当前位置: 首页>>代码示例>>C#>>正文


C# ConfigNode.HasNode方法代码示例

本文整理汇总了C#中ConfigNode.HasNode方法的典型用法代码示例。如果您正苦于以下问题:C# ConfigNode.HasNode方法的具体用法?C# ConfigNode.HasNode怎么用?C# ConfigNode.HasNode使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在ConfigNode的用法示例。


在下文中一共展示了ConfigNode.HasNode方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Save

        public void Save(ConfigNode node)
        {
            if (node.HasNode("KOLONIZATION"))
            {
                SettingsNode = node.GetNode("KOLONIZATION");
            }
            else
            {
                SettingsNode = node.AddNode("KOLONIZATION");
            }

            foreach (KolonizationEntry r in _LogInfo)
            {
                var rNode = new ConfigNode("KOLONY_ENTRY");
                rNode.AddValue("BodyIndex", r.BodyIndex);
                rNode.AddValue("VesselId", r.VesselId);
                rNode.AddValue("LastUpdate", r.LastUpdate);
                rNode.AddValue("KolonyDate", r.KolonyDate);
                rNode.AddValue("GeologyResearch", r.GeologyResearch);
                rNode.AddValue("BotanyResearch", r.BotanyResearch);
                rNode.AddValue("KolonizationResearch", r.KolonizationResearch);
                rNode.AddValue("Science", r.Science);
                rNode.AddValue("Rep", r.Rep);
                rNode.AddValue("Funds", r.Funds);
                SettingsNode.AddNode(rNode);
            }

            //Reset cache
            KolonizationManager.Instance.ResetCache();
        }
开发者ID:nanathan,项目名称:Kolonization,代码行数:30,代码来源:KolonizationPersistance.cs

示例2: Preset

 /// <summary>
 /// Creates a new Preset from the given ConfigNode
 /// </summary>
 /// <param name="node">ConfigNode to create the object from</param>
 public Preset(ConfigNode node)
 {
     node.TryGetValue("name", ref _name);
     node.TryGetValue("description", ref _description);
     node.TryGetValue("textureLibrary", ref _textureLibrary);
     node.TryGetValue("sizeID", ref _sizeID);
     node.TryGetValue("cutSpeed", ref _cutSpeed);
     node.TryGetValue("timer", ref _timer);
     node.TryGetValue("mustGoDown", ref _mustGoDown);
     node.TryGetValue("deployOnGround", ref _deployOnGround);
     node.TryGetValue("spares", ref _spares);
     node.TryGetValue("caseName", ref _caseName);
     node.TryGetValue("bodyName", ref _bodyName);
     if (node.HasNode("MAIN")) { _main = new ChuteParameters(node.GetNode("MAIN")); }
     if (node.HasNode("SECONDARY")) { _secondary = new ChuteParameters(node.GetNode("SECONDARY")); }
 }
开发者ID:vosechu,项目名称:RealChute,代码行数:20,代码来源:Preset.cs

示例3: HasComponents

 public static bool HasComponents(ConfigNode cfg)
 {
     if (cfg.HasNode("KRES"))
     {
         ConfigNode node = cfg.GetNode("KRES");
         return node.HasValue("generated") && node.nodes.Count > 0;
     }
     return false;
 }
开发者ID:CYBUTEK,项目名称:KRES,代码行数:9,代码来源:DefaultLibrary.cs

示例4: Load

        //Settings Functions Follow
        internal void Load(ConfigNode node)
        {
            if (node.HasNode(configNodeName))
            {
                ConfigNode DFsettingsNode = node.GetNode(configNodeName);

                fixtimecounts = Utilities.GetNodeValue(DFsettingsNode, "fixtimecounts", fixtimecounts);
            }
        }
开发者ID:khr15714n,项目名称:DeepFreeze,代码行数:10,代码来源:DFInstallFix.cs

示例5: Load

 public void Load(ConfigNode node)
 {
     if (node.HasNode("KOLONIZATION"))
     {
         SettingsNode = node.GetNode("KOLONIZATION");
         _LogInfo = SetupLogInfo();
         //Reset cache
         KolonizationManager.Instance.ResetCache();
     }
     else
     {
         _LogInfo = new List<KolonizationEntry>();
     }
 }
开发者ID:nanathan,项目名称:Kolonization,代码行数:14,代码来源:KolonizationPersistance.cs

