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override Collider[] | GetPartColliders () |
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override Part | GetReferenceParent () |
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override Transform | GetReferenceTransform () |
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override void | LateUpdate () |
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override void | OnConstructionModeUpdate () |
| This method will be called when in EVA Construction mode and this part is disabled (when it is not attached to a vessel) every Update(). It will call the same named method on every PartModule on the part which can be override by any PartModule. More...
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override void | onEditorEndTweak () |
| Called when the part finishes getting tweaked in position/rotation on the editor (Mainly for struts). More...
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override void | onEditorStartTweak () |
| Called when the part starts getting tweaked in position/rotation on the editor (Mainly for struts). More...
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override void | OnInventoryModeDisable () |
| This method will be called when this part is first disabled (when it is not attached to a vessel) when created in Inventory/Construction mode. It will call the same named method on every PartModule on the part which can be override by any PartModule. More...
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override void | OnInventoryModeEnable () |
| This method will be called when this part is first enabled (when it is attached to a vessel) when created in Inventory/Construction mode. It will call the same named method on every PartModule on the part which can be override by any PartModule. More...
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override void | OnLoad (ConfigNode node) |
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override void | OnPartCreatedFomInventory (ModuleInventoryPart moduleInventoryPart) |
| This method is called when a part is being taken out from a slot while being in EVAConstruction mode. More...
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override void | OnSave (ConfigNode node) |
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ConfigNode | ParseCustomPartData (string customPartData) |
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bool | raycastTarget (Vector3 dir) |
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override void | SetSymmetryValues (Vector3 newPosition, Quaternion newRotation) |
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void | ToggleTweakTarget (bool tweakTargetValue) |
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void | UpdateTargetCoords () |
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void | UpdateWorldValues () |
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bool | activate (int currentStage, Vessel activeVessel) |
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void | AddAttachNode (ConfigNode node) |
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void | addChild (Part child) |
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bool | AddCrewmember (ProtoCrewMember crew) |
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bool | AddCrewmemberAt (ProtoCrewMember crew, int seatIndex) |
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void | AddExposedThermalFlux (double kilowatts) |
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void | AddForce (Vector3d vec) |
| Adds force to the part's (or parent's up the tree) rb. NOTE: ForceMode == Force. If you want a different mode, convert to ForceMode.Force. More...
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void | AddForceAtPosition (Vector3d vec, Vector3d pos) |
| Adds force to the part's (or parent's up the tree) rb, at the specified position. NOTE: ForceMode == Force. If you want a different mode, convert to ForceMode.Force. More...
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void | AddImpulse (Vector3d vec) |
| Adds force to the part's (or parent's up the tree) rb as an impulse (i.e. divides force by fixedDeltaTime More...
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InternalModel | AddInternalPart (ConfigNode node) |
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PartModule | AddModule (string moduleName, bool forceAwake=false) |
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PartModule | AddModule (ConfigNode node, bool forceAwake=false) |
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void | AddOnMouseDown (OnActionDelegate method) |
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void | AddOnMouseEnter (OnActionDelegate method) |
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void | AddOnMouseExit (OnActionDelegate method) |
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void | AddPartModuleAdjusterList (List< AdjusterPartModuleBase > moduleAdjusters) |
| Applies given module adjusters to the appropriate part modules More...
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PartResource | AddResource (ConfigNode node) |
| Add a PartResource to this Part from a ConfigNode. More...
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Callback< IAirstreamShield > | AddShield (IAirstreamShield shd) |
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void | AddSkinThermalFlux (double kilowatts) |
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void | AddThermalFlux (double kilowatts) |
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void | AddTorque (Vector3d vec) |
| Adds given torque to the part's (or parent's up the tree) rb. NOTE: ForceMode == Force. If you want a different mode, convert to ForceMode.Force. More...
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void | AimCamera () |
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bool | AllowAutoStruts () |
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bool | AlreadyProcessedRequest (int requestID) |
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void | ApplyRigidAttachment () |
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void | Awake () |
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virtual bool | CanCrossfeed (Part target, string resName, ResourceFlowMode flow=ResourceFlowMode.NULL) |
| Can this Part Crossfeed a Resource between itself and another part? More...
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virtual bool | CanCrossfeed (Part target, int resourceID, ResourceFlowMode flow=ResourceFlowMode.NULL) |
| Can this Part Crossfeed a Resource between itself and another part? More...
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void | ChangeResourcePriority (int offset) |
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void | CheckBodyLiftAttachment () |
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bool | CheckCollision (Collision c) |
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bool | checkLanded () |
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void | checkPermanentLandedAt () |
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bool | checkSplashed () |
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void | CheckTransferDialog () |
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void | CleanSymmetryReferences () |
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void | CleanSymmetryVesselReferences () |
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void | CleanSymmetryVesselReferencesRecursively () |
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void | clearParent () |
| called by the editor when the selected part is cloned. Use this in stead of setParent(null) to avoid invoking GameEvents.onPartRemove in cases where you are not actually removing a part from the ship. More...
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void | Couple (Part tgtPart) |
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void | CreateAttachJoint (AttachModes mode) |
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void | CreateInternalModel () |
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void | CycleAutoStrut () |
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void | deactivate () |
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void | decouple (float breakForce=0.0f) |
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void | DemoteToPhysicslessPart () |
| This will demote a Physical part to a physicsless part. Use with Care. More...
