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virtual void | AddFlag (int flagCount=1) |
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void | AnchorUpdate () |
| Loop that checks the state of the Kerbal and adds or removes an anchor that keeps it in place and prevents it from sliding while at rest. More...
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void | Banana (Callback afterBananaCallback) |
| Initiates the Banana animation. More...
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virtual void | BoardPart (Part p) |
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virtual bool | BoardSeat (KerbalSeat seat) |
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virtual bool | CanEVAWithoutHelmet () |
| On Pod exit (or spawn) can the kerbal exit with helmet off More...
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virtual bool | CanSafelyRemoveHelmet () |
| Can the helmet be safely removed More...
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void | ChangeHelmet () |
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void | ChangeNeckRing () |
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virtual int | CompareContactsByNormalToSurface (ContactPoint c1, ContactPoint c2) |
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void | Dzhanibekov (Callback afterWingnutCallback) |
| Initiates the Dzhanibekov (spinning wingnut) animation. More...
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override Color | GetCurrentColor () |
| Returns the current part module color. More...
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virtual Vector3 | GetEjectPoint (Vector3 ejectDirection, float maxDist, float capsuleRadius, float capsuleHeight) |
| Does a CapsuleCast to get a point that's safe of other colliders for ejecting a kerbal More...
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void | InterruptWeld () |
| When welding is interrupted from picking up the part More...
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virtual bool | IsSeated () |
| Check if a kerbal is seated in a command seat. More...
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void | LowerVisor (bool forceHelmet) |
| Lower the protective Visor in the kerbals helmet More...
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void | LowerVisor () |
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virtual void | MakeReference () |
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override void | OnAwake () |
| Method fires once the module has been added to the part. Use for first time setup. Module will not have loaded fully by this point More...
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virtual void | OnCollisionEnter (Collision c) |
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virtual void | OnCollisionExit (Collision c) |
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virtual void | OnCollisionStay (Collision c) |
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override void | OnColorChanged (Color color, string id) |
| Implements color changes More...
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override void | OnColorChanged (Color color) |
| Implements color changes when the specific color picker is not relevant More...
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virtual void | OnDeboardSeat () |
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virtual void | OnGrapple () |
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override void | OnInactive () |
| Called before the part goes inactive (after packing etc) More...
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override void | OnLoad (ConfigNode node) |
| Use OnLoad to load any additional data from the ConfigNode provided More...
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virtual void | OnPartDie () |
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override void | OnSave (ConfigNode node) |
| Use OnSave to serialize additional module information into the ConfigNode provided More...
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override void | OnStart (PartModule.StartState state) |
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override void | OnStartFinished (StartState state) |
| Called when the part finishes starting. The StartState gives an indication of where in flight you are. All values may not be plugged in! More...
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virtual void | OnVesselGoOffRails (Vessel v) |
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virtual void | OnVesselGoOnRails (Vessel v) |
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virtual void | OnVesselSituationChange (GameEvents.HostedFromToAction< Vessel, Vessel.Situations > vcs) |
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void | PickUpROC () |
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virtual void | PlantFlag () |
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void | PlayGolf (Callback afterGolfCallback) |
| Initiates the Play Golf animation. More...
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override List< Color > | PresetColors () |
| Preset colors received for any part module. By default, returns only black, override to make your own selection. More...
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void | RaiseVisor (bool restoreHelmet) |
| Lower the protective Visor in the kerbals helmet More...
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void | RaiseVisor () |
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virtual void | RenameVessel () |
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virtual void | ResetPhysicMaterial () |
| Resets the material of tis kerbal back to the global one. More...
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bool | SetPartPlacementMode (bool mode, ModuleInventoryPart moduleInventoryPartReference) |
| Sets the Kerbal's PartPlacementMode bool. This affects key inputs on the kerbal when they are in Part Placement mode (placing a part in flight). More...
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virtual void | SetPhysicMaterial (PhysicMaterial newPhysicMaterial) |
| Change this Kerbals physicMaterial. More...
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virtual void | SetupAnimations () |
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virtual void | SetVisibleInPortrait (bool visible) |
| Called from the Portrait system. To set the EVA portrait visible or not. Will enable/disable kerbal portrait rendering as appropriate. More...
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virtual void | SetWaypoint (Vector3 tgtPos) |
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virtual IEnumerator | StartNonCollidePeriod (float duration, float standoff, Part fromPart, Transform airlockTrf) |
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void | ToggleHelmet (bool enableHelmet) |
| Toggle Helmet visibility More...
