示例#1
0
        public void ToggleCoolingMode()
        {
            if (coolingCycleMode == CoolingCycleModes.closed)
            {
                coolingCycleMode = CoolingCycleModes.open;
                Events["ToggleCoolingMode"].guiName = "Cooling Mode (open)";
                showParticleEffects(true);
                if (soundClip != null)
                {
                    soundClip.audio.volume = soundEffectVolume;
                    soundClip.audio.Play();
                }
            }

            else
            {
                coolingCycleMode = CoolingCycleModes.closed;
                Events["ToggleCoolingMode"].guiName = "Cooling Mode (closed)";
                showParticleEffects(false);
                if (soundClip != null)
                {
                    soundClip.audio.Stop();
                }
            }
        }
示例#2
0
        public void ToggleCoolingMode()
        {
            if (coolingCycleMode == CoolingCycleModes.closed)
            {
                coolingCycleMode = CoolingCycleModes.open;
                Events["ToggleCoolingMode"].guiName = "Cooling Mode (open)";
            }

            else
            {
                coolingCycleMode = CoolingCycleModes.closed;
                Events["ToggleCoolingMode"].guiName = "Cooling Mode (closed)";
            }
        }
示例#3
0
        public override void OnStart(StartState state)
        {
            base.OnStart(state);

            //ModuleActiveRadiator
            activeRadiator = this.part.FindModuleImplementing <ModuleActiveRadiator>();

            //Get the resource definition for electric charge.
            electricChargeDef = definitions["ElectricCharge"];

            //Set cooling mode. For now, default is closed.
            coolingCycleMode = CoolingCycleModes.closed;
            Events["ToggleCoolingMode"].guiName = "Cooling Mode (closed)";

            //Dig into the proto part and find the coolant resource nodes.
            getCoolantNodes();

            //Load the sound effects
            LoadSoundFX();
        }
示例#4
0
        public override void OnStart(StartState state)
        {
            base.OnStart(state);

            //Get the resource definition for electric charge.
            electricChargeDef = definitions["ElectricCharge"];

            //Since we are based upon the ModuleDeployableSolarPanel, hide its gui
            Fields["sunAOA"].guiActive   = false;
            Fields["flowRate"].guiActive = false;

            //Set cooling mode. For now, default is closed.
            coolingCycleMode = CoolingCycleModes.closed;
            Events["ToggleCoolingMode"].guiName = "Cooling Mode (closed)";

            //Dig into the proto part and find the coolant resource nodes.
            getCoolantNodes();

            this.part.OnJustAboutToBeDestroyed = OnAboutToBeDestroyed;
        }
示例#5
0
        public override void OnStart(StartState state)
        {
            base.OnStart(state);
            //ModuleDeployableRadiator

            //Get the resource definition for electric charge.
            electricChargeDef = definitions["ElectricCharge"];

            //Set cooling mode. For now, default is closed.
            coolingCycleMode = CoolingCycleModes.closed;
            Events["ToggleCoolingMode"].guiName = "Cooling Mode (closed)";

            //Dig into the proto part and find the coolant resource nodes.
            getCoolantNodes();

            //Load the sound effects
            LoadSoundFX();

            //Create fixed update helper
            fixedUpdateHelper = this.part.gameObject.AddComponent <FixedUpdateHelper>();
            fixedUpdateHelper.onFixedUpdateDelegate = UpdateState;
            fixedUpdateHelper.enabled = true;
        }
示例#6
0
 public void ClosedModeAction(KSPActionParam param)
 {
     coolingCycleMode = CoolingCycleModes.closed;
     Events["ToggleCoolingMode"].guiName = "Cooling Mode (closed)";
 }
示例#7
0
 public void OpenModeAction(KSPActionParam param)
 {
     coolingCycleMode = CoolingCycleModes.open;
     Events["ToggleCoolingMode"].guiName = "Cooling Mode (open)";
 }
示例#8
0
        public void ToggleCoolingMode()
        {
            if (coolingCycleMode == CoolingCycleModes.closed)
            {
                coolingCycleMode = CoolingCycleModes.open;
                Events["ToggleCoolingMode"].guiName = "Cooling Mode (open)";
            }

            else
            {
                coolingCycleMode = CoolingCycleModes.closed;
                Events["ToggleCoolingMode"].guiName = "Cooling Mode (closed)";
            }
        }
示例#9
0
 public void OpenModeAction(KSPActionParam param)
 {
     coolingCycleMode = CoolingCycleModes.open;
     Events["ToggleCoolingMode"].guiName = "Cooling Mode (open)";
 }
示例#10
0
        public override void OnStart(StartState state)
        {
            base.OnStart(state);

            //Get the resource definition for electric charge.
            electricChargeDef = definitions["ElectricCharge"];

            //Since we are based upon the ModuleDeployableSolarPanel, hide its gui
            Fields["sunAOA"].guiActive = false;
            Fields["flowRate"].guiActive = false;

            //Set cooling mode. For now, default is closed.
            coolingCycleMode = CoolingCycleModes.closed;
            Events["ToggleCoolingMode"].guiName = "Cooling Mode (closed)";

            //Dig into the proto part and find the coolant resource nodes.
            getCoolantNodes();

            this.part.OnJustAboutToBeDestroyed = OnAboutToBeDestroyed;
        }
示例#11
0
 public void ClosedModeAction(KSPActionParam param)
 {
     coolingCycleMode = CoolingCycleModes.closed;
     Events["ToggleCoolingMode"].guiName = "Cooling Mode (closed)";
 }