Kerbal Space Program  1.7.3
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GameEvents Class Reference

Static manager class which contains the global event system More...

Inheritance diagram for GameEvents:
GameEventsBase

Classes

class  CommNet
 
class  Contract
 
struct  ExplosionReaction
 
struct  FromToAction< A, B >
 
class  GameModifiers
 
struct  HostedFromToAction< A, B >
 
struct  HostTargetAction< A, B >
 
class  Input
 
class  Mission
 
class  StageManager
 
class  VesselSituation
 
struct  VesselSpawnInfo
 

Static Public Member Functions

static T FindEvent< T > (string eventName)
 Searches for an event with the given name and type. Note that name uniqueness is not checked, so this should only be used for global events (not one that is stored as a non-singleton class member). More...
 

Static Public Attributes

static EventData< FlagSiteafterFlagPlanted = new EventData<FlagSite>("afterFlagPlanted")
 Event fired after a flag is planted and named, with the flag Site as the data More...
 
static GameModifiers Modifiers = new GameModifiers()
 
static EventData< ShipConstructonAboutToSaveShip = new EventData<ShipConstruct>("onAboutToSaveShip")
 Fired when a ShipConstruct is about to be saved More...
 
static EventData< VesselonActiveJointNeedUpdate = new EventData<Vessel>("onActiveJointNeedUpdate")
 Fired by components such as grapples and docking modules, before setting parts on the vessel to their pristine positions, so active joints can update their coords before operations involving orgPos and orgRot happen. More...
 
static EventData
< AltimeterDisplayState
OnAltimeterDisplayModeToggle = new EventData<AltimeterDisplayState>("OnAltimeterDisplayModeToggle")
 Fired when the Altimeter Display Mode is Toggled. More...
 
static EventData
< ModuleAnimationGroup
OnAnimationGroupRetractComplete = new EventData<ModuleAnimationGroup>("OnAnimationGroupRetractComplete")
 Called when ModuleAnimationGroup Retract animation has completed running. More...
 
static EventData
< ModuleAnimationGroup, bool > 
OnAnimationGroupStateChanged = new EventData<ModuleAnimationGroup, bool>("OnAnimationGroupStateChanged")
 Called when ModuleAnimationGroup changes states. Bool reflects the deploy state. More...
 
static EventData< bool > OnAppFocus = new EventData<bool>("OnAppFocus")
 Even fired whenever the application gains or loses window focus More...
 
static EventData< VesselonAsteroidSpawned = new EventData<Vessel>("onAsteroidSpawned")
 Event called when an asteroid is spawned. More...
 
static EventData
< ProtoCrewMember, Part,
Transform > 
onAttemptEva = new EventData<ProtoCrewMember, Part, Transform>("onAttemptEva")
 Fired when attempting an EVA. Transform is the airlock transform. Event handler should set FlightEVA.fetch.overrideEVA = true to cancel the EVA. More...
 
static EventData
< ProtoCrewMember, Part,
CrewHatchController
onAttemptTransfer = new EventData<ProtoCrewMember, Part, CrewHatchController>("onAttemptTransfer")
 Fired when attempting a crew transfer. Event handler should set the hatch controller.overrideTransfer as needed. More...
 
static EventData
< CameraManager.CameraMode
OnCameraChange = new EventData<CameraManager.CameraMode>("OnCameraChange")
 Called after switching to a different camera (external, internal, map...) More...
 
static EventData< ModuleEnginesonChangeEngineDVIncludeState = new EventData<ModuleEngines>("onChangeEngineDVIncludeState")
 Fired when a ModuleEngines Include in DeltaV calculations state is changed via the PAW. More...
 
static EventData< EventReportonCollision = new EventData<EventReport>("onCollision")
 FlightLogger event. Internal and due for an overhaul. More...
 
static EventData< Part,
RaycastHit > 
OnCollisionEnhancerHit = new EventData<Part, RaycastHit>("OnCollisionEnhancerHit")
 Event called when a part has a collision enhancer hit. More...
 
static EventVoid OnCollisionIgnoreUpdate = new EventVoid("OnCollisionIgnoreUpdate")
 
static EventData< KerbalEVA, bool > onCommandSeatInteraction = new EventData<KerbalEVA, bool>("onCommandSeatInteraction")
 Event fired when an EVA kerbal enters, exits, or loads into a command seat More...
 
static EventData< KerbalEVA, bool > onCommandSeatInteractionEnter = new EventData<KerbalEVA, bool>("onCommandSeatInteractionEnter")
 Event fired just before a EVA kerbal enters, exits, or loads into a command seat More...
 
static EventData< Part,
ControlPoint
OnControlPointChanged = new EventData<Part, ControlPoint>("onControlPointChanged")
 Fired when the control point of the part has changed More...
 
static EventData< EventReportonCrash = new EventData<EventReport>("onCrash")
 FlightLogger event. Internal and due for an overhaul. More...
 
static EventData< EventReportonCrashSplashdown = new EventData<EventReport>("onCrashSplashdown")
 FlightLogger event. Internal and due for an overhaul. More...
 
static EventData
< GameEvents.FromToAction
< Part, Part > > 
onCrewBoardVessel = new EventData<GameEvents.FromToAction<Part, Part>>("onCrewBoardVessel")
 FlightLogger event. Internal and due for an overhaul. More...
 
static EventData< EventReportonCrewKilled = new EventData<EventReport>("onCrewKilled")
 FlightLogger event. Internal and due for an overhaul. More...
 
static EventData
< ProtoCrewMember, int > 
OnCrewmemberHired = new EventData<ProtoCrewMember, int>("OnApplicantHired")
 Event called whenever an applicant is hired at the Astronaut Complex. (second parameter is the new active crew count) More...
 
static EventData
< ProtoCrewMember, int > 
OnCrewmemberLeftForDead = new EventData<ProtoCrewMember, int>("OnCrewmemberLeftForDead")
 Event called whenever a MIA applicant is left for dead at the Astronaut Complex. (second parameter is the new active crew count) More...
 
static EventData
< ProtoCrewMember, int > 
OnCrewmemberSacked = new EventData<ProtoCrewMember, int>("OnApplicantHired")
 Event called whenever an applicant is sacked at the Astronaut Complex. (second parameter is the new active crew count) More...
 
static EventData< FromToAction
< Part, Part > > 
onCrewOnEva = new EventData<FromToAction<Part, Part>>("onCrewOnEva")
 FlightLogger event. Internal and due for an overhaul. More...
 
static EventData
< HostedFromToAction< Part,
List< Part > > > 
onCrewTransferPartListCreated = new EventData<HostedFromToAction<Part, List<Part>>>("onCrewTransferPartListCreated")
 Event fired after set of valid and invalid parts for crew transfer is created but before they are used. First is valid, second is full parts. More...
 
static EventData
< HostedFromToAction
< ProtoCrewMember, Part > > 
onCrewTransferred = new EventData<HostedFromToAction<ProtoCrewMember, Part>>("onCrewTransferred")
 Event fired right after a crewmember is moved from one part to another. More...
 
static EventData
< CrewTransfer.CrewTransferData
onCrewTransferSelected = new EventData<CrewTransfer.CrewTransferData>("onCrewTransferSelected")
 Hook for any other things to intercept a crew transfer and do something themselves and/or cancel it (by setting canTransfer to false). More...
 
static EventData< FromToAction
< FinePrint.Waypoint,
ConfigNode > > 
onCustomWaypointLoad = new EventData<FromToAction<FinePrint.Waypoint, ConfigNode>>("onCustomWaypointLoad")
 Fired when loading a custom Waypoint, before looking at the ConfigNode. Pass the Waypoint and the ConfigNode. More...
 
static EventData< FromToAction
< FinePrint.Waypoint,
ConfigNode > > 
onCustomWaypointSave = new EventData<FromToAction<FinePrint.Waypoint, ConfigNode>>("onCustomWaypointSave")
 Fired when saving a custom Waypoint, right before finishing. Pass the Waypoint and the ConfigNode. More...
 
static EventVoid OnDebugROCFinderToggled = new EventVoid("OnDebugROCFinderToggled")
 Fired when a state of debug ROC finder changes. More...
 
static EventVoid OnDebugROCScanPointsToggled = new EventVoid("OnDebugROCScanPointsToggled")
 Fired when a state of debug ROC scan points changes. More...
 
static EventData
< DeltaVSituationOptions
onDeltaVAppAtmosphereChanged = new EventData<DeltaVSituationOptions>("onDeltaVAppAtmosphereChangedCompleted")
 Fired when DeltaV App has its atmosphere setting changed. More...
 
static EventVoid onDeltaVAppInfoItemsChanged = new EventVoid("onDeltaVAppInfoItemsChanged")
 Fired when DeltaV App has its atmosphere setting changed. More...
 
static EventVoid onDeltaVCalcsCompleted = new EventVoid("onDeltaVCalcsCompleted")
 Fired when DeltaV calculations have completed a full update. More...
 
static EventData< string > onDeployGroundPart = new EventData<string>("onDeployGroundPart")
 Fired when a ModuleGroundPart is about to be deployed by a Kerbal. More...
 
static EventData< FromToAction
< Part, Part > > 
onDockingComplete = new EventData<FromToAction<Part, Part>>("onDockingComplete")
 Event called after a part coupling/docking has completed 'from' one part 'to' another part. More...
 
static EventData< FromToAction
< CelestialBody, CelestialBody > > 
onDominantBodyChange = new EventData<FromToAction<CelestialBody, CelestialBody>>("onDominantBodyChanged")
 Event called before the dominant body (Sphere of influence) will change 'from' the old 'to' the new dominant body, for the active vessel. More...
 
static EventData< CompoundPartonEditorCompoundPartLinked = new EventData<CompoundPart>("onEditorCompoundPartLinked")
 Fired when a compound part (eg, strut) is placed and linked in the editor More...
 
static EventData
< ConstructionMode
onEditorConstructionModeChange = new EventData<ConstructionMode>("onEditorConstructionModeChange")
 
static EventData
< AvailablePart, PartVariant
onEditorDefaultVariantChanged = new EventData<AvailablePart, PartVariant>("onEditorDefaultVariantChanged")
 
static EventData
< ShipConstruct,
CraftBrowserDialog.LoadType
onEditorLoad = new EventData<ShipConstruct, CraftBrowserDialog.LoadType>("onEditorLoad")
 
static EventVoid onEditorNewShipDialogDismiss = new EventVoid("onEditorNewShipDialogDismiss")
 
static EventData< PartonEditorPartDeleted = new EventData<Part>("onEditorPartDeleted")
 
static EventData
< ConstructionEventType, Part
onEditorPartEvent = new EventData<ConstructionEventType, Part>("onEditorPartEvent")
 When a part has a ConstructionEventType in the Editor. More...
 
static EventData< PartonEditorPartPicked = new EventData<Part>("onEditorPartPicked")
 
static EventData< PartonEditorPartPlaced = new EventData<Part>("onEditorPartPlaced")
 
static EventVoid onEditorPodDeleted = new EventVoid("onEditorPodDeleted")
 
static EventData< PartonEditorPodPicked = new EventData<Part>("onEditorPodPicked")
 When picking the first rootpart after pressing new in the editor More...
 
static EventData< PartonEditorPodSelected = new EventData<Part>("onEditorPodSelected")
 When the rootpart is selected in editor More...
 
static EventData< ShipConstructonEditorRedo = new EventData<ShipConstruct>("onEditorRedo")
 
static EventVoid onEditorRestart = new EventVoid("onEditorRestart")
 
static EventVoid onEditorRestoreState = new EventVoid("onEditorRestoreState")
 
static EventData< EditorScreenonEditorScreenChange = new EventData<EditorScreen>("onEditorScreenChange")
 
static EventData< ShipConstructonEditorSetBackup = new EventData<ShipConstruct>("onEditorSetBackup")
 
static EventData< ShipConstructonEditorShipModified = new EventData<ShipConstruct>("onEditorShipModified")
 Event called whenever the ship in the Editor is modified in any way More...
 
static EventVoid onEditorShowPartList = new EventVoid("onEditorShowPartList")
 
static EventData< bool > onEditorSnapModeChange = new EventData<bool>("onEditorSnapModeChange")
 
static EventVoid onEditorStarted = new EventVoid("onEditorStarted")
 
static EventData< Space > onEditorSymmetryCoordsChange = new EventData<Space>("onEditorSymmetryCoordsChange")
 
static EventData< SymmetryMethodonEditorSymmetryMethodChange = new EventData<SymmetryMethod>("onEditorSymmetryMethodChange")
 
static EventData< int > onEditorSymmetryModeChange = new EventData<int>("onEditorSymmetryModeChange")
 
static EventData< ShipConstructonEditorUndo = new EventData<ShipConstruct>("onEditorUndo")
 
static EventData< Part,
PartVariant
onEditorVariantApplied = new EventData<Part,PartVariant>("onEditorVariantApplied")
 Fired when a new variant has been applied to a part in editor More...
 
static EventData
< HostedFromToAction
< ShipConstruct, string > > 
onEditorVesselNamingChanged = new EventData<HostedFromToAction<ShipConstruct, string>>("onEditorVesselNamingChanged")
 
static EventData
< BaseConverter, Part, double > 
OnEfficiencyChange = new EventData<BaseConverter, Part, double>("OnEfficiencyChange")
 Called when something changes the efficiency of anything deriving from BaseConverter More...
 
static EventData< ModuleEnginesonEngineActiveChange = new EventData<ModuleEngines>("onEngineActiveChange")
 Fired when a ModuleEngines becomes Active (Ignited) or Inactive (Deactivated). Check ModuleEngines.isOperational for it's state. More...
 
static EventData< ModuleEnginesonEngineThrustPercentageChanged = new EventData<ModuleEngines>("onEngineThrustPercentageChanged")
 Fired when a ModuleEngines has it's Thrust Percentage changed via it's PAW. More...
 
static EventVoid OnExpansionSystemLoaded = new EventVoid("OnExpansionSystemLoaded")
 Events called after ExpansionSystem finishes loading all expansions More...
 
static EventData< ScienceDataOnExperimentDeployed = new EventData<ScienceData>("OnExperimentDeployed")
 Event called after experiment is deployed, but before submission. More...
 
static EventData< ScienceDataOnExperimentStored = new EventData<ScienceData>("OnExperimentStored")
 Event called after experiment is stored. More...
 
static EventData
< KSCFacilityContextMenu
onFacilityContextMenuDespawn = new EventData<KSCFacilityContextMenu>("onFacilityContextMenuDespawn")
 
static EventData
< KSCFacilityContextMenu
onFacilityContextMenuSpawn = new EventData<KSCFacilityContextMenu>("onFacilityContextMenuSpawn")
 
static EventData< PartonFairingsDeployed = new EventData<Part>("onFairingsDeployed")
 Event called when Procedural Fairings are deployed on the active vessel. More...
 
static EventData< VesselonFlagPlant = new EventData<Vessel>("onFlagPlant")
 Event fired after a flag is planted with the flag vessel as the data More...
 
static EventData< string > onFlagSelect = new EventData<string>("onFlagSelect")
 Event called after a flag is selected for the space program. More...
 
static EventData
< FlightCamera.Modes
OnFlightCameraAngleChange = new EventData<FlightCamera.Modes>("OnFlightCameraAngleChange")
 Called when the flight camera changes angles More...
 
static EventVoid OnFlightCameraModeChange = new EventVoid("OnFlightCameraModeChange")
 
static EventData< bool > onFlightCargoPartHeld = new EventData<bool>("onFlightCargoPartHeld")
 When a part is held during flight, true for picked up, false for dropped. More...
 
static EventData< bool > OnFlightGlobalsReady = new EventData<bool>("OnFlightGlobalsReady")
 Fired when FG sets its ready flag More...
 
static EventData< VesselOnFlightLogRecorded = new EventData<Vessel>("OnFlightLogRecorded")
 Event called after a vessel records a new flight log entry. More...
 
static EventVoid onFlightReady = new EventVoid("onFlightReady")
 Event called after game is loaded, all vessels initialized etc. Vessel ready to fly. More...
 
static EventData< FlightUIModeOnFlightUIModeChanged = new EventData<FlightUIMode>("OnFlightUIModeChanged")
 
static EventData< Vector3d,
Vector3d
onFloatingOriginShift = new EventData<Vector3d, Vector3d>("onFloatingOriginShift")
 Event called whenever FloatingOrigin shifts (parameter contains the last offset and the last additional out-of-Krakensbane-frame offset) More...
 
static EventData< double,
TransactionReasons
OnFundsChanged = new EventData<double, TransactionReasons>("OnFundsChanged")
 Event called whenever the space program's Funds changes More...
 
static EventVoid OnGameDatabaseLoaded = new EventVoid("OnGameDatabaseLoaded")
 Event called after GameDatabase finishes loading (or reloading). More...
 
static EventVoid onGameNewStart = new EventVoid("onGameNewStart")
 Event after a new game has been created and initially saved but before it is about to Start. The Game is set as Highlogic.CurrentGame. More...
 
static EventVoid onGamePause = new EventVoid("onGamePause")
 Event called before the game is paused More...
 
