Kerbal Space Program  1.12.4
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Properties Events Macros
Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes | Properties | List of all members
ModuleAnimationGroup Class Reference
Inheritance diagram for ModuleAnimationGroup:
PartModule IMultipleDragCube

Public Member Functions

void AssumeDragCubePosition (string name)
 Used by the DragCubeSystem when it is generating drag cube entries on startup if none are found for this module. When called the module should set it's model position/setup to match the expected position/orientation when 'name' drag cube is active. More...
 
void DeployModule ()
 
void DeployModuleAction (KSPActionParam param)
 
string[] GetDragCubeNames ()
 Should return an array of strings that are the drag cube names that this module implements. More...
 
void LateUpdate ()
 
virtual void OnDestroy ()
 Called when the object is destroyed. More...
 
override 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...
 
override void OnLoad (ConfigNode node)
 Use OnLoad to load any additional data from the ConfigNode provided More...
 
override void OnStart (PartModule.StartState state)
 Animation initialisation. Called by the Part during its Start() method. More...
 
override void OnStoredInInventory (ModuleInventoryPart moduleInventoryPart)
 Called when the part is stored in an inventory. More...
 
void RetractModule ()
 
void RetractModuleAction (KSPActionParam param)
 
void ToggleModuleAction (KSPActionParam param)
 
void Update ()
 
bool UsesProceduralDragCubes ()
 Used by the DragCubeSystem when it is generating drag cube entries on startup if none are found for this module. Should return true if this module is to use procedural drag cubes and false if it is to generate drag cubes for the drag cube names returned in GetDragCubeNames method. More...
 
- Public Member Functions inherited from PartModule
void AddPartModuleAdjuster (AdjusterPartModuleBase newAdjuster)
 Call this to add an adjuster to this part module. More...
 
void AddPartModuleAdjusterList (List< AdjusterPartModuleBase > moduleAdjusters)
 Applies the appropriate module adjusters. Performs checks to make sure that the adjusters are valid too. More...
 
bool AppliedUpgrades ()
 Returns true if upgrades are applied More...
 
void ApplyAdjustersOnStart ()
 Called when a part module is loaded and applies all of the currently loaded adjusters. More...
 
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...
 
virtual bool ApplyUpgrades (StartState state)
 Will find and apply upgrades. Called during Part's ModulesOnStart, before a module's OnStart. More...
 
void Awake ()
 
delegate bool boolPMApplyUpgrades (PartModule pm, StartState state)
 
delegate bool boolPMBoolDelegate (PartModule pm, bool apply)
 
void ClearPersistentId ()
 Clear the modules persistentId More...
 
void Copy (PartModule fromModule)
 
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...
 
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...
 
virtual Color GetCurrentColor ()
 Returns the current part module color. More...
 
virtual Color GetCurrentColor (string fieldName)
 Returns the current part module color for a field where usespe. More...
 
virtual string GetInfo ()
 Returns formatted string of additional data for use in the VAB and SPH More...
 
virtual string GetModuleDisplayName ()
 Override this to provide a Localized version of the PartModules Name for UI components More...
 
uint GetPersistenActiontId ()
 Get the modules persistentID, and create one if it doesnt already have one More...
 
uint GetPersistentId ()
 Get the modules persistentID, and create one if it doesnt already have one More...
 
virtual string GetStagingDisableText ()
 
virtual string GetStagingEnableText ()
 
virtual string GetUpgradeInfo ()
 Called by Upgrade Stats dialog More...
 
bool HasUpgrades ()
 Returns true if upgrades exist for the partmodule More...
 
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...
 
bool IsValidContractObjective (string objectiveType)
 Returns if, for example, an antenna part module qualifies as an antenna for contracts. More...
 
void Load (ConfigNode node)
 
virtual void LoadUpgrades (ConfigNode node)
 Loads module-relevant upgrades from the partmodule confignode More...
 
uint NewPersistentId ()
 Reset the modules persistentId to a new number More...
 
virtual void OnActive ()
 Called when the part is set active (after unpacking etc) More...
 
virtual 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...
 
virtual void OnColorChanged (Color color)
 Meant to be overwritten by part modules implementing color changes. In this case, it doesn't matter which color picker changed specifically. More...
 
virtual void OnColorChanged (Color color, string pickerID="")
 Meant to be overwritten by part modules implementing color changes More...
 
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...
 
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...
 
virtual void OnCopy (PartModule fromModule)
 Use OnCopy to copy any additional data from the PartModule provided More...
 
virtual void OnFixedUpdate ()
 Called every physics/fixed frame that the part is active More...
 
