KAS.KASModuleWinch.Deploy C# (CSharp) Метод

Deploy() публичный Метод

public Deploy ( bool delayPhysics = false ) : void
delayPhysics bool
Результат void
        public void Deploy(bool delayPhysics = false)
        {
            KAS_Shared.DebugLog("Deploy(Winch) - Return head to original pos");
            KAS_Shared.SetPartLocalPosRotFrom(
            headTransform, this.part.transform, headOrgLocalPos, headOrgLocalRot);

            SetHeadToPhysic(true, delayPhysics);
            orgWinchMass = this.part.mass;
            float newMass = this.part.mass - headMass;
            if (newMass > 0) {
              this.part.mass = newMass;
            } else {
              KAS_Shared.DebugWarning("Deploy(Winch) - Mass of the head is greater than the winch !");
            }

            KAS_Shared.DebugLog("Deploy(Winch) - Create spring joint");
            cableJoint = this.part.gameObject.AddComponent<SpringJoint>();
            cableJoint.connectedBody = headTransform.GetComponent<Rigidbody>();
            cableJoint.maxDistance = 0;
            cableJoint.minDistance = 0;
            cableJoint.spring = cableSpring;
            cableJoint.damper = cableDamper;
            cableJoint.breakForce = 999;
            cableJoint.breakTorque = 999;
            cableJoint.anchor = winchAnchorNode.localPosition;

            if (nodeConnectedPort) {
              KAS_Shared.DebugLog("Deploy(Winch) - Connected port detected, plug head in docked mode...");
              nodeConnectedPort.nodeConnectedPart = null;
              PlugHead(nodeConnectedPort, PlugState.PlugDocked, alreadyDocked: true);
            } else {
              KAS_Shared.DebugLog("Deploy(Winch) - Deploy connector only...");
              headState = PlugState.Deployed;
            }

            nodeConnectedPort = null;
            KAS_Shared.DebugLog("Deploy(Winch) - Enable tube renderer");
            SetTubeRenderer(true);
        }