public void Start() { animationControl = SSTUAnimateControlled.locateAnimationController(part, animationID, onAnimationStatusChanged); engineModule = (ModuleEnginesFX)part.Modules[engineModuleIndex];//unsafe, but intend it to crash if setup improperly setupEngineModuleGui(); setupGuiFields(animationControl.getAnimationState(), engineModule.EngineIgnited); }
public override void OnStart(PartModule.StartState state) { base.OnStart(state); animationControl = SSTUAnimateControlled.locateAnimationController(part, animationID, onAnimationStatusChanged); initializeGuiFields(); updateGuiDataFromState(animationControl.getAnimationState()); }
public void Start() { animationControl = SSTUAnimateControlled.locateAnimationController(part, animationID, onAnimationStatusChanged); engineModule = null; ModuleEnginesFX[] engines = part.GetComponents <ModuleEnginesFX>(); int len = engines.Length; for (int i = 0; i < len; i++) { if (engines[i].engineID == engineID) { engineModule = engines[i]; } } if (engineModule == null) { MonoBehaviour.print("ERROR: Could not locate engine by ID: " + engineID + " for part: " + part + " for SSTUAnimateEngineHeat. This will cause errors during gameplay. Setting engine to first engine module (if present)"); if (engines.Length > 0) { engineModule = engines[0]; } } setupEngineModuleGui(); setupGuiFields(animationControl.getAnimationState(), engineModule.EngineIgnited); }
public void Start() { needsUpdate = true; if (animationID >= 0) { animationControl = SSTUAnimateControlled.locateAnimationController(part, animationID, onAnimationStateChange); if (animationControl != null) { onAnimationStateChange(animationControl.getAnimationState()); } } }
public void Start() { needsUpdate = true; if (!string.IsNullOrEmpty(animationID)) { animationControl = SSTUAnimateControlled.setupAnimationController(part, animationID, this); if (animationControl != null) { onAnimationStateChange(animationControl.getAnimationState()); } } }
private void setupDefaultRotations() { AnimState state = animationController.getAnimationState(); animationController.setToState(AnimState.STOPPED_END);//will trigger an animation sample int len = pivotData.Length; for (int i = 0; i < len; i++) { pivotData[i].defaultOrientation = pivotData[i].pivotTransform.localRotation; } animationController.setToState(state);//restore actual state... }
public void deployEngineEvent() { AnimState state = animationControl.getAnimationState(); if (state != AnimState.STOPPED_END) { setAnimationState(AnimState.PLAYING_FORWARD); } else { engineModule.Activate(); } setupGuiFields(animationControl.getAnimationState(), engineModule.EngineIgnited); }
public void Start() { AnimState state = AnimState.STOPPED_END; if (!string.IsNullOrEmpty(animationID)) { animController = SSTUAnimateControlled.setupAnimationController(part, animationID, this); state = animController.getAnimationState(); } bool uiEnabled = state == AnimState.STOPPED_END && !autoRotate; if (state == AnimState.STOPPED_END && autoRotate) { rotating = true; } updateUIControlState(uiEnabled); }
public void Start() { AnimState state = AnimState.STOPPED_END; if (animationID >= 0) { animController = SSTUAnimateControlled.locateAnimationController(part, animationID, onAnimStateChange); state = animController.getAnimationState(); } bool uiEnabled = state == AnimState.STOPPED_END && !autoRotate; if (state == AnimState.STOPPED_END && autoRotate) { rotating = true; } updateUIControlState(uiEnabled); }
public override void OnStart(PartModule.StartState state) { base.OnStart(state); animationControl = SSTUAnimateControlled.setupAnimationController(part, animationID, this); initializeGuiFields(); updateGuiDataFromState(animationControl.getAnimationState()); BaseAction deploy = Actions[nameof(deployAction)]; if (deploy.actionGroup == KSPActionGroup.REPLACEWITHDEFAULT) { deploy.actionGroup = actionGroup; } BaseAction retract = Actions[nameof(retractAction)]; if (retract.actionGroup == KSPActionGroup.REPLACEWITHDEFAULT) { retract.actionGroup = actionGroup; } }
private void updateGUI() { bool enabled = true; if (animation != null) { AnimState state = animation.getAnimationState(); enabled = state == AnimState.STOPPED_END && HighLogic.LoadedSceneIsFlight; } ModuleDockingNode mdn = part.GetComponent <ModuleDockingNode>(); if (mdn == null) { enabled = false; } else if (mdn.otherNode == null) { enabled = false; } Events["weldEvent"].guiActive = enabled; //TODO update animateUsable GUI to disable the 'extend' buttons when docking node is docked }
public override void OnStart(PartModule.StartState state) { if (controlID == -1) { moduleControlEnabled = true; } base.OnStart(state); animationControl = SSTUAnimateControlled.locateAnimationController(part, animationID, onAnimationStatusChanged); initializeGuiFields(); updateGuiDataFromState(animationControl.getAnimationState()); }
public override void OnStart(PartModule.StartState state) { base.OnStart(state); animationControl = SSTUAnimateControlled.locateAnimationController(part, animationID, onAnimationStatusChanged); initializeGuiFields(); updateGuiDataFromState(animationControl.getAnimationState()); BaseAction deploy = Actions[nameof(deployAction)]; if (deploy.actionGroup == KSPActionGroup.REPLACEWITHDEFAULT) { deploy.actionGroup = actionGroup; } BaseAction retract = Actions[nameof(retractAction)]; if (retract.actionGroup == KSPActionGroup.REPLACEWITHDEFAULT) { retract.actionGroup = actionGroup; } }
//TODO - might need to force-disable effects (if they exist) //find animations, check for control enabled public override void OnStart(PartModule.StartState state) { if(controlID==-1){moduleControlEnabled=true;} animationControl = SSTUAnimateControlled.locateAnimationController (part, animationID, onAnimationStatusChanged); base.OnStart(state); if(moduleControlEnabled) { setupGuiFields(animationControl==null? SSTUAnimState.STOPPED_END : animationControl.getAnimationState(), EngineIgnited); } else//disabled engine entire, disable all events/gui stuff/staging icon { disableAllGuiFields(); if(part.stagingIcon!=null && part.stagingIcon.Equals(DefaultIcons.LIQUID_ENGINE.ToString())) { part.stagingIcon = string.Empty; } } }
public void onModuleEnableChange(bool moduleEnabled) { updateGuiDataFromState(animationControl.getAnimationState()); }
public void Start() { animationControl = SSTUAnimateControlled.locateAnimationController(part, animationID, onAnimationStatusChanged); engineModule = null; ModuleEnginesFX[] engines = part.GetComponents<ModuleEnginesFX>(); int len = engines.Length; for (int i = 0; i < len; i++) { if (engines[i].engineID == engineID) { engineModule = engines[i]; } } if (engineModule == null) { MonoBehaviour.print("ERROR: Could not locate engine by ID: " + engineID + " for part: " + part + " for SSTUAnimateEngineHeat. This will cause errors during gameplay. Setting engine to first engine module (if present)"); if (engines.Length > 0) { engineModule = engines[0]; } } setupEngineModuleGui(); setupGuiFields(animationControl.getAnimationState(), engineModule.EngineIgnited); }