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void | ToggleHelmetAndNeckRing (bool enableHelmet, bool enableNeckRing, bool storeToPCM=true, bool suppressTransformMessages=false) |
| Toggle Helmet and NeckRing visibility More...
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virtual void | ToggleJetpack () |
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virtual void | ToggleLamp () |
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void | ToggleNeckRing (bool enableNeckRing) |
| Toggle NeckRing visibility More...
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void | Weld (Part targetPart) |
| Call to weld a given part in Construction Mode More...
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virtual bool | WillDieWithoutHelmet () |
| Will the kerbal die if the helmet is off and they travel somewhere unsafe More...
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void | AddPartModuleAdjuster (AdjusterPartModuleBase newAdjuster) |
| Call this to add an adjuster to this part module. More...
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void | AddPartModuleAdjusterList (List< AdjusterPartModuleBase > moduleAdjusters) |
| Applies the appropriate module adjusters. Performs checks to make sure that the adjusters are valid too. More...
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bool | AppliedUpgrades () |
| Returns true if upgrades are applied More...
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void | ApplyAdjustersOnStart () |
| Called when a part module is loaded and applies all of the currently loaded adjusters. More...
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virtual void | ApplyUpgradeNode (List< string > appliedUps, ConfigNode node, bool doLoad) |
| Applies the upgrades to a confignode. Will either copy the upgrades back to the node or (if doLoad) calls load/onload on it. More...
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virtual bool | ApplyUpgrades (StartState state) |
| Will find and apply upgrades. Called during Part's ModulesOnStart, before a module's OnStart. More...
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void | Awake () |
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delegate bool | boolPMApplyUpgrades (PartModule pm, StartState state) |
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delegate bool | boolPMBoolDelegate (PartModule pm, bool apply) |
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void | ClearPersistentId () |
| Clear the modules persistentId More...
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void | Copy (PartModule fromModule) |
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virtual void | DemoteToPhysicslessPart () |
| This method will be called from Part class DemoteToPhysicslessPart when the part is being converted from physical to physicsless part. It is called before the joints and rigidbodies are destroyed. More...
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virtual bool | FindUpgrades (bool fillApplied, ConfigNode node=null) |
| Find applicable upgrades to the partmodule (isunlocked and isenabled) and add to the upgradesApplied list. Pass true if you want to add the upgrades to upgradesApplied, false if you just want to know if at least one upgrade is applicable (unlocked rather than enabled) More...
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virtual Color | GetCurrentColor (string fieldName) |
| Returns the current part module color for a field where usespe. More...
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virtual string | GetInfo () |
| Returns formatted string of additional data for use in the VAB and SPH More...
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virtual string | GetModuleDisplayName () |
| Override this to provide a Localized version of the PartModules Name for UI components More...
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uint | GetPersistenActiontId () |
| Get the modules persistentID, and create one if it doesnt already have one More...
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uint | GetPersistentId () |
| Get the modules persistentID, and create one if it doesnt already have one More...
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virtual string | GetStagingDisableText () |
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virtual string | GetStagingEnableText () |
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virtual string | GetUpgradeInfo () |
| Called by Upgrade Stats dialog More...
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bool | HasUpgrades () |
| Returns true if upgrades exist for the partmodule More...
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virtual bool | IsStageable () |
| Should this module be counted when seeing whether to have a stack icon present? Override in a module for custom behavior; otherwise returns true if the module (or something the module inherits from above PartModule itself) overrides OnActive() More...
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bool | IsValidContractObjective (string objectiveType) |
| Returns if, for example, an antenna part module qualifies as an antenna for contracts. More...
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void | Load (ConfigNode node) |
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virtual void | LoadUpgrades (ConfigNode node) |
| Loads module-relevant upgrades from the partmodule confignode More...
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uint | NewPersistentId () |
| Reset the modules persistentId to a new number More...
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virtual void | OnActive () |
| Called when the part is set active (after unpacking etc) More...
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virtual void | OnConstructionModeFixedUpdate () |
| This method will be called when in EVA Construction mode and this part and itself is disabled (when it is not attached to a vessel) every FixedUpdate(). More...
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virtual void | OnConstructionModeUpdate () |
| This method will be called when in EVA Construction mode and this part and itself is disabled (when it is not attached to a vessel) every Update(). More...
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virtual void | OnCopy (PartModule fromModule) |
| Use OnCopy to copy any additional data from the PartModule provided More...
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virtual void | OnFixedUpdate () |
| Called every physics/fixed frame that the part is active More...