static EventData< GameScenesonGameSceneLoadRequested = new EventData<GameScenes>("onGameSceneLoadRequested")
 Event called after a scene change is requested. But before the scene actually changes. More...
 
static EventData< FromToAction
< GameScenes, GameScenes > > 
onGameSceneSwitchRequested = new EventData<FromToAction<GameScenes, GameScenes>>("onGameSceneSwitchRequested")
 Event called after a scene change is requested. But before the scene actually changes. More...
 
static EventVoid OnGameSettingsApplied = new EventVoid("OnGameSettingsApplied")
 Event fired whenever new settings are applied from the settings screen or mini settings screen (in flight) More...
 
static EventVoid OnGameSettingsWritten = new EventVoid("OnGameSettingsWritten")
 Event fired when game settings are written More...
 
static EventData< GameonGameStateCreated = new EventData<Game>("onGameStateCreated")
 Event called after the game state is created. More...
 
static EventData< ConfigNodeonGameStateLoad = new EventData<ConfigNode>("onGameStateLoad")
 Event whilst game is loading with confignode of game More...
 
static EventData< ConfigNodeonGameStatePostLoad = new EventData<ConfigNode>("onGameStatePostLoad")
 Event called after game is loaded More...
 
static EventData< ConfigNodeonGameStateSave = new EventData<ConfigNode>("onGameStateSave")
 Event whilst game is saving with confignode of game More...
 
static EventData< GameonGameStateSaved = new EventData<Game>("onGameStateSaved")
 Event called after the game is saved. More...
 
static EventVoid onGameUnpause = new EventVoid("onGameUnpause")
 Event called before the game is un-paused More...
 
static EventData
< DeployedScienceCluster
onGroundScienceClusterPowerStateChanged = new EventData<DeployedScienceCluster>("onGroundScienceClusterPowerStateChanged")
 Fired when a DeployedScienceCluster's Power State changes. (After it has changed). More...
 
static EventData
< ModuleGroundExpControl,
DeployedScienceCluster
onGroundScienceClusterRegistered = new EventData<ModuleGroundExpControl, DeployedScienceCluster>("onGroundScienceClusterRegistered")
 Fired when a ModuleGroundExpControl is placed on the ground and the DeployedScienceCluster has been registered to DeployedScience ScenarioModule. More...
 
static EventData
< ModuleGroundExpControl,
DeployedScienceCluster
onGroundScienceClusterUpdated = new EventData<ModuleGroundExpControl, DeployedScienceCluster>("onGroundScienceClusterUpdated")
 Fired when a DeployedScienceCluster has been registered or updated. More...
 
static EventData
< ModuleGroundExpControl, bool,
List< ModuleGroundSciencePart > > 
onGroundScienceControllerChanged = new EventData<ModuleGroundExpControl, bool, List<ModuleGroundSciencePart>>("onGroundScienceControllerChanged")
 Fired when a ModuleGroundExpController variable values change (and/or it's attached experiments list changes) More...
 
static EventData< uint > onGroundScienceDeregisterCluster = new EventData<uint>("onGroundScienceDeregisterCluster")
 Fired when a ModuleGroundExpControl is picked up from the ground. More...
 
static EventData
< ModuleGroundExperiment
onGroundScienceExperimentScienceLimitChanged = new EventData<ModuleGroundExperiment>("onGroundScienceExperimentScienceLimitChanged")
 Fired when a ModuleGroundExperiment variable ScienceLimit change. More...
 
static EventData
< ModuleGroundExperiment
onGroundScienceExperimentScienceValueChanged = new EventData<ModuleGroundExperiment>("onGroundScienceExperimentScienceValueChanged")
 Fired when a ModuleGroundExperiment variable ScienceValue change. More...
 
static EventData
< DeployedScienceExperiment,
DeployedSciencePart,
DeployedScienceCluster, float > 
onGroundScienceGenerated = new EventData<DeployedScienceExperiment, DeployedSciencePart, DeployedScienceCluster, float>("onGroundScienceGenerated")
 Fired when a Deployed Science Experiment Generates Science. More...
 
static EventData
< ModuleGroundSciencePart
onGroundSciencePartChanged = new EventData<ModuleGroundSciencePart>("onGroundSciencePartChanged")
 Fired when a ModuleGroundSciencePart variable values change. More...
 
static EventData
< ModuleGroundSciencePart
onGroundSciencePartDeployed = new EventData<ModuleGroundSciencePart>("onGroundSciencePartDeployed")
 Fired when a ModuleGroundSciencePart is deployed by a Kerbal. More...
 
static EventData
< ModuleGroundSciencePart
onGroundSciencePartEnabledStateChanged = new EventData<ModuleGroundSciencePart>("onGroundSciencePartEnabledStateChanged")
 
static EventData
< ModuleGroundSciencePart
onGroundSciencePartRemoved = new EventData<ModuleGroundSciencePart>("onGroundSciencePartRemoved ")
 Fired when a ModuleGroundSciencePart is retrieved/removed by a Kerbal. More...
 
static EventData
< ModuleGroundExpControl, List
< ModuleGroundSciencePart > > 
onGroundScienceRegisterCluster = new EventData<ModuleGroundExpControl, List<ModuleGroundSciencePart>>("onGroundScienceRegisterCluster")
 Fired when a ModuleGroundExpControl is placed on the ground. More...
 
static EventData
< DeployedScienceExperiment,
DeployedSciencePart,
DeployedScienceCluster, float > 
onGroundScienceTransmitted = new EventData<DeployedScienceExperiment, DeployedSciencePart, DeployedScienceCluster, float>("onGroundScienceTransmitted")
 Fired when a Deployed Science Experiment Transmits Science. More...
 
static EventVoid onGUIAdministrationFacilityDespawn = new EventVoid("onGUIAdministrationFacilityDespawn")
 
static EventVoid onGUIAdministrationFacilitySpawn = new EventVoid("onGUIAdministrationFacilitySpawn")
 
static EventVoid onGUIApplicationLauncherDestroyed = new EventVoid("onGUIApplicationLauncherDestroyed")
 
static EventVoid onGUIApplicationLauncherReady = new EventVoid("onGUIApplicationLauncherReady")
 
static EventData< GameScenesonGUIApplicationLauncherUnreadifying = new EventData<GameScenes>("onGUIApplicationLauncherUnreadifying")
 
static EventVoid onGUIAstronautComplexDespawn = new EventVoid("onGUIAstronautComplexDespawn")
 
static EventVoid onGUIAstronautComplexSpawn = new EventVoid("onGUIAstronautComplexSpawn")
 
static EventVoid onGUIDeltaVAppDestroy = new EventVoid("onGUIDeltaVApp")
 
static EventVoid onGUIDeltaVAppReady = new EventVoid("onGUIDeltaVAppReadyReady")
 
static EventVoid onGUIEditorToolbarReady = new EventVoid("onGUIEditorToolbarReady")
 
static EventVoid onGUIEngineersReportDestroy = new EventVoid("onGUIEngineersReportDestroy")
 
static EventVoid onGUIEngineersReportReady = new EventVoid("onGUIEngineersReportReady")
 
static EventVoid onGUIKSPediaDespawn = new EventVoid("onGUIKSPediaDespawn")
 
static EventVoid onGUIKSPediaSpawn = new EventVoid("onGUIKSPediaSpawn")
 
static EventVoid onGUILaunchScreenDespawn = new EventVoid("onGUILaunchScreenDespawn")
 
static EventData< VesselSpawnInfoonGUILaunchScreenSpawn = new EventData<VesselSpawnInfo>("onGUILaunchScreenSpawn")
 Event called when the vessel launch dialog spawns More...
 
static EventData< ShipTemplateonGUILaunchScreenVesselSelected = new EventData<ShipTemplate>("onGUILaunchScreenVesselSelected")
 Event fired when a vessel is selected in the launch dialog's craft list More...
 
static EventVoid onGUILock = new EventVoid("onGUILock")
 
static EventVoid onGUIMessageSystemReady = new EventVoid("onGUIMessageSystemReady")
 
static EventVoid onGUIMissionControlDespawn = new EventVoid("onGUIMissionControlDespawn")
 
static EventVoid onGUIMissionControlSpawn = new EventVoid("onGUIMissionControlSpawn")
 
static EventVoid onGUIPrefabLauncherReady = new EventVoid("onGUIPrefabLauncherReady")
 
static EventData
< MissionRecoveryDialog
onGUIRecoveryDialogDespawn = new EventData<MissionRecoveryDialog>("onGUIRecoveryDialogDespawn")
 
static EventData
< MissionRecoveryDialog
onGUIRecoveryDialogSpawn = new EventData<MissionRecoveryDialog>("onGUIRecoveryDialogSpawn")
 
static EventVoid onGUIRnDComplexDespawn = new EventVoid("onGUIRnDComplexDespawn")
 
static EventVoid onGUIRnDComplexSpawn = new EventVoid("onGUIRnDComplexSpawn")
 
static EventVoid onGUIUnlock = new EventVoid("onGUIUnlock")
 
static EventData< KerbalEVA,
bool, bool > 
OnHelmetChanged = new EventData<KerbalEVA, bool, bool>("OnHelmetChanged")
 Event Called when a Kerbals helmet state changes More...
 
static EventVoid onHideUI = new EventVoid("OnHideUI")
 
static EventData< FromToAction
< ControlTypes, ControlTypes > > 
onInputLocksModified = new EventData<FromToAction<ControlTypes, ControlTypes>>("onInputLocksModified")
 Event fired when the input lock mask was modified. Use to update components that react to being locked off, like disabling buttons and such. More...
 
static EventData
< PartItemTransfer
onItemTransferStarted = new EventData<PartItemTransfer>("onItemTransferStarted")
 Hook so things can change the just-started item transfer UI thingie More...
 
static EventData< KerbalOnIVACameraKerbalChange = new EventData<Kerbal>("OnIVACameraAngleChange")
 
static EventData< EventReportonJointBreak = new EventData<EventReport>("onJointBreak")
 FlightLogger event. Internal and due for an overhaul. More...
 
static EventData< ProtoCrewMemberonKerbalAddComplete = new EventData<ProtoCrewMember>("onKerbalCreatedComplete")
 Fired when a kerbal is added to the roster More...
 
static EventData< ProtoCrewMemberonKerbalAdded = new EventData<ProtoCrewMember>("onKerbalCreated")
 Fired when a kerbal is about to be added to the roster More...
 
static EventData
< ProtoCrewMember, bool, bool > 
onKerbalInactiveChange
 Fired when a kerbal's 'active' flag changes More...
 
static EventData< ProtoCrewMemberonKerbalLevelUp
 Fired when a kerbal levels up More...
 
static EventData
< ProtoCrewMember, string,
string > 
onKerbalNameChange = new EventData<ProtoCrewMember, string, string>("onKerbalNameChange")
 Fired when a kerbal is about to change from one name to another More...
 
static EventData
< ProtoCrewMember, string,
string > 
onKerbalNameChanged = new EventData<ProtoCrewMember, string, string>("onKerbalNameChanged")
 Fired when a kerbal has changed from one name to another More...
 
static EventData< ProtoCrewMemberonKerbalPassedOutFromGeeForce
 Fired when a kerbal becomes inactive due to gee forces More...
 
static EventData< ProtoCrewMemberonKerbalRemoved = new EventData<ProtoCrewMember>("onKerbalRemoved")
 Fired when a kerbal is removed from the roster More...
 
static EventData
< ProtoCrewMember,
ProtoCrewMember.RosterStatus,
ProtoCrewMember.RosterStatus
onKerbalStatusChange
 Fired when a kerbal is about to change from one status to another More...
 
static EventData
< ProtoCrewMember,
ProtoCrewMember.RosterStatus,
ProtoCrewMember.RosterStatus
onKerbalStatusChanged
 Fired when a kerbal has changed from one status to another More...
 
static EventData
< ProtoCrewMember,
ProtoCrewMember.KerbalType,
ProtoCrewMember.KerbalType
onKerbalTypeChange = new EventData<ProtoCrewMember, ProtoCrewMember.KerbalType, ProtoCrewMember.KerbalType>("onKerbalTypeChange")
 Fired when a kerbal is about to change from one kerbal type to another More...
 
static EventData
< ProtoCrewMember,
ProtoCrewMember.KerbalType,
ProtoCrewMember.KerbalType
onKerbalTypeChanged = new EventData<ProtoCrewMember, ProtoCrewMember.KerbalType, ProtoCrewMember.KerbalType>("onKerbalTypeChanged")
 Fired when a kerbal has changed from one kerbal type to another More...
 
static EventData
< HostedFromToAction
< IDiscoverable,
DiscoveryLevels > > 
onKnowledgeChanged = new EventData<HostedFromToAction<IDiscoverable, DiscoveryLevels>>("onKnowledgeChanged")
 Event called after an object has changed it's knowledge situation. (I.e. Vessel tracking starts and changes knowledge of state vectors to true) More...
 
static EventData< Vector3donKrakensbaneDisengage = new EventData<Vector3d>("onKrakensbaneDisengage")
 Event called when Krakensbane turns off and returns velocities to the rigidbodies (parameter contains the velocity change) More...
 
static EventData< Vector3donKrakensbaneEngage = new EventData<Vector3d>("onKrakensbaneEngage")
 Event called when Krakensbane kicks in from a non-speeding reference frame (parameter contains the velocity change) More...
 
static EventData
< Upgradeables.UpgradeableFacility,
int > 
OnKSCFacilityUpgraded = new EventData<Upgradeables.UpgradeableFacility, int>("OnKSCFacilityUpgraded")
 
static EventData
< Upgradeables.UpgradeableFacility,
int > 
OnKSCFacilityUpgrading = new EventData<Upgradeables.UpgradeableFacility, int>("OnKSCFacilityUpgrading")
 
static EventData
< DestructibleBuilding
OnKSCStructureCollapsed = new EventData<DestructibleBuilding>("OnKSCStructureCollapsed")
 
static EventData
< DestructibleBuilding
OnKSCStructureCollapsing = new EventData<DestructibleBuilding>("OnKSCStructureCollapsing")
 
static EventData
< DestructibleBuilding
OnKSCStructureRepaired = new EventData<DestructibleBuilding>("OnKSCStructureRepaired")
 
static EventData
< DestructibleBuilding
OnKSCStructureRepairing = new EventData<DestructibleBuilding>("OnKSCStructureRepairing")
 
static EventVoid onLanguageSwitched = new EventVoid("onLanguageSwitched")
 Fired when language is switched More...
 
static EventData< EventReportonLaunch = new EventData<EventReport>("onLaunch")
 FlightLogger event. Internal and due for an overhaul. More...
 
static EventData< GameScenesonLevelWasLoaded = new EventData<GameScenes>("onNewGameLevelLoadRequestWasSanctionedAndActioned")
 Event called after a scene is loaded. More...
 
static EventData< GameScenesonLevelWasLoadedGUIReady = new EventData<GameScenes>("onLevelWasLoadedGUIReady")
 Event called after a scene is loaded and UIManager is instantiated (where applicable). Use this when you absolutely want to make sure everything stock is loaded. More...
 
static EventVoid onManeuverNodeDeselected = new EventVoid("onManeuverNodeDeselected")
 Event called when a maneuver node is deselected and the gizmo dropped More...
 
static EventVoid onManeuverNodeSelected = new EventVoid("onManeuverNodeSelected")
 Event called when a maneuver node is selected for editing in the map view More...
 
static EventVoid OnMapEntered = new EventVoid("OnMapEntered")
 
static EventVoid OnMapExited = new EventVoid("OnMapExited")
 
static EventData< MapObjectOnMapFocusChange = new EventData<MapObject>("OnMapFocusChange")
 
static EventData
< MapViewFiltering.VesselTypeFilter
OnMapViewFiltersModified = new EventData<MapViewFiltering.VesselTypeFilter>("OnMapViewFiltersModified")
 
static EventData< MenuNavInputonMenuNavGetInput = new EventData<MenuNavInput>("onMenuNavGetInput")
 
static EventData< string > onMissionFlagSelect = new EventData<string>("onMissionFlagSelect")
 Event called after a flag is selected for the mission. More...
 
static EventData
< ModuleInventoryPart
onModuleInventoryChanged = new EventData<ModuleInventoryPart>("onModuleInventoryChanged")
 Fired when a ModuleInventoryPart's Inventory changes. More...
 
static EventData< MultiModeEngineonMultiModeEngineSwitchActive = new EventData<MultiModeEngine>("onMultiModeEngineSwitchActive")
 Fired when a MultimodeEngine Switches mode/active engine. More...
 
static EventData< VesselonNewVesselCreated = new EventData<Vessel>("onNewVesselCreated")
 Event called when new vessels are spawned into the game after the scene is loaded. (e.g., an asteroid being "detected" or a contract creating a vessel). More...
 
static EventData< Vessel,
CelestialBody
OnOrbitalSurveyCompleted = new EventData<Vessel, CelestialBody>("OnOrbitalSurveyCompleted")
 Called when ModuleOrbitalSurveyor finishes a survey of a body. More...
 
static EventData< EventReportonOverG = new EventData<EventReport>("onOverG")
 FlightLogger event. More...
 
static EventData< EventReportonOverheat = new EventData<EventReport>("onOverheat")
 FlightLogger event. Internal and due for an overhaul. More...
 
