//init the module of the windows
        public override void OnStart(PartModule.StartState state)
        {
            //find the dependent module
            dependent = (PlanetaryModule)this.part.GetComponent("PlanetaryModule");

            if ((dependent != null))
            {
                //switch the IVA when not in editor mode
                if (state != StartState.Editor)
                {
                    //switch to the extended internal
                    if (dependent.status.Equals("Deployed"))
                    {
                        SetVisibleInternal(extendedInternalNode, false);
                        isInternalPacked = false;
                        respawnCrew      = true;
                    }
                    else
                    {
                        SetVisibleInternal(packedInternalNode, false);
                        isInternalPacked = false;
                    }
                }
            }
            base.OnStart(state);
        }
 public void OnDestroy()
 {
     //free referenced module
     dependent = null;
 }
        //----------------methods-----------------

        public override void OnStart(PartModule.StartState state)
        {
            base.OnStart(state);

            //find the animation
            anim = part.FindModelAnimators(animationName)[0];

            //find the dependent module
            dependent = (PlanetaryModule)this.part.GetComponent("PlanetaryModule");


            if (anim != null)            //Only Init when an animation is available
            {
                if (!hasBeenInitialized) // Run Only on first launch
                {
                    nextIsReverse = false;
                    animationTime = 0f;
                    anim[animationName].normalizedTime = 0f;
                    hasBeenInitialized = true;
                }

                // make sure you stay in your place on launch, and don't start going in the wrong direction if deployed/retracted
                if (nextIsReverse)
                {
                    anim[animationName].speed = 1f;
                    if (animationTime == 0f)
                    {
                        animationTime = 1f;
                    }

                    if (animationTime == 1f)
                    {
                        lightStatus = "On";
                    }
                    else
                    {
                        lightStatus = "Turning on";
                    }
                }
                else
                {
                    if (animationTime == 0f)
                    {
                        lightStatus = "Off";
                    }
                    else
                    {
                        lightStatus = "Turning off";
                    }

                    anim[animationName].speed = -1f;
                }

                //set up animation state according to persistent values
                anim[animationName].layer = layer;
                anim.Play(animationName);
                anim[animationName].normalizedTime = animationTime;

                //Settings for the GUI
                if (nextIsReverse)
                {
                    Events["toggleAnimation"].guiName = endEventGUIName;
                }
                else
                {
                    Events["toggleAnimation"].guiName = startEventGUIName;
                }

                //check whether the element can be active or not
                bool bShowGUI = true;
                if (dependent != null)
                {
                    bShowGUI = dependent.status.Equals("Deployed");
                }

                Events["toggleAnimation"].guiActiveEditor    = availableInEditor;
                Events["toggleAnimation"].guiActiveUnfocused = availableInEVA && bShowGUI;
                Events["toggleAnimation"].guiActive          = availableInVessel && bShowGUI;
                Events["toggleAnimation"].unfocusedRange     = EVArange;
            }
            else //When the animation can not be found deactivate it in the GUI
            {
                Events["toggleAnimation"].guiActiveEditor    = false;
                Events["toggleAnimation"].guiActive          = false;
                Events["toggleAnimation"].guiActiveUnfocused = false;
                Debug.Log("KBILightAnimation: Animation not found: " + animationName);
            }
        }
        //----------------methods-----------------
        public override void OnStart(PartModule.StartState state)
        {
            base.OnStart(state);

            //find the animation
            anim = part.FindModelAnimators(animationName).FirstOrDefault();

            //find the dependent module
            dependent = (PlanetaryModule)this.part.GetComponent("PlanetaryModule");

            if (anim != null) //Only Init when an animation is available
            {
                if (!hasBeenInitialized) // Run Only on first launch
                {
                    nextIsReverse = false;
                    animationTime = 0f;
                    anim[animationName].normalizedTime = 0f;
                    hasBeenInitialized = true;
                }

                // make sure you stay in your place on launch, and don't start going in the wrong direction if deployed/retracted
                if (nextIsReverse)
                {
                    anim[animationName].speed = 1f;
                    if (animationTime == 0f)
                    {
                        animationTime = 1f;
                    }

                    if (animationTime == 1f)
                    {
                        lightStatus = "On";
                    }
                    else
                    {
                        lightStatus = "Turning on";
                    }

                }
                else
                {
                    if (animationTime == 0f)
                    {
                        lightStatus = "Off";
                    }
                    else
                    {
                        lightStatus = "Turning off";
                    }

                    anim[animationName].speed = -1f;
                }

                //set up animation state according to persistent values
                anim[animationName].layer = layer;
                anim.Play(animationName);
                anim[animationName].normalizedTime = animationTime;

                //Settings for the GUI
                if (nextIsReverse)
                {
                    Events["toggleAnimation"].guiName = endEventGUIName;
                }
                else
                {
                    Events["toggleAnimation"].guiName = startEventGUIName;
                }

                //check whether the element can be active or not
                bool bShowGUI = true;
                if (dependent != null)
                {
                    bShowGUI = dependent.status.Equals("Deployed");
                }

                Events["toggleAnimation"].guiActiveEditor = availableInEditor;
                Events["toggleAnimation"].guiActiveUnfocused = availableInEVA && bShowGUI;
                Events["toggleAnimation"].guiActive = availableInVessel && bShowGUI;
                Events["toggleAnimation"].unfocusedRange = EVArange;
            }
            else //When the animation can not be found deactivate it in the GUI
            {
                Events["toggleAnimation"].guiActiveEditor = false;
                Events["toggleAnimation"].guiActive = false;
                Events["toggleAnimation"].guiActiveUnfocused = false;
                Debug.Log("KBILightAnimation: Animation not found: " + animationName);
            }
        }
 public void OnDestroy()
 {
     //free referenced module
     dependent = null;
 }