Kerbal Space Program
1.12.4
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Public Member Functions | |
virtual void | Activated () |
Method to override for actions required when a node is activated More... | |
IActionModule | AddAction (string actionName, ConfigNode cfg) |
Use reflection to add an action to the node. More... | |
void | AddParametersDisplayedInNodeBody (List< DisplayParameter > parameters) |
Add a list of parameters to be displayed in the node body to the appropriate test and action modules More... | |
void | AddParametersDisplayedInSAP (List< DisplayParameter > parameters) |
Add a list of parameters to be displayed in the Settings Action Pane to the appropriate test and action modules More... | |
void | AddParameterToNodeBody (string module, string parameter) |
Add a parameter to be displayed in the node body Used for batch processing node body parameters If you want an immediate UI update, use AddParameterToNodeBodyAndUpdateUI More... | |
virtual void | Deactivated () |
Method to override for actions required when a node is deactivated More... | |
List< T > | GetAllActionModules< T > () |
Retrieve a List of all the action modules of a certain type from the node. More... | |
Vector3 | GetNodeLocationInWorld () |
Get the Nodes location in world space. Which is only valid if the Node has a CreateVessel/Kerbal/Asteroid action module, or has a Test Module with an Orbit associated with it. More... | |
bool | HasNodeBodyParameter (string module, string parameter) |
Evaluates if the parameter is present in the node body display parameters More... | |
bool | HasTestOrbit (out Orbit testOrbit, out MissionOrbitRenderer testOrbitRenderer, bool drawOrbit=false) |
Checks if this node has a test Orbit associated in this test groups / test modules. More... | |
void | Load (ConfigNode node) |
void | RemoveParameterFromNodeBody (string module, string parameter) |
Add a parameter to be displayed in the node body Used for batch processing node body parameters If you want an immediate UI update, use AddParameterToNodeBodyAndUpdateUI More... | |
double | RevealAltitude () |
string | RevealDisplayName () |
float | RevealMass () |
string | RevealName () |
string | RevealSituationString () |
double | RevealSpeed () |
string | RevealType () |
bool | RunTests () |
Run the TestGroups Test Method on the Current Node. More... | |
virtual void | RunValidation (MissionEditorValidator validator) |
Override this to add custom Validation checks and results to this object More... | |
void | Save (ConfigNode node) |
void | SetCatchAllNode (bool newCatchAll) |
Set the node to be a catch all node. More... | |
void | UpdateMissionFlowUI (MEFlowParser parser) |
Method called by parser to trigger updates on the registered UI Elements associaated with this block More... | |
Static Public Member Functions | |
static MENode | Clone (MENode nodeRef, Vector2 nodePos) |
Spawns a MENode gameobject and returns the cloned MENode The GameObject will have the passed in mission set as it's parent object. Set up the node using information from a the input node More... | |
static MENode | Spawn (Mission mission) |
Spawns a MENode GameObject and returns the MENode component. The GameObject will have the passed in mission set as it's parent object. More... | |
static MENode | Spawn (Mission mission, string title) |
Spawns a MENode GameObject and returns the MENode component. The GameObject will have the passed in mission set as it's parent object. More... | |
static MENode | Spawn (Mission mission, MEBasicNode basicNode) |
Spawns a MENode GameObject and returns the MENode component. The GameObject will have the passed in mission set as it's parent object. Set up the node using information from a basic node More... | |
Public Attributes | |
List< IActionModule > | actionModules |
list of action modules that are used on this node activating More... | |
double | activatedUT |
UT time when the node was activated. More... | |
bool | activateOnceOnly = true |
The display color for this node More... | |
string | basicNodeSource = "" |
Name of the basic node that was used as a template to instantiate this node if its empty the node is either an advanced one or not made from a BasicNode More... | |
string | description = "" |
Descriptive text for this node More... | |
int | dockedIndex |
The index position of this node when docked More... | |
List< MENode > | dockedNodes |
These are the logic nodes that are docked to me. More... | |
List< Guid > | dockedNodesIDsOnLoad |
These are the logic nodes that were docked to me when the mission was loaded. The information isn't maintained after load, so don't rely on it to be correct after that. More... | |
MENode | dockParentNode |
This is the parent node we are docked to More... | |
Vector2 | editorPosition |
List< MENode > | fromNodes |
reference list of Nodes that can transition to this one More... | |
List< Color > | fromNodesConnectionColor |
MEGUINode | guiNode |
Reference to the MEGUINode that the node contains the data for More... | |
bool | hasMapObject = false |
True if a MapObject exists for this Node More... | |
bool | isEndNode = false |
Indicates the node is an end node in the mission plan and will trigger the mission end sequence. More... | |
bool | isEvent = false |
Indicates the node is an event node and will hide downstream items till this node activates. More... | |
bool | isObjective = false |
Indicates the node is an objective node and will display for the player in run mode. More... | |
MapObject | mapObject |
The MapObject for the Node if one is attached More... | |
string | message = "" |
Indicates the message text to be shown in the End Mission Dialog. More... | |
Mission | mission |
The mission this node belongs to. More... | |
MissionEndOptions | missionEndOptions |
Indicates how the mission can be ended. More... | |
int | msgTime = 5 |