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void | DespawnIVA () |
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void | Die () |
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void | disconnect (bool controlledSeparation=false) |
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virtual bool | DrainFuel (float amount) |
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string | drawStats () |
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void | Effect (string effectName, int transformIdx=-1) |
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void | Effect (string effectName, float effectPower, int transformIdx=-1) |
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void | explode () |
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void | explode (float offset) |
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AttachNode | FindAttachNode (string nodeId) |
| returns an attachment node that matches the given id name. (a node's id is the third section of it's definition in the cfg, or for srfAttach nodes: 'srfAttach') More...
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AttachNode | FindAttachNodeByPart (Part connectedPart) |
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AttachNode[] | FindAttachNodes (string partialNodeId) |
| returns an array of attachNodes, whose ids CONTAIN the given id string. (use this one to get multiple nodes at once, when they have similar ids, like node_stack_top1, node_stack_top2...) More...
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Part | FindChildPart (string childName) |
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Part | FindChildPart (string childName, bool recursive) |
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T | FindChildPart< T > () |
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T | FindChildPart< T > (bool recursive) |
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T[] | FindChildParts< T > () |
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T[] | FindChildParts< T > (bool recursive) |
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virtual bool | FindFuel (Part source, List< Part > fuelSources, uint reqId) |
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FXGroup | findFxGroup (string groupID) |
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Animation | FindModelAnimator (string animatorName, string clipName) |
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Animation | FindModelAnimator (string clipName) |
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Animation[] | FindModelAnimators (string clipName) |
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Animation[] | FindModelAnimators () |
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T | FindModelComponent< T > () |
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T | FindModelComponent< T > (string childName) |
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List< T > | FindModelComponents< T > () |
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List< T > | FindModelComponents< T > (string childName) |
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List< MeshRenderer > | FindModelMeshRenderersCached () |
| Find all Model MeshRenderer Components on the part. Use the previous cached results if available More...
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List< Renderer > | FindModelRenderersCached () |
| Find all Model Renderer Components on the part. Use the previous cached results if available More...
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List< SkinnedMeshRenderer > | FindModelSkinnedMeshRenderersCached () |
| Find all Model SkinnedMeshRenderer Components on the part. Use the previous cached results if available More...
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Transform | FindModelTransform (string childName) |
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Transform | FindModelTransformByLayer (string layerName) |
| Finds a model transform that uses a given layer More...
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Transform[] | FindModelTransforms (string childName) |
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Transform[] | FindModelTransformsWithTag (string tag) |
| Finds model transforms that have a given tag More...
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T | FindModuleImplementing< T > () |
| Returns the first ocurrence of a module in this part, if any More...
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List< T > | FindModulesImplementing< T > () |
| Returns all modules of the given part type More...
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void | FindNonPhysicslessChildren (ref List< Part > parts) |
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Part | FindNonPhysicslessParent () |
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T | FindParentModuleImplementing< T > () |
| Returns the first occurrence of a module in this Part's parent tree, if any. More...
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AttachNode | FindPartThroughNodes (Part tgtPart, Part src=null) |
| Finds the attachnode (if any) that leads to the given part More...
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void | FixedUpdate () |
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void | force_activate () |
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void | force_activate (bool playFX) |
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void | freeze () |
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void | GainCameraAim () |
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void | GetConnectedResourceTotals (int resourceID, out double amount, out double maxAmount, bool pulling=true) |
| Get the Connected Resource totals. Obeys resource crossfeed rules. More...
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virtual void | GetConnectedResourceTotals (int resourceID, ResourceFlowMode flowMode, out double amount, out double maxAmount, bool pulling=true) |
| Get the Connected Resource totals. More...
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void | GetConnectedResourceTotals (int resourceID, out double amount, out double maxAmount, double threshold, bool pulling=true) |
| Get the Connected Resource totals. More...
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virtual void | GetConnectedResourceTotals (int resourceID, ResourceFlowMode flowMode, out double amount, out double maxAmount, double threshold, bool pulling=true) |
| Get the Connected Resource totals. More...
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virtual void | GetConnectedResourceTotals (int resourceID, ResourceFlowMode flowMode, bool simulate, out double amount, out double maxAmount, double threshold, bool pulling=true) |
| Get the Connected Resource totals. More...
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int | GetCrewCountOfExperienceEffect< T > () |
| Will return a count of the number of crew on board the part that have the experience effect that is passed in. More...
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List< ProtoCrewMember > | GetCrewOfExperienceEffect< T > () |
| Will return a list of the crew on board the part that have the experience effect that is passed in. More...
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Part | GetMassivePart (Part start, out Part lastPart, out AttachNode nodeToParent, out AttachNode nodeFromParent, out bool srfAttached, params Part[] excluded) |
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float | GetModuleCosts (float defaultCost, ModifierStagingSituation sit=ModifierStagingSituation.CURRENT) |
| Returns the sum of cost modifications from IPartCostModifier modules. More...
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float | GetModuleMass (float defaultMass, ModifierStagingSituation sit=ModifierStagingSituation.CURRENT) |
| Returns the sum of mass modifications from IPartMassModifier modules. More...
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Vector3 | GetModuleSize (Vector3 defaultSize, ModifierStagingSituation sit=ModifierStagingSituation.CURRENT) |
| Returns the sum of size modifications from IPartSizeModifier modules. More...
