void CreateFlagBrowser() { flagBrowser = Instantiate <FlagBrowser> (flagBrowserPrefab); flagBrowser.OnDismiss = OnFlagCancel; flagBrowser.OnFlagSelected = OnFlagSelected; }
public void GetNameTag() { nameTagURL = HighLogic.CurrentGame.flagURL; FlagBrowser flagBrowser = (UnityEngine.Object.Instantiate((UnityEngine.Object)(new FlagBrowserGUIButton(null, null, null, null)).FlagBrowserPrefab) as GameObject).GetComponent <FlagBrowser>(); flagBrowser.OnFlagSelected = onFlagSelected; }
void OnFlagSelected(FlagBrowser.FlagEntry selected) { control.flagname = selected.textureInfo.name; flagTexture = selected.textureInfo.texture; UpdateFlagTexture(); flagBrowser = null; }
public void SelectFlag() { if (fb == null) { fb = JUtil.CreateFlagSelectorWindow(this, FlagSelected, FlagDismissed); } }
public void FlagSelected(FlagBrowser.FlagEntry selected) { if (FlightGlobals.ActiveVessel.isEVA && (FlightGlobals.ActiveVessel.Parts [0].Modules [0] as KerbalEVA).flagItems > 0) { FlightGlobals.ActiveVessel.Parts [0].flagURL = selected.textureInfo.name; ScreenMessages.PostScreenMessage (string.Format ("{0} took a different flag from storage.", FlightGlobals.ActiveVessel.GetName ())); } Destroy (fb); }
private void OnFlagSelected(FlagBrowser.FlagEntry selected) { if (selected?.textureInfo?.name != null) { SetFlagSelectedFlag(selected.textureInfo.name); } flagBrowser = null; }
public void FlagSelected(FlagBrowser.FlagEntry selected) { selectedFlag = selected.textureInfo.name; ChangeFlag (); Destroy (fb); JUtil.LogMessage (this, "Selected flag {0}", selectedFlag); flagWasSelected = true; }
private void ShowFlagBrowser() { if (flagBrowser == null) { flagBrowser = (UnityEngine.Object.Instantiate((UnityEngine.Object)(new FlagBrowserGUIButton(null, null, null, null)).FlagBrowserPrefab) as GameObject).GetComponent <FlagBrowser>(); flagBrowser.OnFlagSelected = this.OnFlagSelected; flagBrowser.OnDismiss = this.OnFlagCancelled; } }
public void doStuff() { button.SetTrue(false); /* * Credit to Mihara for their code on how to get the FlagBrowser prefab. * https://github.com/Mihara/PartUtilities/blob/bcbd90522a1117fbd04a361d1544fc3612d6ffe3/PartUtilities/UtilityFunctions.cs#L28-L41 */ this.flagBrowser = Utils.getFlagBrowser(OnFlagSelected, OnFlagBrowserDismiss); }
public static FlagBrowser getFlagBrowser(FlagBrowser.FlagSelectedCallback fbCallback = null, Callback fbDismissCallback = null) { FlagBrowser fb = (UnityEngine.Object.Instantiate((UnityEngine.Object)(new FlagBrowserGUIButton(null, null, null, null)).FlagBrowserPrefab) as GameObject).GetComponent<FlagBrowser>(); if (fbCallback != null) fb.OnFlagSelected += fbCallback; if (fbDismissCallback != null) fb.OnDismiss += fbDismissCallback; return fb; }
internal void Start() { KACWrapper.InitKACWrapper(); if (KACWrapper.APIReady) { //All good to go Debug.Log("KACWrapper initialized"); } if (flagBrowserPrefab == null) { var fbObj = AssetBase.GetPrefab("FlagBrowser"); flagBrowserPrefab = fbObj.GetComponent <FlagBrowser> (); } }
public static FlagBrowser CreateFlagSelectorWindow(object caller, FlagBrowser.FlagSelectedCallback selectedCallback, Callback dismissedCallback) { LogMessage(caller, "Creating flag selector window..."); // I don't know the actual asset name for the flag prefab. There's probably a way to find it, but it's kind of tricky. // But FlagBrowserGUIButton class knows it! // So I create a dummy instance of it to get at the actual asset reference, and then replicate // what it's doing to create a flag browser window. var sourceButton = new FlagBrowserGUIButton(null, null, null, null); FlagBrowser fb = (UnityEngine.Object.Instantiate((UnityEngine.Object)sourceButton.FlagBrowserPrefab) as GameObject).GetComponent <FlagBrowser> (); fb.OnDismiss = dismissedCallback; fb.OnFlagSelected = selectedCallback; return(fb); }
public static FlagBrowser getFlagBrowser(FlagBrowser.FlagSelectedCallback fbCallback = null, Callback fbDismissCallback = null) { FlagBrowser fb = (UnityEngine.Object.Instantiate((UnityEngine.Object)(new FlagBrowserGUIButton(null, null, null, null)).FlagBrowserPrefab) as GameObject).GetComponent <FlagBrowser>(); if (fbCallback != null) { fb.OnFlagSelected += fbCallback; } if (fbDismissCallback != null) { fb.OnDismiss += fbDismissCallback; } return(fb); }
private void onFlagSelect(FlagBrowser.FlagEntry selected) { this.hasFlagChanged = true; this.selectedFlag = selected.textureInfo.name; Utils.applyFlagToPart(this.part, selected); if (HighLogic.LoadedSceneIsFlight) Flight.Instance.updateButtonTexture(); Events["resetFlag"].guiActive = Events["resetFlag"].guiActiveEditor = true; }
private void OnFlagCancelled() { flagBrowser = null; }
private void OnFlagSelected(FlagBrowser.FlagEntry selected) { Utils.applyFlagToVessel(FlightGlobals.fetch.activeVessel, selected); updateButtonTexture(); this.button.SetFalse(false); }
void OnFlagCancel() { flagBrowser = null; }
public static void applyFlagToPart(Part p, FlagBrowser.FlagEntry selected) { applyFlagToPart(p, selected.textureInfo.name); }
public void SelectFlag() { if (fb == null) { fb = JUtil.CreateFlagSelectorWindow (this, FlagSelected, FlagDismissed); } }
public static int applyFlagToParts(List<Part> parts, FlagBrowser.FlagEntry selected) { return applyFlagToParts(parts, selected.textureInfo.name); }
// Look at all these overloads I can't hold! public static int applyFlagToVessel(Vessel v, FlagBrowser.FlagEntry selected) { return applyFlagToVessel(v, selected.textureInfo.name); }
public void changeFlag() { FlagBrowser fb = Utils.getFlagBrowser(onFlagSelect); }