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virtual void | OnIconCreate () |
| Method fires just before components are stripped from the gameobject to make it an icon. (The part is instantiated and then various components like Part, PartModule, EffectBehaviour, Colliders, Particles, etc are stripped and then it's set as the icon prefab. This lets PartModules do stuff to the model right before that happens. More...
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virtual void | OnInitialize () |
| Called on all modules after all parts are loaded but before they give the ship to the game More...
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virtual void | OnInventoryModeDisable () |
| This method will be called when this modules part and itself is first disabled (when it is not attached to a vessel) when created in Inventory/Construction mode. More...
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virtual void | OnInventoryModeEnable () |
| This method will be called when this modules part and itself is first enabled (when it is attached to a vessel) when created in Inventory/Construction mode. More...
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void | OnModuleAdjusterAddedWrapper (AdjusterPartModuleBase adjuster) |
| Wrapper to check the mission expansion availability before performing processing specific to this part module when an adjuster is added. More...
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virtual void | OnModuleAdjusterRemoved (AdjusterPartModuleBase adjuster) |
| Perform processing specific to this part module when an adjuster is removed. By default this does nothing is up to each part module to implement it properly. More...
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virtual 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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virtual void | OnStart (StartState state) |
| Called when the part starts. The StartState gives an indication of where in flight you are. All values may not be plugged in! More...
|
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virtual void | OnStartBeforePartAttachJoint (StartState state) |
| Called in flight scene in Part.Start just before the Part attachnode joints are created. More...
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virtual void | OnStoredInInventory (ModuleInventoryPart moduleInventoryPart) |
| Called when the part is stored in an inventory. More...
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virtual void | OnUpdate () |
| Called every frame that the part is active More...
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virtual void | OnWasCopied (PartModule copyPartModule, bool asSymCounterpart) |
| Called when the PartModule was copied, through Alt+Copy or symmetry More...
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virtual void | OnWillBeCopied (bool asSymCounterpart) |
| Called when the PartModule is about to be copied, through Alt+Copy or symmetry More...
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virtual 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. - Parameters
-
rotation | The current calculated rotation. Will be updated if method returns true. |
selPartNode | The attachnode. |
partParent | The part that will become this part's parent. |
- Returns
- True if the rotation was changed. Otherwise will return false.
More...
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virtual string | PrintUpgrades () |
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virtual void | PromoteToPhysicalPart () |
| This method will be called from Part class PromoteToPhysicalPart when the part is being converted from physicsless to physical part. More...
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void | RemovePartModuleAdjuster (AdjusterPartModuleBase oldAdjuster) |
| Call this to remove an adjuster from this part module. More...
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void | RemovePartModuleAdjusterList (List< AdjusterPartModuleBase > moduleAdjusters) |
| Removes the appropriate module adjusters. Performs checks to make sure that the adjusters are valid too. More...
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void | Save (ConfigNode node) |
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virtual void | SetStaging (bool newValue) |
| Run by the part's staging toggle handler, sets staging on modules on symmetry counterparts. More...
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void | SetStagingState (bool newState) |
| Set the staging enabled bool for this module. More...
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virtual bool | StagingEnabled () |
| Gets current staging status (is staging enabled for this module) Override me! More...
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virtual bool | StagingToggleEnabledEditor () |
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virtual bool | StagingToggleEnabledFlight () |
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void | ToggleStaging () |
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virtual void | UpdateStagingToggle () |
| Updates the staging toggle More...
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delegate void | voidPMApplyNodeDelegate (PartModule pm, List< string > appliedUps, ConfigNode node, bool doLoad) |
|
delegate void | voidPMDelegate (PartModule pm) |
|
delegate void | voidPMNodeDelegate (PartModule pm, ConfigNode node) |
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int | _flags = 1 |
|
KerbalAnimationManager | Animations |
|
bool | autoGrabLadderOnStart = true |
| If true, kerbal will auto-grab the ladder s/he is next to when StartEVA runs. Note that the check is done the frame after OnStart starts, so if you spawn and then set, it will be correct when it's checked next frame. More...
|
|
RenderTexture | AvatarTexture |
| The Kerbal's Avatar Texture for UI Portraits More...
|
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Transform | BackpackStTransform |
| Transform for the standalone version of the backpack on the Kerbal "model" transform inside the prefab More...
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Transform | BackpackTransform |
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float | ballAngle |
| The angle to hit the ball at More...
