private void CommNetInit() { // create the vessel list now but wait for the real signal // Debug.Log ("[AH][ShipListener] Commnet is initialized"); AHShipList.ParseFlyingVessel(); }
public void Start() { if (!HighLogic.CurrentGame.Parameters.CustomParams <AntennaHelperSettings> ().enableInEditor) { Destroy(this); return; } if (HighLogic.CurrentGame.Mode == Game.Modes.MISSION_BUILDER) { if (Component.FindObjectOfType <AHUtil> () == null) { AHUtil util = gameObject.AddComponent <AHUtil> (); util.Start(); } AHShipList.UpdateLoadedGame(); AHShipList.ParseFlyingVessel(); } instance = this; trackingStationLevel = ScenarioUpgradeableFacilities.GetFacilityLevel(SpaceCenterFacility.TrackingStation); targetPower = GameVariables.Instance.GetDSNRange(trackingStationLevel); targetName = Localizer.Format("#autoLOC_AH_0015") + " " + (int)(trackingStationLevel * 2 + 1); GetShipList(); GetAntennaPartList(); CreateAntennaList(); DoTheMath(); GameEvents.onGUIApplicationLauncherReady.Add(AddToolbarButton); GameEvents.onGUIApplicationLauncherDestroyed.Add(RemoveToolbarButton); GameEvents.onEditorLoad.Add(VesselLoad); GameEvents.onEditorPartEvent.Add(PartEvent); GameEvents.onEditorPodPicked.Add(PodPicked); GameEvents.onEditorPodDeleted.Add(PodDeleted); GameEvents.onGameSceneSwitchRequested.Add(QuitEditor); }
private IEnumerator CommNetUpdateCoroutine() { inCoroutine = true; yield return(waitFor); while (!AHShipList.shipListReady) { yield return(waitFor); } // Debug.Log ("[AH] ship list is ready"); if (listMarkers != null) { DestroyMarkers(); } AHShipList.ParseFlyingVessel(true); GetListsShip(); CreateMarkers(); inCoroutine = false; }