public override void OnStart(StartState state) { base.OnStart(state); inflatableModule = this.part.FindModuleImplementing<WBIInflatablePartModule>(); foreach (PartModule mod in this.part.Modules) { if (mod.moduleName == "OseModuleWorkshop") oseWorkshop = mod; else if (mod.moduleName == "OseModuleRecycler") oseRecycler = mod; } /* For some reason we can't seem to hide the fields and events anymore. :( //Now, hide the workshop and recycler GUI. if (oseWorkshop != null) { oseWorkshop.Fields["Status"].guiActive = false; oseWorkshop.Events["ContextMenuOnOpenWorkbench"].guiActive = false; } if (oseRecycler != null) { oseRecycler.Fields["Status"].guiActive = false; oseRecycler.Events["ContextMenuOnOpenWorkbench"].guiActive = false; } */ //Use reflection to find the methods we need. findWorkshopMethods(); }
public override void OnStart(StartState state) { base.OnStart(state); inflatableModule = this.part.FindModuleImplementing <WBIInflatablePartModule>(); if (this.part.Modules == null) { return; } foreach (PartModule mod in this.part.Modules) { if (mod.moduleName == "OseModuleWorkshop") { oseWorkshop = mod; } else if (mod.moduleName == "OseModuleRecycler") { oseRecycler = mod; } } //Use reflection to find the methods we need. findWorkshopMethods(); }
public override void ToggleAnimation() { //If the part has an inflatable part and it's not deployed, //then don't allow the lights to come on. WBIInflatablePartModule inflatable = this.part.FindModuleImplementing <WBIInflatablePartModule>(); if (inflatable != null) { if (inflatable.isDeployed == false) { ScreenMessages.PostScreenMessage("Cannot turn on the lights until the module is inflated.", 5.0f, ScreenMessageStyle.UPPER_CENTER); return; } } base.ToggleAnimation(); setupLights(); }
public void TurnOnLights() { //If the part has an inflatable part and it's not deployed, //then don't allow the lights to come on. WBIInflatablePartModule inflatable = this.part.FindModuleImplementing <WBIInflatablePartModule>(); if (inflatable != null) { if (inflatable.isDeployed == false) { ScreenMessages.PostScreenMessage("Cannot turn on the lights until the module is inflated.", 5.0f, ScreenMessageStyle.UPPER_CENTER); return; } } //Play animation for current state PlayAnimation(isDeployed); isDeployed = true; Events["ToggleAnimation"].guiName = endEventGUIName; setupLights(); }