void setAllTorpedoDepth(int value) { MissileLauncher missileLauncher = null; foreach (var current in FlightGlobals.ActiveVessel.Parts) { if (current == null) { continue; } missileLauncher = current.GetComponent <MissileLauncher>(); if (missileLauncher == null || missileLauncher.HasFired) { continue; } ModuleAntiSubmarineWeapon target = current.GetComponent <ModuleAntiSubmarineWeapon>(); if (target == null || target.type != "Torpedo") { continue; } target.cruiseDepth = value; } }
float findMinDepth(string type) { float min = -1.0f; foreach (var current in FlightGlobals.ActiveVessel.Parts) { ModuleAntiSubmarineWeapon target = current.GetComponent <ModuleAntiSubmarineWeapon>(); MissileLauncher missileLauncher = current.GetComponent <MissileLauncher>(); if (target == null || target.type != type || missileLauncher.HasFired) { continue; } min = target.maxDepth < min ? target.maxDepth : min; if (min < 0) { min = target.maxDepth; } } return(min); }