示例6: Load

 public void Load(ConfigNode node)
 {
     if (node.HasNode("PLANETARY_LOGISTICS"))
     {
         SettingsNode = node.GetNode("PLANETARY_LOGISTICS");
         _LogInfo = SetupLogInfo();
         //Reset cache
         PlanetaryLogisticsManager.Instance.ResetCache();
     }
     else
     {
         _LogInfo = new List<PlanetaryLogisticsEntry>();
     }
 }
开发者ID:nanathan,项目名称:Kolonization,代码行数:14,代码来源:PlanetaryLogisticsPersistance.cs

示例7: Save

        internal void Save(ConfigNode node)
        {
            ConfigNode settingsNode;
            if (node.HasNode(configNodeName))
            {
                settingsNode = node.GetNode(configNodeName);
                settingsNode.ClearData();
            }
            else
            {
                settingsNode = node.AddNode(configNodeName);
            }

            settingsNode.AddValue("fixtimecounts", false);
        }
开发者ID:khr15714n,项目名称:DeepFreeze,代码行数:15,代码来源:DFInstallFix.cs

示例8: Save

        public void Save(ConfigNode node)
        {
            if (node.HasNode("PLANETARY_LOGISTICS"))
            {
                SettingsNode = node.GetNode("PLANETARY_LOGISTICS");
            }
            else
            {
                SettingsNode = node.AddNode("PLANETARY_LOGISTICS");
            }

            foreach (PlanetaryLogisticsEntry r in _LogInfo)
            {
                var rNode = new ConfigNode("LOGISTICS_ENTRY");
                rNode.AddValue("BodyIndex", r.BodyIndex);
                rNode.AddValue("ResourceName", r.ResourceName);
                rNode.AddValue("StoredQuantity", r.StoredQuantity);
                SettingsNode.AddNode(rNode);
            }

            //Reset cache
            PlanetaryLogisticsManager.Instance.ResetCache();
        }
开发者ID:nanathan,项目名称:Kolonization,代码行数:23,代码来源:PlanetaryLogisticsPersistance.cs

示例9: Save

        public void Save(ConfigNode node)
        {
            if (node.HasNode("LIFE_SUPPORT_SETTINGS"))
            {
                SettingsNode = node.GetNode("LIFE_SUPPORT_SETTINGS");
            }
            else
            {
                SettingsNode = node.AddNode("LIFE_SUPPORT_SETTINGS");
            }

            foreach (LifeSupportStatus r in _StatusInfo)
            {
                var rNode = new ConfigNode("STATUS_DATA");
                rNode.AddValue("KerbalName", r.KerbalName);
                rNode.AddValue("LastMeal", r.LastMeal);
                rNode.AddValue("IsGrouchy", r.IsGrouchy);
                rNode.AddValue("LastUpdate", r.LastUpdate);
                SettingsNode.AddNode(rNode);
            }

            foreach (VesselSupplyStatus r in _VesselInfo)
            {
                var rNode = new ConfigNode("VESSEL_DATA");
                rNode.AddValue("VesselId", r.VesselId);
                rNode.AddValue("VesselName", r.VesselName);
                rNode.AddValue("SuppliesLeft", r.SuppliesLeft);
                rNode.AddValue("NumCrew", r.NumCrew);
                rNode.AddValue("LastFeeding", r.LastFeeding);
                rNode.AddValue("LastUpdate", r.LastUpdate);
                SettingsNode.AddNode(rNode);
            }

            //Reset cache
            LifeSupportManager.Instance.ResetCache();
        }
开发者ID:khr15714n,项目名称:USI-LS,代码行数:36,代码来源:LifeSupportPersistance.cs

示例10: Load

 public void Load(ConfigNode node)
 {
     if (node.HasNode("LIFE_SUPPORT_SETTINGS"))
     {
         SettingsNode = node.GetNode("LIFE_SUPPORT_SETTINGS");
         _StatusInfo = SetupStatusInfo();
         _VesselInfo = SetupVesselInfo();
         //Reset cache
         LifeSupportManager.Instance.ResetCache();
     }
     else
     {
         _StatusInfo = new List<LifeSupportStatus>();
         _VesselInfo = new List<VesselSupplyStatus>();
     }
 }
开发者ID:khr15714n,项目名称:USI-LS,代码行数:16,代码来源:LifeSupportPersistance.cs

示例11: Apply

 public void Apply(ConfigNode node)
 {
     if (node.HasNode("EXPERIMENT"))
         experiment = node.GetNode("EXPERIMENT");
 }
开发者ID:KillAshley,项目名称:Kopernicus,代码行数:5,代码来源:LandControl.cs

示例12: foreach

            // Post Apply
            void IParserEventSubscriber.PostApply(ConfigNode node)
            {
                // Load the Killer Ocean, if it is there
                if (hazardousOcean != null)
                {
                    ocean.gameObject.AddComponent<HazardousOcean>().heatCurve = hazardousOcean;
                }

                // Apply the Ocean
                ocean.transform.parent = generatedBody.pqsVersion.transform;

                // Add the ocean PQS to the secondary renders of the CelestialBody Transform
                PQSMod_CelestialBodyTransform transform = generatedBody.pqsVersion.GetComponentsInChildren<PQSMod_CelestialBodyTransform>(true).FirstOrDefault(mod => mod.transform.parent == generatedBody.pqsVersion.transform);
                transform.planetFade.secondaryRenderers.Add(ocean.gameObject);

                // Names!
                ocean.name = generatedBody.pqsVersion.name + "Ocean";
                ocean.gameObject.name = generatedBody.pqsVersion.name + "Ocean";
                ocean.transform.name = generatedBody.pqsVersion.name + "Ocean";

                // Set up the ocean PQS
                ocean.parentSphere = generatedBody.pqsVersion;

                // Load mods
                if (!node.HasNode("Mods"))
                    goto Debug;
                List<PQSMod> patchedMods = new List<PQSMod>();

                // Get all loaded types
                List<Type> types = Injector.ModTypes;

                // Load mods manually because of patching
                foreach (ConfigNode mod in node.GetNode("Mods").nodes)
                {
                    // get the mod type
                    if (types.All(t => t.Name != mod.name))
                        continue;
                    Type loaderType = types.FirstOrDefault(t => t.Name == mod.name);
                    string testName = mod.name != "LandControl" ? "PQSMod_" + mod.name : "PQSLandControl";
                    Type modType = types.FirstOrDefault(t => t.Name == testName);
                    if (loaderType == null || modType == null)
                    {
                        Debug.LogError("MOD NULL: Loadertype " + mod.name + " with mod type " + testName + " and null? " + (loaderType == null) + (modType == null));
                        continue;
                    }

                    // Do any PQS Mods already exist on this PQS matching this mod?
                    IEnumerable<PQSMod> existingMods = ocean.GetComponentsInChildren<PQSMod>(true).Where(m => m.GetType() == modType &&
                                                                                                                    m.transform.parent == ocean.transform);

                    // Create the loader
                    object loader = Activator.CreateInstance(loaderType);

                    // Reflection, because C# being silly... :/
                    MethodInfo createNew = loaderType.GetMethod("Create", new Type[] { typeof(PQS) });
                    MethodInfo create = loaderType.GetMethod("Create", new Type[] { modType, typeof(PQS) });

                    if (existingMods.Any())
                    {
                        // Attempt to find a PQS mod we can edit that we have not edited before
                        PQSMod existingMod = existingMods.FirstOrDefault(m => !patchedMods.Contains(m) && (mod.HasValue("name") ? m.name == mod.GetValue("name") : true));
                        if (existingMod != null)
                        {
                            create.Invoke(loader, new object[] { existingMod, ocean });
                            Parser.LoadObjectFromConfigurationNode(loader, mod);
                            patchedMods.Add(existingMod);
                            Logger.Active.Log("PQSLoader.PostApply(ConfigNode): Patched PQS Mod => " + modType);
                        }
                        else
                        {
                            createNew.Invoke(loader, new object[] { ocean });
                            Parser.LoadObjectFromConfigurationNode(loader, mod);
                            Logger.Active.Log("PQSLoader.PostApply(ConfigNode): Added PQS Mod => " + modType);
                        }
                    }
                    else
                    {
                        createNew.Invoke(loader, new object[] { ocean });
                        Parser.LoadObjectFromConfigurationNode(loader, mod);
                        Logger.Active.Log("PQSLoader.PostApply(ConfigNode): Added PQS Mod => " + modType);
                    }
                }

                Debug:
                // == DUMP OCEAN MATERIALS == //
                Utility.DumpObjectProperties(ocean.surfaceMaterial, " ---- Ocean Material (Post Ocean Loader) ---- ");
                Utility.GameObjectWalk(ocean.gameObject);
            }
开发者ID:FrancoisHarvey,项目名称:Kopernicus,代码行数:89,代码来源:OceanLoader.cs

示例13: Load

        //Settings Functions Follow
        internal void Load(ConfigNode node)
        {
            if (node.HasNode(configNodeName))
            {
                ConfigNode DFsettingsNode = node.GetNode(configNodeName);

                DFsettingsNode.TryGetValue("DFwindowPosX", ref DFwindowPosX);
                DFsettingsNode.TryGetValue("DFwindowPosY", ref DFwindowPosY);
                DFsettingsNode.TryGetValue("CFwindowPosX", ref CFwindowPosX);
                DFsettingsNode.TryGetValue("CFwindowPosY", ref CFwindowPosY);
                DFsettingsNode.TryGetValue("DFKACwindowPosX", ref DFKACwindowPosX);
                DFsettingsNode.TryGetValue("DFKACwindowPosY", ref DFKACwindowPosY);
                DFsettingsNode.TryGetValue("ECreqdForFreezer", ref ECreqdForFreezer);
                DFsettingsNode.TryGetValue("fatalOption", ref fatalOption);
                DFsettingsNode.TryGetValue("comatoseTime", ref comatoseTime);
                DFsettingsNode.TryGetValue("UseAppLauncher", ref UseAppLauncher);
                DFsettingsNode.TryGetValue("debugging", ref debugging);
                DFsettingsNode.TryGetValue("ToolTips", ref ToolTips);
                DFsettingsNode.TryGetValue("AutoRecoverFznKerbals", ref AutoRecoverFznKerbals);
                DFsettingsNode.TryGetValue("KSCcostToThawKerbal", ref KSCcostToThawKerbal);
                DFsettingsNode.TryGetValue("ECReqdToFreezeThaw", ref ECReqdToFreezeThaw);
                DFsettingsNode.TryGetValue("GlykerolReqdToFreeze", ref GlykerolReqdToFreeze);
                DFsettingsNode.TryGetValue("RegTempReqd", ref RegTempReqd);
                DFsettingsNode.TryGetValue("RegTempFreeze", ref RegTempFreeze);
                DFsettingsNode.TryGetValue("RegTempMonitor", ref RegTempMonitor);
                DFsettingsNode.TryGetValue("heatamtMonitoringFrznKerbals", ref heatamtMonitoringFrznKerbals);
                DFsettingsNode.TryGetValue("heatamtThawFreezeKerbal", ref heatamtThawFreezeKerbal);
                DFsettingsNode.TryGetValue("TempinKelvin", ref TempinKelvin);
                DFsettingsNode.TryGetValue("defaultTimeoutforCrewXfer", ref defaultTimeoutforCrewXfer);
                DFsettingsNode.TryGetValue("cryopodResettimeDelay", ref cryopodResettimeDelay);
                DFsettingsNode.TryGetValue("DFWindowWidth", ref DFWindowWidth);
                DFsettingsNode.TryGetValue("CFWindowWidth", ref CFWindowWidth);
                DFsettingsNode.TryGetValue("KACWindowWidth", ref KACWindowWidth);
                DFsettingsNode.TryGetValue("ECLowWarningTime", ref ECLowWarningTime);
                DFsettingsNode.TryGetValue("EClowCriticalTime", ref EClowCriticalTime);
                DFsettingsNode.TryGetValue("StripLightsActive", ref StripLightsActive);
                DFsettingsNode.TryGetValue("internalFrzrCamCode", ref internalFrzrCamCode);
                DFsettingsNode.TryGetValue("internalNxtFrzrCamCode", ref internalNxtFrzrCamCode);
                DFsettingsNode.TryGetValue("internalPrvFrzrCamCode", ref internalPrvFrzrCamCode);
                 Utilities.Log_Debug("DFSettings load complete");
            }
        }
开发者ID:Kerbas-ad-astra,项目名称:DeepFreeze,代码行数:43,代码来源:DFSettings.cs

示例14: OnLoad

 public override void OnLoad(ConfigNode node)
 {
     if (!node.HasNode("PROPELLANT") && node.HasValue("resourceName"))
     {
         ConfigNode c = new ConfigNode("PROPELLANT");
         c.AddValue("name", node.GetValue("resourceName"));
         c.AddValue("ratio", "1.0");
         if (node.HasValue("resourceFlowMode"))
             c.AddValue("resourceFlowMode", node.GetValue("resourceFlowMode"));
         node.AddNode(c);
     }
     base.OnLoad(node);
     G = 9.80665f;
     fuelFlow = (double)thrusterPower / (double)atmosphereCurve.Evaluate(0f) * invG;
 }
开发者ID:Kerbas-ad-astra,项目名称:KSPInterstellar,代码行数:15,代码来源:FNModuleRCSFX.cs

示例15: LandClassLoader

                void IParserEventSubscriber.PostApply(ConfigNode node)
                {
                    // Load the LandClasses manually, to support patching
                    if (node.HasNode("landClasses"))
                    {
                        // Already patched classes
                        List<PQSLandControl.LandClass> patchedClasses = new List<PQSLandControl.LandClass>();
                        if (_mod.landClasses != null)
                            _mod.landClasses.ToList().ForEach(c => landClasses.Add(new LandClassLoader(c)));

                        // Go through the nodes
                        foreach (ConfigNode lcNode in node.GetNode("landClasses").nodes)
                        {
                            // The Loader
                            LandClassLoader loader = null;

                            // Are there existing LandClasses?
                            if (landClasses.Count > 0)
                            {
                                // Attempt to find a LandClass we can edit that we have not edited before
                                loader = landClasses.Where(m => !patchedClasses.Contains(m.landClass) && (lcNode.HasValue("name") ? m.landClass.landClassName == lcNode.GetValue("name") : false))
                                                                 .FirstOrDefault();

                                // Load the Loader (lol)
                                if (loader != null)
                                {
                                    Parser.LoadObjectFromConfigurationNode(loader, lcNode);
                                    if (loader.delete.value)
                                        landClasses.Remove(loader);
                                    else
                                        patchedClasses.Add(loader.landClass);
                                }
                            }

                            // If we can't patch a LandClass, create a new one
                            if (loader == null)
                            {
                                loader = Parser.CreateObjectFromConfigNode(typeof(LandClassLoader), lcNode) as LandClassLoader;
                            }

                            // Add the Loader to the List
                            landClasses.Add(loader);
                        }
                    }

                    // Load the Scatters manually, to support patching
                    if (node.HasNode("scatters"))
                    {
                        // Already patched scatters
                        List<PQSLandControl.LandClassScatter> patchedScatters = new List<PQSLandControl.LandClassScatter>();
                        if (_mod.scatters != null)
                            _mod.scatters.ToList().ForEach(s => scatters.Add(new LandClassScatterLoader(s)));

                        // Go through the nodes
                        foreach (ConfigNode scatterNode in node.GetNode("scatters").nodes)
                        {
                            // The Loader
                            LandClassScatterLoader loader = null;

                            // Are there existing Scatters?
                            if (scatters.Count > 0)
                            {
                                // Attempt to find a Scatter we can edit that we have not edited before
                                loader = scatters.Where(m => !patchedScatters.Contains(m.scatter) && (scatterNode.HasValue("name") ? m.scatter.scatterName == scatterNode.GetValue("name") : false))
                                                                 .FirstOrDefault();

                                // Load the Loader (lol)
                                if (loader != null)
                                {
                                    Parser.LoadObjectFromConfigurationNode(loader, scatterNode);
                                    if (loader.delete.value)
                                        scatters.Remove(loader);
                                    else
                                        patchedScatters.Add(loader.scatter);
                                }
                            }

                            // If we can't patch a Scatter, create a new one
                            if (loader == null)
                            {
                                loader = Parser.CreateObjectFromConfigNode(typeof(LandClassScatterLoader), scatterNode) as LandClassScatterLoader;
                            }

                            // Add the Loader to the List
                            scatters.Add(loader);
                        }
                    }

                    if (scatters.Count > 0)
                        _mod.scatters = scatters.Select(s => s.scatter).ToArray();
                    if (landClasses.Count > 0)
                        _mod.landClasses = landClasses.Select(c => c.landClass).ToArray();

                    // Assign each scatter amount with their corresponding scatter
                    foreach (PQSLandControl.LandClass landClass in _mod.landClasses)
                    {
                        foreach (PQSLandControl.LandClassScatterAmount amount in landClass.scatter)
                        {
                            int i = 0;
                            while (i < _mod.scatters.Length)
//.........这里部分代码省略.........
开发者ID:KillAshley,项目名称:Kopernicus,代码行数:101,代码来源:LandControl.cs


注:本文中的ConfigNode.HasNode方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。