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...
 
virtual void OnInactive ()
 Called before the part goes inactive (after packing etc) More...
 
virtual void OnInitialize ()
 Called on all modules after all parts are loaded but before they give the ship to the game More...
 
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...
 
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...
 
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...
 
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...
 
virtual void OnSave (ConfigNode node)
 Use OnSave to serialize additional module information into the ConfigNode provided More...
 
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...
 
virtual void OnStartBeforePartAttachJoint (StartState state)
 Called in flight scene in Part.Start just before the Part attachnode joints are created. More...
 
virtual 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...
 
virtual void OnUpdate ()
 Called every frame that the part is active More...
 
virtual void OnWasCopied (PartModule copyPartModule, bool asSymCounterpart)
 Called when the PartModule was copied, through Alt+Copy or symmetry More...
 
virtual void OnWillBeCopied (bool asSymCounterpart)
 Called when the PartModule is about to be copied, through Alt+Copy or symmetry More...
 
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
rotationThe current calculated rotation. Will be updated if method returns true.
selPartNodeThe attachnode.
partParentThe part that will become this part's parent.
Returns
True if the rotation was changed. Otherwise will return false.
More...
 
virtual List< Color > PresetColors ()
 Preset colors received for any part module. By default, returns only black, override to make your own selection. More...
 
virtual string PrintUpgrades ()
 
virtual void PromoteToPhysicalPart ()
 This method will be called from Part class PromoteToPhysicalPart when the part is being converted from physicsless to physical part. More...
 
void RemovePartModuleAdjuster (AdjusterPartModuleBase oldAdjuster)
 Call this to remove an adjuster from this part module. More...
 
void RemovePartModuleAdjusterList (List< AdjusterPartModuleBase > moduleAdjusters)
 Removes the appropriate module adjusters. Performs checks to make sure that the adjusters are valid too. More...
 
void Save (ConfigNode node)
 
virtual void SetStaging (bool newValue)
 Run by the part's staging toggle handler, sets staging on modules on symmetry counterparts. More...
 
void SetStagingState (bool newState)
 Set the staging enabled bool for this module. More...
 
virtual bool StagingEnabled ()
 Gets current staging status (is staging enabled for this module) Override me! More...
 
virtual bool StagingToggleEnabledEditor ()
 
virtual bool StagingToggleEnabledFlight ()
 
void ToggleStaging ()
 
virtual void UpdateStagingToggle ()
 Updates the staging toggle More...
 
delegate void voidPMApplyNodeDelegate (PartModule pm, List< string > appliedUps, ConfigNode node, bool doLoad)
 
delegate void voidPMDelegate (PartModule pm)
 
delegate void voidPMNodeDelegate (PartModule pm, ConfigNode node)
 

Public Attributes

string activeAnimationName = ""
 
string activeEffectName = "Active"
 Name of the active effect. More...
 
bool alwaysActive = false
 
string animationStatus = ""
 
bool autoDeploy = false
 Set to True will suppressActionsEvents to true (so there are no PAW actions or events shown) Will set isDeployed to true on startup. Another module must manage the deployment. More...
 
string deactivateAnimationName = ""
 
string deployActionName = "#autoLOC_6001333"
 
string deployAnimationName = ""
 
string deployEffectName = "Deploy"
 Name of the deploy effect. More...
 
bool displayActions = true
 If set to False all Actions will be suppressed from the UI. More...
 
bool isDeployed = false
 
string moduleType = "#autoLOC_6002383"
 
bool realTimeAnimation = false
 Whether animation plays in real time rather than game time. i.e. Will it skip frames if the frame rate is low? More...
 
string retractActionName = "#autoLOC_6001339"
 
string retractEffectName = "Retract"
 Name of the retract effect. More...
 
bool stopActiveAnimIfDisabled = false
 
bool suppressActionsEvents = false
 Set to True will suppress all Actions and Events from the PAW and UI. Does NOT set isDeployed to true on startup. Another module must manage the deployment. More...
 
string toggleActionName = "#autoLOC_6001329"
 
- Public Attributes inherited from PartModule
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< ConfigNodeupgrades
 
List< string > upgradesApplied = new List<string>()
 
bool upgradesApply = true
 
bool upgradesAsk = true
 

Protected Member Functions

virtual AnimationState GetCurrentPlayingAnimationState ()
 Gets the animation state of the current animation. More...
 
virtual void OnPause ()
 Called when the game pauses More...
 
virtual void OnUnpause ()
 Called when the game unpauses More...
 
virtual void Start ()
 
virtual void UpdateAnimationTime ()
 Update the animation time to keep it matched to the frame rate. More...
 
