public NavBallTexture() { _stockTexture = new NavBallTextureChanger.Extensions.Lazy <Texture2D>(GetStockTexture); _flightMaterial = new NavBallTextureChanger.Extensions.Lazy <Material>(GetFlightNavBallMaterial); Instance = this; }
internal static NavBallTexture _navballTexture; //= new NavBallTexture(GetSkinDirectory()); private void Awake() { _navballTexture = new NavBallTexture(); // Save the original textures first _navballTexture.SaveCopyOfStockTexture(true); // Then load the config _navballTexture.LoadConfig(); GameEvents.onVesselChange.Add(OnVesselChanged); GameEvents.OnCameraChange.Add(OnCameraChanged); GameEvents.onGameSceneSwitchRequested.Add(OnGameSceneSwitchRequested); //UpdateFlightTexture(); // Now done in LoadConfig() }