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PartModule.StartState | GetModuleStartState () |
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virtual Renderer[] | GetPartRenderers () |
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float | GetPhysicslessChildMass () |
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float | GetResourceMass () |
| Get the Mass of all Resources in the part. More...
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float | GetResourceMass (bool simulate) |
| Get the Mass of all Resources in the part. More...
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float | GetResourceMass (out float thermalMass) |
| Get the Mass of all Resources in the part. More...
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float | GetResourceMass (out double thermalMass) |
| Get the Mass of all Resources in the part. More...
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virtual int | GetResourcePriority () |
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Part | getSymmetryCounterPart (int index) |
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void | HandleCollision (Collision c) |
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bool | HasAutoStrutDefined () |
| Returns true if there are autostruts defined. More...
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bool | HasFreePivot () |
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bool | hasIndirectChild (Part tgtPart) |
| Returns true if the target part is in the direct hierarchy of this part. More...
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bool | hasIndirectParent (Part tgtPart) |
| Returns true if the target part is in the direct hierarchy of this part. More...
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bool | HasModuleImplementing< T > () |
| Tests whether this Part has a PartModule of this type More...
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bool | HasValidContractObjective (string objectiveType) |
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void | HeatGaugeUpdate () |
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void | Highlight (bool active) |
| Manually highlights the part using default hightlighting color More...
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void | Highlight (Color highlightColor) |
| Manually highlights the part. More...
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void | HighlightRecursive (bool active) |
| Recursively highlights the part and it's children (to a lesser degree) More...
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void | HighlightRecursive (Color highlightColor) |
| Recursively highlights the part and it's children (to a lesser degree) More...
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void | InitializeEffects () |
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void | InitializeModules () |
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bool | isAirIntake (out ModuleResourceIntake intake) |
| Is this Part an Air Intake or not? More...
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bool | isAnchoredDecoupler (out ModuleAnchoredDecoupler moduleAnchoredDecoupler) |
| Is this Part an AnchoredDecoupler or not? More...
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bool | isAntenna (out ModuleDeployableAntenna antenna) |
| Is this Part an Antenna or not? More...
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bool | isBaseServo (out BaseServo servo) |
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bool | isCargoPart () |
| Is this Part a Cargo Part or not? More...
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bool | isChildOfRoboticRotor () |
| Is this Part a Child of a Part that is a Robotic Rotor or not? (A Parent implements ModuleRoboticServoRotor). More...
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bool | isControlSurface () |
| Is this Part a Control Surface (Implements ModuleControlSurface). More...
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bool | isControlSurface (out ModuleControlSurface controlSurface) |
| Is this Part a Control Surface (Implements ModuleControlSurface). More...
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bool | isDecoupler (out ModuleDecouple moduleDecoupler) |
| Is this Part a Decoupler or not? Does not include AnchoredDecoupler. Use isAnchoredDecoupler() to check. More...
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bool | isDockingPort (out ModuleDockingNode dockingPort) |
| Is this Part a dockingPort or not? More...
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bool | isEngine () |
| Is this Part a ModuleEngines or not? More...
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bool | isEngine (out List< ModuleEngines > engines) |
| Does this Part contain a ModuleEngines? More...
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bool | isFairing () |
| Is this Part a Fairing or not? More...
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bool | isGenerator (out ModuleGenerator generator) |
| Is this Part a Generator or not? More...
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bool | isGroundDeployable () |
| Is this Ground Deployable Part or not? More...
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bool | isInventoryPart () |
| Is this Part a Cargo Inventory Part or not? More...
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bool | isKerbalEVA () |
| Is this Part a an EVA Kerbal? More...
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bool | isKerbalSeat () |
| Is this Part a Kerbal Seat or not? More...
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bool | isLaunchClamp () |
| Is this Part a LaunchClamp or not? More...
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bool | isParachute () |
| Is this Part a Parachute or not? More...
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bool | isRadiator (out ModuleDeployableRadiator radiator) |
| Is this Part a Radiator or not? More...
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bool | isRobotic () |
| Is this Part a Robotic Part or not? More...
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bool | isRoboticController () |
| Is this Part a Robotics Controller or not More...
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bool | isRoboticController (out ModuleRoboticController controller) |
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bool | isRoboticHinge () |
| Is this Part a Robotic Hinge Part or not? (Implements ModuleRoboticServoHinge). More...
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bool | isRoboticPiston () |
| Is this Part a Robotic Piston Part or not? (Implements ModuleRoboticServoPiston). More...
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bool | isRoboticRotationServo () |
| Is this Part a Robotic RotationServo Part or not? (Implements ModuleRoboticServoRotationServo). More...
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bool | isRoboticRotor () |
| Is this Part a Robotic Rotor Part or not? (Implements ModuleRoboticServoRotor). More...
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bool | isSolarPanel (out ModuleDeployableSolarPanel solarPanel) |
| Is this Part a Solar Panel or not? More...
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bool | isSymmetryCounterPart (Part cPart) |
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bool | isTrackingShipConstructIDChanges (out List< IShipConstructIDChanges > modules) |
| Is this Part tracking ID changes in Ship Construct in any modules More...
