/// <summary> /// Called by unity on every physics frame. /// </summary> private void Update() { ColorScheme scheme; if (AnimationManager.Instance.animationRunning()) { scheme = AnimationManager.Instance.getFrame(); } else { switch (HighLogic.LoadedScene) { case GameScenes.FLIGHT: scheme = _flightSceneManager.getScheme(); break; case GameScenes.EDITOR: scheme = _vabSceneManager.getScheme(); break; default: scheme = new LogoScheme(); break; } } _ledControllers.ForEach(controller => controller.Send(scheme)); }
private void Update() { ColorScheme scheme; if (HighLogic.LoadedScene == GameScenes.FLIGHT) { print($"ASL: {FlightGlobals.fetch.activeVessel.altitude} || AGL: {FlightGlobals.fetch.activeVessel.terrainAltitude}"); } if (AnimationManager.Instance.animationRunning()) { scheme = AnimationManager.Instance.getFrame(); } else { switch (HighLogic.LoadedScene) { case GameScenes.FLIGHT: scheme = _flightSceneManager.getScheme(); break; case GameScenes.EDITOR: scheme = _vabSceneManager.getScheme(); break; default: scheme = new LogoScheme(); break; } } _ledControllers.ForEach(controller => controller.Send(scheme)); }
/// <summary> /// Called by unity on every physics frame. /// </summary> // ReSharper disable once UnusedMember.Local private void Update() { ColorScheme scheme; if (AnimationManager.Instance.AnimationRunning()) { scheme = AnimationManager.Instance.GetFrame(); } else { switch (HighLogic.LoadedScene) { case GameScenes.FLIGHT: scheme = this.flightSceneManager.GetScheme(); break; case GameScenes.EDITOR: scheme = this.vabSceneManager.GetScheme(); break; default: scheme = new LogoScheme(); break; } } this.dataDrains.ForEach(drain => drain.Send(scheme)); }
/// <summary>Called by unity on every physics frame.</summary> // ReSharper disable once UnusedMember.Local private void Update() { ColorScheme scheme; if (AnimationManager.Instance.AnimationRunning()) { scheme = AnimationManager.Instance.GetFrame(); } else { switch (HighLogic.LoadedScene) { case GameScenes.FLIGHT: scheme = this.flightSceneManager.GetScheme(); break; case GameScenes.EDITOR: scheme = this.vabSceneManager.GetScheme(); break; default: scheme = new LogoScheme(); break; } } bool update; if (lastScheme == null) { update = true; } else { update = scheme.Count != lastScheme.Count || scheme.Except(lastScheme).Any(); } if (update) { this.dataDrains.ForEach(drain => drain.Send(scheme)); lastScheme = scheme; } }