Kerbal Space Program
1.12.4
|
Public Member Functions | |||||||
void | BlinkLightOff () | ||||||
Turn off the blink functionality. More... | |||||||
void | BlinkLightOn () | ||||||
Turn on the blink functionality. More... | |||||||
void | FixedUpdate () | ||||||
List< PartResourceDefinition > | GetConsumedResources () | ||||||
override Color | GetCurrentColor () | ||||||
Returns the current part module color. More... | |||||||
override string | GetInfo () | ||||||
Returns formatted string of additional data for use in the VAB and SPH More... | |||||||
override string | GetModuleDisplayName () | ||||||
Override this to provide a Localized version of the PartModules Name for UI components More... | |||||||
bool | IsMoving () | ||||||
void | LightOffAction (KSPActionParam param) | ||||||
void | LightOnAction (KSPActionParam param) | ||||||
void | LightsOff () | ||||||
void | LightsOn () | ||||||
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 | OnColorChanged (Color color, string id) | ||||||
Implements color changes More... | |||||||
override void | OnColorChanged (Color color) | ||||||
Implements color changes when the specific color picker is not relevant 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 | OnModuleAdjusterRemoved (AdjusterPartModuleBase adjuster) | ||||||
Perform processing specific to this part module when an adjuster is removed. More... | |||||||
override void | OnStart (PartModule.StartState state) | ||||||
override List< Color > | PresetColors () | ||||||
Preset colors received for any part module. By default, returns only black, override to make your own selection. More... | |||||||
void | SetBlinkState (bool state) | ||||||
Set Blink State to the new state More... | |||||||
void | SetFlareColor (Color c) | ||||||
Disables this light's flare, if it has one More... | |||||||
void | SetLightState (bool state, bool isCounterPart=false) | ||||||
Set the lights on and off. More... | |||||||
void | SetLightState (bool state, Color originalLightColor, bool isCounterPart=false) | ||||||
Set the lights on and off. More... | |||||||
void | SetScalar (float t) | ||||||
Call to tell the module to assume the given state. Mind transition may not happen instantly. Check GetScalar for the actual state of the thing. 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... | |||||||
void | ToggleBlink () | ||||||
Turn on and off the blink functionality. More... | |||||||
void | ToggleLightAction (KSPActionParam param) | ||||||
void | ToggleLightAction (KSPActionType action) | ||||||
Turns the light on or off. More... | |||||||
void | ToggleLights () | ||||||
Toggle the lights on and off. More... | |||||||
void | UpdateLightColors () | ||||||
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 (string fieldName) | ||||||
Returns the current part module color for a field where usespe. 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 | 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 | 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 | 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.
| |||||||
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 | animationName = "LightAnimation" |
float | blinkMax = 2f |
Maximum blink rate, this is setup in the cfg. More... | |
float | blinkMin = 0.2f |
Minimum blink rate, this is setup in the cfg. More... | |
float | blinkRate = 1f |
This is the desired current Blink rate set by the user. More... | |
bool | blinkState = false |
Is the light in its off or on state when blinking More... | |
List< float > | brightnessLevels |
bool | canBlink = false |
Can this light blink? this is setup in the cfg. More... | |
bool | canPitch = false |
Can this light pitch? this is setup in the cfg. More... | |
bool | canRotate = false |
Can this light rotate? this is setup in the cfg. More... | |
bool | castLight = true |
If true casts a light source (and shadows). If false does not cast a light source. More... | |
string | colorChanger |
bool | disableColorPicker = true |
string | displayStatus = Localizer.Format("#autoLOC_219034") |
string | flareRendererName = "Flare" |
This is the Name of the flare transform. If not specified, it means the light has no flare. More... | |
bool | isBlinking = false |
Is the light blinking. More... | |
bool | isOn = false |
float | lightB = 0.875f |
float | lightBrightenSpeed = 0.3f |
float | lightDimSpeed = 0.8f |
float | lightG = 0.875f |
string | lightMeshRendererName |