static EventData< EventReportonOverPressure = new EventData<EventReport>("onOverPressure")
 FlightLogger event. More...
 
static EventData< bool > onPartActionNumericSlider = new EventData<bool>("onPawNumericSlider")
 Event called when the numeric slider toggle button is pressed. More...
 
static EventData< PartonPartActionUICreate = new EventData<Part>("onPartActionUICreate")
 Event called when a part has its action UI created - this happens periodically as items are adjusted. More...
 
static EventData< PartonPartActionUIDismiss = new EventData<Part>("onPartActionUIDismiss")
 Event called when a part has its action UI closed. More...
 
static EventData
< UIPartActionWindow, Part
onPartActionUIShown = new EventData<UIPartActionWindow, Part>("onPartActionUIShown")
 Event called when a part has its action UI opened. More...
 
static EventData
< HostTargetAction< Part, Part > > 
onPartAttach = new EventData<HostTargetAction<Part, Part>>("onPartAttach")
 Event called before a 'host' part is attached to a 'target' part (in editor and flight). More...
 
static EventData< FromToAction
< Part, Part > > 
onPartCouple = new EventData<FromToAction<Part, Part>>("onPartCouple")
 Event called before a part coupling is occuring 'from' one part 'to' another part. More...
 
static EventData< FromToAction
< Part, Part > > 
onPartCoupleComplete = new EventData<FromToAction<Part, Part>>("onPartCoupleComplete")
 Event called after a part coupling is occuring 'from' one part 'to' another part. More...
 
static EventData< PartonPartCrossfeedStateChange = new EventData<Part>("onPartCrossfeedStateChange")
 Fired when the crossfeed state of a Part changes More...
 
static EventData< PartonPartDeCouple = new EventData<Part>("onPartCouple")
 Event called before a part decoupling is occuring. More...
 
static EventData< PartonPartDeCoupleComplete = new EventData<Part>("onPartCoupleComplete")
 Event called after a part decoupling is occuring. More...
 
static EventData< PartonPartDestroyed = new EventData<Part>("onPartDestroyed")
 Event called when a part is destroyed, regardless of whether it died or not (as might happen when leaving a scene). More...
 
static EventData< PartonPartDie = new EventData<Part>("onPartDie")
 Event called before a part is destroyed, after it's been marked dead and all it's children decoupled. More...
 
static EventData
< GameEvents.ExplosionReaction
onPartExplode = new EventData<GameEvents.ExplosionReaction>("onPartExplode")
 Event called when a part is destroyed violently, such as when crashing or overheating. Event happens before Part.Die is called. More...
 
static EventData< PartonPartExplodeGroundCollision = new EventData<Part>("onPartExplodeGroundCollision")
 Event called when a part is going to explode due to a ground collision. More...
 
static EventData< PartonPartFailure = new EventData<Part>("onPartFailure")
 Event called when an entire part is failed. More...
 
static EventData
< HostedFromToAction< bool,
Part > > 
onPartFuelLookupStateChange = new EventData<HostedFromToAction<bool, Part>>("onPartFuelLookupStateChange")
 Fired when the crossfeed state of a fuel line (or other thing that changes fuel lookup targets) changes Part are part drawn from (the target) and part drawn to (the list host), bool is whether it's bidirectional More...
 
static EventData< PartJoint,
float > 
onPartJointBreak = new EventData<PartJoint, float>("onPartJointBreak")
 Event Called whenever a part joint breaks or is destroyed for any reason. More...
 
static EventData< PartJointonPartJointSet = new EventData<PartJoint>("onPartJointSet")
 Event Called whenever a part joint configuration is reset. More...
 
static EventData< KerbalEVA, PartonPartLadderEnter = new EventData<KerbalEVA, Part>("onLadderEnter")
 Fired when a kerbal grabs a ladder attached to a part More...
 
static EventData< KerbalEVA, PartonPartLadderExit = new EventData<KerbalEVA, Part>("onLadderExit")
 Fired when a kerbal leaves a ladder attached to a part More...
 
static EventVoid OnPartLoaderLoaded = new EventVoid("OnPartLoaderLoaded")
 Event called after PartLoader finishes loading (or reloading). More...
 
static EventData< PartModule,
AdjusterPartModuleBase
onPartModuleAdjusterAdded = new EventData<PartModule, AdjusterPartModuleBase>("onPartModuleAdjusterAdded")
 Event called when a partmodule is ajusted. More...
 
static EventData< PartModule,
AdjusterPartModuleBase
onPartModuleAdjusterRemoved = new EventData<PartModule, AdjusterPartModuleBase>("onPartModuleAdjusterRemoved")
 Event called when a partmodule adjuster is removed. More...
 
static EventData< PartonPartPack = new EventData<Part>("onPartPack")
 Event called when a part is being packed for rails (use onVesselGoOnRails if you only need one call for the whole vessel packing up) More...
 
static EventData< uint, uint,
uint > 
onPartPersistentIdChanged = new EventData<uint, uint, uint>("onPartpersistentIdChanged")
 Fired when a persistentId on a Part/ProtoPartsnapshot has been changed to avoid a duplicate Contains Vessel.PersistentID, the Part.PersistentID from and to values More...
 
static EventData< PartonPartPriorityChanged = new EventData<Part>("onPartPriorityChanged")
 Fired when a part's staging index or priority offset changes. More...
 
static EventData< AvailablePartOnPartPurchased = new EventData<AvailablePart>("OnPartPurchased")
 Fired when a part is purchased so funding can listen for it More...
 
static EventData
< HostTargetAction< Part, Part > > 
onPartRemove = new EventData<HostTargetAction<Part, Part>>("onPartRemove")
 Event called before a 'host' part is removed from a 'target' part (in editor and flight). More...
 
static EventData< PartonPartRepair = new EventData<Part>("onPartRepair")
 Event called when an entire part is repaired. More...
 
static EventData< PartResourceonPartResourceEmptyFull = new EventData<PartResource>("onPartResourceEmptyFull")
 Fired when a PartResource's amount goes from 0 to full More...
 
static EventData< PartResourceonPartResourceEmptyNonempty = new EventData<PartResource>("onPartResourceEmptyNonempty")
 Fired when a PartResource's amount goes from 0 to >0 (but not full) More...
 
static EventData
< HostedFromToAction
< PartResource,
PartResource.FlowMode > > 
onPartResourceFlowModeChange = new EventData<HostedFromToAction<PartResource, PartResource.FlowMode>>("onPartResourceFlowModeChange")
 Fired when the flow mode of a PartResource changes (does not appear to ever happen) More...
 
static EventData
< HostedFromToAction
< PartResource, bool > > 
onPartResourceFlowStateChange = new EventData<HostedFromToAction<PartResource, bool>>("onPartResourceFlowStateChange")
 Fired when the flow state of a PartResource changes More...
 
static EventData< PartResourceonPartResourceFullEmpty = new EventData<PartResource>("onPartResourceFullEmpty")
 Fired when a PartResource's amount goes from full to 0 More...
 
static EventData< PartResourceonPartResourceFullNonempty = new EventData<PartResource>("onPartResourceFullNonempty")
 Fired when a PartResource's amount goes from Full to >0 More...
 
static EventData< PartonPartResourceListChange = new EventData<Part>("onPartResourceListChange")
 Called when a partresource is added or removed from a part's resoruce list More...
 
static EventData< PartResourceonPartResourceNonemptyEmpty = new EventData<PartResource>("onPartResourceNonemptyEmpty")
 Fired when a PartResource's amount goes from >0 to empty More...
 
static EventData< PartResourceonPartResourceNonemptyFull = new EventData<PartResource>("onPartResourceNonemptyFull")
 Fired when a PartResource's amount goes from >0 (but not full) to full More...
 
static EventData< PartonPartUndock = new EventData<Part>("onPartUndock")
 Event called before a 'part' is undocked. More...
 
static EventData< PartonPartUndockComplete = new EventData<Part>("onPartUndockComplete")
 Event called after a 'part' is undocked. More...
 
static EventData< PartonPartUnpack = new EventData<Part>("onPartUnpack")
 Event called when a part is being unpacked from rails (use onVesselGoOffRails if you only need one call for the whole vessel unpacking) More...
 
static EventData
< PartUpgradeHandler.Upgrade
OnPartUpgradePurchased = new EventData<PartUpgradeHandler.Upgrade>("OnPartUpgradePurchased")
 Fired when a part upgrade is purchased so funding can listen for it More...
 
static EventData< PartonPartVesselNamingChanged = new EventData<Part>("onPartVesselNamingChanged")
 Event called when a parts VesselNaming properties are changed More...
 
static EventData< PartonPartWillDie = new EventData<Part>("onPartWillDie")
 Event called before a part is destroyed, before it's children are decoupled and before Part.disconnect() is called. More...
 
static EventData< Part,
PhysicMaterial > 
OnPhysicMaterialChanged = new EventData<Part, PhysicMaterial>("OnPhysicMaterialChanged")
 Fired when the physic material of the part has changed More...
 
static EventData< VesselonPhysicsEaseStart = new EventData<Vessel>("onPhysicsEaseStart")
 Called when the VesselPrecalculate component engages physics easing. More...
 
static EventData< VesselonPhysicsEaseStop = new EventData<Vessel>("onPhysicsEaseStop")
 Called when the VesselPrecalculate component ends physics easing. More...
 
static EventData< MapObjectonPlanetariumTargetChanged = new EventData<MapObject>("onPlanetariumTargetChange")
 Event called after the MapView target changes. MapObject will be null when no target is selected (can only happen in tracking station). Possible issue: Fires twice when entering MapView for the first time (if you exit mapview and then enter again, it fires once) More...
 
static EventData
< CelestialBody, string > 
OnPOIRangeEntered = new EventData<CelestialBody, string>("OnPOIRangeEntered")
 Simple event called when a Point Of Interest comes within vessel loading range of the active vessel. More...
 
static EventData
< CelestialBody, string > 
OnPOIRangeExited = new EventData<CelestialBody, string>("OnPOIRangeExited")
 Simple event called when a Point Of Interest leaves vessel loading range of the active vessel. More...
 
static EventData
< CelestialBody, string > 
OnPQSCityLoaded = new EventData<CelestialBody, string>("OnPQSCityLoaded")
 Simple event called when a PQSCity comes within vessel loading range of the active vessel. More...
 
static EventData
< CelestialBody, string > 
OnPQSCityOrientated = new EventData<CelestialBody, string>("OnPQSCityOrientated")
 Simple event called when a PQSCity/PQSCity2 has completed it's orientation with the ground. More...
 
static EventData< PQSCityOnPQSCityStarting = new EventData<PQSCity>("OnPQSCityStarting")
 Simple event called when a PQSCity is starting up. More...
 
static EventData
< CelestialBody, string > 
OnPQSCityUnloaded = new EventData<CelestialBody, string>("OnPQSCityUnloaded")
 Simple event called when a PQSCity leaves vessel loading range of the active vessel. More...
 
static EventData< PQSOnPQSStarting = new EventData<PQS>("OnPQSStarting")
 Fired just before a PQS sphere starts up. More...
 
static EventData< ProgressNodeOnProgressAchieved = new EventData<ProgressNode>("OnProgressAchieved")
 Event called every time the progress node hits its completion criteria, even if it's been completed before. Won't modify saved 'firsts'. More...
 
static EventData< ProgressNodeOnProgressComplete = new EventData<ProgressNode>("OnProgressComplete")
 Event called when a progress node hits "Completed" status. After this is called, the node won't modify its save data anymore, and will only fire 'achieved' events for repeat ocurrences. More...
 
static EventData< FromToAction
< ProgressNode, ConfigNode > > 
onProgressNodeLoad = new EventData<FromToAction<ProgressNode, ConfigNode>>("onProgressNodeLoad")
 Fired when loading a Progress Node, before looking at the ConfigNode. Pass the ProgressNode and the ConfigNode More...
 
static EventData< FromToAction
< ProgressNode, ConfigNode > > 
onProgressNodeSave = new EventData<FromToAction<ProgressNode, ConfigNode>>("onProgressNodeSave")
 Fired when saving a Progress Node, right before finishing. Pass the ProgressNode and the ConfigNode More...
 
static EventData< ProgressNodeOnProgressReached = new EventData<ProgressNode>("OnProgressReached")
 Event called when a progress node hits "Reached" status. At this point it will start getting saved. More...
 
static EventData< FromToAction
< ProtoCrewMember, ConfigNode > > 
onProtoCrewMemberLoad = new EventData<FromToAction<ProtoCrewMember, ConfigNode>>("onProtoCrewMemberLoad")
 Fired when loading a ProtoCrewMember, before looking at the ConfigNode. Pass the ProtoCrewMember and the ConfigNode, or null if copying from another PCM. More...
 
static EventData< FromToAction
< ProtoCrewMember, ConfigNode > > 
onProtoCrewMemberSave = new EventData<FromToAction<ProtoCrewMember, ConfigNode>>("onProtoCrewMemberSave")
 Fired when saving a ProtoCrewMember, right before finishing. Pass the ProtoCrewMember and the ConfigNode. More...
 
static EventData
< ProtoPartSnapshot
onProtoPartFailure = new EventData<ProtoPartSnapshot>("onProtoPartFailure")
 Event called when an entire protopart is failed. More...
 
static EventData
< ProtoPartModuleSnapshot
onProtoPartModuleAdjusterAdded = new EventData<ProtoPartModuleSnapshot>("onProtoPartModuleAdjusterAdded")
 Event called when a protopartmodule has an adjuster added. More...
 
static EventData
< ProtoPartModuleSnapshot
onProtoPartModuleAdjusterRemoved = new EventData<ProtoPartModuleSnapshot>("onProtoPartModuleAdjusterRemoved")
 Event called when a protopartmodule has an adjuster removed. More...
 
static EventData
< ProtoPartModuleSnapshot
onProtoPartModuleRepaired = new EventData<ProtoPartModuleSnapshot>("onProtoPartModuleRepaired")
 Event called when a protopartmodule is repaired. More...
 
static EventData< FromToAction
< ProtoPartModuleSnapshot,
ConfigNode > > 
onProtoPartModuleSnapshotLoad = new EventData<FromToAction<ProtoPartModuleSnapshot, ConfigNode>>("onProtoPartModuleSnapshotLoad")
 Fired when loading a ProtoPartModuleSnapshot, before the node is read. Pass ProtoPartModuleSnapshot and the ConfigNode (or null if creating the PartModule). More...
 
static EventData< FromToAction
< ProtoPartModuleSnapshot,
ConfigNode > > 
onProtoPartModuleSnapshotSave = new EventData<FromToAction<ProtoPartModuleSnapshot, ConfigNode>>("onProtoPartModuleSnapshotSave")
 Fired when saving a ProtoPartModuleSnapshot, right before finishing. Pass ProtoPartModuleSnapshot and the ConfigNode (or null if going from PartModule to this). More...
 
static EventData
< ProtoPartSnapshot
onProtoPartRepair = new EventData<ProtoPartSnapshot>("onProtoPartRepair")
 Event called when an entire protopart is repaired. More...
 
static EventData< FromToAction
< ProtoPartSnapshot,
ConfigNode > > 
onProtoPartSnapshotLoad = new EventData<FromToAction<ProtoPartSnapshot, ConfigNode>>("onProtoPartSnapshotLoad")
 Fired when loading a ProtoPartSnapshot, before the node is read. Pass ProtoPartSnapshot and the ConfigNode (or null if creating the Part). More...
 
static EventData< FromToAction
< ProtoPartSnapshot,
ConfigNode > > 
onProtoPartSnapshotSave = new EventData<FromToAction<ProtoPartSnapshot, ConfigNode>>("onProtoPartSnapshotSave")
 Fired when saving a ProtoPartSnapshot, right before finishing. Pass ProtoPartSnapshot and the ConfigNode (or null if creating from Part). More...
 
static EventData< FromToAction
< ProtoVessel, ConfigNode > > 
onProtoVesselLoad = new EventData<FromToAction<ProtoVessel, ConfigNode>>("onProtoVesselLoad")
 Fired when loading a ProtoVessel, before the node is read. Pass ProtoVessel and the ConfigNode (or null if pushing to vessel from a loaded ProtoVessel). More...
 
static EventData< FromToAction
< ProtoVessel, ConfigNode > > 
onProtoVesselSave = new EventData<FromToAction<ProtoVessel, ConfigNode>>("onProtoVesselSave")
 Fired when saving a ProtoVessel, right before finishing. Pass ProtoVessel and the ConfigNode (or null if creating from Vessel). More...
 
static EventData< float,
TransactionReasons
OnReputationChanged = new EventData<float, TransactionReasons>("OnReputationChanged")
 Event called whenever the space program's reputation changes More...
 
static EventData< PartModule,
string, double > 
OnResourceConverterOutput = new EventData<PartModule, string, double>("OnResourceConverterOutput")
 Event called when a resource is produced by a ResourceConverter. More...
 
static EventVoid OnResourceMapLoaded = new EventVoid("OnResourceMapLoaded")
 Called when the resource map is initialized - can take a few frames More...
 
