public void Update() { // The first time an existing save game is loaded with Kerbalism installed, // MM will to any existing vessels add Nitrogen with the correct capacities as set in default.cfg but they will have zero amounts, // this is not the case for any newly created vessels in the editor. if (configured) { if (state == State.enabled && Features.Pressure) { Lib.FillResource(part, "Nitrogen"); } else { Lib.EmptyResource(part, "Nitrogen"); } configured = false; } // update ui string status_str = string.Empty; switch (state) { case State.enabled: if (Math.Truncate(Math.Abs((perctDeployed + ResourceBalance.precision) - 1.0) * 100000) / 100000 > ResourceBalance.precision) { // No inflatable can be enabled been pressurizing status_str = Localizer.Format("#KERBALISM_Habitat_pressurizing"); } else { status_str = Localizer.Format("#KERBALISM_Generic_ENABLED"); } Set_pressurized(true); break; case State.disabled: status_str = Localizer.Format("#KERBALISM_Generic_DISABLED"); Set_pressurized(false); break; case State.pressurizing: status_str = Get_inflate_string().Length == 0 ? Localizer.Format("#KERBALISM_Habitat_pressurizing") : Localizer.Format("#KERBALISM_Habitat_inflating"); status_str += string.Format("{0:p2}", perctDeployed); Set_pressurized(false); break; case State.depressurizing: status_str = Get_inflate_string().Length == 0 ? Localizer.Format("#KERBALISM_Habitat_depressurizing") : Localizer.Format("#KERBALISM_Habitat_deflating"); status_str += string.Format("{0:p2}", perctDeployed); Set_pressurized(false); break; } Events["Toggle"].guiName = Lib.StatusToggle("Habitat", status_str); // Changing this animation when we expect rotation will not work because // Unity disables other animations when playing the inflation animation. if (prev_state != State.enabled) { Set_inflation(); } prev_state = state; }