Excellent work and a special thank for:
Added a StagingChanged event to the CraftPerformanceAnalysis as well as a property for setting the atmosphere sample.
@Mod @Nathan thanks again for the fast update and especially the IPerformanceAnalysis.StageAnalysisChanged event :)
Mod available here
@Bmcclory Thank you!
@pedro16797 Sure with pleasure, you can send me the discord server info.
@AndrewGarrison Thank you for the tips! I am pretty bad at building craft ;)
@NathanMikeska You were right, it came from some code before, everything is fine. If you don't mind I would like to share my project source with you in order to review it and give me some tips about optimization. I am not sure if everything is built the right way :)
If you are ok with that just give me any email address or other where I can drop you the project source code.
@NathanMikeska Hi! Do you have any idea why every time I am trying to access something from Game.Instance.* (in my specific example Game.Instance.Designer.*) I have "Reference not set to an instance of an object" ? I am in the Designer scene.
I am just from now trying to output values in the console using Debug.Log()
@NathanMikeska That's simply awesome thank you very much, I managed to finally do what I wanted! Best!
EDIT: Btw in the "Game.Instance.UserInterface.Transform.Find("GameMenu")" I believe it's even easier to do it like:
@NathanMikeska Things are getting clearer and clearer thank you very much for your support!
Where are u hooking your chosen event? In the Mod class into the OnModInitialized() method?
@NathanMikeska Thanks for the answer! I am starting to understand. Last questions:
Where do you trigger this piece of code? In some Instanciator class and method start() attached to a GameObject?
In Transform.Find(string), you pass the parent GameMenu, where I can find the list of possible parents in order to target the one I want?
Where this button will be added in the parent ? At the end ? We can't target where exactly to add it (iex: in a child element)?
PS: I had to cast (XmlLayoutController) in front of the c.XmlLayout object to make it compile.
@NathanMikeska Thank you very much for your answer. Actually I think I understand better what's going on.
As I override the DesignerUi.xml and add my new button and related panel, and as this DesignerUi.xml is controlled by the DesignerUiController script it crashed into the LayoutRebuild() method because my new Panel is not set to a reference of an instance of an object which obviously this should happens in this method.
How to easilly override the DesignerUiController without having to re-write the whole class ?
Also any tips to debug (write in in-game console ?)
Thank you very much again!
I have been playing with the mods feature. Everything works fine regarding the installation process.
I managed to override the DesignerUi.xml in order to add a new button(icon) at the end of the left bar until here no issue so far.
Problems occurs when then trying to add a new Panel related to this button, the whole Design UI is then totally blocked, button (left bar) are not working anymore, 3D representation of the rocket is not showing up anymore.
I don't have any error or warning while compiling or ingame. I don't know at this stage how to debug in game?
Thank you very much for this mods feature!