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float | ballDrag |
| The drag to apply to the golf ball More...
|
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float | ballForce |
| The force the golf ball will be hit with More...
|
|
float | ballTime |
| The normalized time to replace the animated golf ball with the real object. More...
|
|
CapsuleCollider[] | bodyColliders |
|
SkinnedMeshRenderer | bodyMesh |
|
LadderEndCheck | bottomLadderEnd |
| References the trigger that checks the bottom ladder end. More...
|
|
float | boundAttack = 0.4f |
| Used to control the easing of the low g walking animation crossfade during the bound update More...
|
|
float | boundFallThreshold = 1.5f |
| Threshold to control the transition between the bounf float state to the fall state More...
|
|
float | boundForce = 1f |
| Force applied upwards in an impulse for every step taken when walking in low g More...
|
|
float | boundFrequency = 0.15f |
|
float | boundRelease = 2f |
| Used to control the easing of the low g walking animation crossfade when entering the bound state More...
|
|
float | boundSharpness = 0.2f |
| Used to control the easing of the bound foot to where it is supposed to be when the Kerbal touches the ground More...
|
|
float | boundSpeed = 0.8f |
|
float | boundThreshold = 0.0f |
| Height threshold to detect change from floating in low g to touching the ground again More...
|
|
bool | canRecover |
|
Collider[] | characterColliders |
|
bool | CharacterFrameMode = true |
|
bool | CharacterFrameModeToggle |
|
Transform | ChuteContainerTransform |
| Transform of the EVA parachute when the slim storage is active, inside the Kerbal "model" transform of the prefab More...
|
|
Transform | ChuteJetpackTransform |
| Transform of the EVA parachute when jetpack is enabled, inside the Kerbal "model" transform of the prefab More...
|
|
Transform | ChuteStTransform |
| Transform of the EVA parachute when there is only the parachute inside the inventory, inside the Kerbal "model" transform of the prefab More...
|
|
float | clamberMaxAlt = 100f |
|
float | clamberReach = 0.9f |
|
float | clamberStandoff = 0.45f |
|
string | colorChanger |
|
bool | DebugFSMState |
| If set to true will log FSM state and event changes. More...
|
|
float | evaExitTemperature = 303f |
|
float | feetToPivotDistance = 0.25f |
| This is the idstance from the kerbal's fet to their pivot. It's used when spawning kerbals. More...
|
|
Vector3 | fFwd = Vector3.forward |
|
float | flagReach = 0.3f |
|
Transform | footPivot |
|
int | framesDelayForHelmetDeathCheck = 5 |
| How many initial fixedUpdate frames to delay the WillDieWithoutHelmet Checks More...
|
|
Vector3 | fRgt = Vector3.right |
|
KerbalFSM | fsm |
|
Vector3 | fUp = Vector3.up |
|
float | golfSoundTime |
| The normalized time to play the golf sound FX More...
|
|
float | halfHeight = 0.269f |
|
Transform | hammerAnchor |
| Adjust the hammer prefab position in order to fit with the pick rock sample animation. More...
|
|
GameObject | hammerPrefab |
| The hammer prefab used for the pick rock sample animation. More...
|
|
GameObject[] | handNodes |
|
bool | HasJetpack = false |
| True if Kerbal has a jetpack in its inventory More...
|
|
bool | HasParachute = false |
| True if Kerbal has a parachute in its inventory More...
|
|
GameObject | headLamp |
|
SphereCollider | helmetCollider |
|
HelmetColliderSetup | helmetColliderSetup |
|
SkinnedMeshRenderer | helmetMesh |
|
float | helmetOffMaxOceanPressureAtm = 5.8f |
|
float | helmetOffMaxOceanPressureAtmMargin = 1f |
|
float | helmetOffMaxSafePressureAtm = 20f |
| Maximum atmospheric preasure to be able to breath without helmet More...
|
|
float | helmetOffMaxSafePressureAtmMargin = 5f |
| Safety margin below the max the safe pressure at which the helmet can be taken off More...
|
|
float | helmetOffMaxSafeTempK = 333f |
|
float | helmetOffMaxSafeTempKMargin = 10f |
|
float | helmetOffMinSafePressureAtm = 0.177f |
|
float | helmetOffMinSafePressureAtmMargin = 0.038f |
|
float | helmetOffMinSafeTempK = 223f |
|
float | helmetOffMinSafeTempKMargin = 10f |
|
Transform | helmetTransform |
|
float | hopThreshold = 2f |
|
float | iC = 0.005f |
|
float | initialMass = 1.5f |
|
bool | isRagdoll |
|
bool | JetpackDeployed |
|
bool | JetpackIsThrusting |
|
Transform | JetpackTransform |
| Transform for the jetpack on the Kerbal "model" transform inside the prefab More...
|
|
float | jumpMultiplier = 0.5f |
| Multiplier applied when jumping to the jump force. This is used in the calcs to ensure the kerbal can jump higher when carrying less mass, but not a crazy amount More...
