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Fire onEditorShipModified when fairing sides complete offsetting
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Fixes #45
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siimav committed Sep 2, 2023
1 parent c1432cb commit e3bc465
Showing 1 changed file with 16 additions and 2 deletions.
18 changes: 16 additions & 2 deletions Source/ProceduralFairings/FairingBase.cs
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,7 @@

using ProceduralFairings;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
Expand Down Expand Up @@ -573,11 +574,24 @@ public void UpdateFairingSideDragCubes()

public void UpdateOpen()
{
var offsetAmount = openFairing ? EditorOpenOffset : Vector3.zero;
foreach (var side in GetFairingSides(part))
Vector3 offsetAmount = openFairing ? EditorOpenOffset : Vector3.zero;
List<ProceduralFairingSide> sides = GetFairingSides(part);
foreach (var side in sides)
{
StartCoroutine(side.SetOffset(side.meshPos + offsetAmount, openSpeed));
}

if (sides.Count > 0)
{
StartCoroutine(WaitAndFireVesselModified(openSpeed));
}
}

private IEnumerator WaitAndFireVesselModified(float delaySeconds)
{
yield return new WaitForSeconds(delaySeconds);

GameEvents.onEditorShipModified.Fire(EditorLogic.fetch.ship);
}

public void UpdatePartProperties()
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