- Protected Member Functions inherited from PartModule
ConfigNode GetUpgrade (string name)
 
virtual void LoadUpgradesApplied (List< string > applieds, ConfigNode node)
 Load the applied upgrade names More...
 
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...
 
virtual void SaveUpgradesApplied (ConfigNode node)
 Save the applied upgrades. More...
 
IEnumerator UpgradeWaitForScenarioModules ()
 

Protected Attributes

float animationStartTime
 Time at which the animation started playing. More...
 
float pauseStartTime
 Time at which the pause menu was opened. More...
 

Properties

Animation ActiveAnimation [get, set]
 
Animation DeactivateAnimation [get, set]
 
Animation DeployAnimation [get, set]
 
bool IsMultipleCubesActive [get]
 
- Properties inherited from PartModule
BaseActionList Actions [get]
 
int ClassID [get]
 
string ClassName [get]
 
List< AdjusterPartModuleBaseCurrentModuleAdjusterList [get]
 List of all the module adjusters that are currently active on this part module. More...
 
BaseEventList Events [get]
 
BaseFieldList Fields [get]
 
string GUIName [get]
 
bool HasAdjusters [get]
 Has this part module been adjusted? More...
 
ReflectedAttributes ModuleAttributes [get, set]
 
Part part [get, set]
 
uint PersistentActionsId [get, set]
 A unique identifier for each vessel including from when it was Shipconstruct More...
 
uint PersistentId [get]
 A unique identifier for each vessel including from when it was Shipconstruct More...
 
Vessel vessel [get]
 
- Properties inherited from IMultipleDragCube
bool IsMultipleCubesActive [get]
 Used by the DragCubeSystem when it is generating drag cube entries on startup if none are found for this module. Should return true if multiple drag cubes are expected to be generated for the part this module is a part of or false if not. More...
 

Additional Inherited Members

- Public Types inherited from PartModule
enum  PartUpgradeState { PartUpgradeState.NONE, PartUpgradeState.LOCKED, PartUpgradeState.AVAILABLE }
 
enum  StartState {
  StartState.None = 0, StartState.Editor = 1, StartState.PreLaunch = 2, StartState.Landed = 4,
  StartState.Docked = 8, StartState.Flying = 16, StartState.Splashed = 32, StartState.SubOrbital = 64,
  StartState.Orbital = 128
}
 
- Static Public Member Functions inherited from PartModule
static ReflectedAttributes GetReflectedAttributes (Type partModuleType)
 
static PartUpgradeState UpgradesAvailable (Part part)
 Returns true if at least one module on the part has at least one upgrade available (isUnlocked) More...
 
static PartUpgradeState UpgradesAvailable (Part part, ConfigNode node)
 Returns true if at least one module on the part has at least one upgrade available (isUnlocked) More...
 
- Static Public Attributes inherited from PartModule
static voidPMApplyNodeDelegate ApplyUpgradeNodeDel
 
static boolPMApplyUpgrades ApplyUpgradesDel
 
static bool ApplyUpgradesEditorAuto = true
 
static boolPMBoolDelegate FindUpgradesDel
 
static voidPMNodeDelegate LoadExpansionNodes
 Hook for loading extra nodes common to all part modules. More...
 
static voidPMNodeDelegate LoadUpgradesDel
 
static voidPMNodeDelegate SaveExpansionNodes
 Hook for saving extra nodes common to all part modules. More...
 
static voidPMDelegate SetupExpansion
 Hook for performing extra setup common to all part modules. More...
 
static string UpgradesAvailableString = "#autoLOC_6002273"
 
static string UpgradesLockedString = "#autoLOC_6002274"
 
- Static Protected Attributes inherited from PartModule
static Dictionary< string,
ConfigNode
exclusives = new Dictionary<string, ConfigNode>()
 
static Dictionary< Type,
ReflectedAttributes
reflectedAttributeCache = new Dictionary<Type, ReflectedAttributes>()
 

Member Function Documentation

void ModuleAnimationGroup.AssumeDragCubePosition ( string  name)
inline

Used by the DragCubeSystem when it is generating drag cube entries on startup if none are found for this module. When called the module should set it's model position/setup to match the expected position/orientation when 'name' drag cube is active.

Parameters
nameThe name of the drag cube to assume the position/setup for.

Implements IMultipleDragCube.

void ModuleAnimationGroup.DeployModule ( )
inline
void ModuleAnimationGroup.DeployModuleAction ( KSPActionParam  param)
inline
virtual AnimationState ModuleAnimationGroup.GetCurrentPlayingAnimationState ( )
inlineprotectedvirtual

Gets the animation state of the current animation.