|
|
float | Kd = 0.3f |
|
float | KerbalAvatarUpdateInterval = 0.1f |
| Update interval for the Kerbal's Portrait camera More...
|
|
Camera | kerbalCam00 |
| Kerbal EVA portrait Camera (close up) More...
|
|
Camera | kerbalCam01 |
| Kerbal EVA portrait Camera (distance) More...
|
|
Camera | kerbalCamAtmos |
| Kerbal EVA portrait Camera (Atmosphere and Scaled Space) More...
|
|
Camera | kerbalCamSkyBox |
| Kerbal EVA portrait Camera (skybox) More...
|
|
List< KerbalProp > | kerbalObjects |
| This is a list of various objects that the Kerbal holds and runs animations and FSM states on. More...
|
|
Camera | kerbalPortraitCamera |
| Kerbal EVA portrait Camera (renders EVA layer of the kerbal itself) More...
|
|
float | Ki = 0.25f |
|
float | Kp = 0.7f |
|
float | ladderClimbSpeed = 0.6f |
|
Collider | ladderCollider |
| Reference to the ladder collider. More...
|
|
double | LadderMinCorrectiveForceSqrMag = 0.1d |
|
Transform | ladderPivot |
| Kerbal's ladder collider transform used for positioning the kerbal on a ladder More...
|
|
Vector3 | ladderPosition |
|
float | ladderPushoffForce = 3f |
|
double | LadderVesselPerturbationMultiplier = 1.0d |
|
bool | lampOn = false |
|
float | lastBoundStep |
| Keeps track of the time between each bound state, used to control the speed of the low g walking animation More...
|
|
float | lightB = 0f |
|
float | lightG = 0.5176f |
|
float | lightR = 1f |
|
float | linFXLatch = 0.02f |
| Linear FX Latch value, a value below this will produce no EVA FX for linear movement More...
|
|
float | linFXMaxPower = 0.9f |
| Linear FX max power, what will be the visual power of the FX at the maximum linear thrust More...
|
|
float | linFXMinPower = 0.2f |
| Linear FX min power, what will be the visual power of the FX at the minimum linear thrust More...
|
|
float | linPower = 10f |
|
float | massMultiplier = 0.03f |
|
float | maxJumpForce = 10f |
| Max force applied when jumping More...
|
|
float | minRunningGee = 0.6f |
|
float | minWalkingGee = 0.17f |
|
SkinnedMeshRenderer | neckringMesh |
|
Transform | neckRingTransform |
|
KFSMEvent | On_MoveAcd |
|
float | onFallHeightFromTerrain = 0.3f |
|
Collider[] | otherPhysicColliders |
| Contains the layer EVA colliders that are not stored in the characterColliders, otherRagdollColliders arrays. More...
|
|
Collider[] | otherRagdollColliders |
|
float | pidBoostExponent = 2.7f |
| Factor of PIDBoost formula More...
|
|
float | pidBoostMultiplier = 0.00012f |
| Factor of PIDBoost formula More...
|
|
float | pidBoostThreshold = 55f |
| Factor of PIDBoost formula - the value of thrustPercentage under which the PIDBoost is applied More...
|
|
float | PropellantConsumption = 0.025f |
|
double | propellantResourceDefaultAmount = 5d |
|
string | propellantResourceName = "EVA Propellant" |
|
KerbalRagdollNode[] | ragdollNodes |
|
float | recoverThreshold = 0.6f |
|
double | recoverTime = 3.0 |
|
Transform | referenceTransform |
|
float | rotFXLatch = 0.01f |
| Rotational FX Latch value, a value below this will produce no EVA FX for linear movement More...
|
|
float | rotFXMaxPower = 0.9f |
| Rotation FX max power, what will be the visual power of the FX at the maximum rotational thrust More...
|
|
float | rotFXMinPower = 0.2f |
| Rotation FX min power, what will be the visual power of the FX at the minimum rotational thrust More...
|
|
float | rotPower = 1f |
|
float | runSpeed = 2.2f |
|
float | SlopeForce = 1.2f |
| When walking down hills, an additional force downwards is applied. This keeps the Kerbal rigidbody from jittering. More...
|
|
bool | splatEnabled = true |
|
GameObject | splatPrefab |
|
float | splatSpeed = 50.0f |
|
float | splatThreshold = 150f |
|
KFSMState | st_idle_gr |
|
Transform | StorageSlimTransform |
| Transform for the storage slim on the Kerbal "model" transform inside the prefab More...