static EventData
< ModuleRoboticController,
ControlledAction
onRoboticControllerActionsAdding = new EventData<ModuleRoboticController, ControlledAction>("onRoboticControllerActionsAdding")
 Fired after the list of Actions on the controller has changed More...
 
static EventData
< ModuleRoboticController
onRoboticControllerActionsChanged = new EventData<ModuleRoboticController>("onRoboticControllerActionsChanged")
 Fired after the list of Actions on the controller has changed More...
 
static EventData
< ModuleRoboticController,
ControlledAction
onRoboticControllerActionsRemoving = new EventData<ModuleRoboticController, ControlledAction>("onRoboticControllerActionsRemoving")
 Fired after the list of Actions on the controller has changed More...
 
static EventData
< ModuleRoboticController,
ControlledAxis
onRoboticControllerAxesAdding = new EventData<ModuleRoboticController, ControlledAxis>("onRoboticControllerAxesAdding")
 Fired after the list of Axes on the controller has changed More...
 
static EventData
< ModuleRoboticController
onRoboticControllerAxesChanged = new EventData<ModuleRoboticController>("onRoboticControllerAxesChanged")
 Fired after the list of Axes on the controller has changed More...
 
static EventData
< ModuleRoboticController,
ControlledAxis
onRoboticControllerAxesRemoving = new EventData<ModuleRoboticController, ControlledAxis>("onRoboticControllerAxesRemoving")
 Fired after the list of Axes on the controller has changed More...
 
static EventData
< ModuleRoboticController,
ModuleRoboticController.SequenceDirectionOptions
onRoboticControllerSequenceDirectionChanged = new EventData<ModuleRoboticController, ModuleRoboticController.SequenceDirectionOptions>("onRoboticControllerSequenceDirectionChanged")
 Fired when the controller play direction has changed More...
 
static EventData
< ModuleRoboticController,
ModuleRoboticController.SequenceLoopOptions
onRoboticControllerSequenceLoopModeChanged = new EventData<ModuleRoboticController, ModuleRoboticController.SequenceLoopOptions>("onRoboticControllerSequenceLoopModeChanged")
 Fired when the controller loop mode has changed More...
 
static EventData
< ModuleRoboticController
onRoboticControllerSequencePlayed = new EventData<ModuleRoboticController>("onRoboticControllerSequencePlayed")
 Fired when the controller starts playing More...
 
static EventData
< ModuleRoboticController
onRoboticControllerSequenceStopped = new EventData<ModuleRoboticController>("onRoboticControllerSequenceStopped")
 Fired when the controller stops playing More...
 
static EventData< Part, bool > onRoboticPartLockChanged = new EventData<Part,bool>("onRoboticPartLockChanged")
 Fires after a robotic part changes it's locked state. More...
 
static EventData< Part, bool > onRoboticPartLockChanging = new EventData<Part,bool>("onRoboticPartLockChanging")
 Fires just prior to a robotic part changing it's locked state. More...
 
static EventData< ScienceDataOnROCExperimentStored = new EventData<ScienceData>("OnROCExperimentStored")
 Event called after small ROC experiment is stored. More...
 
static EventData
< HostTargetAction
< CelestialBody, bool > > 
onRotatingFrameTransition = new EventData<HostTargetAction<CelestialBody, bool>>("onRotatingFrameTransition")
 Event called whenever a rotating reference frame is enabled or disabled (parameter contains the dominant body, and whether a rotating frame is currently in effect or not). Use host.GetRFrameVel(wPos) to find out the velocity of the rotating frame at the given position, subtract frame vel if the Target bool is true, add if false. More...
 
static EventData< FromToAction
< ModuleDockingNode,
ModuleDockingNode > > 
onSameVesselDock = new EventData<FromToAction<ModuleDockingNode, ModuleDockingNode>>("onSameVesselDock")
 Event called after a docking connection is established on the same vessel. (The vessel of the 'from node' is the same as the vessel of the 'to node', before and after docking) More...
 
static EventData< FromToAction
< ModuleDockingNode,
ModuleDockingNode > > 
onSameVesselUndock = new EventData<FromToAction<ModuleDockingNode, ModuleDockingNode>>("onSameVesselUndock")
 Event called after a docking connection is released on the same vessel. (The vessel of the 'from node' is the same as the vessel of the 'to node', before and after undocking) More...
 
static EventData< GameScenesonSceneConfirmExit = new EventData<GameScenes>("onLevelConfirmExit")
 Event called when the exit button has been pressed and the confirmation from player input has just started. Before FlightState runs and starts saving ProtoVessel values More...
 
static EventVoid OnScenerySettingChanged = new EventVoid("OnScenerySettingChanged")
 Event fired whenever the Scenery Detail Setting is changed by the user. More...
 
static EventData< float,
TransactionReasons
OnScienceChanged = new EventData<float, TransactionReasons>("OnScienceChanged")
 Event called whenever the space program's science changes More...
 
static EventData< float,
ScienceSubject, ProtoVessel,
bool > 
OnScienceRecieved = new EventData<float, ScienceSubject, ProtoVessel, bool>("OnScienceRecieved")
 Event called when science is submitted to R&D More...
 
static EventData< int, int > onScreenResolutionModified = new EventData<int, int>("onScreenResolutionModified")
 Event called once per frame if the screen resolution changes. More...
 
static EventData
< FlightGlobals.SpeedDisplayModes
onSetSpeedMode = new EventData<FlightGlobals.SpeedDisplayModes>("onSetSpeedMode")
 
static EventVoid onShowUI = new EventVoid("OnShowUI")
 
static EventData< EventReportonSplashDamage = new EventData<EventReport>("onSplashDamage")
 FlightLogger event. Internal and due for an overhaul. More...
 
static EventData< int > onStageActivate = new EventData<int>("onStageActivate")
 Event called before the given stage 'int' is activated on the active vessel. More...
 
static EventData< EventReportonStageSeparation = new EventData<EventReport>("onStageSeparation")
 FlightLogger event. Internal and due for an overhaul. More...
 
static EventData< MapObjectOnTargetObjectChanged = new EventData<MapObject>("OnTargetObjectChanged")
 Called when the user sets/unset a target in map view. More...
 
static EventData
< HostTargetAction< RDTech,
RDTech.OperationResult > > 
OnTechnologyResearched = new EventData<HostTargetAction<RDTech, RDTech.OperationResult>>("OnTechnologyResearched")
 
static EventVoid onTimeWarpRateChanged = new EventVoid("onTimeWarpRateChanged")
 Event called after the warprate has changed. More...
 
static EventDataModifier< bool,
KSP.UI.ITooltipController
onTooltipAboutToDespawn = new EventDataModifier<bool, KSP.UI.ITooltipController>("onTooltipAboutToDespawn")
 
static EventDataModifier< bool,
KSP.UI.ITooltipController
onTooltipAboutToSpawn = new EventDataModifier<bool, KSP.UI.ITooltipController>("onTooltipAboutToSpawn")
 
static EventData< KSP.UI.TooltiponTooltipDespawned = new EventData<KSP.UI.Tooltip>("onTooltipDespawned")
 
static EventVoid onTooltipDestroyRequested = new EventVoid("onTooltipDestroyRequested")
 
static EventData
< KSP.UI.ITooltipController,
KSP.UI.Tooltip
onTooltipSpawned = new EventData<KSP.UI.ITooltipController, KSP.UI.Tooltip>("onTooltipSpawned")
 
static EventDataModifier< bool,
KSP.UI.Tooltip
onTooltipUpdate = new EventDataModifier<bool, KSP.UI.Tooltip>("onTooltipUpdate")
 
static EventData< ScienceData,
Vessel, bool > 
OnTriggeredDataTransmission = new EventData<ScienceData, Vessel, bool>("OnTriggeredDataTransmission")
 Event called when a triggered data transmission fully completes. Used in special transmissions such as those from the science lab. More...
 
static EventVoid onUIScaleChange = new EventVoid("onUIScaleChange")
 
static EventData< EventReportonUndock = new EventData<EventReport>("onUndock")
 FlightLogger event. Internal and due for an overhaul. More...
 
static EventData
< Upgradeables.UpgradeableObject,
int > 
OnUpgradeableObjLevelChange = new EventData<Upgradeables.UpgradeableObject, int>("OnUpgradeableObjLevelChange")
 
static EventVoid OnUpgradesFilled = new EventVoid("OnUpgradesFilled")
 Fired after FillUpgrades() runs More...
 
static EventVoid OnUpgradesLinked = new EventVoid("OnUpgradesLinked")
 Fired after LinkUpgrades() runs More...
 
static EventData< Part,
PartVariant
onVariantApplied = new EventData<Part, PartVariant>("onVariantApplied")
 Fired when a new variant has been applied to a part More...
 
static EventData< VesselonVesselChange = new EventData<Vessel>("onVesselChange")
 Event called when the active vessel changes. More...
 
static EventData< VesselonVesselClearStaging = new EventData<Vessel>("onVesselClearStaging")
 
static EventData< Vessel, bool > onVesselControlStateChange = new EventData<Vessel, bool>("onVesselControlStateChange")
 Event called after a vessel has changed it's situation. (I.e. Vessel situation changes from prelaunch to flying) More...
 
static EventData< VesselonVesselCreate = new EventData<Vessel>("onVesselCreate")
 Event called when a vessel is spawned into the scene, usually during loading. More...
 
static EventData< VesselonVesselCrewWasModified = new EventData<Vessel>("onVesselCrewWasModified")
 Event called after a vessel had its crew modified in some way (added, removed, or killed). More...
 
static EventData< VesselonVesselDestroy = new EventData<Vessel>("onVesselDestroy")
 Event called before a vessel will be destroyed. More...
 
static EventData< uint, uint > onVesselDocking = new EventData<uint, uint>("onVesselDocking")
 Fires right before one vessel docks to another vessel. The first vessel persistentID is the old Vessel PersistentID which will be merged into the second vessel PersistentID in the eventdata. More...
 
static EventData< VesselonVesselExplodeGroundCollision = new EventData<Vessel>("onVesselExplodeGroundCollision")
 Event called before a vessel will be destroyed when there is a ground collision detected (both loaded and unloaded). More...
 
static EventData< VesselonVesselGoOffRails = new EventData<Vessel>("onVesselGoOffRails")
 Event called after a vessel has gone off rails. More...
 
static EventData< VesselonVesselGoOnRails = new EventData<Vessel>("onVesselGoOnRails")
 Event called before a vessel goes on rails. More...
 
static EventData< VesselonVesselLoaded = new EventData<Vessel>("onVesselLoaded")
 Event called after a vessel has been loaded. More...
 
static EventData< VesselonVesselOrbitClosed = new EventData<Vessel>("onVesselOrbitClosed")
 Event called when a vessel's orbit changes from hyperbolic to closed. More...
 
static EventData< VesselonVesselOrbitEscaped = new EventData<Vessel>("onVesselOrbitEscaped")
 Event called when a vessel's orbit changes from closed to hyperbolic. More...
 
static EventData< VesselOnVesselOverrideGroupChanged = new EventData<Vessel>("OnVesselOverrideGroupChanged")
 Event called when the the vessel's action group override changes More...
 
static EventData< VesselonVesselPartCountChanged = new EventData<Vessel>("onVesselPartCountChanged")
 Event called in FixedUpdate if a vessel's part count changes, useful if onVesselWasModified misses something. More...
 
static EventData< uint, uint > onVesselPersistentIdChanged = new EventData<uint, uint>("onVesselpersistentIdChanged")
 Fired when a persistentId on a Craft/Vessel has been changed to avoid a duplicate Contains the Vessel.PersistentID from and to values More...
 
static EventData< VesselonVesselPrecalcAssign = new EventData<Vessel>("onVesselPrecalcAssign")
 Event called right before a vessel's VesselPrecalculate component is added so something else can add a different one. More...
 
static EventData< ProtoVessel,
bool > 
onVesselRecovered = new EventData<ProtoVessel, bool>("onVesselRecovered")
 Event called when a vessel is recovered off the game (as opposed to being terminated). Parameter is protovessel as vessel may not be loaded. More...
 
static EventData< ProtoVessel,
MissionRecoveryDialog, float > 
onVesselRecoveryProcessing = new EventData<ProtoVessel, MissionRecoveryDialog, float>("onVesselRecoveryProcessing")
 Event called when a vessel is recovered off the game (as opposed to being terminated). Parameter is protovessel as vessel may not be loaded. More...
 
static EventData< ProtoVessel,
MissionRecoveryDialog, float > 
onVesselRecoveryProcessingComplete = new EventData<ProtoVessel, MissionRecoveryDialog, float>("onVesselRecoveryProcessingComplete")
 Event called when a vessel is recovered off the game (as opposed to being terminated) and after all recovery processing is completed. Parameter is protovessel as vessel may not be loaded. More...
 
static EventData< VesselOnVesselRecoveryRequested = new EventData<Vessel>("OnVesselRecoveryRequested")
 Event called when the player requests that the current vessel be recovered after returning to space center. Most likely will be followed by a scene change More...
 
static EventData< Transform,
Transform > 
onVesselReferenceTransformSwitch = new EventData<Transform, Transform>("onVesselReferenceTransformSwitch")
 Fired when the vessel's reference transform is set More...
 
static EventData
< HostedFromToAction< Vessel,
string > > 
onVesselRename = new EventData<HostedFromToAction<Vessel, string>>("onVesselRenamed")
 Event called after a vessel name will change 'from' a name 'to' another name. More...
 
static EventData< VesselonVesselResumeStaging = new EventData<Vessel>("onVesselResumeStaging")
 
static EventData< ShipConstructOnVesselRollout = new EventData<ShipConstruct>("OnVesselRollout")
 Event called when a new vessel is rolled out to the launchpad prior to launch More...
 
static EventData
< HostedFromToAction< Vessel,
Vessel.Situations > > 
onVesselSituationChange = new EventData<HostedFromToAction<Vessel, Vessel.Situations>>("onVesselSituationChange")
 Event called after a vessel has changed it's situation. (I.e. Vessel situation changes from prelaunch to flying) More...
 
static EventData
< HostedFromToAction< Vessel,
CelestialBody > > 
onVesselSOIChanged = new EventData<HostedFromToAction<Vessel, CelestialBody>>("OnVesselSOIChanged")
 Event called when a vessel switches to a different SOI. More...
 
static EventData< VesselonVesselStandardModification = new EventData<Vessel>("onVesselStandardModification")
 Event called by FlightGlobals when a vessel is modified in ANY conceivable way (docking, explosions, part count changing, whatever). More...
 
static EventData< Vessel, VesselonVesselsUndocking = new EventData<Vessel, Vessel>("onVesselsUndocking")
 Fired when a Vessel undocking has completed. Will contain the original Vessel and the newly created Vessel instances. More...
 
static EventData< Vessel, VesselonVesselSwitching = new EventData<Vessel, Vessel>("onVesselSwitching")
 Fired when vessel focus is switching to a loaded vessel (just before FlightGlobals.ActiveVessel is actually set). Similar to OnVesselChange, but parameters contain both 'from' and 'to' vessels. More...
 
static EventData< Vessel, VesselonVesselSwitchingToUnloaded = new EventData<Vessel, Vessel>("onVesselSwitchingToUnloaded")
 Fired when vessel focus is switching to an unloaded vessel. More...
 
static EventData< ProtoVesselonVesselTerminated = new EventData<ProtoVessel>("onVesselTerminated")
 Event called when a vessel is terminated off the game (as opposed to being recovered). Parameter is protovessel as vessel may not be loaded. More...
 
static EventData< VesselonVesselWasModified = new EventData<Vessel>("onVesselWasModified")
 Event called after a vessel had its parts modified in some way (added or removed). Vessel parameter refers to the modified vessel, not new ones that may have spawned as a result. More...
 
static EventData< VesselonVesselWillDestroy = new EventData<Vessel>("onVesselWillDestroy")
 Event called just before a vessel is about to be destroyed. (it is non null at this point). More...
 
static EventData< PartonWheelRepaired = new EventData<Part>("onWheelRepaired")
 Event called when a wheel is repaired More...
 
- Static Public Attributes inherited from GameEventsBase
static bool debugEvents = false
 Set true to enable full debugging of all events More...
 

Additional Inherited Members

- Public Member Functions inherited from GameEventsBase
 GameEventsBase ()
 

Detailed Description

Static manager class which contains the global event system

Member Function Documentation

static T GameEvents.FindEvent< T > ( string  eventName)
inlinestatic

Searches for an event with the given name and type. Note that name uniqueness is not checked, so this should only be used for global events (not one that is stored as a non-singleton class member).

Template Parameters
TThe type of the event to search for.
Parameters
eventNameThe name of the event to search for.
Returns
The event, if found.
Type Constraints
T :BaseGameEvent 

Member Data Documentation

EventData<FlagSite> GameEvents.afterFlagPlanted = new EventData<FlagSite>("afterFlagPlanted")
static

Event fired after a flag is planted and named, with the flag Site as the data

GameModifiers GameEvents.Modifiers = new GameModifiers()
static
EventData<ShipConstruct> GameEvents.onAboutToSaveShip = new EventData<ShipConstruct>("onAboutToSaveShip")
static

Fired when a ShipConstruct is about to be saved

EventData<Vessel> GameEvents.onActiveJointNeedUpdate = new EventData<Vessel>("onActiveJointNeedUpdate")
static

Fired by components such as grapples and docking modules, before setting parts on the vessel to their pristine positions, so active joints can update their coords before operations involving orgPos and orgRot happen.

