public override void OnStart(StartState state) { base.OnStart(state); // Setup GUI Fields["animationThrottle"].guiActive = debugMode; Fields["animationThrottle"].guiActiveEditor = debugMode; // Get animated textures animatedTextures = getAnimatedTextureModules(); // Get Waterfall module (if any) waterfallFXModule = WFModuleWaterfallFX.GetWaterfallModule(this.part); }
public override void OnStart(StartState state) { base.OnStart(state); if (!HighLogic.LoadedSceneIsFlight) { return; } // Get Waterfall module (if any) waterfallFXModule = WFModuleWaterfallFX.GetWaterfallModule(this.part); // Handle visitation if (!hasBeenVisited) { hasBeenVisited = true; unlockTechNode(); } }
public static void Init() { //Get the assembly foreach (AssemblyLoader.LoadedAssembly loadedAssembly in AssemblyLoader.loadedAssemblies) { if (loadedAssembly.name == "Waterfall") { waterfallAssembly = loadedAssembly.assembly; break; } } if (waterfallAssembly == null) { return; } //Now init the classes WFModuleWaterfallFX.InitClass(waterfallAssembly); }
/// <summary> /// Attempts to obtain the Waterfall FX module from the supplied part. /// </summary> /// <param name="part">A Part that might contain a waterfall fx module</param> /// <returns>A WFModuleWaterfallFX if the part has a waterfall module, or null if not.</returns> public static WFModuleWaterfallFX GetWaterfallModule(Part part) { { int count = part.Modules.Count; PartModule module; for (int index = 0; index < count; index++) { module = part.Modules[index]; if (module.moduleName == "ModuleWaterfallFX") { WFModuleWaterfallFX waterfallFXModule = new WFModuleWaterfallFX(module); return(waterfallFXModule); } } } return(null); }
public override void OnStart(StartState state) { base.OnStart(state); loadCurve(warpCurve, "warpCurve"); loadCurve(planetarySOISpeedCurve, "planetarySOISpeedCurve"); ConfigNode defaultCurve = new ConfigNode("waterfallWarpEffectsCurve"); defaultCurve.AddValue("key", "0 0"); defaultCurve.AddValue("key", "1 0.5"); defaultCurve.AddValue("key", "1.5 1"); loadCurve(waterfallWarpEffectsCurve, "waterfallWarpEffectsCurve", defaultCurve); warpEngines = new List <WBIWarpEngine>(); warpCoils = new List <WBIWarpCoil>(); waterfallFXModule = WFModuleWaterfallFX.GetWaterfallModule(this.part); getAnimatedWarpEngineTextures(); // Optional bow shock transform. if (!string.IsNullOrEmpty(bowShockTransformName)) { bowShockTransform = this.part.FindModelTransform(bowShockTransformName); } // GUI setup Fields["realIsp"].guiActive = false; Fields["finalThrust"].guiActive = false; Fields["fuelFlowGui"].guiActive = false; // Debug fields Fields["isInSpace"].guiActive = debugEnabled; Fields["meetsWarpAltitude"].guiActive = debugEnabled; Fields["hasWarpCapacity"].guiActive = debugEnabled; Fields["applyWarpTranslation"].guiActive = debugEnabled; Fields["totalDisplacementImpulse"].guiActive = debugEnabled; Fields["totalWarpCapacity"].guiActive = debugEnabled; Fields["minPlanetaryRadius"].guiActive = debugEnabled; Fields["effectiveWarpCapacity"].guiActive = debugEnabled; Fields["maxWarpSpeed"].guiActive = debugEnabled; Fields["warpDistance"].guiActive = debugEnabled; Fields["effectsThrottle"].guiActive = debugEnabled; }
public override void OnStart(StartState state) { base.OnStart(state); if (HighLogic.LoadedSceneIsEditor) { this.DisableModule(); } else if (HighLogic.LoadedSceneIsFlight) { this.EnableModule(); } // Setup GUI Fields["animationThrottle"].guiActive = debugMode; Fields["animationThrottle"].guiActiveEditor = debugMode; // Get animated textures animatedTextures = getAnimatedTextureModules(); // Get Waterfall module (if any) waterfallFXModule = WFModuleWaterfallFX.GetWaterfallModule(this.part); }