|
|
Transform | StorageTransform |
| Transform for the storage on the Kerbal "model" transform inside the prefab More...
|
|
float | strafeSpeed = .5f |
|
float | stumbleThreshold = 3.5f |
|
float | swimSpeed = .8f |
|
float | thrustPercentage = 100f |
| Thrust Limiter for the Jetpack More...
|
|
bool | thrustPercentagePIDBoost = true |
| Tells the orientationPID to increase the thrust at lower thrust limit values - without boosting at low values (below 50%) the kerbal oscillates or accelerates rotationally More...
|
|
LadderEndCheck | topLadderEnd |
| References the trigger that checks the top ladder end. More...
|
|
float | turnRate = 4f |
|
Transform | upperTorso |
|
float | VisorAnimationSpeed = 12f |
| Determines how fast the visor moves when raised and lowered More...
|
|
Renderer | VisorRenderer |
| Visor renderer that contains the material for weld fx More...
|
|
float | walkSpeed = .8f |
|
float | waterAngularDragMultiplier = 0.01f |
|
Transform | weldToolAnchor |
| Adjust the weld tool prefab position in order to fit with the welding animation. More...
|
|
GameObject | weldToolPrefab |
| The weld tool prefab used for the welding animation. More...
|
|
bool | isEnabled = true |
|
bool | moduleIsEnabled = true |
|
string | moduleName |
|
bool | overrideStagingIconIfBlank = true |
|
ModuleResourceHandler | resHandler = new ModuleResourceHandler() |
|
bool | showUpgradesInModuleInfo = false |
|
ProtoPartModuleSnapshot | snapshot |
|
string | stagingDisableText = "" |
|
bool | stagingEnabled = true |
|
string | stagingEnableText = "" |
|
bool | stagingToggleEnabledEditor = false |
|
bool | stagingToggleEnabledFlight = false |
|
List< ConfigNode > | upgrades |
|
List< string > | upgradesApplied = new List<string>() |
|
bool | upgradesApply = true |
|
bool | upgradesAsk = true |
|
|
virtual IEnumerator | AcquirePosition (Vector3 tgtPos, float duration) |
|
virtual IEnumerator | AcquireRotation (Quaternion tgtRot, float duration) |
|
virtual void | ApplyWingnutTorque () |
|
virtual void | AutoTransition () |
|
virtual void | bound_fl_OnEnter (KFSMState st) |
|
virtual void | bound_fl_OnLeave (KFSMState st) |
|
virtual void | bound_gr_acd_OnEnter (KFSMState st) |
|
virtual void | bound_gr_acd_OnLeave (KFSMState st) |
|
virtual void | bound_gr_acd_OnUpdate () |
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virtual void | bound_gr_fps_OnEnter (KFSMState st) |
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virtual void | bound_gr_fps_OnLeave (KFSMState st) |
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virtual void | bound_gr_fps_OnUpdate () |
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virtual void | CalculateGroundLevelAngle () |
| Calculates the angle of the surface the Kerbal is in, also updates the slopeMovementDirection variable, which holds info if the kerbal is moving uphill or downhill More...
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virtual bool | CanPlantFlag () |
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virtual bool | CanRecover () |
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virtual bool | checkExperiments (Part p) |
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virtual void | CheckLadderTriggers () |
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virtual void | clamber_acquireP1_OnEnter (KFSMState st) |
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virtual void | clamber_acquireP1_OnLeave (KFSMState st) |
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virtual void | clamber_acquireP2_OnEnter (KFSMState st) |
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virtual void | clamber_acquireP2_OnLeave (KFSMState st) |
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virtual void | clamber_acquireP3_OnEnter (KFSMState st) |
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virtual void | clamber_acquireP3_OnLeave (KFSMState st) |
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virtual void | controlPanel_identified_OnEnter (KFSMState st) |
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virtual void | ControlPanelInteractionFinished () |
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virtual void | correctGroundedRotation () |
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virtual void | correctLadderPosition () |
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virtual void | correctLadderRotation () |
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virtual void | drawCoordinateFrame () |
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virtual void | EjectFromSeat () |
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virtual void | enteringConstruction_OnEnter (KFSMState st) |
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virtual void | enteringExitingConstruction_OnFixedUpdate () |
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virtual void | exitingConstruction_OnEnter (KFSMState st) |
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virtual void | exitingConstruction_OnLeave (KFSMState st) |
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virtual bool | FindClamberSrf (float fwdOffset, float reach) |
| Does a simple Raycast to find potential surfaces to climb on to More...
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virtual bool | FindControlPanel (float fwdOffset, float reach) |
| Uses a Raycast to find deployed science control panel More...