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bool | IsUnderConstructionWeightLimit () |
| Checks if the parts Weight is below the construction limit (PhysicsGlobals.ConstructionWeightLimit) More...
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void | LandedCollisionChecks (Collision c) |
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void | LoadEffects (ConfigNode node) |
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PartModule | LoadModule (ConfigNode node, ref int moduleIndex) |
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void | LoseCameraAim () |
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void | ModulesBeforePartAttachJoint () |
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void | ModulesOnActivate () |
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void | ModulesOnDeactivate () |
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void | ModulesOnFixedUpdate () |
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void | ModulesOnStart () |
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void | ModulesOnStartFinished () |
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void | ModulesOnUpdate () |
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delegate void | OnActionDelegate (Part p) |
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void | onAttach (Part parent, bool first=true) |
| Called by editor logic when the part is attached to the ship. Propagates childward. (parent hierarchy is followed) More...
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void | OnAttachFlight (Part parent) |
| Attaches this part to the parent passed in as a parameter. More...
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virtual void | onBackup () |
| Called whenever a backup snapshot is created from the ship More...
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void | OnCollisionEnter (Collision c) |
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void | OnCollisionExit (Collision c) |
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void | OnCollisionStay (Collision c) |
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virtual void | OnConstructionModeFixedUpdate () |
| This method will be called when in EVA Construction mode and this part is disabled (when it is not attached to a vessel) every FixedUpdate(). It will call the same named method on every PartModule on the part which can be override by any PartModule. More...
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void | OnCopy (Part original, bool asSymCounterpart) |
| This method is called on a clone/copied Part right after it's been created from another part in the editor scene. It copies the resources, their amounts. It calls Copy method on all the PartModules on this part. It then copies/sets the variant and calls OnCopy on all children Parts on this part. More...
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void | OnDelete () |
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void | onDetach (bool first=true) |
| Called by editor logic when the part is pulled off the ship. Propagates childward More...
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void | OnDetachFlight () |
| Detaches a part from a vessel during Flight Scene. Method quits if loaded scene is not Flight or if it has at least 1 child part. More...
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virtual void | OnDrawStats () |
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virtual void | onFlightStateLoad (Dictionary< string, KSPParseable > parsedData) |
| Called when the flight scene is being loaded. Use to retrieve saved module data. More...
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virtual void | onFlightStateSave (Dictionary< string, KSPParseable > partDataCollection) |
| Called when the state of the flight scene is being saved. Use to save module data. Add KSPParseable objects to the partDataCollection to have them saved. (use descriptive, unique names) More...
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virtual string | OnGetStats () |
| Override to return part-specific stats as a string More...
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void | OnLiftOff () |
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void | OnLoad () |
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void | OnPartJointBreak (float breakForce) |
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void | OnPointerClick (PointerEventData eventData) |
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void | OnSplashDown () |
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void | OnTouchDown () |
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void | OnWasCopied (Part newPart, bool asSymCounterpart) |
| This method is called right after a Part is about to be copied in the editor scene. Calls OnWasCopied on all PartModules on this part. Calls OnWasCopied on all children Parts on this part. More...
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void | OnWillBeCopied (bool asSymCounterpart) |
| This method is called right before a Part is about to be copied in the editor scene. Calls OnWillBeCopied on all PartModules on this part. Calls OnWillBeCopied on all children Parts on this part. More...
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bool | OnWillBeMirrored (ref Quaternion rotation, AttachNode selPartNode, Part partParent) |
| This is called in the Editor scene when a symmetry copy of a part is being positioned. Only called on the symmetry parts and only when symmetry mode is set to Mirror. It allows the mirror rotation to be changed and returned before being applied to the symmetry copy part. It will call OnWillBeMirrored on all Part Modules on the Part. It does NOT call on children Parts. More...
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void | Pack () |
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bool | PartCanBeDetached () |
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bool | PartCanBeOffset () |
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bool | PartCanBeRotated () |
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void | PartRepair () |
| Removes all the adjusters that can be repaired on this part. More...
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void | PromoteToPhysicalPart () |
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void | propagateControlUpdate (FlightCtrlState st) |
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void | RefreshHighlighter () |
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void | RegisterCrew () |
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void | ReleaseAutoStruts () |
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void | RelinkPrefab () |
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void | removeChild (Part child) |
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void | RemoveCrewmember (ProtoCrewMember crew) |
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void | RemoveFromSymmetry () |
| Remove this part from symmetry partners and clear its symmetry More...
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void | RemoveModule (PartModule module) |
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void | RemoveModules () |
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void | RemoveOnMouseDown (OnActionDelegate method) |
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void | RemoveOnMouseEnter (OnActionDelegate method) |
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void | RemoveOnMouseExit (OnActionDelegate method) |
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void | RemovePartModuleAdjusterList (List< AdjusterPartModuleBase > moduleAdjusters) |
| Removes the given adjusters More...
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bool | RemoveResource (PartResource res) |
| Remove a Resource from the part. More...
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bool | RemoveResource (string rName) |
| Remove a Resource from the part. More...
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bool | RemoveResource (int resID) |
| Remove a Resource from the part. More...
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void | RemoveSameVesselInteraction (KSPActionParam act) |
| Disable the SameVesselCollision bool. More...