The time the screen message showing the node description will display for More... | |
List< DisplayParameter > | nodeBodyParameters |
Color | nodeColor |
The display color for this node More... | |
OrbitDriver | orbitDriver |
The OrbitDriver for the Node if one is attached More... | |
MissionOrbitRenderer | orbitRenderer |
The MissionOrbitRenderer for the Node if one is attached More... | |
bool | showScreenMessage = false |
If true will show the node description as a screen message for 5secs when the node activates More... | |
List< TestGroup > | testGroups |
List of testgroups that are used to check if we should make this node active. More... | |
List< MENode > | toNodes |
bool | UpdateInfoOnRefresh = false |
Set to true will refresh the information about this node in the Missions App whenever a Mission Refresh is requested of the MissionsApp. More... | |
Protected Member Functions | |
void | SetNodeColor (Color nodeColor) |
Properties | |
string | category [get, set] |
Node category More... | |
int | CountObjectives [get] |
DiscoveryInfo | DiscoveryInfo [get] |
bool | HasBeenActivated [get] |
Find out if the node has been activated yet. More... | |
bool | HasObjectives [get] |
bool | HasPendingVesselLaunch [get] |
Does this node have a vessel launch pending More... | |
bool | HasReachableObjectives [get] |
bool | HasTestModules [get] |
Does this node have any testmodules More... | |
bool | HasVisibleChildren [get] |
Guid | id [get, set] |
Unique ID for this Node More... | |
bool | IsActiveAndPendingVesselLaunch [get] |
Is this the active node and it has a pending vessel launch More... | |
bool | IsActiveNode [get] |
Is this node the active one in the mission More... | |
bool | IsDocked [get] |
Is this node docked to another node More... | |
bool | IsHiddenByEvent [get] |
Is this node after an event node that has not yet been activated More... | |
bool | IsLaunchPadNode [get] |
Indicates if this is a LaunchSite node - these can be docked to the Start Node Only More... | |
bool | IsLogicNode [get] |
Indicates if this node is a logic node - these can be docked and generate branching paths More... | |
bool | isNextObjective [get] |
Is this node a possible next objective - ie there is no objectives between this node and the active node More... | |
bool | IsNodeLabelNode [get] |
Does this node have any test modules that implement the node label interface? More... | |
bool | IsOrphanNode [get] |
Indicates if this node has no restrictions on the fromNode More... | |
bool | IsReachable [get] |
Is this node reachable from the current activenode - i.e. is it on a branch that can be reached from the current location More... | |
bool | IsScoringNode [get] |
Indicates if this is a scoring node - these can be docked to any node with a testmodule More... | |
bool | IsVesselNode [get] |
Indicates if this node is a node that creates a vessel More... | |
string | ObjectiveString [get] |
Return the objective string for this node More... | |
string | Title [get, set] |
The display name for this More... | |
Properties inherited from Expansions.Missions.Flow.IMEFlowBlock | |
int | CountObjectives [get] |
bool | HasObjectives [get] |
bool | HasReachableObjectives [get] |
bool | HasVisibleChildren [get] |
Properties inherited from IDiscoverable | |
DiscoveryInfo | DiscoveryInfo [get] |
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inlinevirtual |
Method to override for actions required when a node is activated
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Use reflection to add an action to the node.
actionName | The name of the action to be added |
cfg | Optional config node to parse to fill in the parameters of the action |
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Add a list of parameters to be displayed in the node body to the appropriate test and action modules
parameters | List of modules and their parameters to be displayed in the node body |
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Add a list of parameters to be displayed in the Settings Action Pane to the appropriate test and action modules
parameters | List of modules and their parameters to be displayed in the Settings Action Pane |
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Add a parameter to be displayed in the node body Used for batch processing node body parameters If you want an immediate UI update, use AddParameterToNodeBodyAndUpdateUI
Spawns a MENode gameobject and returns the cloned MENode The GameObject will have the passed in mission set as it's parent object. Set up the node using information from a the input node
mission | the current mission on the mission editor |
nodeRef | the node reference to be cloned or copied |
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Method to override for actions required when a node is deactivated
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Retrieve a List of all the action modules of a certain type from the node.
T | : | ActionModule |
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Get the Nodes location in world space. Which is only valid if the Node has a CreateVessel/Kerbal/Asteroid action module, or has a Test Module with an Orbit associated with it.
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Evaluates if the parameter is present in the node body display parameters
parameter |
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Checks if this node has a test Orbit associated in this test groups / test modules.
drawOrbit | Set to True to create a MissionOrbitRenderer, otherwise set to false. |
testOrbit | Will be set to the first test Orbit found. Or null if none are found. |
testOrbitRenderer | Will be set to the MissionOrbitRenderer created if drawOrbit is set to true. Otherwise will be set to null. |
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Implements IConfigNode.