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virtual void | FinishedPlayingGolf () |
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virtual void | FinishedSmashingBanana () |
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virtual void | FinishedSpinningWingnut () |
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virtual void | FixedUpdate () |
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virtual void | flagAcquireHeading_OnEnter (KFSMState st) |
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virtual void | flagAcquireHeading_OnLateUpdate () |
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virtual void | flagAcquireHeading_OnLeave (KFSMState st) |
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virtual void | flagPlant_OnEnter (KFSMState st) |
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virtual void | flagPlant_OnLeave (KFSMState st) |
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virtual ClamberPath | GetClamberPath (float fwdOffset, float reach) |
| A more comprehensive test of the climbable surface, which returns enough information to animate the Kerbal as he clambers on More...
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virtual void | getCoordinateFrame () |
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virtual bool | GetL19Contact () |
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virtual void | grappled_OnEnter (KFSMState st) |
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virtual void | grappled_OnLeave (KFSMState st) |
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virtual void | HandleMovementInput () |
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virtual void | heading_acquire_OnEnter (KFSMState st) |
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virtual void | heading_acquire_OnLeave (KFSMState st) |
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virtual void | idle_b_OnEnter (KFSMState st) |
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virtual void | idle_b_OnLeave (KFSMState st) |
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virtual void | idle_fl_OnEnter (KFSMState st) |
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virtual void | idle_fl_OnLeave (KFSMState st) |
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virtual void | idle_OnEnter (KFSMState st) |
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virtual void | idle_OnLeave (KFSMState st) |
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virtual void | IntegrateRagdollRigidbodyForces () |
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virtual void | InterpolateLadders () |
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virtual bool | isSelfCollision (Collision c) |
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virtual void | jump_OnEnter (KFSMState st) |
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virtual IEnumerator | kerbalAvatarUpdateCycle () |
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virtual void | ladder_acquire_OnEnter (KFSMState st) |
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virtual void | ladder_acquire_OnLeave (KFSMState st) |
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virtual void | ladder_climb_OnEnter (KFSMState st) |
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virtual void | ladder_climb_OnLeave (KFSMState st) |
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virtual void | ladder_descend_OnEnter (KFSMState st) |
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virtual void | ladder_descend_OnLeave (KFSMState st) |
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virtual void | ladder_end_reached_OnEnter (KFSMState st) |
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virtual void | ladder_end_reached_OnLeave (KFSMState st) |
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virtual void | ladder_idle_OnEnter (KFSMState st) |
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virtual void | ladder_idle_OnLeave (KFSMState st) |
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virtual void | ladder_lean_OnEnter (KFSMState st) |
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virtual void | ladder_lean_OnLateUpdate () |
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virtual void | ladder_lean_OnLeave (KFSMState st) |
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virtual void | ladder_pushoff_OnLeave (KFSMState st) |
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virtual void | land_OnEnter (KFSMState st) |
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virtual void | land_OnUpdate () |
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virtual void | LateUpdate () |
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virtual void | OnDestroy () |
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void | OnDrawGizmosSelected () |
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virtual void | onFrameVelocityChange (Vector3d velOffset) |
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virtual void | onReferencebodyChanged (GameEvents.FromToAction< CelestialBody, CelestialBody > rChg) |
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virtual void | onRotatingFrameChanged (GameEvents.HostTargetAction< CelestialBody, bool > frm) |
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virtual void | OnTriggerExit (Collider o) |
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virtual void | OnTriggerStay (Collider o) |
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virtual void | OnWeldFinish (KerbalEVA kerbalEVA) |
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virtual void | OnWeldStart (KerbalEVA kerbalEVA) |
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virtual void | picking_roc_sample_OnEnter (KFSMState st) |
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virtual void | playing_Golf_OnEnter (KFSMState st) |
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virtual void | PlayingGolfPhysicalBall () |
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virtual void | PostInteractionScreenMessage (string message, float delay=0.1f) |
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virtual void | proceedAndBoard (Part p) |
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void | ProcessEVAFuel () |
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virtual void | ragdoll_OnEnter (KFSMState st) |
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virtual void | ragdoll_OnLeave (KFSMState st) |
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virtual void | recover_OnEnter (KFSMState st) |
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virtual void | recover_OnUpdate () |
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virtual void | RecoverGroundedRotation (float duration) |
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virtual void | ResetOrientationPID () |
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virtual void | ResetRagdollLinks () |
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virtual void | RestoreVesselInfo (float delay) |
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virtual IEnumerator | restoreVesselInfo_afterWait (float delay) |
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virtual void | RocSampleStored () |
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virtual void | run_acd_OnEnter (KFSMState st) |
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virtual void | run_acd_OnLeave (KFSMState st) |
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virtual void | run_fps_OnLeave (KFSMState st) |
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virtual void | run_fps_OnUpdate () |
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virtual void | seated_cmd_OnEnter (KFSMState st) |
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virtual void | seated_cmd_OnLeave (KFSMState st) |
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virtual void | SetEjectDirection () |
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virtual void | SetRagdoll (bool ragDoll, bool preservePose=false) |
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void | SetupEVAFuel () |
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virtual void | SetupFSM () |
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virtual void | SetupJetpackEffects () |
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virtual void | SetupRagdoll (Part part) |
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virtual void | smashing_banana_OnEnter (KFSMState st) |
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virtual void | SmashingBananaParticles () |
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virtual int | SortTriggersByAlignment (Collider c1, Collider c2) |
| Sort ladders by alignment with input movement direction. Automatically prioritizes the current ladder. More...
