Kerbal Space Program
1.12.4
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Static Public Attributes | |
static EventData < Expansions.Missions.Mission, GameEvents.FromToAction < Expansions.Missions.MENode, Expansions.Missions.MENode > > | onActiveNodeChanged = new EventData<Expansions.Missions.Mission, GameEvents.FromToAction<Expansions.Missions.MENode, Expansions.Missions.MENode>>("Active Node Changed") |
Fired when the active node in a mission changes More... | |
static EventData < Expansions.Missions.Mission, GameEvents.FromToAction < Expansions.Missions.MENode, Expansions.Missions.MENode > > | onActiveNodeChanging = new EventData<Expansions.Missions.Mission, GameEvents.FromToAction<Expansions.Missions.MENode, Expansions.Missions.MENode>>("Active Node Changed") |
Fires before the active node in a mission changes More... | |
static EventVoid | onBuilderMissionDifficultyChanged = new EventVoid("MissionBuilder.DifficultyChanged") |
Fired when the Difficulty Settings are changed for a Mission in the Mission Builder More... | |
static EventData < Expansions.Missions.MENode > | onBuilderNodeAdded = new EventData<Expansions.Missions.MENode>("MissionBuilder.Node.Added") |
Fired on a Mission Node when it becomes activated More... | |
static EventData< FromToAction < Expansions.Missions.MENode, Expansions.Missions.MENode > > | onBuilderNodeConnection = new EventData<FromToAction<Expansions.Missions.MENode, Expansions.Missions.MENode>>("MissionBuilder.Node.Connection") |
Fired when node connection is created More... | |
static EventData < Expansions.Missions.MENode > | onBuilderNodeDeleted = new EventData<Expansions.Missions.MENode>("MissionBuilder.Node.Deleted") |
Fired on a Mission Node when it becomes activated More... | |
static EventData< FromToAction < Expansions.Missions.MENode, Expansions.Missions.MENode > > | onBuilderNodeDisconnection = new EventData<FromToAction<Expansions.Missions.MENode, Expansions.Missions.MENode>>("MissionBuilder.Node.Disconnection") |
Fired when node connection is deleted More... | |
static EventData < Expansions.Missions.MENode > | onBuilderNodeFocused = new EventData<Expansions.Missions.MENode>("MissionBuilder.Node.Focused") |
Fired on a Mission Node when his focused More... | |
static EventData < Expansions.Missions.MENode > | onBuilderNodeSelectionChanged = new EventData<Expansions.Missions.MENode>("MissionBuilder.Node.SelectionChanged") |
Fired when node selection has been changed More... | |
static EventData < Expansions.Missions.Mission > | onCompleted = new EventData<Expansions.Missions.Mission>("Mission.Completed") |
Fired when a mission is completed More... | |
static EventData < Expansions.Missions.Mission > | onFailed = new EventData<Expansions.Missions.Mission>("Mission.Failed") |
Fired when a mission is failed More... | |
static EventVoid | onFailureListChanged = new EventVoid("onFailureListChanged") |
Fired when a failure is added or removed to a mission so that repair actions can update their lists. More... | |
static EventData < Expansions.Missions.Mission > | onFinished = new EventData<Expansions.Missions.Mission>("Mission.Finished") |
Fired when a Mission is Finished More... | |
static EventVoid | onLocalizationLockOverriden = new EventVoid("onLocalizationLockOverriden") |
Fired when the UI localization locking is overriden in the Debug menu More... | |
static EventData < Expansions.Missions.Mission > | onMissionBriefingChanged = new EventData<Expansions.Missions.Mission>("onMissionBriefingChanged") |
Fired when a new mission is created (i.e. through a MissionBrief) More... | |
static EventData < Expansions.Missions.Editor.MissionBriefingDialog > | onMissionBriefingCreated = new EventData<Expansions.Missions.Editor.MissionBriefingDialog>("onMissionBriefingCreated") |
Fired when a missionBriefing is created More... | |
static EventData < Expansions.Missions.Mission, Expansions.Missions.VesselSituation > | onMissionCurrentVesselToBuildChanged = new EventData<Expansions.Missions.Mission, Expansions.Missions.VesselSituation>("onMissionCurrentVesselToBuildChanged") |
Fired when the CurrentVesselToBuild changes in the Mission. More... | |
static EventVoid | onMissionImported = new EventVoid("onMissionImported") |
Fired when zipped missions have been imported so that mission lists can update themselves. More... | |
static EventVoid | onMissionLoaded = new EventVoid("onMissionLoaded") |
Fired when the Mission Builder has finished loading and setting up a mission. More... | |
static EventVoid | onMissionsBuilderPQSLoaded = new EventVoid("onMissionsEditorPQSLoaded") |
Fired up when the PQS has been loaded on a CelestialBody in the MissionBuilder More... | |
static EventVoid | onMissionsLoaded = new EventVoid("onMissionsLoaded") |
Fired after all missions in a save are loaded More... | |
static EventData< string > | onMissionTagRemoved = new EventData<string>("onMissionTagRemoved") |
Fired when a mission tag is removed from the mission tags list More... | |
