示例#1
0
        public void Save()
        {
            buildListPositionSaved = new GUIPosition("buildList", KCT_GUI.buildListWindowPosition.x, KCT_GUI.buildListWindowPosition.y, KCT_GameStates.showWindows[0]);
            editorPositionSaved = new GUIPosition("editor", KCT_GUI.editorWindowPosition.x, KCT_GUI.editorWindowPosition.y, KCT_GameStates.showWindows[1]);
            timeLimitPositionSaved = new GUIPosition("timeLimit", KCT_GUI.timeRemainingPosition.x, KCT_GUI.timeRemainingPosition.y, KCT_GUI.showTimeRemaining);

            ConfigNode cnTemp = ConfigNode.CreateConfigFromObject(this, new ConfigNode());
            cnTemp.Save(filePath);
        }
示例#2
0
        public void Save()
        {
            // Only support persisting UI state for editor and space center scenes for now
            if (!HighLogic.LoadedSceneIsEditor && HighLogic.LoadedScene != GameScenes.SPACECENTER)
            {
                return;
            }

            try
            {
                buildListPositionSaved       = new GUIPosition("buildList", KCT_GUI.BuildListWindowPosition.x, KCT_GUI.BuildListWindowPosition.y, KCTGameStates.ShowWindows[0]);
                editorPositionSaved          = new GUIPosition("editor", KCT_GUI.EditorWindowPosition.x, KCT_GUI.EditorWindowPosition.y, KCTGameStates.ShowWindows[1]);
                editorBuildListPositionSaved = new GUIPosition("editorBuildList", KCT_GUI.EditorBuildListWindowPosition.x, KCT_GUI.EditorBuildListWindowPosition.y, false);

                ConfigNode cnTemp = ConfigNode.CreateConfigFromObject(this, new ConfigNode());
                cnTemp.Save(filePath);
            }
            catch (Exception ex)
            {
                Debug.LogException(ex);
            }
        }