/// <summary> /// This is what's shown as the bold green title of the /// info panel at right in the parts pane. /// </summary> /// <returns></returns> public string GetModuleTitle() { string titleTag = isDefault ? "#SimpleFuelSwitch_titleFormatDefault" : "#SimpleFuelSwitch_titleFormat"; return(LocalizeUtil.Format(titleTag, selectorFieldName, displayName)); }
/// <summary> /// Display the total mass of a resource, in tons. /// </summary> /// <param name="resource"></param> /// <param name="index"></param> /// <returns></returns> private static string MassOf(SwitchableResource[] resources, int index) { double mass = 0.0; if (index == SUM_INDEX) { for (int i = 0; i < resources.Length; ++i) { mass += resources[i].amount * resources[i].definition.density; } } else { mass = resources[index].amount * resources[index].definition.density; } return(LocalizeUtil.Format("#SimpleFuelSwitch_massTonsFormat", mass)); }
/// <summary> /// Here when the game is first loading up. /// </summary> /// <param name="node"></param> private void OnInitialGameLoading(ConfigNode node) { Loader.Initialize(); // Load the resources from config. resources = SwitchableResource.Load(node); longTitle = SwitchableResource.LongTitleOf(resources); // If they haven't specified a resources title in the config, // use the auto-generated long one. if (string.IsNullOrEmpty(displayName)) { displayName = longTitle; } // Add the resources to the global map. This is how the ModuleSimpleFuelSwitch will // control behavior when the player is working with a ship in the editor. SwitchableResourceSet.Add( part.name, resourcesId, displayName, selectorFieldName, ParseLinkedVariants(linkedVariant), isDefault, resources, part.Resources); // Everything else in this class is concerned simply with setting up stuff // to display appropriate info in the part info window from the parts pane // of the vehicle editor. info = FormatInfo(resourcesId, resources); if (resources.Length == 0) { primaryField = longTitle; } else { primaryField = LocalizeUtil.Format( "#SimpleFuelSwitch_primaryInfoFormat", selectorFieldName, displayName, ResourcePrimaryInfoFormatter.Format(resourcesId, resources)); } }
/// <summary> /// Formats the information to display in the info pane on the right side of /// the part's pop-up window on the editor. /// </summary> /// <param name="resourcesId"></param> /// <param name="resources"></param> /// <returns></returns> private static string FormatInfo(string resourcesId, SwitchableResource[] resources) { if (resources.Length == 0) { return(LocalizeUtil.GetString("#SimpleFuelSwitch_noResources")); } StringBuilder builder = new StringBuilder(); for (int i = 0; i < resources.Length; ++i) { if (i > 0) { builder.Append("\n"); } builder.Append(LocalizeUtil.Format( "#SimpleFuelSwitch_detailedInfoFormat", resources[i].definition.displayName, ResourceInfoFormatter.Format(resourcesId, resources[i]))); } return(builder.ToString()); }
private static string FormatInfo(SwitchableResource[] resources) { // For default parts that aren't using this mod, each resource will // get one pane, where the title is the resource name and the // info consists of three lines: Amount, Mass, Cost. // // In our case, we're adding one pane for a *set* of resources, so // we need to present the info a bit differently. // // The title is fairly straightforward: the specified resources // title for the module (if provided), or a list of resource names // (if not). // // However, we can't really show amount/mass/cost, since there are // multiple panes that may have multiple resources each, so we // need to be more succinct. For each resource, we'll either display // the mass (if it's a resource with density > 0), or the amount // (for zero-density resources). StringBuilder builder = new StringBuilder(); for (int i = 0; i < resources.Length; ++i) { SwitchableResource resource = resources[i]; string amountString = (resource.definition.density > 0) ? FormatMassInTons(resource.maxAmount * resource.definition.density) : FormatAmount(resource.maxAmount); if (i > 0) { builder.Append("\n"); } builder.Append(LocalizeUtil.Format( "#SimpleFuelSwitch_detailedInfoFormat", resource.definition.displayName, amountString)); } return(builder.ToString()); }
/// <summary> /// Here when the game is first loading up. /// </summary> /// <param name="node"></param> private void OnInitialGameLoading(ConfigNode node) { // Load the resources from config and add them to the global map. This is how // the ModuleSimpleFuelSwitch will control behavior when the player is working // with a ship in the editor. resources = SwitchableResource.Load(node); SwitchableResourceSet.Add(part.name, resourcesId, displayName, selectorFieldName, isDefault, resources); // Everything else in this class is concerned simply with setting up stuff // to display appropriate info in the part info window from the parts pane // of the vehicle editor. // Build a long title from the resource names. StringBuilder builder = new StringBuilder(resources[0].definition.displayName); for (int i = 1; i < resources.Length; ++i) { builder.Append(" + "); builder.Append(resources[i].definition.displayName); } longTitle = builder.ToString(); // If they haven't specified a resources title in the config, // use the auto-generated long one. if (displayName == null) { displayName = longTitle; } info = FormatInfo(resources); primaryField = LocalizeUtil.Format( "#SimpleFuelSwitch_primaryInfoFormat", selectorFieldName, displayName, FormatPrimaryFieldQuantity(resources)); }
/// <summary> /// Display the mass of a resource, in tons. /// </summary> /// <param name="resource"></param> /// <returns></returns> private static string MassOf(SwitchableResource resource) { return(LocalizeUtil.Format("#SimpleFuelSwitch_massTonsFormat", resource.amount * resource.definition.density)); }
/// <summary> /// Given a mass in tons, produce a formatted string (with units) suitable /// for UI display. /// </summary> /// <param name="tons"></param> /// <returns></returns> private static string FormatMassInTons(double tons) { return(LocalizeUtil.Format("#SimpleFuelSwitch_massTonsFormat", tons)); }