("quickexit_gameSaved", RegisterToolbar.MOD), 5);
                        Log("Game saved.", "QExit");
                    }
                    else
                    {
                        count = 10;
                        Log("Can't save game.", "QExit");
                        ScreenMessages.PostScreenMessage(Localizer.Format("quickexit_cantSave", RegisterToolbar.MOD), 10);
                    }
                    if (HighLogic.LoadedSceneIsEditor)
                    {
                        List <Part> parts = EditorLogic.fetch.ship != null ? EditorLogic.fetch.ship.Parts : new List <Part>();

                        if (parts.Count > 0)
                        {
                            ShipConstruction.SaveShip(shipFilename);
                            Log("Ship saved.", "QExit");
                            ScreenMessages.PostScreenMessage(Localizer.Format("quickexit_shipSaved", RegisterToolbar.MOD), 5);
                        }
                    }
                }
                else
                {
                    count = 10;
                    ClearToSaveStatus clearToSaveStatus = FlightGlobals.ClearToSave();
                    string            _status           = FlightGlobals.GetNotClearToSaveStatusReason(clearToSaveStatus, string.Empty);
                    Log("Can't game saved: " + _status, "QExit");
                    ScreenMessages.PostScreenMessage(Localizer.Format("quickexit_cantSave", RegisterToolbar.MOD) + ": " + _status, 10);
                }
            }
            while (count >= 0)
            {
                yield return(new WaitForSecondsRealtime(1f));

                Log("Exit in " + count, "QExit");
                count--;
            }
            if (!IsTryExit)
            {
                Log("tryExit stopped", "QExit");
                yield break;
            }
            Application.Quit();
            Log("tryExit ended", "QExit");
        }
コード例 #2
0
ファイル: QS_Persistent.cs プロジェクト: tivec/QuickMods
        IEnumerator autoSaveShip()
        {
            QDebug.Log("autoSaveShip: start", "QPersistent");
            while (HighLogic.LoadedSceneIsEditor && QSettings.Instance.enableEditorAutoSaveShip)
            {
                yield return(new WaitForSeconds(QSettings.Instance.editorTimeToSave));

                ShipConstruction.SaveShip(shipFilename);
                QDebug.Log("autoSaveShip: save", "QPersistent");
            }
            QDebug.Log("autoSaveShip: end", "QPersistent");
        }
コード例 #3
0
ファイル: QE_Exit.cs プロジェクト: stasikos/QuickMods
        IEnumerator tryExit()
        {
            if (needToSavegame)
            {
                if (CanSavegame)
                {
                    if (GamePersistence.SaveGame("persistent", HighLogic.SaveFolder, SaveMode.OVERWRITE) != string.Empty)
                    {
                        saveDone = true;
                        ScreenMessages.PostScreenMessage(string.Format("[{0}] Game saved.", MOD), 5);
                        Log("Game saved.", "QExit");
                    }
                    else
                    {
                        count = 10;
                        Log("Can't save game.", "QExit");
                        ScreenMessages.PostScreenMessage(string.Format("[{0}] Can't save game.", MOD), 10);
                    }
                    if (HighLogic.LoadedSceneIsEditor)
                    {
                        ShipConstruction.SaveShip(shipFilename);
                        Log("Ship saved.", "QExit");
                        ScreenMessages.PostScreenMessage(string.Format("[{0}] Ship saved.", MOD), 5);
                    }
                }
                else
                {
                    count = 10;
                    ClearToSaveStatus clearToSaveStatus = FlightGlobals.ClearToSave();
                    string            _status           = FlightGlobals.GetNotClearToSaveStatusReason(clearToSaveStatus, string.Empty);
                    Log("Can't game saved: " + _status, "QExit");
                    ScreenMessages.PostScreenMessage(string.Format("[{0}] Can't save game: {1}", MOD, _status.ToString()), 10);
                }
            }
            while (count >= 0)
            {
                yield return(new WaitForSecondsRealtime(1f));

                Log("Exit in " + count, "QExit");
                count--;
            }
            if (!IsTryExit)
            {
                Log("tryExit stopped", "QExit");
                yield break;
            }
            Application.Quit();
            Log("tryExit ended", "QExit");
        }
コード例 #4
0
        IEnumerator AutoSaveShip()
        {
            Log.Info("Starting Coroutein AutoSaveShip");
            while (true)
            {
                yield return(new WaitForSeconds(Configuration.editorTimeIntervalToSave));

                Log.Info("AutoSaveShip, after: " + Configuration.editorTimeIntervalToSave);
                List <Part> parts = EditorLogic.fetch.ship != null ? EditorLogic.fetch.ship.Parts : new List <Part>();

                if (parts.Count > 0)
                {
                    Log.Info("AutoSaveShip, parts.Count: " + parts.Count);
                    ShipConstruction.SaveShip(shipFilename);
                }
            }
        }
コード例 #5
0
ファイル: QS_Persistent.cs プロジェクト: malahx/QuickMods
        IEnumerator autoSaveShip()
        {
            QDebug.Log("autoSaveShip: start", "QPersistent");
            while (HighLogic.LoadedSceneIsEditor && QSettings.Instance.enableEditorAutoSaveShip)
            {
                QDebug.Log("autoSaveShip: before WaitForSeconds(" + QSettings.Instance.editorTimeToSave + ")", "QPersistent");
                yield return(new WaitForSeconds(QSettings.Instance.editorTimeToSave));

                List <Part> parts = EditorLogic.fetch.ship != null ? EditorLogic.fetch.ship.Parts : new List <Part>();

                if (parts.Count > 0)
                {
                    QDebug.Log("autoSaveShip: before saveShip", "QPersistent");

                    //ShipConstruction.SaveShip(shipFilename);
                    yield return(new WaitForEndOfFrame());

                    ShipConstruction.SaveShip(shipFilename);
                    QDebug.Log("autoSaveShip: after saveShip", "QPersistent");
                }
            }
            QDebug.Log("autoSaveShip: end", "QPersistent");
        }