示例#1
0
        public bool GetFormationLeaderSetting_bool(string key = null)
        {
            bool is_ = false;

            if (key != null)
            {
                ImpulseVesselType leader = null;

                foreach (KeyValuePair <string, ImpulseVesselType> pair in this.ImpulseVesselList)
                {
                    if (pair.Value.is_formationMode_enabled)
                    {
                        leader = pair.Value;
                    }
                }
                switch (key)
                {
                case "is_fullHalt_enabled":
                    is_ = leader.is_fullHalt_enabled;
                    break;

                case "is_MakeSlowToSave_enabled":
                    is_ = leader.is_MakeSlowToSave_enabled;
                    break;

                case "is_fullImpulse_enabled":
                    is_ = leader.is_fullImpulse_enabled;
                    break;

                case "is_UseReserves_enabled":
                    is_ = leader.is_UseReserves_enabled;
                    break;

                case "is_accelerationLock_enabled":
                    is_ = leader.is_accelerationLock_enabled;
                    break;

                case "is_pilotMode_enabled":
                    is_ = leader.is_pilotMode_enabled;
                    break;

                case "is_holdspeed_enabled":
                    is_ = leader.is_holdspeed_enabled;
                    break;

                case "is_holdheight_enabled":
                    is_ = leader.is_holdheight_enabled;
                    break;
                }
            }
            return(is_);
        }
示例#2
0
 public ImpulseVesselType AddImpulseVessel(string key)
 {
     if (!this.ImpulseVesselList.ContainsKey(key))
     {
         ImpulseVesselType activeImpulseVessel = new ImpulseVesselType();
         this.ImpulseVesselList.Add(key, activeImpulseVessel);
         return(activeImpulseVessel);
     }
     else
     {
         return(this.ImpulseVesselList[key]);
     }
 }
示例#3
0
        public void print_stats(string called_by)
        {
            UnityEngine.Debug.Log("================================================================");
            UnityEngine.Debug.Log("ImpulseDrive: ImpulseVessel_manager print_stats:");
            UnityEngine.Debug.Log("number of items in List: " + this.ImpulseVesselList.Count);
            UnityEngine.Debug.Log("called_by: " + called_by);
            foreach (KeyValuePair <string, ImpulseVesselType> pair in this.ImpulseVesselList)
            {
                IVship = pair.Value;

                UnityEngine.Debug.Log("-------------------------");
                UnityEngine.Debug.Log("ship: " + IVship.pid);
                UnityEngine.Debug.Log("name: " + IVship.name);
                UnityEngine.Debug.Log("windowPosition: " + IVship.windowPosition.ToString());
                UnityEngine.Debug.Log("geeVector: " + IVship.geeVector.ToString());
                UnityEngine.Debug.Log("is_active_vessel: " + IVship.is_active_vessel.ToString());
                UnityEngine.Debug.Log("is_gravity_enabled: " + IVship.is_gravity_enabled.ToString());
                UnityEngine.Debug.Log("is_fullHalt_enabled: " + IVship.is_fullHalt_enabled.ToString());
                UnityEngine.Debug.Log("is_MakeSlowToSave_enabled: " + IVship.is_MakeSlowToSave_enabled.ToString());
                UnityEngine.Debug.Log("is_fullImpulse_enabled: " + IVship.is_fullImpulse_enabled.ToString());
                UnityEngine.Debug.Log("is_UseReserves_enabled: " + IVship.is_UseReserves_enabled.ToString());
                UnityEngine.Debug.Log("is_accelerationLock_enabled: " + IVship.is_accelerationLock_enabled.ToString());
                UnityEngine.Debug.Log("is_pilotMode_enabled: " + IVship.is_pilotMode_enabled.ToString());
                UnityEngine.Debug.Log("is_formationMode_enabled: " + IVship.is_formationMode_enabled.ToString());
                UnityEngine.Debug.Log("is_ignoreformationcommandos_enabled: " + IVship.is_ignoreformationcommandos_enabled.ToString());
                UnityEngine.Debug.Log("is_holdspeed_enabled: " + IVship.is_holdspeed_enabled.ToString());
                UnityEngine.Debug.Log("HoldSpeed_value: " + IVship.HoldSpeed_value);
                UnityEngine.Debug.Log("is_holdheight_enabled: " + IVship.is_holdheight_enabled.ToString());
                UnityEngine.Debug.Log("HoldHeight_value: " + IVship.HoldHeight_value);
            }
            Vessel activeVessel     = FlightGlobals.ActiveVessel;
            string ActiveVessel_pid = activeVessel.id.ToString();

            UnityEngine.Debug.Log("activeVessel.Landed: (" + ActiveVessel_pid + ") " + activeVessel.Landed);
            UnityEngine.Debug.Log("Vessel.GetSituationString(activeVessel): (" + ActiveVessel_pid + ") " + Vessel.GetSituationString(activeVessel));

            UnityEngine.Debug.Log("================================================================");
        }