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void | RemoveShield (IAirstreamShield shd) |
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virtual bool | RequestFuel (Part source, float amount, uint reqId) |
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virtual bool | RequestRCS (float amount, int earliestStage) |
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virtual float | RequestResource (int resourceID, float demand) |
| Deprecated, please use double RequestResource(int, double). Using this may cause rounding issues with fuel flow More...
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virtual float | RequestResource (string resourceName, float demand) |
| Deprecated, please use double RequestResource(string, double). Using this may cause rounding issues with fuel flow More...
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virtual double | RequestResource (int resourceID, double demand) |
| Request a Resource. Obeys resource flow mode. More...
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virtual double | RequestResource (int resourceID, double demand, bool simulate) |
| Request a Resource. Obeys resource flow mode. More...
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virtual double | RequestResource (string resourceName, double demand) |
| Request a Resource. Obeys resource flow mode. More...
|
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virtual double | RequestResource (string resourceName, double demand, bool simulate) |
| Request a Resource. Obeys resource flow mode. More...
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virtual double | RequestResource (int resourceID, double demand, ResourceFlowMode flowMode) |
| Request a Resource. Obeys resource flow mode. More...
|
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virtual double | RequestResource (int resourceID, double demand, ResourceFlowMode flowMode, bool simulate) |
| Request a Resource. Obeys resource flow mode. More...
|
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virtual double | RequestResource (string resourceName, double demand, ResourceFlowMode flowMode) |
| Request a Resource. More...
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virtual double | RequestResource (string resourceName, double demand, ResourceFlowMode flowMode, bool simulate) |
| Request a Resource. More...
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void | ResetCamera () |
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void | ResetCollisionIgnores () |
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void | ResetCollisions () |
| Will reset all known collisions for this Part and reset the Vessel's landed/splash status. Use at your own risk! More...
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void | ResetCollisionsCheck () |
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void | ResetJoints () |
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void | ResetModelMeshRenderersCache () |
| Reset the cached result of MeshRenderer components on this part More...
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void | ResetModelRenderersCache () |
| Reset the cached result of Renderer components on this part More...
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void | ResetModelSkinnedMeshRenderersCache () |
| Reset the cached result of SkinnedMeshRenderer components on this part More...
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void | ResetMPB () |
| Resets the part MaterialPropertyBlock to handle its shader properties More...
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void | ResetPri () |
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void | ResetSimulation () |
| Will Reset the SimulationResources list. More...
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void | ResetSimulationResources () |
| Resets the SimulationResources list amounts (from the Resources list). More...
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void | ResetSimulationResources (PartResourceList sourceList) |
| Resets the SimulationResources list amounts (from a passed in Resources list). More...
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void | ResumeVelocity () |
| Applies the orbital velocity to the rigidbodies on the ship, so that it continues to orbit by physics More...
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void | SaveEffects (ConfigNode node) |
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void | ScheduleSetCollisionIgnores () |
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void | SendEvent (string eventName) |
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void | SendEvent (string eventName, BaseEventDetails data) |
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void | SendEvent (string eventName, BaseEventDetails data, int maxDepth) |
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void | SetCollisionIgnores () |
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void | SetDetectCollisions (bool setState) |
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void | SetHierarchyRoot (Part root) |
| Sets this part as the root of the vessel hierarchy. Will flip parent-child references recursively so that this part becomes the parent for everyone. More...
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void | SetHighlight (bool active, bool recursive) |
| Set the highlight state manually More...
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void | SetHighlightColor (Color color) |
| Sets the highlight colour. Use no color to reset to default More...
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void | SetHighlightColor () |
| Sets the highlight colour to default. Use colour parameter to set the colour. More...
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void | SetHighlightDefault () |
| Sets the PartHighlight to default settings More...
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void | SetHighlightType (HighlightType type) |
| Sets the highlight type for this part - default is PartHighlight.HighlightType.OnMouseOver More...
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void | SetMirror (Vector3 mirrorVector) |
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void | SetOpacity (float opacity) |
| set the opacity of the part More...
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void | setParent (Part p=null) |
| called by the editor when the part is attached or detached from the ship. More...
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void | SetReferenceTransform (Transform t) |
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void | SetResource (ConfigNode node) |
| Finds and Reloads (or creates if not found) a Resource in the ResourceList and SimulationResourceList from a ConfigNode. More...
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void | SetSameVesselInteraction (KSPActionParam act) |
| Enable the SameVesselCollision bool. More...
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void | SetupAttachNodes () |
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void | SetupHighlighter () |
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void | SetupResources () |
| Cretes the Resources and Simulation resources PartResourceLists if they don't exist or are not valid. More...
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void | SetupRigidAttachmentUI () |
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void | SetupSimulationResources () |
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void | SetVesselNaming () |
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virtual void | ShowUpgradeStats () |
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void | SpawnIVA () |
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void | SpawnTransferDialog () |
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void | ToggleAutoStrut () |
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void | ToggleRigidAttachment () |
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void | ToggleSameVesselInteraction (KSPActionParam act) |
| Toggles the SameVesselCollision bool. More...
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virtual double | TransferResource (int resourceID, double amount) |
| Transfer some amount of Resources in or out of this part. More...
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virtual double | TransferResource (PartResource resource, double amount, Part other) |
| Transfer some amount of Resources in or out of this part. More...
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virtual double | TransferResource (PartResource resource, double amount, Part other, bool simulate) |
| Transfer some amount of Resources in or out of this part. More...
