Пример #1
0
        public void LoadConfig()
        {
            //foreach (var configNode in GameDatabase.Instance.GetConfigNodes(LightGroupNodeName))
            {
                var configNode = ConfigNode.Load(KSPUtil.ApplicationRootPath + "GameData/PAPIPlugin/lights.cfg");
                configNode = configNode.GetNode("LightGroup");
                var lightGroup = CreateLightGroup();

                var success = ConfigNode.LoadObjectFromConfig(lightGroup, configNode);

                if (success)
                {
                    var node = lightGroup as IConfigNode;
                    if (node != null)
                    {
                        node.Load(configNode);
                    }

                    _lightGroups.Add(lightGroup);
                }
            }

            foreach (var configNode in GameDatabase.Instance.GetConfigNodes(LightConfigNodeName))
            {
                DebugMode          = configNode.ConvertValue("Debug", false);
                UseBlizzy78Toolbar = configNode.ConvertValue("UseBlizzy78Toolbar", false);
                positionDecision   = configNode.ConvertValue("PositionDecision", PositionDecision.Auto);
            }
            PAPIPlugin.Arrays.PAPIArray.positionDecision = positionDecision;
        }
        public void LoadConfig()
        {
            if (HighLogic.CurrentGame.Parameters.CustomParams <PAPI>().debug)
            {
                Util.LogDebugInfo("LoadConfig");
            }

            ConfigNode allNodes = ConfigNode.Load(KSPUtil.ApplicationRootPath + "GameData/PAPIPlugin/PluginData/lights.cfg");

            foreach (var configNode in allNodes.GetNodes(LIGHTGROUP))
            {
                var lightGroup = CreateLightGroup();
                lightGroup.stdConfig = true;
                var success = ConfigNode.LoadObjectFromConfig(lightGroup, configNode);

                if (success)
                {
                    var node = lightGroup as IConfigNode;
                    if (node != null)
                    {
                        node.Load(configNode);
                    }
                    if (HighLogic.CurrentGame.Parameters.CustomParams <PAPI>().debug)
                    {
                        Util.LogDebugInfo("LoadConfig: LightGroup: " + lightGroup.ToString());
                    }

                    _lightGroups.Add(lightGroup);
                }
            }
            LoadRuntimeConfig();
            foreach (var configNode in GameDatabase.Instance.GetConfigNodes(LIGHTCONFIG))
            {
                DebugMode        = configNode.ConvertValue("Debug", false) | HighLogic.CurrentGame.Parameters.CustomParams <PAPI>().debug;
                positionDecision = configNode.ConvertValue("PositionDecision", PositionDecision.Auto);
            }
            PAPIPlugin.Arrays.PAPIArray.positionDecision = positionDecision;
        }