Kerbal Space Program  1.12.4
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ModulePartFirework Class Reference
Inheritance diagram for ModulePartFirework:
PartModule IPartMassModifier

Public Member Functions

override Color GetCurrentColor (string fieldName)
 Returns the current part module color for a field where usespe. More...
 
float GetModuleMass (float defaultMass, ModifierStagingSituation sit)
 Return the amount to modify the original part's dry mass by. Returned values are added to the base mass. (0 means no effect) More...
 
ModifierChangeWhen GetModuleMassChangeWhen ()
 Return under which circumstances the modulemass changes More...
 
void LaunchShell ()
 Fire in the hole! More...
 
void LaunchShellAction (KSPActionParam param)
 
void LaunchShellEvent ()
 
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 pickerName)
 Sets the color to the corresponding internal variable and tries to set it to the color picker as well. More...
 
override void OnLoad (ConfigNode node)
 Use OnLoad to load any additional data from the ConfigNode provided More...
 
override void OnSave (ConfigNode node)
 Use OnSave to serialize additional module information into 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...
 
override List< Color > PresetColors ()
 Preset colors received for any part module. By default, returns only black, override to make your own selection. 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 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 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 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 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.

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 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

float burstColor1B = 0.05882353f
 Blue component of the primary burst color More...
 
float burstColor1G = 0.6705883f
 Green component of the primary burst color More...
 
float burstColor1R = 1f
 Red component of the primary burst color More...
 
float burstColor2B = 0.05882353f
 Blue component of the secondary burst color More...
 
float burstColor2G = 0.6705883f
 Green component of the secondary burst color More...
 
float burstColor2R = 1f
 Red component of the secondary burst color More...
 
float burstColor3B = 0.05882353f
 Blue component of the tertiary burst color More...
 
float burstColor3G = 0.6705883f
 Green component of the tertiary burst color More...
 
float burstColor3R = 1f
 Red component of the tertiary burst color More...
 
float burstDuration = 2f
 How long the burst lasts, in seconds More...
 
float burstFlareSize = 2f
 The size of each individual burst particle More...
 
float burstSpread = 2f
 The width of the burst dispersion More...
 
int burstType = 0
 The style of effect the firework will display upon explosion More...
 
string cannonName = "COL2"
 The name of the transform where the fireworks come out of More...
 
float fireworkShots = 32
 The amount of shots remaining More...
 
string fireworkShotsDisplay = ""
 The amount of shots remaining, just for display in flight More...
 
FireworkFX fxController
 The fireworks mastermind More...
 
float maxShots = 10f
 The max amount of shots allowed More...
 
string primaryBurstColorChanger
 The Primary color of the trail More...
 
string primaryTrailColorChanger
 The Primary color of the trail More...
 
string secondaryBurstColorChanger
 The Secondary color of the trail More...
 
string secondaryTrailColorChanger
 The Secondary color of the trail More...
 
float shellDrag = 0.001f
 Determines the drag applied to the firework shell after lauch More...
 
float shellDuration = 5f
 The amount of time in seconds it takes for the shell to explode after being shot More...
 
float shellMass = 0.1f
 The mass of each shell, in kilograms More...
 
string shellName = "FireworkShell"
 The name of the shell object More...
 
GameObject shellPrefab
 The shell object, that is, the projectile that makes the fireworks More...
 
float shellRBMassScaleValue = 0.05f
 The rb mass will be scaled by this value to affect the shells impact effects, so that it bounces off things just right More...
 
float shellVelocity = 50f
 The velocity the shell will have when launched, in meters per second More...
 
string tertiaryBurstColorChanger
 The Tertiary color of the trail More...
 
float trailColor1B = 0.05882353f
 Blue component of the primary trail color More...
 
float trailColor1G = 0.6705883f
 Green component of the primary trail color More...
 
float trailColor1R = 1f
 Red component of the primary trail color More...
 
float trailColor2B = 0.05882353f
 Blue component of the secondary trail color More...
 
float trailColor2G = 0.6705883f
 Green component of the secondary trail color More...
 
float trailColor2R = 1f
 Red component of the secondary trail color More...
 
int trailType = 0
 The style of trail the firework will display when shot More...
 
bool variationOnShellDirection = true
 Whether the direction of the firework shell shoudl have a random variation so its more like a real firewrok and not 100% the same each time 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< ConfigNodeupgrades
 
List< string > upgradesApplied = new List<string>()
 
bool upgradesApply = true
 
bool upgradesAsk = true
 

Protected Member Functions

void configureColorFields (object field)
 
void trailTypeModified (object field)
 
void updateFireworkShotLabel (object field)
 
- 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 ()
 

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>()
 
- 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]
 

Member Function Documentation

void ModulePartFirework.configureColorFields ( object  field)
inlineprotected
override Color ModulePartFirework.GetCurrentColor ( string  fieldName)
inlinevirtual

Returns the current part module color for a field where usespe.

Parameters
fieldNameThe fieldname we are looking for the color from
Returns

Reimplemented from PartModule.

float ModulePartFirework.GetModuleMass ( float  defaultMass,
ModifierStagingSituation  sit 
)
inline

Return the amount to modify the original part's dry mass by. Returned values are added to the base mass. (0 means no effect)

Returns

Implements IPartMassModifier.

