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EngineWrapper.cs
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151 lines (136 loc) · 2.42 KB
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace EngineIgnitor
{
public class EngineWrapper
{
public bool isModuleEngineFX = false;
private ModuleEngines engine = null;
private ModuleEnginesFX engineFX = null;
public EngineWrapper(ModuleEngines engine)
{
isModuleEngineFX = false;
this.engine = engine;
}
public EngineWrapper(ModuleEnginesFX engineFX)
{
isModuleEngineFX = true;
this.engineFX = engineFX;
}
public Vessel vessel
{
get
{
if(isModuleEngineFX == false)
return engine.vessel;
else
return engineFX.vessel;
}
}
public void SetRunningGroupsActive(bool active)
{
if (isModuleEngineFX == false)
engine.SetRunningGroupsActive(active);
// Do not need to worry about ModuleEnginesFX.
}
public float requestedThrust
{
get
{
if (isModuleEngineFX == false)
return engine.requestedThrust;
else
return engineFX.requestedThrust;
}
}
public float minThrust
{
get
{
if (isModuleEngineFX == false)
return engine.minThrust;
else
return engineFX.minThrust;
}
}
public float maxThrust
{
get
{
if (isModuleEngineFX == false)
return engine.maxThrust;
else
return engineFX.maxThrust;
}
}
public bool throttleLocked
{
get
{
if (isModuleEngineFX == false)
return engine.throttleLocked;
else
return engineFX.throttleLocked;
}
}
public List<Propellant> propellants
{
get
{
if (isModuleEngineFX == false)
return engine.propellants;
else
return engineFX.propellants;
}
}
public Part part
{
get
{
if (isModuleEngineFX == false)
return engine.part;
else
return engineFX.part;
}
}
public BaseEventList Events
{
get
{
if (isModuleEngineFX == false)
return engine.Events;
else
return engineFX.Events;
}
}
public void BurstFlameoutGroups()
{
if (isModuleEngineFX == false)
engine.BurstFlameoutGroups();
else
engineFX.part.Effects.Event(engineFX.flameoutEffectName);
}
public bool allowShutdown
{
get
{
if (isModuleEngineFX == false)
return engine.allowShutdown;
else
return engineFX.allowShutdown;
}
}
public bool flameout
{
get
{
if (isModuleEngineFX == false)
return engine.flameout;
else
return engineFX.getFlameoutState;
}
}
}
}