This is the name of the meshrenderer transform for the light emissive. If not specified or found will use the first renderer found in the part model. If useAnimationDim is true this transform will be animated. More... | |
string | lightName = "toggleableLight" |
This is the Name of the light transform. More... | |
float | lightR = 0.875f |
List< Light > | lights |
List< LightStruct > | lightsList = null |
The list of extra lights loaded from nodes that are present in this part. More... | |
string | moduleID = "lightModule" |
string | movementPitchTransformName = "movementPitchTransformName" |
The name of the transform that we use to pitch if we are doing independent axis. More... | |
string | movementRotateTransformName = "movementRotateTransformName" |
The name of the transform that we use to rotate if we are doing independent axis. More... | |
Transform | movementTransform |
The transform that we use to rotate and pitch. More... | |
string | movementTransformName = "movementTransformName" |
The name of the transform that we use to rotate or pitch. More... | |
Transform | movementTransformPitch |
The transform that we use to pitch. More... | |
Transform | movementTransformRotate |
The transform that we use to rotate. More... | |
float | pitchAngle = 0f |
PAW pitch slide option. More... | |
string | pitchAxisName = "Y" |
The Axis of the light rotation from the model. More... | |
float | pitchMax = 360f |
Maximum pitch angle, this is setup in the cfg. More... | |
float | pitchMin = 0f |
Minimun pitch angle, this is setup in the cfg. More... | |
float | resourceAmount = 0.01f |
string | resourceName = "ElectricCharge" |
string | rotateAxisName = "Z" |
The Axis of the light rotation from the model. More... | |
float | rotateMax = 360f |
Maximum angle of rotation, this is setup in the cfg. More... | |
float | rotateMin = 0f |
Minimun angle of rotation, this is setup in the cfg. More... | |
float | rotationAngle = 0f |
PAW rotation slide option. More... | |
string | status = "Nominal" |
bool | uiWriteLock = false |
bool | useAnimationDim = false |
bool | useAutoDim = false |
bool | useResources = false |
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 | |
float | ApplyIntensityAdjustments (float intensity) |
void | ModifyLightVector (object field) |
Function that rotates the light. More... | |
override void | OnModuleAdjusterAdded (AdjusterPartModuleBase adjuster) |
Perform processing specific to this part module when an adjuster is added. 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 | SaveUpgradesApplied (ConfigNode node) |
Save the applied upgrades. More... | |
IEnumerator | UpgradeWaitForScenarioModules () |
Properties | |
bool | CanMove [get] |
float | GetScalar [get] |
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>() |
|
inlineprotected |
|
inline |
Turn off the blink functionality.
|
inline |
Turn on the blink functionality.
|
inline |
|
inline |
Implements IResourceConsumer.
|
inlinevirtual |
|
inlinevirtual |
Returns formatted string of additional data for use in the VAB and SPH
Reimplemented from PartModule.
|
inlinevirtual |
Override this to provide a Localized version of the PartModules Name for UI components
Reimplemented from PartModule.
|
inline |
Implements IScalarModule.
|
inline |
|
inline |
|
inline |
|
inline |
|
inlineprotected |
Function that rotates the light.
|
inlinevirtual |
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.
|
inlinevirtual |
Implements color changes
color | Input Color |
pickerID | Specific color picker ID |
Reimplemented from PartModule.
|
inlinevirtual |
Implements color changes when the specific color picker is not relevant
color | Input Color |
Reimplemented from PartModule.
|
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.
|
inlinevirtual |
Use OnLoad to load any additional data from the ConfigNode provided
node |
< Get the hash for our resource
Reimplemented from PartModule.
|
inlineprotectedvirtual |
Perform processing specific to this part module when an adjuster is added.
adjuster | Adjuster which will be applied to part module. |
Reimplemented from PartModule.
|
inlinevirtual |
Perform processing specific to this part module when an adjuster is removed.
adjuster | Adjuster which is being removed from part module. |
Reimplemented from PartModule.
|
inline |
|
inlinevirtual |
Preset colors received for any part module. By default, returns only black, override to make your own selection.
