private void CreateBodySection(string body, int count) { if (BodyObjectPrefab == null || BodyObjectTransform == null) { return; } GameObject sectionObject = Instantiate(BodyObjectPrefab); if (sectionObject == null) { return; } sectionObject.transform.SetParent(BodyObjectTransform, false); SEP_CelestialBodyObject bodyObject = sectionObject.GetComponent <SEP_CelestialBodyObject>(); if (bodyObject == null) { return; } bodyObject.setBody(body, count); currentBodies.Add(bodyObject); }
public void SetCurrentBody(string body) { if (windowInterface == null) { return; } for (int i = currentVessels.Count - 1; i >= 0; i--) { SEP_VesselSection vessel = currentVessels[i]; if (vessel == null) { continue; } vessel.gameObject.SetActive(false); Destroy(vessel.gameObject); } for (int i = currentBodies.Count - 1; i >= 0; i--) { SEP_CelestialBodyObject b = currentBodies[i]; if (b == null) { continue; } if (b.Body == body) { continue; } b.DisableBody(); } var vessels = windowInterface.GetBodyVessels(body); if (vessels.Count <= 0) { return; } currentBody = body; windowInterface.CurrentBody = body; CreateVesselSections(vessels); }
public void UpdateBodySection(string body, int count) { for (int i = currentBodies.Count - 1; i >= 0; i--) { SEP_CelestialBodyObject b = currentBodies[i]; if (b == null) { continue; } if (b.Body != body) { continue; } b.UpdateCount(count); break; } }
public void RemoveBodySection(string body) { for (int i = currentBodies.Count - 1; i >= 0; i--) { SEP_CelestialBodyObject b = currentBodies[i]; if (b == null) { continue; } if (b.Body != body) { continue; } currentBodies.RemoveAt(i); Destroy(b.gameObject); break; } }