EventData<AltimeterDisplayState> GameEvents.OnAltimeterDisplayModeToggle = new EventData<AltimeterDisplayState>("OnAltimeterDisplayModeToggle")
static

Fired when the Altimeter Display Mode is Toggled.

EventData<ModuleAnimationGroup> GameEvents.OnAnimationGroupRetractComplete = new EventData<ModuleAnimationGroup>("OnAnimationGroupRetractComplete")
static

Called when ModuleAnimationGroup Retract animation has completed running.

EventData<ModuleAnimationGroup, bool> GameEvents.OnAnimationGroupStateChanged = new EventData<ModuleAnimationGroup, bool>("OnAnimationGroupStateChanged")
static

Called when ModuleAnimationGroup changes states. Bool reflects the deploy state.

EventData<bool> GameEvents.OnAppFocus = new EventData<bool>("OnAppFocus")
static

Even fired whenever the application gains or loses window focus

EventData<Vessel> GameEvents.onAsteroidSpawned = new EventData<Vessel>("onAsteroidSpawned")
static

Event called when an asteroid is spawned.

EventData<ProtoCrewMember, Part, Transform> GameEvents.onAttemptEva = new EventData<ProtoCrewMember, Part, Transform>("onAttemptEva")
static

Fired when attempting an EVA. Transform is the airlock transform. Event handler should set FlightEVA.fetch.overrideEVA = true to cancel the EVA.

EventData<ProtoCrewMember, Part, CrewHatchController> GameEvents.onAttemptTransfer = new EventData<ProtoCrewMember, Part, CrewHatchController>("onAttemptTransfer")
static

Fired when attempting a crew transfer. Event handler should set the hatch controller.overrideTransfer as needed.

EventData<CameraManager.CameraMode> GameEvents.OnCameraChange = new EventData<CameraManager.CameraMode>("OnCameraChange")
static

Called after switching to a different camera (external, internal, map...)

EventData<ModuleEngines> GameEvents.onChangeEngineDVIncludeState = new EventData<ModuleEngines>("onChangeEngineDVIncludeState")
static

Fired when a ModuleEngines Include in DeltaV calculations state is changed via the PAW.

EventData<EventReport> GameEvents.onCollision = new EventData<EventReport>("onCollision")
static

FlightLogger event. Internal and due for an overhaul.

EventData<Part, RaycastHit> GameEvents.OnCollisionEnhancerHit = new EventData<Part, RaycastHit>("OnCollisionEnhancerHit")
static

Event called when a part has a collision enhancer hit.

EventVoid GameEvents.OnCollisionIgnoreUpdate = new EventVoid("OnCollisionIgnoreUpdate")
static
EventData<KerbalEVA, bool> GameEvents.onCommandSeatInteraction = new EventData<KerbalEVA, bool>("onCommandSeatInteraction")
static

Event fired when an EVA kerbal enters, exits, or loads into a command seat

EventData<KerbalEVA, bool> GameEvents.onCommandSeatInteractionEnter = new EventData<KerbalEVA, bool>("onCommandSeatInteractionEnter")
static

Event fired just before a EVA kerbal enters, exits, or loads into a command seat

EventData<Part, ControlPoint> GameEvents.OnControlPointChanged = new EventData<Part, ControlPoint>("onControlPointChanged")
static

Fired when the control point of the part has changed

EventData<EventReport> GameEvents.onCrash = new EventData<EventReport>("onCrash")
static

FlightLogger event. Internal and due for an overhaul.

EventData<EventReport> GameEvents.onCrashSplashdown = new EventData<EventReport>("onCrashSplashdown")
static

FlightLogger event. Internal and due for an overhaul.

EventData<GameEvents.FromToAction<Part, Part> > GameEvents.onCrewBoardVessel = new EventData<GameEvents.FromToAction<Part, Part>>("onCrewBoardVessel")
static

FlightLogger event. Internal and due for an overhaul.

EventData<EventReport> GameEvents.onCrewKilled = new EventData<EventReport>("onCrewKilled")
static

FlightLogger event. Internal and due for an overhaul.

EventData<ProtoCrewMember, int> GameEvents.OnCrewmemberHired = new EventData<ProtoCrewMember, int>("OnApplicantHired")
static

Event called whenever an applicant is hired at the Astronaut Complex. (second parameter is the new active crew count)

EventData<ProtoCrewMember, int> GameEvents.OnCrewmemberLeftForDead = new EventData<ProtoCrewMember, int>("OnCrewmemberLeftForDead")
static

Event called whenever a MIA applicant is left for dead at the Astronaut Complex. (second parameter is the new active crew count)

EventData<ProtoCrewMember, int> GameEvents.OnCrewmemberSacked = new EventData<ProtoCrewMember, int>("OnApplicantHired")
static

Event called whenever an applicant is sacked at the Astronaut Complex. (second parameter is the new active crew count)

EventData<FromToAction<Part, Part> > GameEvents.onCrewOnEva = new EventData<FromToAction<Part, Part>>("onCrewOnEva")
static

FlightLogger event. Internal and due for an overhaul.

EventData<HostedFromToAction<Part, List<Part> > > GameEvents.onCrewTransferPartListCreated = new EventData<HostedFromToAction<Part, List<Part>>>("onCrewTransferPartListCreated")
static

Event fired after set of valid and invalid parts for crew transfer is created but before they are used. First is valid, second is full parts.

EventData<HostedFromToAction<ProtoCrewMember, Part> > GameEvents.onCrewTransferred = new EventData<HostedFromToAction<ProtoCrewMember, Part>>("onCrewTransferred")
static

Event fired right after a crewmember is moved from one part to another.

EventData<CrewTransfer.CrewTransferData> GameEvents.onCrewTransferSelected = new EventData<CrewTransfer.CrewTransferData>("onCrewTransferSelected")
static

Hook for any other things to intercept a crew transfer and do something themselves and/or cancel it (by setting canTransfer to false).

EventData<FromToAction<FinePrint.Waypoint, ConfigNode> > GameEvents.onCustomWaypointLoad = new EventData<FromToAction<FinePrint.Waypoint, ConfigNode>>("onCustomWaypointLoad")
static

Fired when loading a custom Waypoint, before looking at the ConfigNode. Pass the Waypoint and the ConfigNode.

EventData<FromToAction<FinePrint.Waypoint, ConfigNode> > GameEvents.onCustomWaypointSave = new EventData<FromToAction<FinePrint.Waypoint, ConfigNode>>("onCustomWaypointSave")
static

Fired when saving a custom Waypoint, right before finishing. Pass the Waypoint and the ConfigNode.

EventVoid GameEvents.OnDebugROCFinderToggled = new EventVoid("OnDebugROCFinderToggled")
static

Fired when a state of debug ROC finder changes.

EventVoid GameEvents.OnDebugROCScanPointsToggled = new EventVoid("OnDebugROCScanPointsToggled")
static

Fired when a state of debug ROC scan points changes.

EventData<DeltaVSituationOptions> GameEvents.onDeltaVAppAtmosphereChanged = new EventData<DeltaVSituationOptions>("onDeltaVAppAtmosphereChangedCompleted")
static

Fired when DeltaV App has its atmosphere setting changed.

EventVoid GameEvents.onDeltaVAppInfoItemsChanged = new EventVoid("onDeltaVAppInfoItemsChanged")
static

Fired when DeltaV App has its atmosphere setting changed.

EventVoid GameEvents.onDeltaVCalcsCompleted = new EventVoid("onDeltaVCalcsCompleted")
static

Fired when DeltaV calculations have completed a full update.

EventData<string> GameEvents.onDeployGroundPart = new EventData<string>("onDeployGroundPart")
static

Fired when a ModuleGroundPart is about to be deployed by a Kerbal.

EventData<FromToAction<Part, Part> > GameEvents.onDockingComplete = new EventData<FromToAction<Part, Part>>("onDockingComplete")
static

Event called after a part coupling/docking has completed 'from' one part 'to' another part.

EventData<FromToAction<CelestialBody, CelestialBody> > GameEvents.onDominantBodyChange = new EventData<FromToAction<CelestialBody, CelestialBody>>("onDominantBodyChanged")
static

Event called before the dominant body (Sphere of influence) will change 'from' the old 'to' the new dominant body, for the active vessel.

EventData<CompoundPart> GameEvents.onEditorCompoundPartLinked = new EventData<CompoundPart>("onEditorCompoundPartLinked")
static

Fired when a compound part (eg, strut) is placed and linked in the editor

EventData<ConstructionMode> GameEvents.onEditorConstructionModeChange = new EventData<ConstructionMode>("onEditorConstructionModeChange")
static
EventData<AvailablePart, PartVariant> GameEvents.onEditorDefaultVariantChanged = new EventData<AvailablePart, PartVariant>("onEditorDefaultVariantChanged")
static
EventData<ShipConstruct, CraftBrowserDialog.LoadType> GameEvents.onEditorLoad = new EventData<ShipConstruct, CraftBrowserDialog.LoadType>("onEditorLoad")
static
EventVoid GameEvents.onEditorNewShipDialogDismiss = new EventVoid("onEditorNewShipDialogDismiss")
static
EventData<Part> GameEvents.onEditorPartDeleted = new EventData<Part>("onEditorPartDeleted")
static
EventData<ConstructionEventType, Part> GameEvents.onEditorPartEvent = new EventData<ConstructionEventType, Part>("onEditorPartEvent")
static

When a part has a ConstructionEventType in the Editor.

EventData<Part> GameEvents.onEditorPartPicked = new EventData<Part>("onEditorPartPicked")
static
EventData<Part> GameEvents.onEditorPartPlaced = new EventData<Part>("onEditorPartPlaced")
static
EventVoid GameEvents.onEditorPodDeleted = new EventVoid("onEditorPodDeleted")
static
EventData<Part> GameEvents.onEditorPodPicked = new EventData<Part>("onEditorPodPicked")
static

When picking the first rootpart after pressing new in the editor

EventData<Part> GameEvents.onEditorPodSelected = new EventData<Part>("onEditorPodSelected")
static

When the rootpart is selected in editor

EventData<ShipConstruct> GameEvents.onEditorRedo = new EventData<ShipConstruct>("onEditorRedo")
static
EventVoid GameEvents.onEditorRestart = new EventVoid("onEditorRestart")
static
EventVoid GameEvents.onEditorRestoreState = new EventVoid("onEditorRestoreState")
static
EventData<EditorScreen> GameEvents.onEditorScreenChange = new EventData<EditorScreen>("onEditorScreenChange")
static
EventData<ShipConstruct> GameEvents.onEditorSetBackup = new EventData<ShipConstruct>("onEditorSetBackup")
static
EventData<ShipConstruct> GameEvents.onEditorShipModified = new EventData<ShipConstruct>("onEditorShipModified")
static

Event called whenever the ship in the Editor is modified in any way

EventVoid GameEvents.onEditorShowPartList = new EventVoid("onEditorShowPartList")
static
EventData<bool> GameEvents.onEditorSnapModeChange = new EventData<bool>("onEditorSnapModeChange")
static
EventVoid GameEvents.onEditorStarted = new EventVoid("onEditorStarted")
static
EventData<Space> GameEvents.onEditorSymmetryCoordsChange = new EventData<Space>("onEditorSymmetryCoordsChange")
static
EventData<SymmetryMethod> GameEvents.onEditorSymmetryMethodChange = new EventData<SymmetryMethod>("onEditorSymmetryMethodChange")
static
EventData<int> GameEvents.onEditorSymmetryModeChange = new EventData<int>("onEditorSymmetryModeChange")
static
EventData<ShipConstruct> GameEvents.onEditorUndo = new EventData<ShipConstruct>("onEditorUndo")
static
EventData<Part, PartVariant> GameEvents.onEditorVariantApplied = new EventData<Part,PartVariant>("onEditorVariantApplied")
static

Fired when a new variant has been applied to a part in editor

EventData<HostedFromToAction<ShipConstruct, string> > GameEvents.onEditorVesselNamingChanged = new EventData<HostedFromToAction<ShipConstruct, string>>("onEditorVesselNamingChanged")
static
EventData<BaseConverter,Part,double> GameEvents.OnEfficiencyChange = new EventData<BaseConverter, Part, double>("OnEfficiencyChange")
static

Called when something changes the efficiency of anything deriving from BaseConverter

EventData<ModuleEngines> GameEvents.onEngineActiveChange = new EventData<ModuleEngines>("onEngineActiveChange")
static

Fired when a ModuleEngines becomes Active (Ignited) or Inactive (Deactivated). Check ModuleEngines.isOperational for it's state.

EventData<ModuleEngines> GameEvents.onEngineThrustPercentageChanged = new EventData<ModuleEngines>("onEngineThrustPercentageChanged")
static

Fired when a ModuleEngines has it's Thrust Percentage changed via it's PAW.

EventVoid GameEvents.OnExpansionSystemLoaded = new EventVoid("OnExpansionSystemLoaded")
static

Events called after ExpansionSystem finishes loading all expansions

EventData<ScienceData> GameEvents.OnExperimentDeployed = new EventData<ScienceData>("OnExperimentDeployed")
static

Event called after experiment is deployed, but before submission.

EventData<ScienceData> GameEvents.OnExperimentStored = new EventData<ScienceData>("OnExperimentStored")
static

Event called after experiment is stored.

EventData<KSCFacilityContextMenu> GameEvents.onFacilityContextMenuDespawn = new EventData<KSCFacilityContextMenu>("onFacilityContextMenuDespawn")
static
EventData<KSCFacilityContextMenu> GameEvents.onFacilityContextMenuSpawn = new EventData<KSCFacilityContextMenu>("onFacilityContextMenuSpawn")
static
EventData<Part> GameEvents.onFairingsDeployed = new EventData<Part>("onFairingsDeployed")
static

Event called when Procedural Fairings are deployed on the active vessel.

EventData<Vessel> GameEvents.onFlagPlant = new EventData<Vessel>("onFlagPlant")
static

Event fired after a flag is planted with the flag vessel as the data

EventData<string> GameEvents.onFlagSelect = new EventData<string>("onFlagSelect")
static

Event called after a flag is selected for the space program.

EventData<FlightCamera.Modes> GameEvents.OnFlightCameraAngleChange = new EventData<FlightCamera.Modes>("OnFlightCameraAngleChange")
static

Called when the flight camera changes angles

EventVoid GameEvents.OnFlightCameraModeChange = new EventVoid("OnFlightCameraModeChange")
static
EventData<bool> GameEvents.onFlightCargoPartHeld = new EventData<bool>("onFlightCargoPartHeld")
static

When a part is held during flight, true for picked up, false for dropped.

EventData<bool> GameEvents.OnFlightGlobalsReady = new EventData<bool>("OnFlightGlobalsReady")
static

Fired when FG sets its ready flag

EventData<Vessel> GameEvents.OnFlightLogRecorded = new EventData<Vessel>("OnFlightLogRecorded")
static

Event called after a vessel records a new flight log entry.

EventVoid GameEvents.onFlightReady = new EventVoid("onFlightReady")
static

Event called after game is loaded, all vessels initialized etc. Vessel ready to fly.

EventData<FlightUIMode> GameEvents.OnFlightUIModeChanged = new EventData<FlightUIMode>("OnFlightUIModeChanged")
static
EventData<Vector3d, Vector3d> GameEvents.onFloatingOriginShift = new EventData<Vector3d, Vector3d>("onFloatingOriginShift")
static

Event called whenever FloatingOrigin shifts (parameter contains the last offset and the last additional out-of-Krakensbane-frame offset)

EventData<double, TransactionReasons> GameEvents.OnFundsChanged = new EventData<double, TransactionReasons>("OnFundsChanged")
static

Event called whenever the space program's Funds changes

EventVoid GameEvents.OnGameDatabaseLoaded = new EventVoid("OnGameDatabaseLoaded")
static

Event called after GameDatabase finishes loading (or reloading).

EventVoid GameEvents.onGameNewStart = new EventVoid("onGameNewStart")
static

Event after a new game has been created and initially saved but before it is about to Start. The Game is set as Highlogic.CurrentGame.

EventVoid GameEvents.onGamePause = new EventVoid("onGamePause")
static

Event called before the game is paused

EventData<GameScenes> GameEvents.onGameSceneLoadRequested = new EventData<GameScenes>("onGameSceneLoadRequested")
static

Event called after a scene change is requested. But before the scene actually changes.

EventData<FromToAction<GameScenes, GameScenes> > GameEvents.onGameSceneSwitchRequested = new EventData<FromToAction<GameScenes, GameScenes>>("onGameSceneSwitchRequested")
static

Event called after a scene change is requested. But before the scene actually changes.

EventVoid GameEvents.OnGameSettingsApplied = new EventVoid("OnGameSettingsApplied")
static

Event fired whenever new settings are applied from the settings screen or mini settings screen (in flight)

EventVoid GameEvents.OnGameSettingsWritten = new EventVoid("OnGameSettingsWritten")
static

Event fired when game settings are written

EventData<Game> GameEvents.onGameStateCreated = new EventData<Game>("onGameStateCreated")
static

Event called after the game state is created.