Returns
AnimationState of the current animation.
string [] ModuleAnimationGroup.GetDragCubeNames ( )
inline

Should return an array of strings that are the drag cube names that this module implements.

Returns

Implements IMultipleDragCube.

void ModuleAnimationGroup.LateUpdate ( )
inline
virtual void ModuleAnimationGroup.OnDestroy ( )
inlinevirtual

Called when the object is destroyed.

override void ModuleAnimationGroup.OnInventoryModeDisable ( )
inlinevirtual

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.

Reimplemented from PartModule.

override void ModuleAnimationGroup.OnLoad ( ConfigNode  node)
inlinevirtual

Use OnLoad to load any additional data from the ConfigNode provided

Parameters
node

Reimplemented from PartModule.

virtual void ModuleAnimationGroup.OnPause ( )
inlineprotectedvirtual

Called when the game pauses

override void ModuleAnimationGroup.OnStart ( PartModule.StartState  state)
inline

Animation initialisation. Called by the Part during its Start() method.

override void ModuleAnimationGroup.OnStoredInInventory ( ModuleInventoryPart  moduleInventoryPart)
inlinevirtual

Called when the part is stored in an inventory.

Parameters
moduleInventoryPart

Reimplemented from PartModule.

virtual void ModuleAnimationGroup.OnUnpause ( )
inlineprotectedvirtual

Called when the game unpauses

void ModuleAnimationGroup.RetractModule ( )
inline
void ModuleAnimationGroup.RetractModuleAction ( KSPActionParam  param)
inline
virtual void ModuleAnimationGroup.Start ( )
inlineprotectedvirtual
void ModuleAnimationGroup.ToggleModuleAction ( KSPActionParam  param)
inline
void ModuleAnimationGroup.Update ( )
inline
virtual void ModuleAnimationGroup.UpdateAnimationTime ( )
inlineprotectedvirtual

Update the animation time to keep it matched to the frame rate.

bool ModuleAnimationGroup.UsesProceduralDragCubes ( )
inline

Used by the DragCubeSystem when it is generating drag cube entries on startup if none are found for this module. Should return true if this module is to use procedural drag cubes and false if it is to generate drag cubes for the drag cube names returned in GetDragCubeNames method.

Returns

Implements IMultipleDragCube.

Member Data Documentation

string ModuleAnimationGroup.activeAnimationName = ""
string ModuleAnimationGroup.activeEffectName = "Active"

Name of the active effect.

bool ModuleAnimationGroup.alwaysActive = false
float ModuleAnimationGroup.animationStartTime
protected

Time at which the animation started playing.

string ModuleAnimationGroup.animationStatus = ""
bool ModuleAnimationGroup.autoDeploy = false

Set to True will suppressActionsEvents to true (so there are no PAW actions or events shown) Will set isDeployed to true on startup. Another module must manage the deployment.

string ModuleAnimationGroup.deactivateAnimationName = ""
string ModuleAnimationGroup.deployActionName = "#autoLOC_6001333"
string ModuleAnimationGroup.deployAnimationName = ""
string ModuleAnimationGroup.deployEffectName = "Deploy"

Name of the deploy effect.

bool ModuleAnimationGroup.displayActions = true

If set to False all Actions will be suppressed from the UI.

bool ModuleAnimationGroup.isDeployed = false
string ModuleAnimationGroup.moduleType = "#autoLOC_6002383"
float ModuleAnimationGroup.pauseStartTime
protected

Time at which the pause menu was opened.

bool ModuleAnimationGroup.realTimeAnimation = false

Whether animation plays in real time rather than game time. i.e. Will it skip frames if the frame rate is low?

string ModuleAnimationGroup.retractActionName = "#autoLOC_6001339"
string ModuleAnimationGroup.retractEffectName = "Retract"

Name of the retract effect.

bool ModuleAnimationGroup.stopActiveAnimIfDisabled = false
bool ModuleAnimationGroup.suppressActionsEvents = false

Set to True will suppress all Actions and Events from the PAW and UI. Does NOT set isDeployed to true on startup. Another module must manage the deployment.

string ModuleAnimationGroup.toggleActionName = "#autoLOC_6001329"

Property Documentation

Animation ModuleAnimationGroup.ActiveAnimation
getset
Animation ModuleAnimationGroup.DeactivateAnimation
getset
Animation ModuleAnimationGroup.DeployAnimation
getset
bool ModuleAnimationGroup.IsMultipleCubesActive
get

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