Kerbal Space Program  1.12.4
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Static Public Attributes | List of all members
GameEvents.Mission Class Reference

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...
 

Member Data Documentation

EventData<Expansions.Missions.Mission, GameEvents.FromToAction<Expansions.Missions.MENode, Expansions.Missions.MENode> > GameEvents.Mission.onActiveNodeChanged = new EventData<Expansions.Missions.Mission, GameEvents.FromToAction<Expansions.Missions.MENode, Expansions.Missions.MENode>>("Active Node Changed")
static

Fired when the active node in a mission changes

EventData<Expansions.Missions.Mission, GameEvents.FromToAction<Expansions.Missions.MENode, Expansions.Missions.MENode> > GameEvents.Mission.onActiveNodeChanging = new EventData<Expansions.Missions.Mission, GameEvents.FromToAction<Expansions.Missions.MENode, Expansions.Missions.MENode>>("Active Node Changed")
static

Fires before the active node in a mission changes

EventVoid GameEvents.Mission.onBuilderMissionDifficultyChanged = new EventVoid("MissionBuilder.DifficultyChanged")
static

Fired when the Difficulty Settings are changed for a Mission in the Mission Builder

EventData<Expansions.Missions.MENode> GameEvents.Mission.onBuilderNodeAdded = new EventData<Expansions.Missions.MENode>("MissionBuilder.Node.Added")
static

Fired on a Mission Node when it becomes activated

EventData<FromToAction<Expansions.Missions.MENode, Expansions.Missions.MENode> > GameEvents.Mission.onBuilderNodeConnection = new EventData<FromToAction<Expansions.Missions.MENode, Expansions.Missions.MENode>>("MissionBuilder.Node.Connection")
static

Fired when node connection is created

EventData<Expansions.Missions.MENode> GameEvents.Mission.onBuilderNodeDeleted = new EventData<Expansions.Missions.MENode>("MissionBuilder.Node.Deleted")
static

Fired on a Mission Node when it becomes activated

EventData<FromToAction<Expansions.Missions.MENode, Expansions.Missions.MENode> > GameEvents.Mission.onBuilderNodeDisconnection = new EventData<FromToAction<Expansions.Missions.MENode, Expansions.Missions.MENode>>("MissionBuilder.Node.Disconnection")
static

Fired when node connection is deleted

EventData<Expansions.Missions.MENode> GameEvents.Mission.onBuilderNodeFocused = new EventData<Expansions.Missions.MENode>("MissionBuilder.Node.Focused")
static

Fired on a Mission Node when his focused

EventData<Expansions.Missions.MENode> GameEvents.Mission.onBuilderNodeSelectionChanged = new EventData<Expansions.Missions.MENode>("MissionBuilder.Node.SelectionChanged")
static

Fired when node selection has been changed

EventData<Expansions.Missions.Mission> GameEvents.Mission.onCompleted = new EventData<Expansions.Missions.Mission>("Mission.Completed")
static

Fired when a mission is completed

EventData<Expansions.Missions.Mission> GameEvents.Mission.onFailed = new EventData<Expansions.Missions.Mission>("Mission.Failed")
static

Fired when a mission is failed

EventVoid GameEvents.Mission.onFailureListChanged = new EventVoid("onFailureListChanged")
static

Fired when a failure is added or removed to a mission so that repair actions can update their lists.

EventData<Expansions.Missions.Mission> GameEvents.Mission.onFinished = new EventData<Expansions.Missions.Mission>("Mission.Finished")
static

Fired when a Mission is Finished

EventVoid GameEvents.Mission.onLocalizationLockOverriden = new EventVoid("onLocalizationLockOverriden")
static

Fired when the UI localization locking is overriden in the Debug menu

EventData<Expansions.Missions.Mission> GameEvents.Mission.onMissionBriefingChanged = new EventData<Expansions.Missions.Mission>("onMissionBriefingChanged")
static

Fired when a new mission is created (i.e. through a MissionBrief)

EventData<Expansions.Missions.Editor.MissionBriefingDialog> GameEvents.Mission.onMissionBriefingCreated = new EventData<Expansions.Missions.Editor.MissionBriefingDialog>("onMissionBriefingCreated")
static

Fired when a missionBriefing is created

EventData<Expansions.Missions.Mission, Expansions.Missions.VesselSituation> GameEvents.Mission.onMissionCurrentVesselToBuildChanged = new EventData<Expansions.Missions.Mission, Expansions.Missions.VesselSituation>("onMissionCurrentVesselToBuildChanged")
static

Fired when the CurrentVesselToBuild changes in the Mission.

EventVoid GameEvents.Mission.onMissionImported = new EventVoid("onMissionImported")
static

Fired when zipped missions have been imported so that mission lists can update themselves.

EventVoid GameEvents.Mission.onMissionLoaded = new EventVoid("onMissionLoaded")
static

Fired when the Mission Builder has finished loading and setting up a mission.

EventVoid GameEvents.Mission.onMissionsBuilderPQSLoaded = new EventVoid("onMissionsEditorPQSLoaded")
static

Fired up when the PQS has been loaded on a CelestialBody in the MissionBuilder

EventVoid GameEvents.Mission.onMissionsLoaded = new EventVoid("onMissionsLoaded")
static

Fired after all missions in a save are loaded

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

Fired when a mission tag is removed from the mission tags list

EventData<Expansions.Missions.MENode> GameEvents.Mission.onNodeActivated = new EventData<Expansions.Missions.MENode>("Mission.Node.Activated")
static

Fired on a Mission Node when it becomes activated

EventData<Expansions.Missions.MENode, Vessel, Part, ProtoPartSnapshot> GameEvents.Mission.onNodeChangedVesselResources = new EventData<Expansions.Missions.MENode, Vessel, Part, ProtoPartSnapshot>("Mission.onNodeChangedVesselResources")
static

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.

EventData<Expansions.Missions.MENode> GameEvents.Mission.onNodeDeactivated = new EventData<Expansions.Missions.MENode>("Mission.Node.Deactivated")
static

Fired on a Mission Node when it becomes deactivated

EventData<Expansions.Missions.Mission> GameEvents.Mission.onStarted = new EventData<Expansions.Missions.Mission>("Mission.Started")
static

Fired when a Mission is Started

EventData<Expansions.Missions.TestModule> GameEvents.Mission.onTestCleared = new EventData<Expansions.Missions.TestModule>("Mission.Test.Deactivated")
static

Fired on a Mission Node when it becomes deactivated

EventData<Expansions.Missions.TestGroup> GameEvents.Mission.onTestGroupCleared = new EventData<Expansions.Missions.TestGroup>("Mission.TestGroup.Deactivated")
static

Fired on a Mission Node when it becomes deactivated

EventData<Expansions.Missions.TestGroup> GameEvents.Mission.onTestGroupInitialized = new EventData<Expansions.Missions.TestGroup>("Mission.TestGroup.Activated")
static

Fired on a Mission Node when it becomes activated

EventData<Expansions.Missions.TestModule> GameEvents.Mission.onTestInitialized = new EventData<Expansions.Missions.TestModule>("Mission.Test.Activated")
static

Fired on a Mission Node when it becomes activated

EventVoid GameEvents.Mission.onVesselSituationChanged = new EventVoid("onVesselSituationChanged")
static

Fired when a vessel has been modified or removed so that failure action can update.


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