예제 #1
0
        protected override void OnRegister()
        {
            base.OnRegister();

            // Add a waypoint for each possible vessel in the list
            foreach (string vesselKey in vessels)
            {
                VesselWaypoint vesselWaypoint = new VesselWaypoint(Root, vesselKey);
                vesselWaypoints.Add(vesselWaypoint);
                vesselWaypoint.Register();
            }
        }
        protected override void OnRegister()
        {
            base.OnRegister();

            // Add a waypoint for each possible vessel in the list
            foreach (string vesselKey in vessels)
            {
                VesselWaypoint vesselWaypoint = new VesselWaypoint(Root, vesselKey);
                vesselWaypoints.Add(vesselWaypoint);
                vesselWaypoint.Register();
            }
        }
예제 #3
0
        protected override void OnRegister()
        {
            base.OnRegister();
            GameEvents.onVesselDestroy.Add(new EventData <Vessel> .OnEvent(OnVesselDestroy));

            // Add a waypoint for each possible vessel in the list
            foreach (string vesselKey in vessels)
            {
                VesselWaypoint vesselWaypoint = new VesselWaypoint(Root, vesselKey);
                vesselWaypoints.Add(vesselWaypoint);
                vesselWaypoint.Register();
            }
        }
        protected override void OnRegister()
        {
            GameEvents.onVesselChange.Add(new EventData <Vessel> .OnEvent(OnVesselChange));
            ContractVesselTracker.OnVesselAssociation.Add(new EventData <GameEvents.HostTargetAction <Vessel, string> > .OnEvent(OnVesselAssociation));
            ContractVesselTracker.OnVesselDisassociation.Add(new EventData <GameEvents.HostTargetAction <Vessel, string> > .OnEvent(OnVesselDisassociation));

            GameEvents.Contract.onCompleted.Add(new EventData <Contract> .OnEvent(OnContractCompleted));
            GameEvents.Contract.onFailed.Add(new EventData <Contract> .OnEvent(OnContractFailed));
            GameEvents.Contract.onCancelled.Add(new EventData <Contract> .OnEvent(OnContractFailed));

            // Add a waypoint for each possible vessel in the list
            foreach (string vesselKey in vesselList)
            {
                VesselWaypoint vesselWaypoint = new VesselWaypoint(Root, vesselKey);
                vesselWaypoints.Add(vesselWaypoint);
                vesselWaypoint.Register();
            }
        }
        protected override void OnRegister()
        {
            base.OnRegister();
            GameEvents.onVesselWillDestroy.Add(new EventData<Vessel>.OnEvent(OnVesselWillDestroy));
            GameEvents.onVesselWasModified.Add(new EventData<Vessel>.OnEvent(OnVesselWasModified));

            // Add a waypoint for each possible vessel in the list
            foreach (string vesselKey in vessels)
            {
                VesselWaypoint vesselWaypoint = new VesselWaypoint(Root, vesselKey);
                vesselWaypoints.Add(vesselWaypoint);
                vesselWaypoint.Register();
            }
        }