private void LoopThroughActuators(bool newstate) { if (!spawned) { return; } foreach (Actuator thatActuator in actuators) { thatActuator.SetState(part, newstate, partLocal ? part.gameObject : null); } if (showEnableDisableOption) { if (newstate) { Events ["JSIGuiEnableComponents"].active = false; Events ["JSIGuiDisableComponents"].active = true; } else { Events ["JSIGuiDisableComponents"].active = false; Events ["JSIGuiEnableComponents"].active = true; } } currentState = newstate; JUtil.ForceRightclickMenuRefresh(); if (HighLogic.LoadedSceneIsEditor) { GameEvents.onEditorShipModified.Fire(EditorLogic.fetch.ship); } }
private void LoopComponents(bool newstate) { if (!spawned) { return; } foreach (string componentText in componentList) { SetState(part, componentText, newstate, controlRendering, controlColliders); } if (showEnableDisableOption) { if (newstate) { Events ["JSIGuiEnableComponent"].active = false; Events ["JSIGuiDisableComponent"].active = true; } else { Events ["JSIGuiDisableComponent"].active = false; Events ["JSIGuiEnableComponent"].active = true; } } currentState = newstate; JUtil.ForceRightclickMenuRefresh(); if (HighLogic.LoadedSceneIsEditor) { GameEvents.onEditorShipModified.Fire(EditorLogic.fetch.ship); } }
private void SwitchToState(string newState) { ToggleGroup(currentState, false, partLocal ? part.gameObject : null); ToggleGroup(newState, true, partLocal ? part.gameObject : null); JUtil.ForceRightclickMenuRefresh(); if (HighLogic.LoadedSceneIsEditor) { GameEvents.onEditorShipModified.Fire(EditorLogic.fetch.ship); } currentState = newState; }