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void | Undock (DockedVesselInfo newVesselInfo) |
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void | unfreeze () |
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void | Unpack () |
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void | UnregisterCrew () |
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void | Update () |
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void | UpdateAeroDisplay () |
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void | UpdateAttachNodes () |
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void | UpdateAutoStrut () |
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void | UpdateMass () |
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void | UpdateOrgPosAndRot (Part newRoot) |
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void | UpdateSrfAttachNode () |
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void | UpdateStageability (bool propagate, bool iconUpdate) |
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void | ValidateInertiaTensor () |
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delegate void | voidPartDelegate (Part p) |
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AttachState | attachState = AttachState.Detached |
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Vector3 | direction |
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bool | disconnectAction = false |
| Allows this compound part to display the disconnect KSPEvent and disconnect KSPAction. More...
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string | disconnectedEffectName = "Disconnect" |
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float | maxLength = 10f |
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Part | target |
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string | targetMeshColName |
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Vector3 | targetPosition |
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Quaternion | targetRotation |
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double | absorptiveConstant = -1d |
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bool | ActivatesEvenIfDisconnected = true |
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bool | aeroDisplayWasActive = false |
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double | aerodynamicArea = 0d |
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Transform | airlock |
| noAutoEVAAny disables auto EVA always, whereas noAutoEVAMulti allows it if there is only one part on the vessel. More...
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List< IAirstreamShield > | airstreamShields = new List<IAirstreamShield>() |
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bool | alwaysShowResourcePriority = false |
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double | analyticInternalInsulationFactor = 1d |
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double | analyticSkinInsulationFactor = 1d |
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float | angularDrag = 2f |
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bool | angularDragByFI = true |
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bool | applyKerbalMassModification = true |
| Whether the part should apply mass modifications due to crew mass. More...
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AsteroidCollider | asteroidCollider |
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double | atmDensity |
| 1.0+ thermo More...
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PartJoint | attachJoint |
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AttachNodeMethod | attachMethod |
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AttachModes | attachMode |
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List< AttachNode > | attachNodes = new List<AttachNode>() |
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AttachRules | attachRules |
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Vector3 | attPos = Vector3.zero |
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Vector3 | attPos0 = Vector3.zero |
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Quaternion | attRotation = Quaternion.identity |
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Quaternion | attRotation0 = Quaternion.identity |
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bool | autoStrutEnableOptionEditor = true |
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bool | autoStrutEnableOptionFlight = true |
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bool | autoStrutExcludeParent = true |
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AutoStrutMode | autoStrutMode = AutoStrutMode.Off |
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PartVariant | baseVariant |
| The Base Variant for this Part. More...
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float | blackBodyRadiationAlphaMult = 1f |
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ArrowPointer | bodyLiftArrowPtr |
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Vector3 | bodyLiftLocalPosition = Vector3.zero |
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Vector3 | bodyLiftLocalVector = Vector3.zero |
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float | bodyLiftMultiplier = 1f |
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string | bodyLiftOnlyAttachName |
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ILiftProvider | bodyLiftOnlyProvider = null |
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bool | bodyLiftOnlyUnattachedLift = false |
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bool | bodyLiftOnlyUnattachedLiftActual = false |
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float | bodyLiftScalar = 0f |
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Vector3 | boundsCentroidOffset = Vector3.zero |
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float | boundsMultiplier = 1f |
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float | breakingForce = 22f |
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float | breakingTorque = 22f |
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float | buoyancy = 1.0f |
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string | buoyancyUseCubeNamed = "" |
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bool | buoyancyUseSine = true |
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bool | canAimCamera = true |
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Vector3 | CenterOfBuoyancy = Vector3.zero |
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Vector3 | CenterOfDisplacement = Vector3.zero |
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List< Part > | children = new List<Part>() |
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int | childStageOffset = 0 |
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new Collider | collider |
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CollisionEnhancer | collisionEnhancer |
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int | collisionEnhancerSkipFrames = 5 |
| The number of FixedUpdate frames to skip when the part is made physical (from physicsless) in the CollisionEnhancer component. More...
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Vector3 | CoLOffset = Vector3.zero |
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Vector3 | CoMOffset = Vector3.zero |
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List< IConstruction > | constructionModules |
| A cached list of PartModules that implement IConstruction interface. Set list to null to reset the cache. More...
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Vector3 | CoPOffset = Vector3.zero |
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uint | craftID |
| a unique id used in the editor. Defaults to object instance id or loaded from craft data. Will not be reliable after docking More...
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float | crashTolerance = 9f |
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int | CrewCapacity = 0 |
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double | crewRespawnTime = 0d |
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bool | crewTransferAvailable = true |
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PartSet | crossfeedPartSet |
| This is the cross feed PartSet for this part. It is created by the Vessel and ShipConstruct classes. More...
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DictionaryValueList< Collider,
int > | currentCollisions = new DictionaryValueList<Collider, int>() |
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string | customPartData = "" |
| A string for saving and loading custom part data. (Do not use linebreaks here. If storing multiple values, separate them with a semicolon More...
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Coroutine | cyclingAutoStruts |
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int | defaultInverseStage = 0 |
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List< PartModule > | dockingPorts = new List<PartModule>() |
| original position and rotation, in relation to the vessel. This is set by the vessel when it's first initialized More...
