Kerbal Space Program  1.12.4
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KerbalExpressionAI Class Reference
Inheritance diagram for KerbalExpressionAI:

Public Attributes

float fearFactor
 ranges from -1 to 1, where -1 is total panic, 1 is full wheee, and 0 is idle More...
 
float flight_angularV
 
float flight_gee
 
float flight_velocity
 
float headBobAmount = 20.0f
 
MeshFilter headMesh
 
Transform headRef
 
Mesh idleMesh
 
float idleThreshold = 0.2f
 
float noiseSeed
 
float panicLevel
 
Mesh[] panicMeshes
 
ProtoCrewMember protoCrewMember
 
float updateInterval
 
float wheeeLevel
 
Mesh[] wheeeMeshes
 

Protected Member Functions

virtual void Awake ()
 
virtual void explosionReaction (GameEvents.ExplosionReaction er)
 
virtual void FixedUpdate ()
 
virtual IEnumerator kerbalAvatarUpdateCycle ()
 
virtual void OnDestroy ()
 
virtual void Start ()
 
virtual void Update ()
 
virtual void UpdateExpressionAI ()
 
virtual void UpdateHeadMesh ()
 
virtual void UpdateHeadTransforms ()
 

Protected Attributes

float courage
 
Mesh currentMesh
 
float expression
 
Quaternion helmetInitRot
 
bool isBadass
 
bool running
 
float stupidity
 

Member Function Documentation

virtual void KerbalExpressionAI.Awake ( )
inlineprotectedvirtual
virtual void KerbalExpressionAI.explosionReaction ( GameEvents.ExplosionReaction  er)
inlineprotectedvirtual
virtual void KerbalExpressionAI.FixedUpdate ( )
inlineprotectedvirtual

< this isn't actually gee force... but it looks funnier like this

virtual IEnumerator KerbalExpressionAI.kerbalAvatarUpdateCycle ( )
inlineprotectedvirtual
virtual void KerbalExpressionAI.OnDestroy ( )
inlineprotectedvirtual
virtual void KerbalExpressionAI.Start ( )
inlineprotectedvirtual
virtual void KerbalExpressionAI.Update ( )
inlineprotectedvirtual
virtual void KerbalExpressionAI.UpdateExpressionAI ( )
inlineprotectedvirtual

< rule 1 (weight 0.6)

< rule 2

< rule 4

< rule 6

< rule 8

< rule 2 and 3

< rule 3 and 5

< rule 6

< rule 7

< balance out wheee vs panic

virtual void KerbalExpressionAI.UpdateHeadMesh ( )
inlineprotectedvirtual

< and apply the appropriate mesh

virtual void KerbalExpressionAI.UpdateHeadTransforms ( )
inlineprotectedvirtual

< animate the kerbal (higher expression levels will increase movement)

Member Data Documentation

float KerbalExpressionAI.courage
protected
Mesh KerbalExpressionAI.currentMesh
protected
float KerbalExpressionAI.expression
protected
float KerbalExpressionAI.fearFactor

ranges from -1 to 1, where -1 is total panic, 1 is full wheee, and 0 is idle

float KerbalExpressionAI.flight_angularV
float KerbalExpressionAI.flight_gee
float KerbalExpressionAI.flight_velocity
float KerbalExpressionAI.headBobAmount = 20.0f
MeshFilter KerbalExpressionAI.headMesh
Transform KerbalExpressionAI.headRef
Quaternion KerbalExpressionAI.helmetInitRot
protected
Mesh KerbalExpressionAI.idleMesh
float KerbalExpressionAI.idleThreshold = 0.2f
bool KerbalExpressionAI.isBadass
protected
float KerbalExpressionAI.noiseSeed
float KerbalExpressionAI.panicLevel
Mesh [] KerbalExpressionAI.panicMeshes
ProtoCrewMember KerbalExpressionAI.protoCrewMember
bool KerbalExpressionAI.running
protected
float KerbalExpressionAI.stupidity
protected
float KerbalExpressionAI.updateInterval
float KerbalExpressionAI.wheeeLevel
Mesh [] KerbalExpressionAI.wheeeMeshes

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