public override void OnAwake() { base.OnAwake(); warning = gameObject.AddComponent <SimpleWarning>(); warning.yesCallback = deflate; GameEvents.onGamePause.Add(onPause); GameEvents.onGameUnpause.Add(onUnpause); GameEvents.onEditorShipModified.Add(UpdateGUI); }
public override void OnAwake() { base.OnAwake(); warning = gameObject.AddComponent <SimpleWarning>(); warning.Message = "This will fix the grapple permanently. " + "You will not be able to decouple it ever again. " + "Are you sure you want to continue?"; warning.yesCallback = () => { if (fixAnimator != null) { fixAnimator.Open(); } StartCoroutine(delayed_disable_decoupling()); }; GameEvents.onPartJointBreak.Add(onPartJointBreak); }
public override void OnAwake() { base.OnAwake(); warning = gameObject.AddComponent <SimpleWarning>(); warning.Message = "Deployment cannot be undone.\nAre you sure?"; warning.yesCallback = start_deployment; model = part.transform.Find("model"); //add deploy hints var obj = new GameObject("DeployHintsMesh", typeof(MeshFilter), typeof(MeshRenderer)); obj.transform.SetParent(part.transform); deploy_hint_mesh = obj.GetComponent <MeshFilter>(); deploy_hint_mesh.mesh = new Mesh(); var renderer = obj.GetComponent <MeshRenderer>(); renderer.material = Utils.no_z_material; renderer.material.color = deploy_hint_color; renderer.enabled = true; obj.SetActive(false); }