Exemplo n.º 1
0
 /// <summary>
 /// Here we copy the flight state we received and apply to the specific vessel.
 /// This method is called by ksp as it's a delegate. It's called on every FixedUpdate
 /// </summary>
 private void LunaOnVesselFlyByWire(Guid id, FlightCtrlState st)
 {
     if (FlightStatesDictionary.TryGetValue(id, out var value))
     {
         if (value.CanInterpolate)
         {
             if (VesselCommon.IsSpectating)
             {
                 st.CopyFrom(value.GetInterpolatedValue());
             }
             else
             {
                 //If we are close to a vessel and we both are in space don't copy the
                 //input controls as then the vessel jitters, specially if the other player has SAS on
                 if (FlightGlobals.ActiveVessel.situation > Vessel.Situations.FLYING)
                 {
                     var interpolatedState = value.GetInterpolatedValue();
                     st.mainThrottle = interpolatedState.mainThrottle;
                     st.gearDown     = interpolatedState.gearDown;
                     st.gearUp       = interpolatedState.gearUp;
                     st.headlight    = interpolatedState.headlight;
                     st.killRot      = interpolatedState.killRot;
                 }
             }
         }
     }
 }
        /// <summary>
        /// Here we copy the flight state we received and apply to the specific vessel.
        /// This method is called by ksp as it's a delegate. It's called on every FixedUpdate
        /// </summary>
        public void LunaOnVesselFlyByWire(Guid id, FlightCtrlState st)
        {
            if (!Enabled || !FlightStateSystemReady)
            {
                return;
            }

            if (FlightStatesDictionary.TryGetValue(id, out var value))
            {
                if (VesselCommon.IsSpectating)
                {
                    st.CopyFrom(value.GetInterpolatedValue(st));
                }
                else
                {
                    //If we are close to a vessel and we both are in space don't copy the
                    //input controls as then the vessel jitters, specially if the other player has SAS on
                    if (FlightGlobals.ActiveVessel?.situation > Vessel.Situations.FLYING)
                    {
                        var interpolatedState = value.GetInterpolatedValue(st);
                        st.mainThrottle = interpolatedState.mainThrottle;
                        st.gearDown     = interpolatedState.gearDown;
                        st.gearUp       = interpolatedState.gearUp;
                        st.headlight    = interpolatedState.headlight;
                        st.killRot      = interpolatedState.killRot;
                    }
                    else
                    {
                        st.CopyFrom(value.GetInterpolatedValue(st));
                    }
                }
            }
            else
            {
                var vessel = FlightGlobals.FindVessel(id);
                if (vessel != null && !FlightGlobals.FindVessel(id).packed)
                {
                    AddVesselToSystem(vessel);
                }
            }
        }