Moved ActiveVessel check from UpdateModules to FixedUpdate
[VesselSimulator.git] / KerbalEngineer / VesselSimulator / AttachNodeSim.cs
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// 
//     Kerbal Engineer Redux
// 
//     Copyright (C) 2014 CYBUTEK
// 
//     This program is free software: you can redistribute it and/or modify
//     it under the terms of the GNU General Public License as published by
//     the Free Software Foundation, either version 3 of the License, or
//     (at your option) any later version.
// 
//     This program is distributed in the hope that it will be useful,
//     but WITHOUT ANY WARRANTY; without even the implied warranty of
//     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//     GNU General Public License for more details.
// 
//     You should have received a copy of the GNU General Public License
//     along with this program.  If not, see <http://www.gnu.org/licenses/>.
// 
 
#region Using Directives
 
#endregion
 
namespace KerbalEngineer.VesselSimulator
{
    using System;
    using System.Text;
 
    internal class AttachNodeSim
    {
 
        private static readonly Pool<AttachNodeSim> pool = new Pool<AttachNodeSim>(Create, Reset);
 
        public PartSim attachedPartSim;
        public String id;
        public AttachNode.NodeType nodeType;
 
        private static AttachNodeSim Create()
        {
            return new AttachNodeSim();
        }
 
        public static AttachNodeSim New(PartSim partSim, String newId, AttachNode.NodeType newNodeType)
        {
            AttachNodeSim nodeSim = pool.Borrow();
 
            nodeSim.attachedPartSim = partSim;
            nodeSim.nodeType = newNodeType;
            nodeSim.id = newId;
 
            return nodeSim;
        }
 
        static private void Reset(AttachNodeSim attachNodeSim) { }
 
 
        public void Release()
        {
            pool.Release(this);
        }
 
        public void DumpToBuffer(StringBuilder buffer)
        {
            if (attachedPartSim == null)
            {
                buffer.Append("<staged>:<n>");
            }
            else
            {
                buffer.Append(attachedPartSim.name);
                buffer.Append(":");
                buffer.Append(attachedPartSim.partId);
            }
            buffer.Append("#");
            buffer.Append(nodeType);
            buffer.Append(":");
            buffer.Append(id);
        }
    }
}