/// <summary> /// Here when the game is first loading up. /// </summary> /// <param name="node"></param> private void OnInitialGameLoading(ConfigNode node) { Loader.Initialize(); // Load the resources from config. resources = SwitchableResource.Load(node); longTitle = SwitchableResource.LongTitleOf(resources); // If they haven't specified a resources title in the config, // use the auto-generated long one. if (string.IsNullOrEmpty(displayName)) { displayName = longTitle; } // Add the resources to the global map. This is how the ModuleSimpleFuelSwitch will // control behavior when the player is working with a ship in the editor. SwitchableResourceSet.Add( part.name, resourcesId, displayName, selectorFieldName, ParseLinkedVariants(linkedVariant), isDefault, resources, part.Resources); // Everything else in this class is concerned simply with setting up stuff // to display appropriate info in the part info window from the parts pane // of the vehicle editor. info = FormatInfo(resourcesId, resources); if (resources.Length == 0) { primaryField = longTitle; } else { primaryField = LocalizeUtil.Format( "#SimpleFuelSwitch_primaryInfoFormat", selectorFieldName, displayName, ResourcePrimaryInfoFormatter.Format(resourcesId, resources)); } }
/// <summary> /// Here when the game is first loading up. /// </summary> /// <param name="node"></param> private void OnInitialGameLoading(ConfigNode node) { // Load the resources from config and add them to the global map. This is how // the ModuleSimpleFuelSwitch will control behavior when the player is working // with a ship in the editor. resources = SwitchableResource.Load(node); SwitchableResourceSet.Add(part.name, resourcesId, displayName, selectorFieldName, isDefault, resources); // Everything else in this class is concerned simply with setting up stuff // to display appropriate info in the part info window from the parts pane // of the vehicle editor. // Build a long title from the resource names. StringBuilder builder = new StringBuilder(resources[0].definition.displayName); for (int i = 1; i < resources.Length; ++i) { builder.Append(" + "); builder.Append(resources[i].definition.displayName); } longTitle = builder.ToString(); // If they haven't specified a resources title in the config, // use the auto-generated long one. if (displayName == null) { displayName = longTitle; } info = FormatInfo(resources); primaryField = LocalizeUtil.Format( "#SimpleFuelSwitch_primaryInfoFormat", selectorFieldName, displayName, FormatPrimaryFieldQuantity(resources)); }