protected override void OnDisabled()
        {
            base.OnDisabled();

            GameEvents.onFlightReady.Remove(VesselProtoEvents.FlightReady);
            GameEvents.onGameSceneLoadRequested.Remove(VesselProtoEvents.OnSceneRequested);

            GameEvents.OnTriggeredDataTransmission.Remove(VesselProtoEvents.TriggeredDataTransmission);
            GameEvents.OnExperimentStored.Remove(VesselProtoEvents.ExperimentStored);
            ExperimentEvent.onExperimentReset.Remove(VesselProtoEvents.ExperimentReset);

            PartEvent.onPartDecoupled.Remove(VesselProtoEvents.PartDecoupled);
            PartEvent.onPartUndocked.Remove(VesselProtoEvents.PartUndocked);
            PartEvent.onPartCoupled.Remove(VesselProtoEvents.PartCoupled);

            GameEvents.OnEVAConstructionModePartAttached.Remove(VesselProtoEvents.EVAConstructionModePartAttached);
            GameEvents.OnEVAConstructionModePartDetached.Remove(VesselProtoEvents.EVAConstructionModePartDetached);

            WarpEvent.onTimeWarpStopped.Remove(VesselProtoEvents.WarpStopped);

            //This is the main system that handles the vesselstore so if it's disabled clear the store too
            VesselProtos.Clear();
            VesselsUnableToLoad.Clear();
            QueuedVesselsToSend.Clear();
        }
        protected override void OnDisabled()
        {
            base.OnDisabled();

            VesselInitializeEvent.onVesselInitialized.Remove(VesselProtoEvents.VesselInitialized);
            GameEvents.onFlightReady.Remove(VesselProtoEvents.FlightReady);
            GameEvents.onGameSceneLoadRequested.Remove(VesselProtoEvents.OnSceneRequested);
            GameEvents.onVesselPartCountChanged.Remove(VesselProtoEvents.VesselPartCountChanged);

            GameEvents.OnTriggeredDataTransmission.Remove(VesselProtoEvents.TriggeredDataTransmission);
            GameEvents.OnExperimentStored.Remove(VesselProtoEvents.ExperimentStored);
            ExperimentEvent.onExperimentReset.Remove(VesselProtoEvents.ExperimentReset);

            //This is the main system that handles the vesselstore so if it's disabled clear the store aswell
            VesselProtos.Clear();
            VesselProtoEvents.QueuedVessels.Clear();
        }
예제 #3
0
 /// <summary>
 /// Removes a vessel from the system
 /// </summary>
 public void RemoveVessel(Guid vesselId)
 {
     VesselProtos.TryRemove(vesselId, out _);
 }