EventData<ConfigNode> GameEvents.onGameStateLoad = new EventData<ConfigNode>("onGameStateLoad")
static

Event whilst game is loading with confignode of game

EventData<ConfigNode> GameEvents.onGameStatePostLoad = new EventData<ConfigNode>("onGameStatePostLoad")
static

Event called after game is loaded

EventData<ConfigNode> GameEvents.onGameStateSave = new EventData<ConfigNode>("onGameStateSave")
static

Event whilst game is saving with confignode of game

EventData<Game> GameEvents.onGameStateSaved = new EventData<Game>("onGameStateSaved")
static

Event called after the game is saved.

EventVoid GameEvents.onGameUnpause = new EventVoid("onGameUnpause")
static

Event called before the game is un-paused

EventData<DeployedScienceCluster> GameEvents.onGroundScienceClusterPowerStateChanged = new EventData<DeployedScienceCluster>("onGroundScienceClusterPowerStateChanged")
static

Fired when a DeployedScienceCluster's Power State changes. (After it has changed).

EventData<ModuleGroundExpControl, DeployedScienceCluster> GameEvents.onGroundScienceClusterRegistered = new EventData<ModuleGroundExpControl, DeployedScienceCluster>("onGroundScienceClusterRegistered")
static

Fired when a ModuleGroundExpControl is placed on the ground and the DeployedScienceCluster has been registered to DeployedScience ScenarioModule.

EventData<ModuleGroundExpControl, DeployedScienceCluster> GameEvents.onGroundScienceClusterUpdated = new EventData<ModuleGroundExpControl, DeployedScienceCluster>("onGroundScienceClusterUpdated")
static

Fired when a DeployedScienceCluster has been registered or updated.

EventData<ModuleGroundExpControl, bool, List<ModuleGroundSciencePart> > GameEvents.onGroundScienceControllerChanged = new EventData<ModuleGroundExpControl, bool, List<ModuleGroundSciencePart>>("onGroundScienceControllerChanged")
static

Fired when a ModuleGroundExpController variable values change (and/or it's attached experiments list changes)

EventData<uint> GameEvents.onGroundScienceDeregisterCluster = new EventData<uint>("onGroundScienceDeregisterCluster")
static

Fired when a ModuleGroundExpControl is picked up from the ground.

EventData<ModuleGroundExperiment> GameEvents.onGroundScienceExperimentScienceLimitChanged = new EventData<ModuleGroundExperiment>("onGroundScienceExperimentScienceLimitChanged")
static

Fired when a ModuleGroundExperiment variable ScienceLimit change.

EventData<ModuleGroundExperiment> GameEvents.onGroundScienceExperimentScienceValueChanged = new EventData<ModuleGroundExperiment>("onGroundScienceExperimentScienceValueChanged")
static

Fired when a ModuleGroundExperiment variable ScienceValue change.

EventData<DeployedScienceExperiment, DeployedSciencePart, DeployedScienceCluster, float> GameEvents.onGroundScienceGenerated = new EventData<DeployedScienceExperiment, DeployedSciencePart, DeployedScienceCluster, float>("onGroundScienceGenerated")
static

Fired when a Deployed Science Experiment Generates Science.

EventData<ModuleGroundSciencePart> GameEvents.onGroundSciencePartChanged = new EventData<ModuleGroundSciencePart>("onGroundSciencePartChanged")
static

Fired when a ModuleGroundSciencePart variable values change.

EventData<ModuleGroundSciencePart> GameEvents.onGroundSciencePartDeployed = new EventData<ModuleGroundSciencePart>("onGroundSciencePartDeployed")
static

Fired when a ModuleGroundSciencePart is deployed by a Kerbal.

EventData<ModuleGroundSciencePart> GameEvents.onGroundSciencePartEnabledStateChanged = new EventData<ModuleGroundSciencePart>("onGroundSciencePartEnabledStateChanged")
static

Fired when a ModuleGroundSciencePart Enabled state changes.

EventData<ModuleGroundSciencePart> GameEvents.onGroundSciencePartRemoved = new EventData<ModuleGroundSciencePart>("onGroundSciencePartRemoved ")
static

Fired when a ModuleGroundSciencePart is retrieved/removed by a Kerbal.

EventData<ModuleGroundExpControl, List<ModuleGroundSciencePart> > GameEvents.onGroundScienceRegisterCluster = new EventData<ModuleGroundExpControl, List<ModuleGroundSciencePart>>("onGroundScienceRegisterCluster")
static

Fired when a ModuleGroundExpControl is placed on the ground.

EventData<DeployedScienceExperiment, DeployedSciencePart, DeployedScienceCluster, float> GameEvents.onGroundScienceTransmitted = new EventData<DeployedScienceExperiment, DeployedSciencePart, DeployedScienceCluster, float>("onGroundScienceTransmitted")
static

Fired when a Deployed Science Experiment Transmits Science.

EventVoid GameEvents.onGUIAdministrationFacilityDespawn = new EventVoid("onGUIAdministrationFacilityDespawn")
static
EventVoid GameEvents.onGUIAdministrationFacilitySpawn = new EventVoid("onGUIAdministrationFacilitySpawn")
static
EventVoid GameEvents.onGUIApplicationLauncherDestroyed = new EventVoid("onGUIApplicationLauncherDestroyed")
static
EventVoid GameEvents.onGUIApplicationLauncherReady = new EventVoid("onGUIApplicationLauncherReady")
static
EventData<GameScenes> GameEvents.onGUIApplicationLauncherUnreadifying = new EventData<GameScenes>("onGUIApplicationLauncherUnreadifying")
static
EventVoid GameEvents.onGUIAstronautComplexDespawn = new EventVoid("onGUIAstronautComplexDespawn")
static
EventVoid GameEvents.onGUIAstronautComplexSpawn = new EventVoid("onGUIAstronautComplexSpawn")
static
EventVoid GameEvents.onGUIDeltaVAppDestroy = new EventVoid("onGUIDeltaVApp")
static
EventVoid GameEvents.onGUIDeltaVAppReady = new EventVoid("onGUIDeltaVAppReadyReady")
static
EventVoid GameEvents.onGUIEditorToolbarReady = new EventVoid("onGUIEditorToolbarReady")
static
EventVoid GameEvents.onGUIEngineersReportDestroy = new EventVoid("onGUIEngineersReportDestroy")
static
EventVoid GameEvents.onGUIEngineersReportReady = new EventVoid("onGUIEngineersReportReady")
static
EventVoid GameEvents.onGUIKSPediaDespawn = new EventVoid("onGUIKSPediaDespawn")
static
EventVoid GameEvents.onGUIKSPediaSpawn = new EventVoid("onGUIKSPediaSpawn")
static
EventVoid GameEvents.onGUILaunchScreenDespawn = new EventVoid("onGUILaunchScreenDespawn")
static
EventData<VesselSpawnInfo> GameEvents.onGUILaunchScreenSpawn = new EventData<VesselSpawnInfo>("onGUILaunchScreenSpawn")
static

Event called when the vessel launch dialog spawns

EventData<ShipTemplate> GameEvents.onGUILaunchScreenVesselSelected = new EventData<ShipTemplate>("onGUILaunchScreenVesselSelected")
static

Event fired when a vessel is selected in the launch dialog's craft list

EventVoid GameEvents.onGUILock = new EventVoid("onGUILock")
static
EventVoid GameEvents.onGUIMessageSystemReady = new EventVoid("onGUIMessageSystemReady")
static
EventVoid GameEvents.onGUIMissionControlDespawn = new EventVoid("onGUIMissionControlDespawn")
static
EventVoid GameEvents.onGUIMissionControlSpawn = new EventVoid("onGUIMissionControlSpawn")
static
EventVoid GameEvents.onGUIPrefabLauncherReady = new EventVoid("onGUIPrefabLauncherReady")
static
EventData<MissionRecoveryDialog> GameEvents.onGUIRecoveryDialogDespawn = new EventData<MissionRecoveryDialog>("onGUIRecoveryDialogDespawn")
static
EventData<MissionRecoveryDialog> GameEvents.onGUIRecoveryDialogSpawn = new EventData<MissionRecoveryDialog>("onGUIRecoveryDialogSpawn")
static
EventVoid GameEvents.onGUIRnDComplexDespawn = new EventVoid("onGUIRnDComplexDespawn")
static
EventVoid GameEvents.onGUIRnDComplexSpawn = new EventVoid("onGUIRnDComplexSpawn")
static
EventVoid GameEvents.onGUIUnlock = new EventVoid("onGUIUnlock")
static
EventData<KerbalEVA, bool, bool> GameEvents.OnHelmetChanged = new EventData<KerbalEVA, bool, bool>("OnHelmetChanged")
static

Event Called when a Kerbals helmet state changes

params are the Kerbal and its helmetVisible and neckRingVisible state

EventVoid GameEvents.onHideUI = new EventVoid("OnHideUI")
static
EventData<FromToAction<ControlTypes, ControlTypes> > GameEvents.onInputLocksModified = new EventData<FromToAction<ControlTypes, ControlTypes>>("onInputLocksModified")
static

Event fired when the input lock mask was modified. Use to update components that react to being locked off, like disabling buttons and such.

EventData<PartItemTransfer> GameEvents.onItemTransferStarted = new EventData<PartItemTransfer>("onItemTransferStarted")
static

Hook so things can change the just-started item transfer UI thingie

EventData<Kerbal> GameEvents.OnIVACameraKerbalChange = new EventData<Kerbal>("OnIVACameraAngleChange")
static

Called when the IVA camera changes kerbals

Does not get called when switching to a fixed internal viewpoint (InternalCamera mode) or swithcing out of IVA. Use OnCameraChange for that

EventData<EventReport> GameEvents.onJointBreak = new EventData<EventReport>("onJointBreak")
static

FlightLogger event. Internal and due for an overhaul.

EventData<ProtoCrewMember> GameEvents.onKerbalAddComplete = new EventData<ProtoCrewMember>("onKerbalCreatedComplete")
static

Fired when a kerbal is added to the roster

EventData<ProtoCrewMember> GameEvents.onKerbalAdded = new EventData<ProtoCrewMember>("onKerbalCreated")
static

Fired when a kerbal is about to be added to the roster

EventData<ProtoCrewMember, bool, bool> GameEvents.onKerbalInactiveChange
static
Initial value:
=
new EventData<ProtoCrewMember, bool, bool>("onKerbalInactiveChange")

Fired when a kerbal's 'active' flag changes

EventData<ProtoCrewMember> GameEvents.onKerbalLevelUp
static
Initial value:
=
new EventData<ProtoCrewMember>("onKerbalLevelUp")

Fired when a kerbal levels up

EventData<ProtoCrewMember, string, string> GameEvents.onKerbalNameChange = new EventData<ProtoCrewMember, string, string>("onKerbalNameChange")
static

Fired when a kerbal is about to change from one name to another

EventData<ProtoCrewMember, string, string> GameEvents.onKerbalNameChanged = new EventData<ProtoCrewMember, string, string>("onKerbalNameChanged")
static

Fired when a kerbal has changed from one name to another

EventData<ProtoCrewMember> GameEvents.onKerbalPassedOutFromGeeForce
static
Initial value:
=
new EventData<ProtoCrewMember>("onKerbalPassedOutFromGeeForce")

Fired when a kerbal becomes inactive due to gee forces

EventData<ProtoCrewMember> GameEvents.onKerbalRemoved = new EventData<ProtoCrewMember>("onKerbalRemoved")
static

Fired when a kerbal is removed from the roster

EventData<ProtoCrewMember, ProtoCrewMember.RosterStatus, ProtoCrewMember.RosterStatus> GameEvents.onKerbalStatusChange
static
Initial value:

Fired when a kerbal is about to change from one status to another

EventData<ProtoCrewMember, ProtoCrewMember.RosterStatus, ProtoCrewMember.RosterStatus> GameEvents.onKerbalStatusChanged
static
Initial value:

Fired when a kerbal has changed from one status to another

EventData<ProtoCrewMember, ProtoCrewMember.KerbalType, ProtoCrewMember.KerbalType> GameEvents.onKerbalTypeChange = new EventData<ProtoCrewMember, ProtoCrewMember.KerbalType, ProtoCrewMember.KerbalType>("onKerbalTypeChange")
static

Fired when a kerbal is about to change from one kerbal type to another

EventData<ProtoCrewMember, ProtoCrewMember.KerbalType, ProtoCrewMember.KerbalType> GameEvents.onKerbalTypeChanged = new EventData<ProtoCrewMember, ProtoCrewMember.KerbalType, ProtoCrewMember.KerbalType>("onKerbalTypeChanged")
static

Fired when a kerbal has changed from one kerbal type to another

EventData<HostedFromToAction<IDiscoverable, DiscoveryLevels> > GameEvents.onKnowledgeChanged = new EventData<HostedFromToAction<IDiscoverable, DiscoveryLevels>>("onKnowledgeChanged")
static

Event called after an object has changed it's knowledge situation. (I.e. Vessel tracking starts and changes knowledge of state vectors to true)

EventData<Vector3d> GameEvents.onKrakensbaneDisengage = new EventData<Vector3d>("onKrakensbaneDisengage")
static

Event called when Krakensbane turns off and returns velocities to the rigidbodies (parameter contains the velocity change)

EventData<Vector3d> GameEvents.onKrakensbaneEngage = new EventData<Vector3d>("onKrakensbaneEngage")
static

Event called when Krakensbane kicks in from a non-speeding reference frame (parameter contains the velocity change)

EventData<Upgradeables.UpgradeableFacility, int> GameEvents.OnKSCFacilityUpgraded = new EventData<Upgradeables.UpgradeableFacility, int>("OnKSCFacilityUpgraded")
static
EventData<Upgradeables.UpgradeableFacility, int> GameEvents.OnKSCFacilityUpgrading = new EventData<Upgradeables.UpgradeableFacility, int>("OnKSCFacilityUpgrading")
static
EventData<DestructibleBuilding> GameEvents.OnKSCStructureCollapsed = new EventData<DestructibleBuilding>("OnKSCStructureCollapsed")
static
EventData<DestructibleBuilding> GameEvents.OnKSCStructureCollapsing = new EventData<DestructibleBuilding>("OnKSCStructureCollapsing")
static
EventData<DestructibleBuilding> GameEvents.OnKSCStructureRepaired = new EventData<DestructibleBuilding>("OnKSCStructureRepaired")
static
EventData<DestructibleBuilding> GameEvents.OnKSCStructureRepairing = new EventData<DestructibleBuilding>("OnKSCStructureRepairing")
static
EventVoid GameEvents.onLanguageSwitched = new EventVoid("onLanguageSwitched")
static

Fired when language is switched

EventData<EventReport> GameEvents.onLaunch = new EventData<EventReport>("onLaunch")
static

FlightLogger event. Internal and due for an overhaul.

EventData<GameScenes> GameEvents.onLevelWasLoaded = new EventData<GameScenes>("onNewGameLevelLoadRequestWasSanctionedAndActioned")
static

Event called after a scene is loaded.

EventData<GameScenes> GameEvents.onLevelWasLoadedGUIReady = new EventData<GameScenes>("onLevelWasLoadedGUIReady")
static

Event called after a scene is loaded and UIManager is instantiated (where applicable). Use this when you absolutely want to make sure everything stock is loaded.

EventVoid GameEvents.onManeuverNodeDeselected = new EventVoid("onManeuverNodeDeselected")
static

Event called when a maneuver node is deselected and the gizmo dropped

EventVoid GameEvents.onManeuverNodeSelected = new EventVoid("onManeuverNodeSelected")
static

Event called when a maneuver node is selected for editing in the map view

EventVoid GameEvents.OnMapEntered = new EventVoid("OnMapEntered")
static
EventVoid GameEvents.OnMapExited = new EventVoid("OnMapExited")
static
EventData<MapObject> GameEvents.OnMapFocusChange = new EventData<MapObject>("OnMapFocusChange")
static
EventData<MapViewFiltering.VesselTypeFilter> GameEvents.OnMapViewFiltersModified = new EventData<MapViewFiltering.VesselTypeFilter>("OnMapViewFiltersModified")
static
EventData<MenuNavInput> GameEvents.onMenuNavGetInput = new EventData<MenuNavInput>("onMenuNavGetInput")
static
EventData<string> GameEvents.onMissionFlagSelect = new EventData<string>("onMissionFlagSelect")
static

Event called after a flag is selected for the mission.

EventData<ModuleInventoryPart> GameEvents.onModuleInventoryChanged = new EventData<ModuleInventoryPart>("onModuleInventoryChanged")
static

Fired when a ModuleInventoryPart's Inventory changes.

EventData<MultiModeEngine> GameEvents.onMultiModeEngineSwitchActive = new EventData<MultiModeEngine>("onMultiModeEngineSwitchActive")
static

Fired when a MultimodeEngine Switches mode/active engine.

EventData<Vessel> GameEvents.onNewVesselCreated = new EventData<Vessel>("onNewVesselCreated")
static

Event called when new vessels are spawned into the game after the scene is loaded. (e.g., an asteroid being "detected" or a contract creating a vessel).

