private void CreatePartsFromBuild(Double3 launchPadPosition) { Build.BuildSave buildSave = JsonUtility.FromJson <Build.BuildSave>(Ref.LoadJsonString(Saving.SaveKey.ToLaunch)); PartGrid.PositionForLaunch(buildSave.parts, this.partDatabase, buildSave.rotation); List <Part> list = CreateRocket.CreateBuildParts((launchPadPosition - Ref.positionOffset).toVector3, buildSave, this.partDatabase); List <Part> list2 = new List <Part>(); for (int i = 0; i < list.Count; i++) { if (list[i].GetComponent <ControlModule>() != null) { list2.Add(list[i]); } } list2.AddRange(list); List <Vessel> list3 = this.CreateVesselsFromParts(list2, Vector2.zero, 0f, new Vessel.Throttle(false, 0.65f), new List <string>()); Ref.mainVessel = null; Ref.mainVessel = list3[0]; Ref.map.SelectVessel(list3[0], false); for (int j = 0; j < list.Count; j++) { list[j].UpdateConnected(); } Ref.map.UpdateVesselsMapIcons(); this.UpdateVesselButtons(); this.RepositionFuelIcons(); }
public static List <Part> CreateBuildParts(Vector3 createPos, Build.BuildSave toLaunch, PartDatabase partDatabase) { List <Part> list = new List <Part>(); List <PlacedPart> list2 = Build.BuildSave.PlacedPartSave.FromSave(toLaunch.parts, partDatabase); foreach (PlacedPart current in list2) { Part component = UnityEngine.Object.Instantiate <Transform>(current.partData.prefab, createPos + (Vector3)current.position, Quaternion.identity).GetComponent <Part>(); component.orientation = current.orientation.DeepCopy(); Orientation.ApplyOrientation(component.transform, current.orientation); list.Add(component); } for (int i = 0; i < list2.Count; i++) { for (int j = 0; j < list2[i].partData.attachmentSurfaces.Length; j++) { for (int k = i + 1; k < list2.Count; k++) { for (int l = 0; l < list2[k].partData.attachmentSurfaces.Length; l++) { if (PlacedPart.SurfacesConnect(list2[i], list2[i].partData.attachmentSurfaces[j], list2[k], list2[k].partData.attachmentSurfaces[l]) > 0f) { bool fuelFlow = list2[i].partData.attachmentSurfaces[j].fuelFlow && list2[k].partData.attachmentSurfaces[l].fuelFlow; new Part.Joint(list2[k].position - list2[i].position, list[i], list[k], j, l, fuelFlow); } } } } } for (int m = 0; m < list.Count; m++) { list[m].UpdateConnected(); } return(list); }
public static List <Part> CreateBuildParts(Vector3 createPos, Build.BuildSave toLaunch, PartDatabase partDatabase) { List <Part> list = new List <Part>(); List <PlacedPart> list2 = Build.BuildSave.PlacedPartSave.FromSave(toLaunch.parts, partDatabase); for (int i = 0; i < list2.Count; i++) { if (list2[i].partData == null || list2[i].partData.prefab == null || (!Ref.hasPartsExpansion && list2[i].partData.inFull)) { list2.RemoveAt(i); i--; } else { for (int j = i + 1; j < list2.Count; j++) { if (PlacedPart.IsOverplaing(list2[i], list2[j])) { list2.RemoveAt(i); i--; } } } } foreach (PlacedPart placedPart in list2) { Part component = UnityEngine.Object.Instantiate <Transform>(placedPart.partData.prefab, createPos + (Vector3)placedPart.position, Quaternion.identity).GetComponent <Part>(); component.orientation = placedPart.orientation.DeepCopy(); Orientation.ApplyOrientation(component.transform, placedPart.orientation); list.Add(component); } for (int k = 0; k < list2.Count; k++) { for (int l = 0; l < list2[k].partData.attachmentSurfaces.Length; l++) { for (int m = k + 1; m < list2.Count; m++) { for (int n = 0; n < list2[m].partData.attachmentSurfaces.Length; n++) { if (PlacedPart.SurfacesConnect(list2[k], list2[k].partData.attachmentSurfaces[l], list2[m], list2[m].partData.attachmentSurfaces[n]) > 0f) { bool fuelFlow = list2[k].partData.attachmentSurfaces[l].fuelFlow && list2[m].partData.attachmentSurfaces[n].fuelFlow; new Part.Joint(list2[m].position - list2[k].position, list[k], list[m], l, n, fuelFlow); } } } } } return(list); }
public MyVesselSavedHook(Build.BuildSave save) { this.save = save; }