public void SpawnEmptyContainer(string part_name) { if (vessel_spawner.LaunchInProgress) { Utils.Message("In progress..."); return; } if (Opened) { Utils.Message("Need to close assembly space first"); Close(); return; } var kit_ship = new VesselKit().CreateShipConstruct(part_name, part.flagURL); if (kit_ship != null) { var kit_metric = new Metric(kit_ship.Bounds(kit_ship.parts[0].localRoot.partTransform)); if (!SpawnManager.MetricFits(kit_metric)) { kit_ship.Unload(); Utils.Message("Container is too big for this assembly space"); return; } PartKit.GetRequirements(kit_ship.Parts[0], out var assembly_reqs, out var construction_reqs); var need_ec = assembly_reqs.energy + construction_reqs.energy; if (!part.TryUseResource(Utils.ElectricCharge.id, need_ec)) { Utils.Message("Not enough energy to make the container"); kit_ship.Unload(); return; } if (assembly_reqs && !part.TryUseResource(assembly_reqs.resource.id, assembly_reqs.resource_amount)) { Utils.Message("Not enough {0} to make the container", assembly_reqs.resource.name); kit_ship.Unload(); return; } if (construction_reqs && !part.TryUseResource(construction_reqs.resource.id, construction_reqs.resource_amount)) { Utils.Message("Not enough {0} to make the container", construction_reqs.resource.name); kit_ship.Unload(); return; } GroundConstructionScenario.SaveGame(vessel.name + "-before_spawn_empty"); StartCoroutine(spawn_kit_vessel(kit_ship)); } }
public void GetRecycleInfo( Part p, float efficiency, out DIYKit.Requirements assembly_requirements, out DIYKit.Requirements construction_requirements ) { PartKit.GetRequirements(p, out assembly_requirements, out construction_requirements); if (assembly_requirements) { assembly_requirements.resource_amount *= assembly_requirements.resource.MaxRecycleRatio * efficiency; assembly_requirements.energy *= GLB.RecycleEnergyRatio; } if (construction_requirements) { construction_requirements.resource_amount *= construction_requirements.resource.MaxRecycleRatio * efficiency; construction_requirements.energy *= GLB.RecycleEnergyRatio; } }