EventData<Vessel, CelestialBody> GameEvents.OnOrbitalSurveyCompleted = new EventData<Vessel, CelestialBody>("OnOrbitalSurveyCompleted")
static

Called when ModuleOrbitalSurveyor finishes a survey of a body.

EventData<EventReport> GameEvents.onOverG = new EventData<EventReport>("onOverG")
static

FlightLogger event.

EventData<EventReport> GameEvents.onOverheat = new EventData<EventReport>("onOverheat")
static

FlightLogger event. Internal and due for an overhaul.

EventData<EventReport> GameEvents.onOverPressure = new EventData<EventReport>("onOverPressure")
static

FlightLogger event.

EventData<bool> GameEvents.onPartActionNumericSlider = new EventData<bool>("onPawNumericSlider")
static

Event called when the numeric slider toggle button is pressed.

EventData<Part> GameEvents.onPartActionUICreate = new EventData<Part>("onPartActionUICreate")
static

Event called when a part has its action UI created - this happens periodically as items are adjusted.

Use onPartActionUIShown for the initial window shown event

EventData<Part> GameEvents.onPartActionUIDismiss = new EventData<Part>("onPartActionUIDismiss")
static

Event called when a part has its action UI closed.

EventData<UIPartActionWindow, Part> GameEvents.onPartActionUIShown = new EventData<UIPartActionWindow, Part>("onPartActionUIShown")
static

Event called when a part has its action UI opened.

EventData<HostTargetAction<Part, Part> > GameEvents.onPartAttach = new EventData<HostTargetAction<Part, Part>>("onPartAttach")
static

Event called before a 'host' part is attached to a 'target' part (in editor and flight).

EventData<FromToAction<Part, Part> > GameEvents.onPartCouple = new EventData<FromToAction<Part, Part>>("onPartCouple")
static

Event called before a part coupling is occuring 'from' one part 'to' another part.

EventData<FromToAction<Part, Part> > GameEvents.onPartCoupleComplete = new EventData<FromToAction<Part, Part>>("onPartCoupleComplete")
static

Event called after a part coupling is occuring 'from' one part 'to' another part.

EventData<Part> GameEvents.onPartCrossfeedStateChange = new EventData<Part>("onPartCrossfeedStateChange")
static

Fired when the crossfeed state of a Part changes

EventData<Part> GameEvents.onPartDeCouple = new EventData<Part>("onPartCouple")
static

Event called before a part decoupling is occuring.

EventData<Part> GameEvents.onPartDeCoupleComplete = new EventData<Part>("onPartCoupleComplete")
static

Event called after a part decoupling is occuring.

EventData<Part> GameEvents.onPartDestroyed = new EventData<Part>("onPartDestroyed")
static

Event called when a part is destroyed, regardless of whether it died or not (as might happen when leaving a scene).

EventData<Part> GameEvents.onPartDie = new EventData<Part>("onPartDie")
static

Event called before a part is destroyed, after it's been marked dead and all it's children decoupled.

EventData<GameEvents.ExplosionReaction> GameEvents.onPartExplode = new EventData<GameEvents.ExplosionReaction>("onPartExplode")
static

Event called when a part is destroyed violently, such as when crashing or overheating. Event happens before Part.Die is called.

EventData<Part> GameEvents.onPartExplodeGroundCollision = new EventData<Part>("onPartExplodeGroundCollision")
static

Event called when a part is going to explode due to a ground collision.

EventData<Part> GameEvents.onPartFailure = new EventData<Part>("onPartFailure")
static

Event called when an entire part is failed.

EventData<HostedFromToAction<bool, Part> > GameEvents.onPartFuelLookupStateChange = new EventData<HostedFromToAction<bool, Part>>("onPartFuelLookupStateChange")
static

Fired when the crossfeed state of a fuel line (or other thing that changes fuel lookup targets) changes Part are part drawn from (the target) and part drawn to (the list host), bool is whether it's bidirectional

EventData<PartJoint, float> GameEvents.onPartJointBreak = new EventData<PartJoint, float>("onPartJointBreak")
static

Event Called whenever a part joint breaks or is destroyed for any reason.

EventData<PartJoint> GameEvents.onPartJointSet = new EventData<PartJoint>("onPartJointSet")
static

Event Called whenever a part joint configuration is reset.

EventData<KerbalEVA, Part> GameEvents.onPartLadderEnter = new EventData<KerbalEVA, Part>("onLadderEnter")
static

Fired when a kerbal grabs a ladder attached to a part

EventData<KerbalEVA, Part> GameEvents.onPartLadderExit = new EventData<KerbalEVA, Part>("onLadderExit")
static

Fired when a kerbal leaves a ladder attached to a part

EventVoid GameEvents.OnPartLoaderLoaded = new EventVoid("OnPartLoaderLoaded")
static

Event called after PartLoader finishes loading (or reloading).

EventData<PartModule, AdjusterPartModuleBase> GameEvents.onPartModuleAdjusterAdded = new EventData<PartModule, AdjusterPartModuleBase>("onPartModuleAdjusterAdded")
static

Event called when a partmodule is ajusted.

EventData<PartModule, AdjusterPartModuleBase> GameEvents.onPartModuleAdjusterRemoved = new EventData<PartModule, AdjusterPartModuleBase>("onPartModuleAdjusterRemoved")
static

Event called when a partmodule adjuster is removed.

EventData<Part> GameEvents.onPartPack = new EventData<Part>("onPartPack")
static

Event called when a part is being packed for rails (use onVesselGoOnRails if you only need one call for the whole vessel packing up)

EventData<uint,uint, uint> GameEvents.onPartPersistentIdChanged = new EventData<uint, uint, uint>("onPartpersistentIdChanged")
static

Fired when a persistentId on a Part/ProtoPartsnapshot has been changed to avoid a duplicate Contains Vessel.PersistentID, the Part.PersistentID from and to values

EventData<Part> GameEvents.onPartPriorityChanged = new EventData<Part>("onPartPriorityChanged")
static

Fired when a part's staging index or priority offset changes.

EventData<AvailablePart> GameEvents.OnPartPurchased = new EventData<AvailablePart>("OnPartPurchased")
static

Fired when a part is purchased so funding can listen for it

EventData<HostTargetAction<Part, Part> > GameEvents.onPartRemove = new EventData<HostTargetAction<Part, Part>>("onPartRemove")
static

Event called before a 'host' part is removed from a 'target' part (in editor and flight).

EventData<Part> GameEvents.onPartRepair = new EventData<Part>("onPartRepair")
static

Event called when an entire part is repaired.

EventData<PartResource> GameEvents.onPartResourceEmptyFull = new EventData<PartResource>("onPartResourceEmptyFull")
static

Fired when a PartResource's amount goes from 0 to full

EventData<PartResource> GameEvents.onPartResourceEmptyNonempty = new EventData<PartResource>("onPartResourceEmptyNonempty")
static

Fired when a PartResource's amount goes from 0 to >0 (but not full)

EventData<HostedFromToAction<PartResource, PartResource.FlowMode> > GameEvents.onPartResourceFlowModeChange = new EventData<HostedFromToAction<PartResource, PartResource.FlowMode>>("onPartResourceFlowModeChange")
static

Fired when the flow mode of a PartResource changes (does not appear to ever happen)

EventData<HostedFromToAction<PartResource, bool> > GameEvents.onPartResourceFlowStateChange = new EventData<HostedFromToAction<PartResource, bool>>("onPartResourceFlowStateChange")
static

Fired when the flow state of a PartResource changes

EventData<PartResource> GameEvents.onPartResourceFullEmpty = new EventData<PartResource>("onPartResourceFullEmpty")
static

Fired when a PartResource's amount goes from full to 0

EventData<PartResource> GameEvents.onPartResourceFullNonempty = new EventData<PartResource>("onPartResourceFullNonempty")
static

Fired when a PartResource's amount goes from Full to >0

EventData<Part> GameEvents.onPartResourceListChange = new EventData<Part>("onPartResourceListChange")
static

Called when a partresource is added or removed from a part's resoruce list

EventData<PartResource> GameEvents.onPartResourceNonemptyEmpty = new EventData<PartResource>("onPartResourceNonemptyEmpty")
static

Fired when a PartResource's amount goes from >0 to empty

EventData<PartResource> GameEvents.onPartResourceNonemptyFull = new EventData<PartResource>("onPartResourceNonemptyFull")
static

Fired when a PartResource's amount goes from >0 (but not full) to full

EventData<Part> GameEvents.onPartUndock = new EventData<Part>("onPartUndock")
static

Event called before a 'part' is undocked.

EventData<Part> GameEvents.onPartUndockComplete = new EventData<Part>("onPartUndockComplete")
static

Event called after a 'part' is undocked.

EventData<Part> GameEvents.onPartUnpack = new EventData<Part>("onPartUnpack")
static

Event called when a part is being unpacked from rails (use onVesselGoOffRails if you only need one call for the whole vessel unpacking)

EventData<PartUpgradeHandler.Upgrade> GameEvents.OnPartUpgradePurchased = new EventData<PartUpgradeHandler.Upgrade>("OnPartUpgradePurchased")
static

Fired when a part upgrade is purchased so funding can listen for it

EventData<Part> GameEvents.onPartVesselNamingChanged = new EventData<Part>("onPartVesselNamingChanged")
static

Event called when a parts VesselNaming properties are changed

EventData<Part> GameEvents.onPartWillDie = new EventData<Part>("onPartWillDie")
static

Event called before a part is destroyed, before it's children are decoupled and before Part.disconnect() is called.

EventData<Part, PhysicMaterial> GameEvents.OnPhysicMaterialChanged = new EventData<Part, PhysicMaterial>("OnPhysicMaterialChanged")
static

Fired when the physic material of the part has changed

EventData<Vessel> GameEvents.onPhysicsEaseStart = new EventData<Vessel>("onPhysicsEaseStart")
static

Called when the VesselPrecalculate component engages physics easing.

EventData<Vessel> GameEvents.onPhysicsEaseStop = new EventData<Vessel>("onPhysicsEaseStop")
static

Called when the VesselPrecalculate component ends physics easing.

EventData<MapObject> GameEvents.onPlanetariumTargetChanged = new EventData<MapObject>("onPlanetariumTargetChange")
static

Event called after the MapView target changes. MapObject will be null when no target is selected (can only happen in tracking station). Possible issue: Fires twice when entering MapView for the first time (if you exit mapview and then enter again, it fires once)

EventData<CelestialBody, string> GameEvents.OnPOIRangeEntered = new EventData<CelestialBody, string>("OnPOIRangeEntered")
static

Simple event called when a Point Of Interest comes within vessel loading range of the active vessel.

EventData<CelestialBody, string> GameEvents.OnPOIRangeExited = new EventData<CelestialBody, string>("OnPOIRangeExited")
static

Simple event called when a Point Of Interest leaves vessel loading range of the active vessel.

EventData<CelestialBody, string> GameEvents.OnPQSCityLoaded = new EventData<CelestialBody, string>("OnPQSCityLoaded")
static

Simple event called when a PQSCity comes within vessel loading range of the active vessel.

EventData<CelestialBody, string> GameEvents.OnPQSCityOrientated = new EventData<CelestialBody, string>("OnPQSCityOrientated")
static

Simple event called when a PQSCity/PQSCity2 has completed it's orientation with the ground.

EventData<PQSCity> GameEvents.OnPQSCityStarting = new EventData<PQSCity>("OnPQSCityStarting")
static

Simple event called when a PQSCity is starting up.

EventData<CelestialBody, string> GameEvents.OnPQSCityUnloaded = new EventData<CelestialBody, string>("OnPQSCityUnloaded")
static

Simple event called when a PQSCity leaves vessel loading range of the active vessel.

EventData<PQS> GameEvents.OnPQSStarting = new EventData<PQS>("OnPQSStarting")
static

Fired just before a PQS sphere starts up.

EventData<ProgressNode> GameEvents.OnProgressAchieved = new EventData<ProgressNode>("OnProgressAchieved")
static

Event called every time the progress node hits its completion criteria, even if it's been completed before. Won't modify saved 'firsts'.

EventData<ProgressNode> GameEvents.OnProgressComplete = new EventData<ProgressNode>("OnProgressComplete")
static

Event called when a progress node hits "Completed" status. After this is called, the node won't modify its save data anymore, and will only fire 'achieved' events for repeat ocurrences.

EventData<FromToAction<ProgressNode, ConfigNode> > GameEvents.onProgressNodeLoad = new EventData<FromToAction<ProgressNode, ConfigNode>>("onProgressNodeLoad")
static

Fired when loading a Progress Node, before looking at the ConfigNode. Pass the ProgressNode and the ConfigNode

EventData<FromToAction<ProgressNode, ConfigNode> > GameEvents.onProgressNodeSave = new EventData<FromToAction<ProgressNode, ConfigNode>>("onProgressNodeSave")
static

Fired when saving a Progress Node, right before finishing. Pass the ProgressNode and the ConfigNode

EventData<ProgressNode> GameEvents.OnProgressReached = new EventData<ProgressNode>("OnProgressReached")
static

Event called when a progress node hits "Reached" status. At this point it will start getting saved.

EventData<FromToAction<ProtoCrewMember, ConfigNode> > GameEvents.onProtoCrewMemberLoad = new EventData<FromToAction<ProtoCrewMember, ConfigNode>>("onProtoCrewMemberLoad")
static

Fired when loading a ProtoCrewMember, before looking at the ConfigNode. Pass the ProtoCrewMember and the ConfigNode, or null if copying from another PCM.

EventData<FromToAction<ProtoCrewMember, ConfigNode> > GameEvents.onProtoCrewMemberSave = new EventData<FromToAction<ProtoCrewMember, ConfigNode>>("onProtoCrewMemberSave")
static

Fired when saving a ProtoCrewMember, right before finishing. Pass the ProtoCrewMember and the ConfigNode.

EventData<ProtoPartSnapshot> GameEvents.onProtoPartFailure = new EventData<ProtoPartSnapshot>("onProtoPartFailure")
static

Event called when an entire protopart is failed.

EventData<ProtoPartModuleSnapshot> GameEvents.onProtoPartModuleAdjusterAdded = new EventData<ProtoPartModuleSnapshot>("onProtoPartModuleAdjusterAdded")
static

Event called when a protopartmodule has an adjuster added.

EventData<ProtoPartModuleSnapshot> GameEvents.onProtoPartModuleAdjusterRemoved = new EventData<ProtoPartModuleSnapshot>("onProtoPartModuleAdjusterRemoved")
static

Event called when a protopartmodule has an adjuster removed.

EventData<ProtoPartModuleSnapshot> GameEvents.onProtoPartModuleRepaired = new EventData<ProtoPartModuleSnapshot>("onProtoPartModuleRepaired")
static

Event called when a protopartmodule is repaired.

EventData<FromToAction<ProtoPartModuleSnapshot, ConfigNode> > GameEvents.onProtoPartModuleSnapshotLoad = new EventData<FromToAction<ProtoPartModuleSnapshot, ConfigNode>>("onProtoPartModuleSnapshotLoad")
static

Fired when loading a ProtoPartModuleSnapshot, before the node is read. Pass ProtoPartModuleSnapshot and the ConfigNode (or null if creating the PartModule).

EventData<FromToAction<ProtoPartModuleSnapshot, ConfigNode> > GameEvents.onProtoPartModuleSnapshotSave = new EventData<FromToAction<ProtoPartModuleSnapshot, ConfigNode>>("onProtoPartModuleSnapshotSave")
static

Fired when saving a ProtoPartModuleSnapshot, right before finishing. Pass ProtoPartModuleSnapshot and the ConfigNode (or null if going from PartModule to this).

EventData<ProtoPartSnapshot> GameEvents.onProtoPartRepair = new EventData<ProtoPartSnapshot>("onProtoPartRepair")
static

Event called when an entire protopart is repaired.

EventData<FromToAction<ProtoPartSnapshot, ConfigNode> > GameEvents.onProtoPartSnapshotLoad = new EventData<FromToAction<ProtoPartSnapshot, ConfigNode>>("onProtoPartSnapshotLoad")
static

Fired when loading a ProtoPartSnapshot, before the node is read. Pass ProtoPartSnapshot and the ConfigNode (or null if creating the Part).

EventData<FromToAction<ProtoPartSnapshot, ConfigNode> > GameEvents.onProtoPartSnapshotSave = new EventData<FromToAction<ProtoPartSnapshot, ConfigNode>>("onProtoPartSnapshotSave")
static

Fired when saving a ProtoPartSnapshot, right before finishing. Pass ProtoPartSnapshot and the ConfigNode (or null if creating from Part).

EventData<FromToAction<ProtoVessel, ConfigNode> > GameEvents.onProtoVesselLoad = new EventData<FromToAction<ProtoVessel, ConfigNode>>("onProtoVesselLoad")
static

Fired when loading a ProtoVessel, before the node is read. Pass ProtoVessel and the ConfigNode (or null if pushing to vessel from a loaded ProtoVessel).

EventData<FromToAction<ProtoVessel, ConfigNode> > GameEvents.onProtoVesselSave = new EventData<FromToAction<ProtoVessel, ConfigNode>>("onProtoVesselSave")
static

Fired when saving a ProtoVessel, right before finishing. Pass ProtoVessel and the ConfigNode (or null if creating from Vessel).

