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C# Part.SendEvent方法代码示例

本文整理汇总了C#中Part.SendEvent方法的典型用法代码示例。如果您正苦于以下问题:C# Part.SendEvent方法的具体用法?C# Part.SendEvent怎么用?C# Part.SendEvent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Part的用法示例。


在下文中一共展示了Part.SendEvent方法的3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: RaiseResourceListChanged

 public void RaiseResourceListChanged(Part part)
 {
     part.SendEvent ("OnResourceListChanged", null, 0);
 }
开发者ID:NathanKell,项目名称:ModularFuelSystem,代码行数:4,代码来源:FuelTank.cs

示例2: RaiseResourceMaxChanged

 public void RaiseResourceMaxChanged(Part part, PartResource resource, double amount)
 {
     var data = new BaseEventData (BaseEventData.Sender.USER);
     data.Set<PartResource> ("resource", resource);
     data.Set<double> ("amount", amount);
     part.SendEvent ("OnResourceMaxChanged", data, 0);
 }
开发者ID:NathanKell,项目名称:ModularFuelSystem,代码行数:7,代码来源:FuelTank.cs

示例3: SetState

        public void SetState(Part thatPart, bool newstate, GameObject objectLocal)
        {
            if (inverted)
                newstate = !newstate;
            switch (type) {
            case ActuatorType.PartComponent:
            // Note to other people who want to use this:
            // If you want to control a JSIPartComponentToggle, this is how you do it!
                var eventData = new BaseEventData (BaseEventData.Sender.USER);
                eventData.Set ("moduleID", moduleID);
                eventData.Set ("state", newstate);
                eventData.Set ("objectLocal", objectLocal);
                thatPart.SendEvent ("JSIComponentToggle", eventData);
                break;
            case ActuatorType.PartComponentGroup:
                // Note to other people who want to use this:
                // If you want to control a JSIPartComponentToggle, this is how you do it!
                var eventgroupData = new BaseEventData (BaseEventData.Sender.USER);
                eventgroupData.Set ("groupID", moduleID);
                eventgroupData.Set ("state", newstate);
                eventgroupData.Set ("objectLocal", objectLocal);
                thatPart.SendEvent ("JSIGroupToggle", eventgroupData);
                break;
            case ActuatorType.PartModule:
                controlledModule.enabled = newstate;
                controlledModule.isEnabled = newstate;
                break;
            case ActuatorType.TransformTexture:
                Renderer mat = targetTransform.GetComponent<Renderer> ();
                mat.material.SetTexture (textureLayer, newstate ? GameDatabase.Instance.GetTexture (trueString, false) : GameDatabase.Instance.GetTexture (falseString, false));
                break;
            case ActuatorType.TransformShader:
                Renderer shm = targetTransform.GetComponent<Renderer> ();
                shm.material.shader = Shader.Find (newstate ? trueString : falseString);
                break;
            case ActuatorType.StraightParameter:
                if (newstate) {
                    SetParameter (nameOfParameter, thatPart, originalParameterValue + addToParameterWhenEnabled);
                } else {
                    SetParameter (nameOfParameter, thatPart, originalParameterValue);
                }
                break;
            case ActuatorType.CrewCapacity:
                var eventccData = new BaseEventData (BaseEventData.Sender.USER);
                eventccData.Set ("state", newstate);
                eventccData.Set ("objectLocal", objectLocal);
                thatPart.SendEvent ("JSISetCrewCapacity", eventccData);
                break;
            case ActuatorType.Resource:
                // We do not manipulate resource records out of the editor because fsckit.
                if (HighLogic.LoadedSceneIsEditor) {
                    if (!newstate) {
                        if (resourcePointer == null) {
                            resourcePointer = thatPart.Resources [resourceName];
                        }
                        // We can, hopefully, avoid deleting the tank that this particular actuator did not create.
                        if (resourcePointer != null && resourcePointer.maxAmount == maxAmount) {
                            thatPart.Resources.Remove (resourcePointer);
                            //UnityEngine.Object.Destroy (resourcePointer);
                            resourcePointer = null;
                        }
                    }
                    if (newstate && resourcePointer == null && thatPart.Resources [resourceName] == null) {
                        var node = new ConfigNode ("RESOURCE");
                        node.AddValue ("name", resourceName);
                        node.AddValue ("amount", maxAmount);
                        node.AddValue ("maxAmount", maxAmount);
                        resourcePointer = thatPart.AddResource (node);
                        resourcePointer.flowState = true;
                    }

                }
                break;
            case ActuatorType.AttachmentNode:
                if (HighLogic.LoadedSceneIsEditor && savedNodePosition != faraway) {
                    var foundNode = thatPart.FindAttachNode (nodeName);
                    if (foundNode.attachedPart == null) {
                        foundNode.position = newstate ? faraway : savedNodePosition;
                    }
                }
                break;
            }
            if (HighLogic.LoadedSceneIsEditor) {
                // We need to also notify the editor that we changed the part so that Engineers' Toolbox works.
                GameEvents.onEditorShipModified.Fire(EditorLogic.fetch.ship);
            }
        }
开发者ID:Kerbas-ad-astra,项目名称:PartUtilities,代码行数:87,代码来源:Actuator.cs


注:本文中的Part.SendEvent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。