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ArrowPointer | dragArrowPtr |
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DragModel | dragModel = DragModel.CUBE |
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Vector3 | dragReferenceVector = Vector3.up |
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float | dragScalar = 0f |
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Vector3 | dragVector = Vector3.up |
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Vector3 | dragVectorDir = Vector3.up |
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Vector3 | dragVectorDirLocal = Vector3.up |
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float | dragVectorMag = 0f |
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float | dragVectorSqrMag = 0f |
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double | dynamicPressurekPa |
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float | edgeHighlightThresholdMult = 1f |
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Part | editorCollision |
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bool | editorFirstTimePlaced = false |
| First time the part is placed in the vessel in VAB More...
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List< Part > | editorLinks = new List<Part>() |
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bool | editorStarted = false |
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double | emissiveConstant = 0.4d |
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float | explosionPotential = 0.5f |
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double | exposedArea = 0d |
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string | FailureState = "Failed" |
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string | flagURL = "" |
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uint | flightID |
| a unique id to identify this part in flight. This one is guaranteed to be unique for all parts in the simulation. Not assigned in the editor. More...
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Vector3d | force = Vector3d.zero |
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List< ForceHolder > | forces = new List<ForceHolder>(2) |
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bool | frozen |
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bool | fuelCrossFeed = true |
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bool | fuelFlowOverlayEnabled = false |
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List< Part > | fuelLookupTargets = new List<Part>() |
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List< FXGroup > | fxGroups = new List<FXGroup>() |
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float | gaugeThresholdMult = 1f |
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float | gExplodeChance = 0.8f |
| Chance per second, i.e. multiplied by fixedDeltaTime More...
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bool | GroundContact |
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double | gTolerance = 50d |
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float | habitableVolume = 0 |
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bool | hasHeiarchyModel |
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bool | hasKerbalOnLadder = false |
| This will be true if there is a EVA kerbal standing on a ladder on this part. More...
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bool | hasLiftModule = false |
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float | hatchObstructionCheckInwardDistance = 1.1f |
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float | hatchObstructionCheckInwardOffset = 1f |
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float | hatchObstructionCheckOutwardDistance = 1f |
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float | hatchObstructionCheckSphereOffset = 0.1f |
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float | hatchObstructionCheckSphereRadius = 0.22f |
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double | heatConductivity = 0.12d |
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double | heatConvectiveConstant = 1.0d |
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Color | highlightColor = defaultHighlightPart |
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HighlightType | highlightType = HighlightType.OnMouseOver |
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string | initialVesselName |
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Quaternion | initRotation = Quaternion.identity |
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int | inStageIndex = -1 |
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InternalModel | internalModel |
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string | InternalModelName = "" |
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int | inverseStage = 0 |
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bool | inverseStageCarryover = true |
| True when this inverseStage index should carry over to non-stageable parts. More...
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bool | isClone = false |
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Vessel.ControlLevel | isControlSource |
| Flag for whether this part can provide input to the vessel. (tweaked by command modules) More...
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bool | isMirrored = false |
| set to true if mirrorVector != Vector3.one More...
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bool | isPersistent |
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string | isShieldedDisplay = "" |
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uint | lastFuelRequestId = 0 |
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uint | launchID |
| another unique number shared by all parts launched together on the same vessel More...
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double | machNumber = 0f |
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int | manualStageOffset = -1 |
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float | mass = 2.0f |
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float | maximum_drag = 0.1f |
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double | maxPressure = 4000d |
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double | maxTemp = 2000d |
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double | minDepth |
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float | minimum_drag = 0.1f |
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Vector3 | mirrorAxis = Vector3.zero |
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Vector3 | mirrorRefAxis |
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Vector3 | mirrorVector = Vector3.one |
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uint | missionID |
| a unique number shared by all parts launched together on the same vessel More...
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Vector3 | moduleSize = Vector3.zero |
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bool | needPrefabMass = true |
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bool | noAutoEVAAny = false |
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bool | noAutoEVAMulti = false |
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string | NoCrossFeedNodeKey = "" |
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Callback | OnEditorAttach = () => { } |
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Callback | OnEditorDestroy = () => { } |
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Callback | OnEditorDetach = () => { } |
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Callback | OnJustAboutToBeDestroyed = () => { } |
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Callback | OnJustAboutToDie = () => { } |
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Vector3 | orgPos |
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Quaternion | orgRot |
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Part | originalPart |
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int | originalStage = 0 |
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bool | overrideSkillUpdate = false |
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string | overrideSkillUpdateModules = "ModuleSAS, ModuleWheelSteering" |
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bool | packed |
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Part | parent |
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PartBuoyancy | partBuoyancy |
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AvailablePart | partInfo |
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string | partName |
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List< string > | partRendererBoundsIgnore |
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float | partSeatMassReduction = 0f |
| The amount of mass that was removed in the db load based on the number of seats and if the part has a command module More...
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Transform | partTransform |
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bool | PermanentGroundContact |
| flags if part is always touching the surface, i.e. a launch clamp. More...
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uint | persistentId |
| a unique id used for the life of the part. More...
