private void setAnimationState(AnimState state) { if (animationController != null) { animationController.setToState(state); } }
public void inflateEvent() { if (inflated) { return; } if (HighLogic.LoadedSceneIsFlight) { consumeResources(); } else { appliedMass = inflationMass; } updateRequiredMass(); if (appliedMass >= inflationMass) { updateResourceAmounts(1.0d / deflationMult); if (animation != null) { animation.setToState(AnimState.PLAYING_FORWARD); } updateCrewCapacity(inflatedCrew); inflated = true; BaseEvent evt = Events["inflateEvent"]; evt.guiActive = evt.guiActiveEditor = !inflated; evt = Events["deflateEvent"]; evt.guiActiveEditor = true; evt.guiActive = canDeflate; } }
private void init() { if (initialized) { return; } initialized = true; if (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight) { updateCrewCapacity(inflated ? inflatedCrew : deflatedCrew); } animation = SSTUAnimateControlled.locateAnimationController(part, animationID, onAnimStateChange); if (animation != null) { AnimState state = inflated ? AnimState.STOPPED_END : AnimState.STOPPED_START; animation.setToState(state); } BaseEvent evt = Events["inflateEvent"]; evt.guiActive = evt.guiActiveEditor = !inflated; evt = Events["deflateEvent"]; evt.guiActiveEditor = inflated; evt.guiActive = inflated && (HighLogic.LoadedSceneIsEditor || canDeflate); resourceDef = PartResourceLibrary.Instance.GetDefinition(resourceName); if (resourceDef == null) { MonoBehaviour.print("ERROR: Could not locate resource for name: " + resourceName + " for " + this.name); } updateRequiredMass(); }
private void setAnimationState(AnimState state) { if (animationControl != null) { animationControl.setToState(state); } updateGuiDataFromState(state); }
private void setAnimationState(AnimState state) { AnimState currentState = animationControl.getAnimationState(); //exceptions below fix issues of OnActive being called by moduleEngine during startup if (currentState == AnimState.STOPPED_END && state == AnimState.PLAYING_FORWARD) { return; } //don't allow deploying from deployed else if (currentState == AnimState.STOPPED_START && state == AnimState.PLAYING_BACKWARD) { return; } //don't allow retracting from retracted animationControl.setToState(state); }
private void updateAnimationControllerState() { if (animationController == null) { return; } AnimState newState = AnimState.STOPPED_START; switch (state) { case LightAnimationState.OFF: newState = AnimState.STOPPED_START; break; case LightAnimationState.TURNING_ON: newState = AnimState.PLAYING_FORWARD; break; case LightAnimationState.ON: newState = AnimState.STOPPED_END; break; case LightAnimationState.LOOPING_FORWARD: newState = AnimState.STOPPED_END; break; case LightAnimationState.LOOPING_BACKWARD: newState = AnimState.STOPPED_END; break; case LightAnimationState.TURNING_OFF_LOOP: newState = AnimState.STOPPED_END; break; case LightAnimationState.TURNING_OFF: newState = AnimState.PLAYING_BACKWARD; break; default: break; } animationController.setToState(newState); }