public void debugMessage(string input) { if (debugMode) { FSdebugMessages.Post(input, true, 5f); } }
public override void OnStart(PartModule.StartState state) { base.OnStart(state); if (nodeLoader == null) { FSdebugMessages.Post("FSnodeLoaderTest is null, creating new one (OnStart)", true, 0f); nodeLoader = new FSnodeLoader(part, moduleName, moduleID, "trim", "amount"); nodeLoader.OnStart(); } else { FSdebugMessages.Post("FSnodeLoaderTest OnStart: nodeLoader not null", true, 0f); trimList = nodeLoader.OnStart(); if (trimList.Count > 0) { for (int i = 0; i < trimList.Count; i++) { FSdebugMessages.Post("FSnodeLoaderTest: trim " + i + ": " + trimList[i], true, 5f); } } else { FSdebugMessages.Post("FSnodeLoaderTest: trimList is empty", true, 5f); } } }
// runs the kind of commands that would normally be in OnStart, if they have not already been run. In case a method is called upon externally, but values have not been set up yet private void initializeData() { if (!initialized) { debug = new FSdebugMessages(debugMode, "FStextureSwitch2"); // you can't have fuel switching without symmetry, it breaks the editor GUI. if (useFuelSwitchModule) { updateSymmetry = true; } objectList = Tools.parseNames(objectNames, true); texList = Tools.parseNames(textureNames, true, true, textureRootFolder); mapList = Tools.parseNames(mapNames, true, true, textureRootFolder); textureDisplayList = Tools.parseNames(textureDisplayNames); fuelTankSetupList = Tools.parseIntegers(fuelTankSetups); debug.debugMessage("found " + texList.Count + " textures, using number " + selectedTexture + ", found " + objectList.Count + " objects, " + mapList.Count + " maps"); foreach (String targetObjectName in objectList) { Transform[] targetObjectTransformArray = part.FindModelTransforms(targetObjectName); List <Material> matList = new List <Material>(); foreach (Transform t in targetObjectTransformArray) { if (t != null && t.gameObject.GetComponent <Renderer>() != null) // check for if the object even has a mesh. otherwise part list loading crashes { Material targetMat = t.gameObject.GetComponent <Renderer>().material; if (targetMat != null) { if (!matList.Contains(targetMat)) { matList.Add(targetMat); } } } } targetMats.Add(matList); } if (useFuelSwitchModule) { fuelSwitch = part.GetComponent <FSfuelSwitch>(); // only looking for first, not supporting multiple fuel switchers if (fuelSwitch == null) { useFuelSwitchModule = false; debug.debugMessage("no FSfuelSwitch module found, despite useFuelSwitchModule being true"); } } initialized = true; } }
public override void OnLoad(ConfigNode node) { base.OnLoad(node); if (nodeLoader == null) { FSdebugMessages.Post("FSnodeLoaderTest is null, creating new one (OnLoad)", true, 0f); nodeLoader = new FSnodeLoader(part, moduleName, moduleID, "trim", "amount"); nodeLoader.OnLoad(node); } else { FSdebugMessages.Post("FSnodeLoaderTest OnLoad: nodeLoader not null", true, 0f); } }
void OnTriggerEnter(Collider other) { FSdebugMessages.Post("hit " + other.name, true, 5f); }