Kerbal Space Program
1.12.4
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Public Member Functions | |||||||
virtual void | FixedUpdate () | ||||||
If in automatic mode (useRate is true) and setup correctly then:- If the animState is ON increase the color up to full over time. If the animState is OFF decrease the color down to zero over time. More... | |||||||
override string | GetModuleDisplayName () | ||||||
Override this to provide a Localized version of the PartModules Name for UI components More... | |||||||
bool | IsMoving () | ||||||
Returns true if the color is currently animating otherwise returns false. More... | |||||||
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... | |||||||
override void | OnLoad (ConfigNode node) | ||||||
Use OnLoad to load any additional data from the ConfigNode provided More... | |||||||
override 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... | |||||||
void | SetScalar (float t) | ||||||
Set the color. If the module has useRate to false (manual mode) then the color will be applied scalar evaluated against the defined floatcurves on the module. If useRate is true (automatic mode) the state is set to turn off or on the animation starting at the normalized value passed in. If the value passed in is less than 0.5 it will begin turning off and if it is greater than or equal to 0.5 it will begin turning it on. More... | |||||||
void | SetState (bool val) | ||||||
Set the state to on (true) or off (false) More... | |||||||
void | SetState (float val) | ||||||
Set the colors based on the passed in value and evaluate against the floatcurves. More... | |||||||
void | SetState (Color val) | ||||||
Update the color values based on the passed in color variable. More... | |||||||
void | SetUIRead (bool state) | ||||||
Call to set whether or not the module will display its own UI. Read and Write define which kinds of information are allowed to be displayed More... | |||||||
void | SetUIWrite (bool state) | ||||||
Call to set whether or not the module will display its own UI. Read and Write define which kinds of information are allowed to be displayed More... | |||||||
virtual void | Start () | ||||||
virtual void | ToggleAction (KSPActionParam param) | ||||||
virtual void | ToggleEvent () | ||||||
virtual void | Update () | ||||||
If the module is in automatic mode (useRate = true) and isValid is true set the color state to the currentRate. 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... | |||||||
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 | 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 | 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... | |||||||
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 | 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 | OnStoredInInventory (ModuleInventoryPart moduleInventoryPart) | ||||||
Called when the part is stored in an inventory. 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.
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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 | |
FloatCurve | alphaCurve |
Define the alpha floatcurve. More... | |
bool | alphaOnly = false |
If true will only use floatcurve on alpha channel and use red/blue/greenColor - fixed for the rgb. More... | |
float | animRate = 1f |
The speed at which the floatcurve is applied to the colors. Is multiplied by the fixeddeltatime. More... | |
bool | animState = false |
If false = 0 off. True = 1 on. More... | |
float | blueColor = 0 |
Blue Color float - only used to set color.b to fixed value if alphaOnly is set to true. More... | |
FloatCurve | blueCurve |
Define a Blue floatcurve. More... | |
KSPActionGroup | defaultActionGroup = KSPActionGroup.None |
This is the default action group the Actions are assigned to. More... | |
string | eventOffName = string.Empty |
Text will appear on the Action Button when Off. More... | |
string | eventOnName = string.Empty |
Text will appear on the Action Button when On. More... | |
List< string > | excludedRenderers = new List<string>() |
float | greenColor = 0 |
Green Color float - only used to set color.g to fixed value if alphaOnly is set to true. More... | |
FloatCurve | greenCurve |
Define a Green floatcurve. More... | |
List< string > | includedRenderers = new List<string>() |
string | materialsNames = "" |
A comma separated list of Materials names to include in renderers (only used if useMAterialsList is true) More... | |
string | moduleID = "colorChanger" |
float | redColor = 0 |
Red Color float - only used to set color.r to fixed value if alphaOnly is set to true. More... | |
FloatCurve | redCurve |
Define a Red floatcurve. More... | |
string | shaderProperty = "" |
int | shaderPropertyInt |
bool | toggleAction = false |
Action is set to active or not. More... | |
bool | toggleInEditor = true |
Action button to toggle the animation available in the editor More... | |
bool | toggleInFlight = true |
Action button to toggle the animation available in flight More... | |
string | toggleName = "Toggle Color" |
Text that will appear on the Action Button More... | |
bool | toggleUnfocused = false |
GUI action is available when unfocused More... | |
float | unfocusedRange = 5f |
The unfocused range. More... | |
bool | useMaterialsList = false |
If True will use materialsNames list to only include renderers with matching material names More... | |
bool | useRate = true |
True will automatically apply the color animations More... | |
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< ConfigNode > | upgrades |
List< string > | upgradesApplied = new List<string>() |
bool | upgradesApply = true |
bool | upgradesAsk = true |
Protected Member Functions | |
void | SetEventName () |
void | UpdateColor (MaterialPropertyBlock mpb) |
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 | |
Color | color |
float | currentRateState = 0f |
bool | isValid = false |
List< Renderer > | renderers |
Properties | |
bool | CanMove [get] |
float | CurrentRateState [get] |
float | GetScalar [get] |
Returns the current color normalized value. More... | |
EventData< float, float > | OnMoving [get] |
EventData< float > | OnStop [get] |
string | ScalarModuleID [get] |
Properties inherited from PartModule | |
BaseActionList | Actions [get] |
int | ClassID [get] |
string | ClassName [get] |
List< AdjusterPartModuleBase > | CurrentModuleAdjusterList [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 IScalarModule | |
bool | CanMove [get] |
A flag stating whether or not the module is able to change state at all. More... | |
float | GetScalar [get] |
EventData< float, float > | OnMoving [get] |
EventData< float > | OnStop [get] |
string | ScalarModuleID [get] |
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>() |
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If in automatic mode (useRate is true) and setup correctly then:- If the animState is ON increase the color up to full over time. If the animState is OFF decrease the color down to zero over time.
