void PSystemReady() { // Log version info var ainfoV = Attribute.GetCustomAttribute(typeof(ContractConfigurator).Assembly, typeof(AssemblyInformationalVersionAttribute)) as AssemblyInformationalVersionAttribute; LoggingUtil.LogInfo(this, "Contract Configurator {0} loading...", ainfoV.InformationalVersion); LoggingUtil.LoadDebuggingConfig(); RegisterParameterFactories(); RegisterBehaviourFactories(); RegisterContractRequirements(); LoadTypeInfo(); IEnumerator <YieldInstruction> iterator = LoadGroupConfig(); while (iterator.MoveNext()) { } DebugWindow.LoadTextures(); StartCoroutine(FinalizeContractTypeLoad()); }
void Update() { // Load all the contract configurator configuration if (HighLogic.LoadedScene == GameScenes.MAINMENU && !loaded) { LoggingUtil.LoadDebuggingConfig(); RegisterParameterFactories(); RegisterBehaviourFactories(); RegisterContractRequirements(); LoadContractConfig(); loaded = true; } // Try to disable the contract types else if ((HighLogic.LoadedScene == GameScenes.SPACECENTER) && !contractTypesAdjusted) { if (AdjustContractTypes()) { contractTypesAdjusted = true; } } // Alt-F9 shows the contract configurator window if (GameSettings.MODIFIER_KEY.GetKey() && Input.GetKeyDown(KeyCode.F10)) { showGUI = !showGUI; } // Check if the ContractsApp has just become visible, and fire off an update event if (!contractsAppVisible && ContractsApp.Instance != null && ContractsApp.Instance.appLauncherButton != null && ContractsApp.Instance.cascadingList.cascadingList != null && ContractsApp.Instance.cascadingList.cascadingList.gameObject.activeInHierarchy) { contractsAppVisible = true; // Fire off an event for each contract for (int i = 0; i < ContractSystem.Instance.Contracts.Count; i++) { Contract contract = ContractSystem.Instance.Contracts[i]; if (contract.ContractState == Contract.State.Active && contract.GetType() == typeof(ConfiguredContract)) { GameEvents.Contract.onParameterChange.Fire(contract, contract.GetParameter(0)); } } } }
void PSystemReady() { // Log version info var ainfoV = Attribute.GetCustomAttribute(typeof(ContractConfigurator).Assembly, typeof(AssemblyInformationalVersionAttribute)) as AssemblyInformationalVersionAttribute; LoggingUtil.LogInfo(this, "Contract Configurator " + ainfoV.InformationalVersion + " loading..."); LoggingUtil.LoadDebuggingConfig(); RegisterParameterFactories(); RegisterBehaviourFactories(); RegisterContractRequirements(); IEnumerator <YieldInstruction> iterator = LoadContractConfig(); while (iterator.MoveNext()) { } DebugWindow.LoadTextures(); LoggingUtil.LogInfo(this, "Contract Configurator " + ainfoV.InformationalVersion + " finished loading."); }
void Update() { // Load all the contract configurator configuration if (HighLogic.LoadedScene == GameScenes.MAINMENU && !loading) { LoggingUtil.LoadDebuggingConfig(); // Log version info var ainfoV = Attribute.GetCustomAttribute(typeof(ExceptionLogWindow).Assembly, typeof(AssemblyInformationalVersionAttribute)) as AssemblyInformationalVersionAttribute; LoggingUtil.LogInfo(this, "Contract Configurator " + ainfoV.InformationalVersion + " loading..."); RegisterParameterFactories(); RegisterBehaviourFactories(); RegisterContractRequirements(); loading = true; IEnumerator <YieldInstruction> iterator = LoadContractConfig(); while (iterator.MoveNext()) { } DebugWindow.LoadTextures(); LoggingUtil.LogInfo(this, "Contract Configurator " + ainfoV.InformationalVersion + " finished loading."); } // Try to disable the contract types else if ((HighLogic.LoadedScene == GameScenes.SPACECENTER) && !contractTypesAdjusted) { if (AdjustContractTypes()) { contractTypesAdjusted = true; } } // Alt-F9 shows the contract configurator window if (GameSettings.MODIFIER_KEY.GetKey() && Input.GetKeyDown(KeyCode.F10)) { DebugWindow.showGUI = !DebugWindow.showGUI; } // Check if the ContractsApp has just become visible if (!contractsAppVisible && ContractsApp.Instance != null && ContractsApp.Instance.appLauncherButton != null) // TODO - fix for 1.0 // ContractsApp.Instance.cascadingList.cascadingList != null && // ContractsApp.Instance.cascadingList.cascadingList.gameObject.activeInHierarchy) { contractsAppVisible = true; } // Display reloading message if (reloading) { if (lastMessage != null) { ScreenMessages.RemoveMessage(lastMessage); lastMessage = null; } switch (reloadStep) { case ReloadStep.GAME_DATABASE: lastMessage = ScreenMessages.PostScreenMessage("Reloading game database...", Time.deltaTime, ScreenMessageStyle.UPPER_CENTER); break; case ReloadStep.MODULE_MANAGER: lastMessage = ScreenMessages.PostScreenMessage("Reloading module manager...", Time.deltaTime, ScreenMessageStyle.UPPER_CENTER); break; case ReloadStep.CLEAR_CONFIG: lastMessage = ScreenMessages.PostScreenMessage("Clearing previously loaded contract configuration...", Time.deltaTime, ScreenMessageStyle.UPPER_CENTER); break; case ReloadStep.LOAD_CONFIG: lastMessage = ScreenMessages.PostScreenMessage("Loading contract configuration (" + attemptedContracts + "/" + totalContracts + ")...", Time.deltaTime, ScreenMessageStyle.UPPER_CENTER); break; case ReloadStep.ADJUST_TYPES: lastMessage = ScreenMessages.PostScreenMessage("Adjusting contract types...", Time.deltaTime, ScreenMessageStyle.UPPER_CENTER); break; } } // Fire update events if (contractsAppVisible) { foreach (Contract contract in contractsToUpdate) { if (contract.ContractState == Contract.State.Active && contract.GetType() == typeof(ConfiguredContract)) { GameEvents.Contract.onParameterChange.Fire(contract, contract.GetParameter(0)); } } contractsToUpdate.Clear(); } }
void Update() { // Load all the contract configurator configuration if (HighLogic.LoadedScene == GameScenes.MAINMENU && !loading) { // Log version info var ainfoV = Attribute.GetCustomAttribute(typeof(ContractConfigurator).Assembly, typeof(AssemblyInformationalVersionAttribute)) as AssemblyInformationalVersionAttribute; LoggingUtil.LogInfo(this, "Contract Configurator " + ainfoV.InformationalVersion + " loading..."); LoggingUtil.LoadDebuggingConfig(); RegisterParameterFactories(); RegisterBehaviourFactories(); RegisterContractRequirements(); loading = true; IEnumerator <YieldInstruction> iterator = LoadContractConfig(); while (iterator.MoveNext()) { } DebugWindow.LoadTextures(); LoggingUtil.LogInfo(this, "Contract Configurator " + ainfoV.InformationalVersion + " finished loading."); } // Alt-F10 shows the contract configurator window if (GameSettings.MODIFIER_KEY.GetKey() && Input.GetKeyDown(KeyCode.F10)) { DebugWindow.showGUI = !DebugWindow.showGUI; } // Display reloading message if (reloading) { if (lastMessage != null) { ScreenMessages.RemoveMessage(lastMessage); lastMessage = null; } switch (reloadStep) { case ReloadStep.GAME_DATABASE: lastMessage = ScreenMessages.PostScreenMessage("Reloading game database...", Time.deltaTime, ScreenMessageStyle.UPPER_CENTER); break; case ReloadStep.MODULE_MANAGER: lastMessage = ScreenMessages.PostScreenMessage("Reloading module manager...", Time.deltaTime, ScreenMessageStyle.UPPER_CENTER); break; case ReloadStep.CLEAR_CONFIG: lastMessage = ScreenMessages.PostScreenMessage("Clearing previously loaded contract configuration...", Time.deltaTime, ScreenMessageStyle.UPPER_CENTER); break; case ReloadStep.LOAD_CONFIG: lastMessage = ScreenMessages.PostScreenMessage("Loading contract configuration (" + attemptedContracts + "/" + totalContracts + ")...", Time.deltaTime, ScreenMessageStyle.UPPER_CENTER); break; } } }