ModifierChangeWhen ModulePartFirework.GetModuleMassChangeWhen ( )
inline

Return under which circumstances the modulemass changes

Returns

Implements IPartMassModifier.

void ModulePartFirework.LaunchShell ( )
inline

Fire in the hole!

void ModulePartFirework.LaunchShellAction ( KSPActionParam  param)
inline
void ModulePartFirework.LaunchShellEvent ( )
inline
override void ModulePartFirework.OnAwake ( )
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.

override void ModulePartFirework.OnColorChanged ( Color  color,
string  pickerName 
)
inlinevirtual

Sets the color to the corresponding internal variable and tries to set it to the color picker as well.

Reimplemented from PartModule.

override void ModulePartFirework.OnLoad ( ConfigNode  node)
inlinevirtual

Use OnLoad to load any additional data from the ConfigNode provided

Parameters
node

Reimplemented from PartModule.

override void ModulePartFirework.OnSave ( ConfigNode  node)
inlinevirtual

Use OnSave to serialize additional module information into the ConfigNode provided

Parameters
node

Reimplemented from PartModule.

override void ModulePartFirework.OnStart ( StartState  state)
inlinevirtual

Called when the part starts. The StartState gives an indication of where in flight you are. All values may not be plugged in!

Parameters
state

Reimplemented from PartModule.

override List<Color> ModulePartFirework.PresetColors ( )
inlinevirtual

Preset colors received for any part module. By default, returns only black, override to make your own selection.

Returns

Reimplemented from PartModule.

void ModulePartFirework.trailTypeModified ( object  field)
inlineprotected
void ModulePartFirework.updateFireworkShotLabel ( object  field)
inlineprotected

Member Data Documentation

float ModulePartFirework.burstColor1B = 0.05882353f

Blue component of the primary burst color

float ModulePartFirework.burstColor1G = 0.6705883f

Green component of the primary burst color

float ModulePartFirework.burstColor1R = 1f

Red component of the primary burst color

float ModulePartFirework.burstColor2B = 0.05882353f

Blue component of the secondary burst color

float ModulePartFirework.burstColor2G = 0.6705883f

Green component of the secondary burst color

float ModulePartFirework.burstColor2R = 1f

Red component of the secondary burst color

float ModulePartFirework.burstColor3B = 0.05882353f

Blue component of the tertiary burst color

float ModulePartFirework.burstColor3G = 0.6705883f

Green component of the tertiary burst color

float ModulePartFirework.burstColor3R = 1f

Red component of the tertiary burst color

float ModulePartFirework.burstDuration = 2f

How long the burst lasts, in seconds

float ModulePartFirework.burstFlareSize = 2f

The size of each individual burst particle

float ModulePartFirework.burstSpread = 2f

The width of the burst dispersion

int ModulePartFirework.burstType = 0

The style of effect the firework will display upon explosion

string ModulePartFirework.cannonName = "COL2"

The name of the transform where the fireworks come out of

float ModulePartFirework.fireworkShots = 32

The amount of shots remaining

string ModulePartFirework.fireworkShotsDisplay = ""

The amount of shots remaining, just for display in flight

FireworkFX ModulePartFirework.fxController

The fireworks mastermind

float ModulePartFirework.maxShots = 10f

The max amount of shots allowed

string ModulePartFirework.primaryBurstColorChanger

The Primary color of the trail

string ModulePartFirework.primaryTrailColorChanger

The Primary color of the trail

string ModulePartFirework.secondaryBurstColorChanger

The Secondary color of the trail

string ModulePartFirework.secondaryTrailColorChanger

The Secondary color of the trail

float ModulePartFirework.shellDrag = 0.001f

Determines the drag applied to the firework shell after lauch

float ModulePartFirework.shellDuration = 5f

The amount of time in seconds it takes for the shell to explode after being shot

float ModulePartFirework.shellMass = 0.1f

The mass of each shell, in kilograms

string ModulePartFirework.shellName = "FireworkShell"

The name of the shell object

GameObject ModulePartFirework.shellPrefab

The shell object, that is, the projectile that makes the fireworks

float ModulePartFirework.shellRBMassScaleValue = 0.05f

The rb mass will be scaled by this value to affect the shells impact effects, so that it bounces off things just right

float ModulePartFirework.shellVelocity = 50f

The velocity the shell will have when launched, in meters per second

string ModulePartFirework.tertiaryBurstColorChanger

The Tertiary color of the trail

float ModulePartFirework.trailColor1B = 0.05882353f

Blue component of the primary trail color

float ModulePartFirework.trailColor1G = 0.6705883f

Green component of the primary trail color

float ModulePartFirework.trailColor1R = 1f

Red component of the primary trail color

float ModulePartFirework.trailColor2B = 0.05882353f

Blue component of the secondary trail color

float ModulePartFirework.trailColor2G = 0.6705883f

Green component of the secondary trail color

float ModulePartFirework.trailColor2R = 1f

Red component of the secondary trail color

int ModulePartFirework.trailType = 0

The style of trail the firework will display when shot

bool ModulePartFirework.variationOnShellDirection = true

Whether the direction of the firework shell shoudl have a random variation so its more like a real firewrok and not 100% the same each time


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