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Add a parameter to be displayed in the node body Used for batch processing node body parameters If you want an immediate UI update, use AddParameterToNodeBodyAndUpdateUI
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Implements IDiscoverable.
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Implements IDiscoverable.
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inline |
Implements IDiscoverable.
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Implements IDiscoverable.
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inline |
Implements IDiscoverable.
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Implements IDiscoverable.
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Implements IDiscoverable.
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Run the TestGroups Test Method on the Current Node.
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inlinevirtual |
Override this to add custom Validation checks and results to this object
validator | The MissionValidator that the results will be added to |
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Save connector colors
Implements IConfigNode.
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Set the node to be a catch all node.
newCatchAll | New value of the catch all variable. |
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inlineprotected |
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inlinestatic |
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Method called by parser to trigger updates on the registered UI Elements associaated with this block
parser | the flowparser that created this block |
Implements Expansions.Missions.Flow.IMEFlowBlock.
List<IActionModule> Expansions.Missions.MENode.actionModules |
list of action modules that are used on this node activating
double Expansions.Missions.MENode.activatedUT |
UT time when the node was activated.
bool Expansions.Missions.MENode.activateOnceOnly = true |
The display color for this node
string Expansions.Missions.MENode.basicNodeSource = "" |
Name of the basic node that was used as a template to instantiate this node if its empty the node is either an advanced one or not made from a BasicNode
string Expansions.Missions.MENode.description = "" |
Descriptive text for this node
int Expansions.Missions.MENode.dockedIndex |
The index position of this node when docked
List<MENode> Expansions.Missions.MENode.dockedNodes |
These are the logic nodes that are docked to me.
List<Guid> Expansions.Missions.MENode.dockedNodesIDsOnLoad |
These are the logic nodes that were docked to me when the mission was loaded. The information isn't maintained after load, so don't rely on it to be correct after that.
MENode Expansions.Missions.MENode.dockParentNode |
This is the parent node we are docked to
Vector2 Expansions.Missions.MENode.editorPosition |
List<MENode> Expansions.Missions.MENode.fromNodes |
reference list of Nodes that can transition to this one
List<Color> Expansions.Missions.MENode.fromNodesConnectionColor |
MEGUINode Expansions.Missions.MENode.guiNode |
Reference to the MEGUINode that the node contains the data for
bool Expansions.Missions.MENode.hasMapObject = false |
True if a MapObject exists for this Node
bool Expansions.Missions.MENode.isEndNode = false |
Indicates the node is an end node in the mission plan and will trigger the mission end sequence.
bool Expansions.Missions.MENode.isEvent = false |
Indicates the node is an event node and will hide downstream items till this node activates.
bool Expansions.Missions.MENode.isObjective = false |
Indicates the node is an objective node and will display for the player in run mode.
string Expansions.Missions.MENode.message = "" |
Indicates the message text to be shown in the End Mission Dialog.
Mission Expansions.Missions.MENode.mission |
The mission this node belongs to.
MissionEndOptions Expansions.Missions.MENode.missionEndOptions |
Indicates how the mission can be ended.
int Expansions.Missions.MENode.msgTime = 5 |
The time the screen message showing the node description will display for
List<DisplayParameter> Expansions.Missions.MENode.nodeBodyParameters |
Color Expansions.Missions.MENode.nodeColor |
The display color for this node
OrbitDriver Expansions.Missions.MENode.orbitDriver |
The OrbitDriver for the Node if one is attached
MissionOrbitRenderer Expansions.Missions.MENode.orbitRenderer |
The MissionOrbitRenderer for the Node if one is attached
bool Expansions.Missions.MENode.showScreenMessage = false |
If true will show the node description as a screen message for 5secs when the node activates
List<TestGroup> Expansions.Missions.MENode.testGroups |
List of testgroups that are used to check if we should make this node active.
List<MENode> Expansions.Missions.MENode.toNodes |
bool Expansions.Missions.MENode.UpdateInfoOnRefresh = false |
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getset |
Node category
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get |
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Find out if the node has been activated yet.
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Does this node have a vessel launch pending
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Does this node have any testmodules
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getset |
Unique ID for this Node
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Is this the active node and it has a pending vessel launch
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Is this node the active one in the mission
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Is this node docked to another node
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Is this node after an event node that has not yet been activated
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Indicates if this is a LaunchSite node - these can be docked to the Start Node Only
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Indicates if this node is a logic node - these can be docked and generate branching paths
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Is this node a possible next objective - ie there is no objectives between this node and the active node
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Does this node have any test modules that implement the node label interface?
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Indicates if this node has no restrictions on the fromNode
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Is this node reachable from the current activenode - i.e. is it on a branch that can be reached from the current location
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Indicates if this is a scoring node - these can be docked to any node with a testmodule
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Indicates if this node is a node that creates a vessel
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Return the objective string for this node
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getset |
The display name for this