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virtual int | SortTriggersByDistance (Collider c1, Collider c2) |
| Sort ladders by distance from the kerbal. More...
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virtual void | SpawnBanana () |
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virtual void | SpawnGolf () |
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virtual void | spawnHammer () |
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virtual void | SpawnWingnut () |
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virtual void | spinning_Wingnut_OnEnter (KFSMState st) |
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virtual void | SpinningWingnutForever () |
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virtual void | Splat (Vector3 point, Vector3 normal) |
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virtual IEnumerator | StartEVA (PartModule.StartState state) |
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virtual void | StartGroundedRotationRecover () |
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virtual bool | SurfaceContact () |
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virtual bool | SurfaceOrSplashed () |
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virtual IEnumerator | swichFocusIfActiveVesselUncontrollable_delay (float delay) |
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virtual void | swim_fwd_OnEnter (KFSMState st) |
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virtual void | swim_fwd_OnLeave (KFSMState st) |
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virtual void | swim_idle_OnEnter (KFSMState st) |
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virtual void | swim_idle_OnLeave (KFSMState st) |
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virtual void | SwitchFocusIfActiveVesselUncontrollable (float delay) |
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virtual bool | TestClamberSrf (RaycastHit clamberHitInfo) |
| test a possible clamber surface further to rule out cases like moving objects More...
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virtual void | ToggleJetpack (bool packState) |
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virtual void | Update () |
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virtual void | UpdateCurrentLadder () |
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virtual void | UpdateCurrentLadderIdle () |
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virtual void | UpdateHeading () |
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void | UpdateHelmetOffChecks () |
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virtual void | updateJetpackEffects () |
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virtual void | UpdateLadderMovement () |
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virtual void | UpdateLowGBodyColliders () |
| Updates the body collider height according to the walk low g animation normalized time, so the collision happens at the feet More...
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virtual void | UpdateMovement () |
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virtual void | UpdateOrientationPID () |
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virtual void | UpdatePackAngular () |
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virtual void | UpdatePackFuel () |
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virtual void | UpdatePackLinear () |
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virtual void | updateRagdollVelocities () |
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virtual IEnumerator | waitAndHandleRagdollTimeWarp (int waitFrames) |
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virtual void | walk_Acd_OnEnter (KFSMState st) |
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virtual void | walk_ccd_OnLeave (KFSMState st) |
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virtual void | walk_fps_OnLeave (KFSMState st) |
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virtual void | walk_fps_OnUpdate () |
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virtual void | weld_acquireHeading_OnEnter (KFSMState st) |
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virtual void | weld_acquireHeading_OnFixedUpdate () |
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virtual void | weld_acquireHeading_OnLateUpdate () |
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virtual void | weld_acquireHeading_OnLeave (KFSMState st) |
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virtual void | weld_OnEnter (KFSMState st) |
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virtual void | weld_OnFixedUpdate () |
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virtual void | weld_OnLeave (KFSMState st) |
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virtual void | ZeroRBVelocity () |
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ConfigNode | GetUpgrade (string name) |
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virtual void | LoadUpgradesApplied (List< string > applieds, ConfigNode node) |
| Load the applied upgrade names More...
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virtual void | OnModuleAdjusterAdded (AdjusterPartModuleBase adjuster) |
| Perform processing specific to this part module when an adjuster is added. By default this does nothing is up to each part module to implement it properly. More...
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virtual void | SaveUpgradesApplied (ConfigNode node) |
| Save the applied upgrades. More...
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IEnumerator | UpgradeWaitForScenarioModules () |
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