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void | CleanupMapNode () |
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void | RandomizeAwayFrom (double originLatitude, double originLongitude, double minimumDistance, double maximumDistance, int samples=3, bool waterAllowed=true, System.Random generator=null) |
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void | RandomizeAwayFrom (double originLatitude, double originLongitude, double maximumDistance, int samples=3, bool waterAllowed=true, System.Random generator=null) |
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void | RandomizeNear (double centerLatitude, double centerLongitude, double minimumDistance, double maximumDistance, bool waterAllowed=true, System.Random generator=null) |
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void | RandomizeNear (double centerLatitude, double centerLongitude, double maximumDistance, bool waterAllowed=true, System.Random generator=null) |
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void | SetFadeRange (double referenceAltitude=-1) |
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void | setName (bool uniqueSites=true, bool allowNamed=true) |
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void | SetupMapNode () |
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void | UpdateWaypoint (bool mapOpen, bool clicked, CelestialBody focusBody, Vector3d cameraPosition) |
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| Waypoint () |
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| Waypoint (Waypoint that) |
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FinePrint.Waypoint.Waypoint |
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inline |
FinePrint.Waypoint.Waypoint |
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Waypoint |
that | ) |
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inline |
void FinePrint.Waypoint.CleanupMapNode |
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inline |
void FinePrint.Waypoint.RandomizeAwayFrom |
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double |
originLatitude, |
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double |
originLongitude, |
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double |
minimumDistance, |
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double |
maximumDistance, |
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int |
samples = 3 , |
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bool |
waterAllowed = true , |
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System.Random |
generator = null |
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) |
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inline |
< We want to randomize the position, but generally away from a specific point. The reason we sample a few times is because this will naturally weave away from the origin as well as water/poles.
void FinePrint.Waypoint.RandomizeAwayFrom |
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double |
originLatitude, |
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double |
originLongitude, |
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double |
maximumDistance, |
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int |
samples = 3 , |
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bool |
waterAllowed = true , |
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System.Random |
generator = null |
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) |
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inline |
void FinePrint.Waypoint.RandomizeNear |
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double |
centerLatitude, |
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double |
centerLongitude, |
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double |
minimumDistance, |
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double |
maximumDistance, |
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bool |
waterAllowed = true , |
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System.Random |
generator = null |
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) |
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inline |
< Use limited iterations to prevent a land search on a purely oceanic planet from locking up the game.
< Expand the search radius by 5% with each iteration to account for the possibility that we might be searching for land in the middle of the ocean.
void FinePrint.Waypoint.RandomizeNear |
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double |
centerLatitude, |
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double |
centerLongitude, |
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double |
maximumDistance, |
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bool |
waterAllowed = true , |
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System.Random |
generator = null |
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) |
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void FinePrint.Waypoint.SetFadeRange |
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double |
referenceAltitude = -1 | ) |
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inline |
< For things in orbit, we need to leave some defaults, since orbit renderers fade at a set distance.
void FinePrint.Waypoint.setName |
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bool |
uniqueSites = true , |
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bool |
allowNamed = true |
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) |
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void FinePrint.Waypoint.SetupMapNode |
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void FinePrint.Waypoint.UpdateWaypoint |
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bool |
mapOpen, |
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bool |
clicked, |
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CelestialBody |
focusBody, |
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Vector3d |
cameraPosition |
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< Cache a few things that we'll need more than once.
float FinePrint.Waypoint.alphaRatio = -1 |
double FinePrint.Waypoint.altitude = 0 |
bool FinePrint.Waypoint.blocksInput = true |
string FinePrint.Waypoint.celestialName |
Contract FinePrint.Waypoint.contractReference = null |
bool FinePrint.Waypoint.enableMarker = true |
bool FinePrint.Waypoint.enableTooltip = true |
double FinePrint.Waypoint.fadeRange = double.MaxValue |
double FinePrint.Waypoint.height |
float FinePrint.Waypoint.iconAlpha = 0 |
int FinePrint.Waypoint.iconSize = 16 |
string FinePrint.Waypoint.id = "default" |
int FinePrint.Waypoint.index |
bool FinePrint.Waypoint.isClustered = false |
bool FinePrint.Waypoint.isCustom = false |
bool FinePrint.Waypoint.isExplored |
bool FinePrint.Waypoint.isMission = false |
Waypoint created specifically for a mission. We don't save these.
bool FinePrint.Waypoint.isNavigatable = false |
bool FinePrint.Waypoint.isOccluded = false |
bool FinePrint.Waypoint.isOnSurface = false |
bool FinePrint.Waypoint.landLocked = false |
double FinePrint.Waypoint.latitude |
double FinePrint.Waypoint.longitude |
const float FinePrint.Waypoint.maximumAlpha = 1.0f |
const float FinePrint.Waypoint.minimumAlpha = 0.6f |
string FinePrint.Waypoint.name = "Site" |
Guid FinePrint.Waypoint.navigationId = Guid.Empty |
string FinePrint.Waypoint.nodeCaption1 |
string FinePrint.Waypoint.nodeCaption2 |
string FinePrint.Waypoint.nodeCaption3 |
Vector3 FinePrint.Waypoint.orbitPosition |
double FinePrint.Waypoint.radius |
int FinePrint.Waypoint.seed |
bool FinePrint.Waypoint.visible = true |
bool FinePrint.Waypoint.withinZoom |
Vector3d FinePrint.Waypoint.worldPosition |
string FinePrint.Waypoint.FullName |
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get |
int FinePrint.Waypoint.uniqueSeed |
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get |
Uses Cantor's pairing function to throw together the waypoint id and the contract seed without resulting in hash collision.
The documentation for this class was generated from the following file:
- KSP/Assets/Scripts/Scenarios/Career Modules/Contracts/FinePrint/Waypoint.cs