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StationaryVesselModule.cs
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StationaryVesselModule.cs
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using UnityEngine;
using UnityEngine.UI;
using KSP;
using System;
using System.Linq;
using System.Collections.Generic;
namespace StationaryVessels
{
public class StationaryVesselModule : VesselModule
{
private Vessel vessel;
private List<StationaryModule> modules;
new public void Awake ()
{
Debug.Log ("StationaryAwake");
vessel = GetComponent<Vessel> ();
// Add StationaryModule to all controllable parts on vessel
if (!vessel.isEVA)
{
foreach (Part p in vessel.parts)
{
if (p.Modules.Contains ("ModuleCommand")
&& !p.Modules.Contains ("StationaryModule"))
{
p.AddModule ("StationaryModule");
}
}
}
}
public void Start ()
{
Debug.Log ("StationaryStart");
RebuildModulesList();
// Establish loaded state
if (modules.FindAll(x => x.isFrozen == true).Count > 0)
{
setFreeze(true);
}
}
// Todo: Will probably need to call this to fix the list after some events like docking and breaks
private void RebuildModulesList()
{
if (modules == null) { modules = new List<StationaryModule>(); }
List<Part> parts = vessel.parts.FindAll(p => p.Modules.Contains("StationaryModule") == true);
foreach (Part p in parts)
{
modules.AddRange(p.Modules.GetModules<StationaryModule>());
}
}
public void setFreeze (bool state)
{
foreach (Part p in vessel.parts)
{
// Skip parts without Rigidbodys
if (p.GetComponent<Rigidbody> () == null) continue;
p.GetComponent<Rigidbody> ().isKinematic = state;
}
Propogate(state);
}
private void Propogate(bool state)
{
modules.ForEach(x => x.isFrozen = state);
modules.ForEach(x => x.UpdateButton());
}
}
}