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PhysicalSignificance | physicalSignificance = PhysicalSignificance.FULL |
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double | physicsMass = 0d |
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int | PhysicsSignificance = -1 |
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Part | potentialParent |
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float | prefabMass = 0f |
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Vector3 | prefabSize = Vector3.zero |
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PartStates | PreFailState = PartStates.IDLE |
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float | presExplodeChance = 0.8f |
| Chance per second, i.e. multiplied by fixedDeltaTime More...
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PhysicalSignificance | previousPhysicalSignificance |
| References the physical significance before swapping it due the rotate or move tools on construction mode More...
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List< ProtoCrewMember > | protoModuleCrew = new List<ProtoCrewMember>() |
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ProtoPartSnapshot | protoPartSnapshot |
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PartThermalData | ptd |
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double | radiativeArea = 0d |
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double | radiatorCritical = 0.75d |
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double | radiatorHeadroom = 0.25d |
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double | radiatorMax = 0.25d |
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Rigidbody | rb |
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bool | recheckShielding = true |
| This is the local variant of AlwaysRecheckShielding. If this is false, even if AlwaysRecheckShielding is true, we won't recheck shielding. More...
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float | rescaleFactor = 1.25f |
| This is the scale factor that's applied after loading. It rescales the model and any nodes. Use to convert from model space to world space. More...
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float | resourceMass = 0f |
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int | resourcePriorityOffset = 0 |
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bool | resourcePriorityUseParentInverseStage = false |
| If true, instead of our inverseStage, use parent's (if not null) inverseStage when reporting res priority More...
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double | resourceRequestRemainingThreshold = 1e-12d |
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double | resourceThermalMass = 0d |
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PartStates | ResumeState = PartStates.IDLE |
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bool | rigidAttachment = false |
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bool | sameVesselCollision = false |
| If this field is True colliders on this part will interact with colliders on other Parts within the same Vessel that also have this field set to true. More...
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float | scaleFactor = 1f |
| This is the scale factor used in the mesh exporter. Use to convert from 3D scene space to model space. More...
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int | separationIndex = 0 |
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Rigidbody | servoRb |
| If the Part contains a BaseServo (Robotic servo) this will be set to the moving part of the servo's RB (The part has two RBs). More...
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ShipConstruct | ship |
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ShowRigidAttachmentOption | showRigidOption = ShowRigidAttachmentOption.Editor |
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PartSet | simulationCrossfeedPartSet |
| This is the simulation cross feed PartSet for this part used in delta v calculations. It is created by the Vessel and ShipConstruct classes. More...
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double | skinExposedArea = 0f |
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double | skinExposedAreaFrac = 0f |
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double | skinExposedMassMult = 1d |
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double | skinInternalConductionMult = 1d |
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double | skinMassPerArea = 1d |
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double | skinMaxTemp = -1d |
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double | skinSkinConductionMult = 1d |
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double | skinTemperature |
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double | skinThermalMass |
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double | skinThermalMassModifier = 1d |
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double | skinThermalMassRecip |
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double | skinToInternalFlux = 0d |
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double | skinUnexposedExternalTemp = 4f |
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double | skinUnexposedMassMult = 0d |
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double | skinUnexposedTemperature = 0d |
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bool | skipColliderIgnores = false |
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AttachNode | srfAttachNode |
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KSP.UI.Screens.ProtoStageIcon | stackIcon |
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StackIconGrouping | stackIconGrouping = StackIconGrouping.SYM_COUNTERPARTS |
| flag for whether the part is connected to the command pod or not (however indirectly) [Needless to say, this is obsolete logic now) More...
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double | stackPriThreshold = 1e-3d |
| public bool DEBUG = false; More...
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int | stackSymmetry = 0 |
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bool | stageAfter = false |
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bool | stageBefore = false |
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int | stageOffset = 0 |
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string | stagingIcon = "" |
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bool | stagingIconAlwaysShown = false |
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bool | stagingOn = true |
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bool | started |
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double | staticPressureAtm |
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Vector3 | strutOffset = Vector3.zero |
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double | submergedDragScalar = 1d |
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double | submergedDynamicPressurekPa = 0d |
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double | submergedLiftScalar = 0d |
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double | submergedPortion = 0d |
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Vector3 | surfaceAreas = Vector3.one |
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GameObject | surfaceAttachGO |
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SymmetryMethod | symMethod |
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List< Part > | symmetryCounterparts = new List<Part>() |
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double | temperature = -1d |
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float | tempExplodeChance = 0.8f |
| Chance per second, i.e. multiplied by fixedDeltaTime More...
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PQS_PartCollider | terrainCollider |
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double | thermalConductionFlux |
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double | thermalConvectionFlux |
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double | thermalExposedFlux |
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double | thermalExposedFluxPrevious |
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double | thermalInternalFlux |
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double | thermalInternalFluxPrevious |
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double | thermalMass = 0d |
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double | thermalMassModifier = 1.0d |
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double | thermalMassReciprocal = 1d |
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double | thermalRadiationFlux |
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double | thermalSkinFlux |
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double | thermalSkinFluxPrevious |
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AttachNode | topNode |
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Vector3d | torque = Vector3d.zero |
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ModulePartVariants | variants |
| The PartModule Variants for this part (if one is attached). More...
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Vector3 | vel |
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Vessel | vessel |
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VesselNaming | vesselNaming |
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VesselType | vesselType = VesselType.Debris |
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float | waterAngularDragMultiplier = 1f |
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bool | WaterContact |
|