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Override this to provide a Localized version of the PartModules Name for UI components
Reimplemented from PartModule.
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Returns true if the color is currently animating otherwise returns false.
Implements IScalarModule.
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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
Reimplemented from PartModule.
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Use OnLoad to load any additional data from the ConfigNode provided
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Reimplemented from PartModule.
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Called when the part starts. The StartState gives an indication of where in flight you are. All values may not be plugged in!
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Reimplemented from PartModule.
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Set the color. If the module has useRate to false (manual mode) then the color will be applied scalar evaluated against the defined floatcurves on the module. If useRate is true (automatic mode) the state is set to turn off or on the animation starting at the normalized value passed in. If the value passed in is less than 0.5 it will begin turning off and if it is greater than or equal to 0.5 it will begin turning it on.
t | float value between 0 and 1 |
Implements IScalarModule.
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Set the state to on (true) or off (false)
val | bool value for on or off |
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Set the colors based on the passed in value and evaluate against the floatcurves.
val | float value normalized 0 to 1 |
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Update the color values based on the passed in color variable.
val | Color variable |
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Call to set whether or not the module will display its own UI. Read and Write define which kinds of information are allowed to be displayed
Implements IScalarModule.
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Call to set whether or not the module will display its own UI. Read and Write define which kinds of information are allowed to be displayed
Implements IScalarModule.
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If the module is in automatic mode (useRate = true) and isValid is true set the color state to the currentRate.
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FloatCurve ModuleColorChanger.alphaCurve |
Define the alpha floatcurve.
bool ModuleColorChanger.alphaOnly = false |
If true will only use floatcurve on alpha channel and use red/blue/greenColor - fixed for the rgb.
float ModuleColorChanger.animRate = 1f |
The speed at which the floatcurve is applied to the colors. Is multiplied by the fixeddeltatime.
bool ModuleColorChanger.animState = false |
If false = 0 off. True = 1 on.
float ModuleColorChanger.blueColor = 0 |
Blue Color float - only used to set color.b to fixed value if alphaOnly is set to true.
FloatCurve ModuleColorChanger.blueCurve |
Define a Blue floatcurve.
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KSPActionGroup ModuleColorChanger.defaultActionGroup = KSPActionGroup.None |
This is the default action group the Actions are assigned to.
string ModuleColorChanger.eventOffName = string.Empty |
Text will appear on the Action Button when Off.
string ModuleColorChanger.eventOnName = string.Empty |
Text will appear on the Action Button when On.
List<string> ModuleColorChanger.excludedRenderers = new List<string>() |
float ModuleColorChanger.greenColor = 0 |
Green Color float - only used to set color.g to fixed value if alphaOnly is set to true.
FloatCurve ModuleColorChanger.greenCurve |
Define a Green floatcurve.
List<string> ModuleColorChanger.includedRenderers = new List<string>() |
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string ModuleColorChanger.materialsNames = "" |
A comma separated list of Materials names to include in renderers (only used if useMAterialsList is true)
string ModuleColorChanger.moduleID = "colorChanger" |
float ModuleColorChanger.redColor = 0 |
Red Color float - only used to set color.r to fixed value if alphaOnly is set to true.
FloatCurve ModuleColorChanger.redCurve |
Define a Red floatcurve.
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string ModuleColorChanger.shaderProperty = "" |
int ModuleColorChanger.shaderPropertyInt |
bool ModuleColorChanger.toggleAction = false |
Action is set to active or not.
bool ModuleColorChanger.toggleInEditor = true |
Action button to toggle the animation available in the editor
bool ModuleColorChanger.toggleInFlight = true |
Action button to toggle the animation available in flight
string ModuleColorChanger.toggleName = "Toggle Color" |
Text that will appear on the Action Button
bool ModuleColorChanger.toggleUnfocused = false |
GUI action is available when unfocused
float ModuleColorChanger.unfocusedRange = 5f |
The unfocused range.
bool ModuleColorChanger.useMaterialsList = false |
If True will use materialsNames list to only include renderers with matching material names
bool ModuleColorChanger.useRate = true |
True will automatically apply the color animations
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Returns the current color normalized value.
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