Reimplemented from PartModule.
|
inline |
Set Blink State to the new state
|
inline |
Disables this light's flare, if it has one
|
inline |
Set the lights on and off.
state | The state of the light, true = on, false = off |
isCounterPart | The part calling this functions is a symmetry part? |
|
inline |
Set the lights on and off.
state | The state of the light, true = on, false = off |
originalLightColor | The original light color |
isCounterPart | The part calling this functions is a symmetry part? |
|
inline |
Call to tell the module to assume the given state. Mind transition may not happen instantly. Check GetScalar for the actual state of the thing.
s |
Implements IScalarModule.
|
inline |
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.
|
inline |
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.
|
inline |
Turn on and off the blink functionality.
|
inline |
|
inline |
Turns the light on or off.
action | Enum that specifies whether the light should be turned on or off. |
|
inline |
Toggle the lights on and off.
|
inline |
string ModuleLight.animationName = "LightAnimation" |
float ModuleLight.blinkMax = 2f |
Maximum blink rate, this is setup in the cfg.
float ModuleLight.blinkMin = 0.2f |
Minimum blink rate, this is setup in the cfg.
float ModuleLight.blinkRate = 1f |
This is the desired current Blink rate set by the user.
|
protected |
|
protected |
bool ModuleLight.blinkState = false |
Is the light in its off or on state when blinking
List<float> ModuleLight.brightnessLevels |
bool ModuleLight.canBlink = false |
Can this light blink? this is setup in the cfg.
bool ModuleLight.canPitch = false |
Can this light pitch? this is setup in the cfg.
bool ModuleLight.canRotate = false |
Can this light rotate? this is setup in the cfg.
bool ModuleLight.castLight = true |
If true casts a light source (and shadows). If false does not cast a light source.
string ModuleLight.colorChanger |
bool ModuleLight.disableColorPicker = true |
string ModuleLight.displayStatus = Localizer.Format("#autoLOC_219034") |
string ModuleLight.flareRendererName = "Flare" |
This is the Name of the flare transform. If not specified, it means the light has no flare.
bool ModuleLight.isBlinking = false |
Is the light blinking.
bool ModuleLight.isOn = false |
float ModuleLight.lightB = 0.875f |
float ModuleLight.lightBrightenSpeed = 0.3f |
float ModuleLight.lightDimSpeed = 0.8f |
float ModuleLight.lightG = 0.875f |
string ModuleLight.lightMeshRendererName |
This is the name of the meshrenderer transform for the light emissive. If not specified or found will use the first renderer found in the part model. If useAnimationDim is true this transform will be animated.
string ModuleLight.lightName = "toggleableLight" |
This is the Name of the light transform.
float ModuleLight.lightR = 0.875f |
List<Light> ModuleLight.lights |
List<LightStruct> ModuleLight.lightsList = null |
The list of extra lights loaded from nodes that are present in this part.
string ModuleLight.moduleID = "lightModule" |
string ModuleLight.movementPitchTransformName = "movementPitchTransformName" |
The name of the transform that we use to pitch if we are doing independent axis.
string ModuleLight.movementRotateTransformName = "movementRotateTransformName" |
The name of the transform that we use to rotate if we are doing independent axis.
Transform ModuleLight.movementTransform |
The transform that we use to rotate and pitch.
Will be null if axis are independant
string ModuleLight.movementTransformName = "movementTransformName" |
The name of the transform that we use to rotate or pitch.
Transform ModuleLight.movementTransformPitch |
The transform that we use to pitch.
Will be null if we using same transform for both rotate and pitch - or no movement
Transform ModuleLight.movementTransformRotate |
The transform that we use to rotate.
Will be null if we using same transform for both rotate and pitch - or no movement
float ModuleLight.pitchAngle = 0f |
PAW pitch slide option.
|
protected |
|
protected |
string ModuleLight.pitchAxisName = "Y" |
The Axis of the light rotation from the model.
float ModuleLight.pitchMax = 360f |
Maximum pitch angle, this is setup in the cfg.
float ModuleLight.pitchMin = 0f |
Minimun pitch angle, this is setup in the cfg.
float ModuleLight.resourceAmount = 0.01f |
string ModuleLight.resourceName = "ElectricCharge" |
string ModuleLight.rotateAxisName = "Z" |
The Axis of the light rotation from the model.
float ModuleLight.rotateMax = 360f |
Maximum angle of rotation, this is setup in the cfg.
float ModuleLight.rotateMin = 0f |
Minimun angle of rotation, this is setup in the cfg.
float ModuleLight.rotationAngle = 0f |
PAW rotation slide option.
|
protected |
|
protected |
string ModuleLight.status = "Nominal" |
bool ModuleLight.uiWriteLock = false |
bool ModuleLight.useAnimationDim = false |
bool ModuleLight.useAutoDim = false |
bool ModuleLight.useResources = false |
|
get |
|
get |
|
get |
|
get |
|
get |