public override void OnStart(StartState state) { base.OnStart(state); if (fixedUpdateHelper == null && HighLogic.LoadedSceneIsFlight) { fixedUpdateHelper = this.part.gameObject.AddComponent <FixedUpdateHelper>(); fixedUpdateHelper.onFixedUpdateDelegate = OnUpdateFixed; fixedUpdateHelper.enabled = true; } ModuleDockingNode dockingNode = this.part.FindModuleImplementing <ModuleDockingNode>(); if (!dockingNode) { return; } if (dockingNode.isEnabled) { Events["ToggleDockingPort"].guiName = "Disable Docking Port"; } else { Events["ToggleDockingPort"].guiName = "Enable Docking Port"; } }
private void monitor_for_completion(ModuleDataTransmitter transmitter) { transmitterToMonitor = transmitter; monitorTransmitterStatus = true; if (fixedUpdateHelper == null) { fixedUpdateHelper = this.part.gameObject.AddComponent <FixedUpdateHelper>(); fixedUpdateHelper.onFixedUpdateDelegate = OnUpdateFixed; } fixedUpdateHelper.enabled = true; }
public override void OnStart(StartState state) { if (animationLayer == kDefaultAnimationLayer) { animationLayer = kDefaultLightAnimationLayer; } base.OnStart(state); Animation[] animators = this.part.FindModelAnimators(animationName); if (animators != null && animators.Length >= 1) { Animation anim = animators[0]; anim[animationName].layer = animationLayer; } //Find the lights lights = this.part.gameObject.GetComponentsInChildren <Light>(); Log("THERE! ARE! " + lights.Length + " LIGHTS!"); setupLights(); if (string.IsNullOrEmpty(toggleFriendAnimation) == false) { List <WBIAnimation> animations = this.part.FindModulesImplementing <WBIAnimation>(); int totalCount = animations.Count; WBIAnimation friendAnim; for (int index = 0; index < totalCount; index++) { friendAnim = animations[index]; if (friendAnim.animationName == toggleFriendAnimation) { friendAnimation = friendAnim; break; } } } if (fixedUpdateHelper == null) { fixedUpdateHelper = this.part.gameObject.AddComponent <FixedUpdateHelper>(); fixedUpdateHelper.onFixedUpdateDelegate = OnUpdateFixed; } fixedUpdateHelper.enabled = true; }
public override void OnStart(StartState state) { base.OnStart(state); //Hide gui elements that we don't need. HideGUI(); //Setup the engine SetEngineStateOnStart(); Events["DebugReset"].guiActive = showDebugButton; Events["ChargeCapacitor"].guiActive = showDebugButton; if (fixedUpdateHelper == null) { fixedUpdateHelper = this.part.gameObject.AddComponent <FixedUpdateHelper>(); fixedUpdateHelper.onFixedUpdateDelegate = OnUpdateFixed; } fixedUpdateHelper.enabled = true; }
public override void OnStart(StartState state) { base.OnStart(state); radiator = this.part.FindModuleImplementing <ModuleActiveRadiator>(); radiator.isEnabled = isDeployed && isCooling; radiator.enabled = isDeployed && isCooling; emitter = this.part.GetComponentInChildren <KSPParticleEmitter>(); if (emitter != null) { emitter.emit = isDeployed && isCooling; emitter.enabled = isDeployed && isCooling; } UpdateStatus(); if (isOpenCycle) { this.Events["ToggleOpenCycle"].guiName = "Open Cycle Off"; } else { this.Events["ToggleOpenCycle"].guiName = "Open Cycle On"; } if (isDeployed == false && this.part.Resources.Contains("Water")) { this.part.Resources["Water"].amount = 0; } if (fixedUpdateHelper == null) { fixedUpdateHelper = this.part.gameObject.AddComponent <FixedUpdateHelper>(); fixedUpdateHelper.onFixedUpdateDelegate = OnUpdateFixed; } fixedUpdateHelper.enabled = true; }
public override void OnStart(StartState state) { base.OnStart(state); //ModuleDeployableRadiator //Get the resource definition for electric charge. electricChargeDef = definitions["ElectricCharge"]; //Set cooling mode. For now, default is closed. coolingCycleMode = CoolingCycleModes.closed; Events["ToggleCoolingMode"].guiName = "Cooling Mode (closed)"; //Dig into the proto part and find the coolant resource nodes. getCoolantNodes(); //Load the sound effects LoadSoundFX(); //Create fixed update helper fixedUpdateHelper = this.part.gameObject.AddComponent <FixedUpdateHelper>(); fixedUpdateHelper.onFixedUpdateDelegate = UpdateState; fixedUpdateHelper.enabled = true; }