static EventData < Expansions.Missions.MENode > | onNodeActivated = new EventData<Expansions.Missions.MENode>("Mission.Node.Activated") |
Fired on a Mission Node when it becomes activated More... | |
static EventData < Expansions.Missions.MENode, Vessel, Part, ProtoPartSnapshot > | onNodeChangedVesselResources = new EventData<Expansions.Missions.MENode, Vessel, Part, ProtoPartSnapshot>("Mission.onNodeChangedVesselResources") |
Fired on a Mission Action Node that changes a Vessel's Resources. Either Part or ProtoPartnSnapshot will contain the reference depending if the vessel is loaded or unloaded. More... | |
static EventData < Expansions.Missions.MENode > | onNodeDeactivated = new EventData<Expansions.Missions.MENode>("Mission.Node.Deactivated") |
Fired on a Mission Node when it becomes deactivated More... | |
static EventData < Expansions.Missions.Mission > | onStarted = new EventData<Expansions.Missions.Mission>("Mission.Started") |
Fired when a Mission is Started More... | |
static EventData < Expansions.Missions.TestModule > | onTestCleared = new EventData<Expansions.Missions.TestModule>("Mission.Test.Deactivated") |
Fired on a Mission Node when it becomes deactivated More... | |
static EventData < Expansions.Missions.TestGroup > | onTestGroupCleared = new EventData<Expansions.Missions.TestGroup>("Mission.TestGroup.Deactivated") |
Fired on a Mission Node when it becomes deactivated More... | |
static EventData < Expansions.Missions.TestGroup > | onTestGroupInitialized = new EventData<Expansions.Missions.TestGroup>("Mission.TestGroup.Activated") |
Fired on a Mission Node when it becomes activated More... | |
static EventData < Expansions.Missions.TestModule > | onTestInitialized = new EventData<Expansions.Missions.TestModule>("Mission.Test.Activated") |
Fired on a Mission Node when it becomes activated More... | |
static EventVoid | onVesselSituationChanged = new EventVoid("onVesselSituationChanged") |
Fired when a vessel has been modified or removed so that failure action can update. More... | |
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Fired when the active node in a mission changes
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Fires before the active node in a mission changes
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Fired on a Mission Node when it becomes activated
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Fired when node connection is created
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Fired on a Mission Node when it becomes activated
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Fired when node connection is deleted
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Fired on a Mission Node when his focused
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Fired when node selection has been changed
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Fired when a mission is completed
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Fired when a mission is failed
Fired when a failure is added or removed to a mission so that repair actions can update their lists.
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Fired when a Mission is Finished
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Fired when the UI localization locking is overriden in the Debug menu
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Fired when a new mission is created (i.e. through a MissionBrief)
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Fired when a missionBriefing is created
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Fired when the CurrentVesselToBuild changes in the Mission.
Fired when zipped missions have been imported so that mission lists can update themselves.
Fired when the Mission Builder has finished loading and setting up a mission.
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Fired up when the PQS has been loaded on a CelestialBody in the MissionBuilder
Fired after all missions in a save are loaded
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Fired when a mission tag is removed from the mission tags list
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Fired on a Mission Node when it becomes activated
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Fired on a Mission Node when it becomes deactivated
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Fired when a Mission is Started
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Fired on a Mission Node when it becomes deactivated
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Fired on a Mission Node when it becomes deactivated
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Fired on a Mission Node when it becomes activated
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Fired on a Mission Node when it becomes activated
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Fired when a vessel has been modified or removed so that failure action can update.