// Save and load checklist window config when the game scene is changed private void OnGameSceneSwitch(GameEvents.FromToAction <GameScenes, GameScenes> Data) { if (GameHelper.AllowChecklistWindow(Data.from)) { WindowSettings W = _checklistWindow.BuildSettings( ); Config.SetWindowConfig(W, Data.from); } if (GameHelper.AllowChecklistWindow(Data.to)) { WindowSettings W = Config.GetWindowConfig(WINDOW_NAME_CHECKLIST, Data.to); _checklistWindow.ApplySettings(W); } /* if( GameHelper.AllowStatusWindow( Data.from ) ) * { * // WindowSettings W =_statusWindow.BuildSettings( ); * // Config.SetWindowConfig( W, Data.from ); * } * * if( GameHelper.AllowStatusWindow( Data.to ) ) * { * // WindowSettings W = Config.GetWindowConfig( WINDOW_NAME_CHECKLIST, Data.to ); * // _statusWindow.ApplySettings( W ); * } */ }
private void SwitchingGameScene(GameScenes From, GameScenes To) { HammerMusicMute( ); // Ensure we enforce music volume anyway // Checklist window settings if (GameHelper.AllowChecklistWindow(From)) { WindowSettings W = _checklistWindow.BuildSettings( ); W._scene = From; Config.SetWindowConfig(W); } if (GameHelper.AllowChecklistWindow(To)) { WindowSettings W = Config.GetWindowConfig(WINDOW_NAME_CHECKLIST, To); _checklistWindow.ApplySettings(W); } // Status window settings if (GameHelper.AllowStatusWindow(From)) { WindowSettings W = _statusWindow.BuildSettings( ); W._scene = From; Config.SetWindowConfig(W); } if (GameHelper.AllowStatusWindow(To)) { WindowSettings W = Config.GetWindowConfig(WINDOW_NAME_STATUS, To); _statusWindow.ApplySettings(W); } // Selected Object window settings if (GameScenes.TRACKSTATION == From) { WindowSettings W = _shipStateWindow.BuildSettings( ); W._scene = From; Config.SetWindowConfig(W); } if (GameScenes.TRACKSTATION == To) { WindowSettings W = Config.GetWindowConfig(WINDOW_NAME_SHIP_STATE, To); _shipStateWindow.ApplySettings(W); } }
private void OnGameSceneSwitch(GameEvents.FromToAction <GameScenes, GameScenes> Data) { if (GameHelper.AllowWindow(Data.from)) { WindowSettings W = _window.BuildSettings( ); Config.SetWindowConfig(W, Data.from); } if (GameHelper.AllowWindow(Data.to)) { WindowSettings W = Config.GetWindowConfig("ScienceCheckList", Data.to); _window.ApplySettings(W); } _vExperimentsRefreshPending = true; }