EventData<float, TransactionReasons> GameEvents.OnReputationChanged = new EventData<float, TransactionReasons>("OnReputationChanged")
static

Event called whenever the space program's reputation changes

EventData<PartModule, string, double> GameEvents.OnResourceConverterOutput = new EventData<PartModule, string, double>("OnResourceConverterOutput")
static

Event called when a resource is produced by a ResourceConverter.

EventVoid GameEvents.OnResourceMapLoaded = new EventVoid("OnResourceMapLoaded")
static

Called when the resource map is initialized - can take a few frames

EventData<ModuleRoboticController, ControlledAction> GameEvents.onRoboticControllerActionsAdding = new EventData<ModuleRoboticController, ControlledAction>("onRoboticControllerActionsAdding")
static

Fired after the list of Actions on the controller has changed

EventData<ModuleRoboticController> GameEvents.onRoboticControllerActionsChanged = new EventData<ModuleRoboticController>("onRoboticControllerActionsChanged")
static

Fired after the list of Actions on the controller has changed

EventData<ModuleRoboticController, ControlledAction> GameEvents.onRoboticControllerActionsRemoving = new EventData<ModuleRoboticController, ControlledAction>("onRoboticControllerActionsRemoving")
static

Fired after the list of Actions on the controller has changed

EventData<ModuleRoboticController, ControlledAxis> GameEvents.onRoboticControllerAxesAdding = new EventData<ModuleRoboticController, ControlledAxis>("onRoboticControllerAxesAdding")
static

Fired after the list of Axes on the controller has changed

EventData<ModuleRoboticController> GameEvents.onRoboticControllerAxesChanged = new EventData<ModuleRoboticController>("onRoboticControllerAxesChanged")
static

Fired after the list of Axes on the controller has changed

EventData<ModuleRoboticController, ControlledAxis> GameEvents.onRoboticControllerAxesRemoving = new EventData<ModuleRoboticController, ControlledAxis>("onRoboticControllerAxesRemoving")
static

Fired after the list of Axes on the controller has changed

EventData<ModuleRoboticController, ModuleRoboticController.SequenceDirectionOptions> GameEvents.onRoboticControllerSequenceDirectionChanged = new EventData<ModuleRoboticController, ModuleRoboticController.SequenceDirectionOptions>("onRoboticControllerSequenceDirectionChanged")
static

Fired when the controller play direction has changed

EventData<ModuleRoboticController, ModuleRoboticController.SequenceLoopOptions> GameEvents.onRoboticControllerSequenceLoopModeChanged = new EventData<ModuleRoboticController, ModuleRoboticController.SequenceLoopOptions>("onRoboticControllerSequenceLoopModeChanged")
static

Fired when the controller loop mode has changed

EventData<ModuleRoboticController> GameEvents.onRoboticControllerSequencePlayed = new EventData<ModuleRoboticController>("onRoboticControllerSequencePlayed")
static

Fired when the controller starts playing

EventData<ModuleRoboticController> GameEvents.onRoboticControllerSequenceStopped = new EventData<ModuleRoboticController>("onRoboticControllerSequenceStopped")
static

Fired when the controller stops playing

EventData<Part,bool> GameEvents.onRoboticPartLockChanged = new EventData<Part,bool>("onRoboticPartLockChanged")
static

Fires after a robotic part changes it's locked state.

Bool value is the new lock state

EventData<Part,bool> GameEvents.onRoboticPartLockChanging = new EventData<Part,bool>("onRoboticPartLockChanging")
static

Fires just prior to a robotic part changing it's locked state.

Bool value is the new lock state

EventData<ScienceData> GameEvents.OnROCExperimentStored = new EventData<ScienceData>("OnROCExperimentStored")
static

Event called after small ROC experiment is stored.

EventData<HostTargetAction<CelestialBody, bool> > GameEvents.onRotatingFrameTransition = new EventData<HostTargetAction<CelestialBody, bool>>("onRotatingFrameTransition")
static

Event called whenever a rotating reference frame is enabled or disabled (parameter contains the dominant body, and whether a rotating frame is currently in effect or not). Use host.GetRFrameVel(wPos) to find out the velocity of the rotating frame at the given position, subtract frame vel if the Target bool is true, add if false.

EventData<FromToAction<ModuleDockingNode, ModuleDockingNode> > GameEvents.onSameVesselDock = new EventData<FromToAction<ModuleDockingNode, ModuleDockingNode>>("onSameVesselDock")
static

Event called after a docking connection is established on the same vessel. (The vessel of the 'from node' is the same as the vessel of the 'to node', before and after docking)

EventData<FromToAction<ModuleDockingNode, ModuleDockingNode> > GameEvents.onSameVesselUndock = new EventData<FromToAction<ModuleDockingNode, ModuleDockingNode>>("onSameVesselUndock")
static

Event called after a docking connection is released on the same vessel. (The vessel of the 'from node' is the same as the vessel of the 'to node', before and after undocking)

EventData<GameScenes> GameEvents.onSceneConfirmExit = new EventData<GameScenes>("onLevelConfirmExit")
static

Event called when the exit button has been pressed and the confirmation from player input has just started. Before FlightState runs and starts saving ProtoVessel values

EventVoid GameEvents.OnScenerySettingChanged = new EventVoid("OnScenerySettingChanged")
static

Event fired whenever the Scenery Detail Setting is changed by the user.

EventData<float, TransactionReasons> GameEvents.OnScienceChanged = new EventData<float, TransactionReasons>("OnScienceChanged")
static

Event called whenever the space program's science changes

EventData<float, ScienceSubject, ProtoVessel, bool> GameEvents.OnScienceRecieved = new EventData<float, ScienceSubject, ProtoVessel, bool>("OnScienceRecieved")
static

Event called when science is submitted to R&D

EventData<int, int> GameEvents.onScreenResolutionModified = new EventData<int, int>("onScreenResolutionModified")
static

Event called once per frame if the screen resolution changes.

EventData<FlightGlobals.SpeedDisplayModes> GameEvents.onSetSpeedMode = new EventData<FlightGlobals.SpeedDisplayModes>("onSetSpeedMode")
static
EventVoid GameEvents.onShowUI = new EventVoid("OnShowUI")
static
EventData<EventReport> GameEvents.onSplashDamage = new EventData<EventReport>("onSplashDamage")
static

FlightLogger event. Internal and due for an overhaul.

EventData<int> GameEvents.onStageActivate = new EventData<int>("onStageActivate")
static

Event called before the given stage 'int' is activated on the active vessel.

EventData<EventReport> GameEvents.onStageSeparation = new EventData<EventReport>("onStageSeparation")
static

FlightLogger event. Internal and due for an overhaul.

EventData<MapObject> GameEvents.OnTargetObjectChanged = new EventData<MapObject>("OnTargetObjectChanged")
static

Called when the user sets/unset a target in map view.

EventData<HostTargetAction<RDTech, RDTech.OperationResult> > GameEvents.OnTechnologyResearched = new EventData<HostTargetAction<RDTech, RDTech.OperationResult>>("OnTechnologyResearched")
static
EventVoid GameEvents.onTimeWarpRateChanged = new EventVoid("onTimeWarpRateChanged")
static

Event called after the warprate has changed.

EventDataModifier<bool, KSP.UI.ITooltipController> GameEvents.onTooltipAboutToDespawn = new EventDataModifier<bool, KSP.UI.ITooltipController>("onTooltipAboutToDespawn")
static
EventDataModifier<bool, KSP.UI.ITooltipController> GameEvents.onTooltipAboutToSpawn = new EventDataModifier<bool, KSP.UI.ITooltipController>("onTooltipAboutToSpawn")
static
EventData<KSP.UI.Tooltip> GameEvents.onTooltipDespawned = new EventData<KSP.UI.Tooltip>("onTooltipDespawned")
static
EventVoid GameEvents.onTooltipDestroyRequested = new EventVoid("onTooltipDestroyRequested")
static
EventData<KSP.UI.ITooltipController, KSP.UI.Tooltip> GameEvents.onTooltipSpawned = new EventData<KSP.UI.ITooltipController, KSP.UI.Tooltip>("onTooltipSpawned")
static
EventDataModifier<bool, KSP.UI.Tooltip> GameEvents.onTooltipUpdate = new EventDataModifier<bool, KSP.UI.Tooltip>("onTooltipUpdate")
static
EventData<ScienceData, Vessel, bool> GameEvents.OnTriggeredDataTransmission = new EventData<ScienceData, Vessel, bool>("OnTriggeredDataTransmission")
static

Event called when a triggered data transmission fully completes. Used in special transmissions such as those from the science lab.

EventVoid GameEvents.onUIScaleChange = new EventVoid("onUIScaleChange")
static
EventData<EventReport> GameEvents.onUndock = new EventData<EventReport>("onUndock")
static

FlightLogger event. Internal and due for an overhaul.

EventData<Upgradeables.UpgradeableObject, int> GameEvents.OnUpgradeableObjLevelChange = new EventData<Upgradeables.UpgradeableObject, int>("OnUpgradeableObjLevelChange")
static
EventVoid GameEvents.OnUpgradesFilled = new EventVoid("OnUpgradesFilled")
static

Fired after FillUpgrades() runs

EventVoid GameEvents.OnUpgradesLinked = new EventVoid("OnUpgradesLinked")
static

Fired after LinkUpgrades() runs

EventData<Part, PartVariant> GameEvents.onVariantApplied = new EventData<Part, PartVariant>("onVariantApplied")
static

Fired when a new variant has been applied to a part

EventData<Vessel> GameEvents.onVesselChange = new EventData<Vessel>("onVesselChange")
static

Event called when the active vessel changes.

EventData<Vessel> GameEvents.onVesselClearStaging = new EventData<Vessel>("onVesselClearStaging")
static
EventData<Vessel, bool> GameEvents.onVesselControlStateChange = new EventData<Vessel, bool>("onVesselControlStateChange")
static

Event called after a vessel has changed it's situation. (I.e. Vessel situation changes from prelaunch to flying)

EventData<Vessel> GameEvents.onVesselCreate = new EventData<Vessel>("onVesselCreate")
static

Event called when a vessel is spawned into the scene, usually during loading.

EventData<Vessel> GameEvents.onVesselCrewWasModified = new EventData<Vessel>("onVesselCrewWasModified")
static

Event called after a vessel had its crew modified in some way (added, removed, or killed).

EventData<Vessel> GameEvents.onVesselDestroy = new EventData<Vessel>("onVesselDestroy")
static

Event called before a vessel will be destroyed.

EventData<uint, uint> GameEvents.onVesselDocking = new EventData<uint, uint>("onVesselDocking")
static

Fires right before one vessel docks to another vessel. The first vessel persistentID is the old Vessel PersistentID which will be merged into the second vessel PersistentID in the eventdata.

EventData<Vessel> GameEvents.onVesselExplodeGroundCollision = new EventData<Vessel>("onVesselExplodeGroundCollision")
static

Event called before a vessel will be destroyed when there is a ground collision detected (both loaded and unloaded).

EventData<Vessel> GameEvents.onVesselGoOffRails = new EventData<Vessel>("onVesselGoOffRails")
static

Event called after a vessel has gone off rails.

EventData<Vessel> GameEvents.onVesselGoOnRails = new EventData<Vessel>("onVesselGoOnRails")
static

Event called before a vessel goes on rails.

EventData<Vessel> GameEvents.onVesselLoaded = new EventData<Vessel>("onVesselLoaded")
static

Event called after a vessel has been loaded.

EventData<Vessel> GameEvents.onVesselOrbitClosed = new EventData<Vessel>("onVesselOrbitClosed")
static

Event called when a vessel's orbit changes from hyperbolic to closed.

EventData<Vessel> GameEvents.onVesselOrbitEscaped = new EventData<Vessel>("onVesselOrbitEscaped")
static

Event called when a vessel's orbit changes from closed to hyperbolic.

EventData<Vessel> GameEvents.OnVesselOverrideGroupChanged = new EventData<Vessel>("OnVesselOverrideGroupChanged")
static

Event called when the the vessel's action group override changes

EventData<Vessel> GameEvents.onVesselPartCountChanged = new EventData<Vessel>("onVesselPartCountChanged")
static

Event called in FixedUpdate if a vessel's part count changes, useful if onVesselWasModified misses something.

EventData<uint, uint> GameEvents.onVesselPersistentIdChanged = new EventData<uint, uint>("onVesselpersistentIdChanged")
static

Fired when a persistentId on a Craft/Vessel has been changed to avoid a duplicate Contains the Vessel.PersistentID from and to values

EventData<Vessel> GameEvents.onVesselPrecalcAssign = new EventData<Vessel>("onVesselPrecalcAssign")
static

Event called right before a vessel's VesselPrecalculate component is added so something else can add a different one.

EventData<ProtoVessel, bool> GameEvents.onVesselRecovered = new EventData<ProtoVessel, bool>("onVesselRecovered")
static

Event called when a vessel is recovered off the game (as opposed to being terminated). Parameter is protovessel as vessel may not be loaded.

EventData<ProtoVessel, MissionRecoveryDialog, float> GameEvents.onVesselRecoveryProcessing = new EventData<ProtoVessel, MissionRecoveryDialog, float>("onVesselRecoveryProcessing")
static

Event called when a vessel is recovered off the game (as opposed to being terminated). Parameter is protovessel as vessel may not be loaded.

EventData<ProtoVessel, MissionRecoveryDialog, float> GameEvents.onVesselRecoveryProcessingComplete = new EventData<ProtoVessel, MissionRecoveryDialog, float>("onVesselRecoveryProcessingComplete")
static

Event called when a vessel is recovered off the game (as opposed to being terminated) and after all recovery processing is completed. Parameter is protovessel as vessel may not be loaded.

EventData<Vessel> GameEvents.OnVesselRecoveryRequested = new EventData<Vessel>("OnVesselRecoveryRequested")
static

Event called when the player requests that the current vessel be recovered after returning to space center. Most likely will be followed by a scene change

EventData<Transform, Transform> GameEvents.onVesselReferenceTransformSwitch = new EventData<Transform, Transform>("onVesselReferenceTransformSwitch")
static

Fired when the vessel's reference transform is set

EventData<HostedFromToAction<Vessel, string> > GameEvents.onVesselRename = new EventData<HostedFromToAction<Vessel, string>>("onVesselRenamed")
static

Event called after a vessel name will change 'from' a name 'to' another name.

EventData<Vessel> GameEvents.onVesselResumeStaging = new EventData<Vessel>("onVesselResumeStaging")
static
EventData<ShipConstruct> GameEvents.OnVesselRollout = new EventData<ShipConstruct>("OnVesselRollout")
static

Event called when a new vessel is rolled out to the launchpad prior to launch

EventData<HostedFromToAction<Vessel, Vessel.Situations> > GameEvents.onVesselSituationChange = new EventData<HostedFromToAction<Vessel, Vessel.Situations>>("onVesselSituationChange")
static

Event called after a vessel has changed it's situation. (I.e. Vessel situation changes from prelaunch to flying)

EventData<HostedFromToAction<Vessel, CelestialBody> > GameEvents.onVesselSOIChanged = new EventData<HostedFromToAction<Vessel, CelestialBody>>("OnVesselSOIChanged")
static

Event called when a vessel switches to a different SOI.

EventData<Vessel> GameEvents.onVesselStandardModification = new EventData<Vessel>("onVesselStandardModification")
static

Event called by FlightGlobals when a vessel is modified in ANY conceivable way (docking, explosions, part count changing, whatever).

EventData<Vessel, Vessel> GameEvents.onVesselsUndocking = new EventData<Vessel, Vessel>("onVesselsUndocking")
static

Fired when a Vessel undocking has completed. Will contain the original Vessel and the newly created Vessel instances.

EventData<Vessel, Vessel> GameEvents.onVesselSwitching = new EventData<Vessel, Vessel>("onVesselSwitching")
static

Fired when vessel focus is switching to a loaded vessel (just before FlightGlobals.ActiveVessel is actually set). Similar to OnVesselChange, but parameters contain both 'from' and 'to' vessels.

EventData<Vessel, Vessel> GameEvents.onVesselSwitchingToUnloaded = new EventData<Vessel, Vessel>("onVesselSwitchingToUnloaded")
static

Fired when vessel focus is switching to an unloaded vessel.

EventData<ProtoVessel> GameEvents.onVesselTerminated = new EventData<ProtoVessel>("onVesselTerminated")
static

Event called when a vessel is terminated off the game (as opposed to being recovered). Parameter is protovessel as vessel may not be loaded.

EventData<Vessel> GameEvents.onVesselWasModified = new EventData<Vessel>("onVesselWasModified")
static

Event called after a vessel had its parts modified in some way (added or removed). Vessel parameter refers to the modified vessel, not new ones that may have spawned as a result.

EventData<Vessel> GameEvents.onVesselWillDestroy = new EventData<Vessel>("onVesselWillDestroy")
static

Event called just before a vessel is about to be destroyed. (it is non null at this point).

EventData<Part> GameEvents.onWheelRepaired = new EventData<Part>("onWheelRepaired")
static

Event called when a wheel is repaired


The documentation for this class was generated from the following file: