Kerbal Space Program
1.12.4
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Classes | |
struct | ForceHolder |
class | ReflectedAttributes |
Public Member Functions | |
bool | activate (int currentStage, Vessel activeVessel) |
void | AddAttachNode (ConfigNode node) |
void | addChild (Part child) |
bool | AddCrewmember (ProtoCrewMember crew) |
bool | AddCrewmemberAt (ProtoCrewMember crew, int seatIndex) |
void | AddExposedThermalFlux (double kilowatts) |
void | AddForce (Vector3d vec) |
Adds force to the part's (or parent's up the tree) rb. NOTE: ForceMode == Force. If you want a different mode, convert to ForceMode.Force. More... | |
void | AddForceAtPosition (Vector3d vec, Vector3d pos) |
Adds force to the part's (or parent's up the tree) rb, at the specified position. NOTE: ForceMode == Force. If you want a different mode, convert to ForceMode.Force. More... | |
void | AddImpulse (Vector3d vec) |
Adds force to the part's (or parent's up the tree) rb as an impulse (i.e. divides force by fixedDeltaTime More... | |
InternalModel | AddInternalPart (ConfigNode node) |
PartModule | AddModule (string moduleName, bool forceAwake=false) |
PartModule | AddModule (ConfigNode node, bool forceAwake=false) |
void | AddOnMouseDown (OnActionDelegate method) |
void | AddOnMouseEnter (OnActionDelegate method) |
void | AddOnMouseExit (OnActionDelegate method) |
void | AddPartModuleAdjusterList (List< AdjusterPartModuleBase > moduleAdjusters) |
Applies given module adjusters to the appropriate part modules More... | |
PartResource | AddResource (ConfigNode node) |
Add a PartResource to this Part from a ConfigNode. More... | |
Callback< IAirstreamShield > | AddShield (IAirstreamShield shd) |
void | AddSkinThermalFlux (double kilowatts) |
void | AddThermalFlux (double kilowatts) |
void | AddTorque (Vector3d vec) |
Adds given torque to the part's (or parent's up the tree) rb. NOTE: ForceMode == Force. If you want a different mode, convert to ForceMode.Force. More... | |
void | AimCamera () |
bool | AllowAutoStruts () |
bool | AlreadyProcessedRequest (int requestID) |
void | ApplyRigidAttachment () |
void | Awake () |
virtual bool | CanCrossfeed (Part target, string resName, ResourceFlowMode flow=ResourceFlowMode.NULL) |
Can this Part Crossfeed a Resource between itself and another part? More... | |
virtual bool | CanCrossfeed (Part target, int resourceID, ResourceFlowMode flow=ResourceFlowMode.NULL) |
Can this Part Crossfeed a Resource between itself and another part? More... | |
void | ChangeResourcePriority (int offset) |
void | CheckBodyLiftAttachment () |
bool | CheckCollision (Collision c) |
bool | checkLanded () |
void | checkPermanentLandedAt () |
bool | checkSplashed () |
void | CheckTransferDialog () |
void | CleanSymmetryReferences () |
void | CleanSymmetryVesselReferences () |
void | CleanSymmetryVesselReferencesRecursively () |
void | clearParent () |
called by the editor when the selected part is cloned. Use this in stead of setParent(null) to avoid invoking GameEvents.onPartRemove in cases where you are not actually removing a part from the ship. More... | |
void | Couple (Part tgtPart) |
void | CreateAttachJoint (AttachModes mode) |
void | CreateInternalModel () |
void | CycleAutoStrut () |
void | deactivate () |
void | decouple (float breakForce=0.0f) |
void | DemoteToPhysicslessPart () |
This will demote a Physical part to a physicsless part. Use with Care. More... | |
void | DespawnIVA () |
void | Die () |
void | disconnect (bool controlledSeparation=false) |
virtual bool | DrainFuel (float amount) |
string | drawStats () |
void | Effect (string effectName, int transformIdx=-1) |
void | Effect (string effectName, float effectPower, int transformIdx=-1) |
void | explode () |
void | explode (float offset) |
AttachNode | FindAttachNode (string nodeId) |
returns an attachment node that matches the given id name. (a node's id is the third section of it's definition in the cfg, or for srfAttach nodes: 'srfAttach') More... | |
AttachNode | FindAttachNodeByPart (Part connectedPart) |
AttachNode[] | FindAttachNodes (string partialNodeId) |
returns an array of attachNodes, whose ids CONTAIN the given id string. (use this one to get multiple nodes at once, when they have similar ids, like node_stack_top1, node_stack_top2...) More... | |
Part | FindChildPart (string childName) |
Part | FindChildPart (string childName, bool recursive) |
T | FindChildPart< T > () |
T | FindChildPart< T > (bool recursive) |
T[] | FindChildParts< T > () |
T[] | FindChildParts< T > (bool recursive) |
virtual bool | FindFuel (Part source, List< Part > fuelSources, uint reqId) |
FXGroup | findFxGroup (string groupID) |
Animation | FindModelAnimator (string animatorName, string clipName) |
Animation | FindModelAnimator (string clipName) |
Animation[] | FindModelAnimators (string clipName) |
Animation[] | FindModelAnimators () |
T | FindModelComponent< T > () |
T | FindModelComponent< T > (string childName) |
List< T > | FindModelComponents< T > () |
List< T > | FindModelComponents< T > (string childName) |
List< MeshRenderer > | FindModelMeshRenderersCached () |
Find all Model MeshRenderer Components on the part. Use the previous cached results if available More... | |
List< Renderer > | FindModelRenderersCached () |
Find all Model Renderer Components on the part. Use the previous cached results if available More... | |
List< SkinnedMeshRenderer > | FindModelSkinnedMeshRenderersCached () |
Find all Model SkinnedMeshRenderer Components on the part. Use the previous cached results if available More... | |
Transform | FindModelTransform (string childName) |
Transform | FindModelTransformByLayer (string layerName) |
Finds a model transform that uses a given layer More... | |
Transform[] | FindModelTransforms (string childName) |
Transform[] | FindModelTransformsWithTag (string tag) |
Finds model transforms that have a given tag More... | |
T | FindModuleImplementing< T > () |
Returns the first ocurrence of a module in this part, if any More... | |
List< T > | FindModulesImplementing< T > () |
Returns all modules of the given part type More... | |
void | FindNonPhysicslessChildren (ref List< Part > parts) |
Part | FindNonPhysicslessParent () |
T | FindParentModuleImplementing< T > () |
Returns the first occurrence of a module in this Part's parent tree, if any. More... | |
AttachNode | FindPartThroughNodes (Part tgtPart, Part src=null) |
Finds the attachnode (if any) that leads to the given part More... | |
void | FixedUpdate () |
void | force_activate () |
void | force_activate (bool playFX) |
void | freeze () |
void | GainCameraAim () |
void | GetConnectedResourceTotals (int resourceID, out double amount, out double maxAmount, bool pulling=true) |
Get the Connected Resource totals. Obeys resource crossfeed rules. More... | |
virtual void | GetConnectedResourceTotals (int resourceID, ResourceFlowMode flowMode, out double amount, out double maxAmount, bool pulling=true) |
Get the Connected Resource totals. More... | |
void | GetConnectedResourceTotals (int resourceID, out double amount, out double maxAmount, double threshold, bool pulling=true) |
Get the Connected Resource totals. More... | |
virtual void | GetConnectedResourceTotals (int resourceID, ResourceFlowMode flowMode, out double amount, out double maxAmount, double threshold, bool pulling=true) |
Get the Connected Resource totals. More... | |
virtual void | GetConnectedResourceTotals (int resourceID, ResourceFlowMode flowMode, bool simulate, out double amount, out double maxAmount, double threshold, bool pulling=true) |
Get the Connected Resource totals. More... | |
int | GetCrewCountOfExperienceEffect< T > () |
Will return a count of the number of crew on board the part that have the experience effect that is passed in. More... | |
List< ProtoCrewMember > | GetCrewOfExperienceEffect< T > () |
Will return a list of the crew on board the part that have the experience effect that is passed in. More... | |
Part | GetMassivePart (Part start, out Part lastPart, out AttachNode nodeToParent, out AttachNode nodeFromParent, out bool srfAttached, params Part[] excluded) |
float | GetModuleCosts (float defaultCost, ModifierStagingSituation sit=ModifierStagingSituation.CURRENT) |
Returns the sum of cost modifications from IPartCostModifier modules. More... | |
float | GetModuleMass (float defaultMass, ModifierStagingSituation sit=ModifierStagingSituation.CURRENT) |
Returns the sum of mass modifications from IPartMassModifier modules. More... | |
Vector3 | GetModuleSize (Vector3 defaultSize, ModifierStagingSituation sit=ModifierStagingSituation.CURRENT) |
Returns the sum of size modifications from IPartSizeModifier modules. More... | |
PartModule.StartState | GetModuleStartState () |
virtual Collider[] | GetPartColliders () |
virtual Renderer[] | GetPartRenderers () |
float | GetPhysicslessChildMass () |
virtual Part | GetReferenceParent () |
virtual Transform | GetReferenceTransform () |
float | GetResourceMass () |
Get the Mass of all Resources in the part. More... | |
float | GetResourceMass (bool simulate) |
Get the Mass of all Resources in the part. More... | |
float | GetResourceMass (out float thermalMass) |
Get the Mass of all Resources in the part. More... | |
float | GetResourceMass (out double thermalMass) |
Get the Mass of all Resources in the part. More... | |
virtual int | GetResourcePriority () |
Part | getSymmetryCounterPart (int index) |
void | HandleCollision (Collision c) |
bool | HasAutoStrutDefined () |
Returns true if there are autostruts defined. More... | |
bool | HasFreePivot () |
bool | hasIndirectChild (Part tgtPart) |
Returns true if the target part is in the direct hierarchy of this part. More... | |
bool | hasIndirectParent (Part tgtPart) |
Returns true if the target part is in the direct hierarchy of this part. More... | |
bool | HasModuleImplementing< T > () |
Tests whether this Part has a PartModule of this type More... | |
bool | HasValidContractObjective (string objectiveType) |
void | HeatGaugeUpdate () |
void | Highlight (bool active) |
Manually highlights the part using default hightlighting color More... | |
void | Highlight (Color highlightColor) |
Manually highlights the part. More... | |
void | HighlightRecursive (bool active) |
Recursively highlights the part and it's children (to a lesser degree) More... | |
void | HighlightRecursive (Color highlightColor) |
Recursively highlights the part and it's children (to a lesser degree) More... | |
void | InitializeEffects () |
void | InitializeModules () |
bool | isAirIntake (out ModuleResourceIntake intake) |
Is this Part an Air Intake or not? More... | |
bool | isAnchoredDecoupler (out ModuleAnchoredDecoupler moduleAnchoredDecoupler) |
Is this Part an AnchoredDecoupler or not? More... | |
bool | isAntenna (out ModuleDeployableAntenna antenna) |
Is this Part an Antenna or not? More... | |
bool | isBaseServo (out BaseServo servo) |
bool | isCargoPart () |
Is this Part a Cargo Part or not? More... | |
bool | isChildOfRoboticRotor () |
Is this Part a Child of a Part that is a Robotic Rotor or not? (A Parent implements ModuleRoboticServoRotor). More... | |
bool | isControlSurface () |
Is this Part a Control Surface (Implements ModuleControlSurface). More... | |
bool | isControlSurface (out ModuleControlSurface controlSurface) |
Is this Part a Control Surface (Implements ModuleControlSurface). More... | |
bool | isDecoupler (out ModuleDecouple moduleDecoupler) |
Is this Part a Decoupler or not? Does not include AnchoredDecoupler. Use isAnchoredDecoupler() to check. More... | |
bool | isDockingPort (out ModuleDockingNode dockingPort) |
Is this Part a dockingPort or not? More... | |
bool | isEngine () |
Is this Part a ModuleEngines or not? More... | |
bool | isEngine (out List< ModuleEngines > engines) |
Does this Part contain a ModuleEngines? More... | |
bool | isFairing () |
Is this Part a Fairing or not? More... | |
bool | isGenerator (out ModuleGenerator generator) |
Is this Part a Generator or not? More... | |
bool | isGroundDeployable () |
Is this Ground Deployable Part or not? More... | |
bool | isInventoryPart () |
Is this Part a Cargo Inventory Part or not? More... | |
bool | isKerbalEVA () |
Is this Part a an EVA Kerbal? More... | |
bool | isKerbalSeat () |
Is this Part a Kerbal Seat or not? More... | |
bool | isLaunchClamp () |
Is this Part a LaunchClamp or not? More... | |
bool | isParachute () |
Is this Part a Parachute or not? More... | |
bool | isRadiator (out ModuleDeployableRadiator radiator) |
Is this Part a Radiator or not? More... | |
bool | isRobotic () |
Is this Part a Robotic Part or not? More... | |
bool | isRoboticController () |
Is this Part a Robotics Controller or not More... | |
bool | isRoboticController (out ModuleRoboticController controller) |
bool | isRoboticHinge () |
Is this Part a Robotic Hinge Part or not? (Implements ModuleRoboticServoHinge). More... | |
bool | isRoboticPiston () |
Is this Part a Robotic Piston Part or not? (Implements ModuleRoboticServoPiston). More... | |
bool | isRoboticRotationServo () |
Is this Part a Robotic RotationServo Part or not? (Implements ModuleRoboticServoRotationServo). More... | |
bool | isRoboticRotor () |
Is this Part a Robotic Rotor Part or not? (Implements ModuleRoboticServoRotor). More... | |
bool | isSolarPanel (out ModuleDeployableSolarPanel solarPanel) |
Is this Part a Solar Panel or not? More... | |
bool | isSymmetryCounterPart (Part cPart) |
bool | isTrackingShipConstructIDChanges (out List< IShipConstructIDChanges > modules) |
Is this Part tracking ID changes in Ship Construct in any modules More... | |
bool | IsUnderConstructionWeightLimit () |
Checks if the parts Weight is below the construction limit (PhysicsGlobals.ConstructionWeightLimit) More... | |
void | LandedCollisionChecks (Collision c) |
virtual void | LateUpdate () |
void | LoadEffects (ConfigNode node) |
PartModule | LoadModule (ConfigNode node, ref int moduleIndex) |
void | LoseCameraAim () |
void | ModulesBeforePartAttachJoint () |
void | ModulesOnActivate () |
void | ModulesOnDeactivate () |
void | ModulesOnFixedUpdate () |
void | ModulesOnStart () |
void | ModulesOnStartFinished () |
void | ModulesOnUpdate () |
delegate void | OnActionDelegate (Part p) |
void | onAttach (Part parent, bool first=true) |
Called by editor logic when the part is attached to the ship. Propagates childward. (parent hierarchy is followed) More... | |
void | OnAttachFlight (Part parent) |
Attaches this part to the parent passed in as a parameter. More... | |
virtual void | onBackup () |
Called whenever a backup snapshot is created from the ship More... | |
void | OnCollisionEnter (Collision c) |
void | OnCollisionExit (Collision c) |
void | OnCollisionStay (Collision c) |
virtual void | OnConstructionModeFixedUpdate () |
This method will be called when in EVA Construction mode and this part is disabled (when it is not attached to a vessel) every FixedUpdate(). It will call the same named method on every PartModule on the part which can be override by any PartModule. More... | |
virtual void | OnConstructionModeUpdate () |
This method will be called when in EVA Construction mode and this part is disabled (when it is not attached to a vessel) every Update(). It will call the same named method on every PartModule on the part which can be override by any PartModule. More... | |
void | OnCopy (Part original, bool asSymCounterpart) |
This method is called on a clone/copied Part right after it's been created from another part in the editor scene. It copies the resources, their amounts. It calls Copy method on all the PartModules on this part. It then copies/sets the variant and calls OnCopy on all children Parts on this part. More... | |
void | OnDelete () |
void | onDetach (bool first=true) |
Called by editor logic when the part is pulled off the ship. Propagates childward More... | |
void | OnDetachFlight () |
Detaches a part from a vessel during Flight Scene. Method quits if loaded scene is not Flight or if it has at least 1 child part. More... | |
virtual void | OnDrawStats () |
virtual void | onEditorEndTweak () |
Called when the part finishes getting tweaked in position/rotation on the editor (Mainly for struts). More... | |
virtual void | onEditorStartTweak () |
Called when the part starts getting tweaked in position/rotation on the editor (Mainly for struts). More... | |
virtual void | onFlightStateLoad (Dictionary< string, KSPParseable > parsedData) |
Called when the flight scene is being loaded. Use to retrieve saved module data. More... | |
virtual void | onFlightStateSave (Dictionary< string, KSPParseable > partDataCollection) |
Called when the state of the flight scene is being saved. Use to save module data. Add KSPParseable objects to the partDataCollection to have them saved. (use descriptive, unique names) More... | |
virtual string | OnGetStats () |
Override to return part-specific stats as a string More... | |
virtual void | OnInventoryModeDisable () |
This method will be called when this part is first disabled (when it is not attached to a vessel) when created in Inventory/Construction mode. It will call the same named method on every PartModule on the part which can be override by any PartModule. More... | |
virtual void | OnInventoryModeEnable () |
This method will be called when this part is first enabled (when it is attached to a vessel) when created in Inventory/Construction mode. It will call the same named method on every PartModule on the part which can be override by any PartModule. More... | |
void | OnLiftOff () |
void | OnLoad () |
virtual void | OnLoad (ConfigNode node) |
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... | |
void | OnPartJointBreak (float breakForce) |
void | OnPointerClick (PointerEventData eventData) |
virtual void | OnSave (ConfigNode node) |
void | OnSplashDown () |
void | OnTouchDown () |
void | OnWasCopied (Part newPart, bool asSymCounterpart) |
This method is called right after a Part is about to be copied in the editor scene. Calls OnWasCopied on all PartModules on this part. Calls OnWasCopied on all children Parts on this part. More... | |
void | OnWillBeCopied (bool asSymCounterpart) |
This method is called right before a Part is about to be copied in the editor scene. Calls OnWillBeCopied on all PartModules on this part. Calls OnWillBeCopied on all children Parts on this part. More... | |
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. It will call OnWillBeMirrored on all Part Modules on the Part. It does NOT call on children Parts. More... | |
void | Pack () |
bool | PartCanBeDetached () |
bool | PartCanBeOffset () |
bool | PartCanBeRotated () |
void | PartRepair () |
Removes all the adjusters that can be repaired on this part. More... | |
void | PromoteToPhysicalPart () |
void | propagateControlUpdate (FlightCtrlState st) |
void | RefreshHighlighter () |
void | RegisterCrew () |
void | ReleaseAutoStruts () |
void | RelinkPrefab () |
void | removeChild (Part child) |
void | RemoveCrewmember (ProtoCrewMember crew) |
void | RemoveFromSymmetry () |
Remove this part from symmetry partners and clear its symmetry More... | |
void | RemoveModule (PartModule module) |
void | RemoveModules () |
void | RemoveOnMouseDown (OnActionDelegate method) |
void | RemoveOnMouseEnter (OnActionDelegate method) |
void | RemoveOnMouseExit (OnActionDelegate method) |
void | RemovePartModuleAdjusterList (List< AdjusterPartModuleBase > moduleAdjusters) |
Removes the given adjusters More... | |
bool | RemoveResource (PartResource res) |
Remove a Resource from the part. More... | |
bool | RemoveResource (string rName) |
Remove a Resource from the part. More... | |
bool | RemoveResource (int resID) |
Remove a Resource from the part. More... | |
void | RemoveSameVesselInteraction (KSPActionParam act) |
Disable the SameVesselCollision bool. More... | |
void | RemoveShield (IAirstreamShield shd) |
virtual bool | RequestFuel (Part source, float amount, uint reqId) |
virtual bool | RequestRCS (float amount, int earliestStage) |
virtual float | RequestResource (int resourceID, float demand) |
Deprecated, please use double RequestResource(int, double). Using this may cause rounding issues with fuel flow More... | |
virtual float | RequestResource (string resourceName, float demand) |
Deprecated, please use double RequestResource(string, double). Using this may cause rounding issues with fuel flow More... | |
virtual double | RequestResource (int resourceID, double demand) |
Request a Resource. Obeys resource flow mode. More... | |
virtual double | RequestResource (int resourceID, double demand, bool simulate) |
Request a Resource. Obeys resource flow mode. More... | |
virtual double | RequestResource (string resourceName, double demand) |
Request a Resource. Obeys resource flow mode. More... | |
virtual double | RequestResource (string resourceName, double demand, bool simulate) |
Request a Resource. Obeys resource flow mode. More... | |
virtual double | RequestResource (int resourceID, double demand, ResourceFlowMode flowMode) |
Request a Resource. Obeys resource flow mode. More... | |
virtual double | RequestResource (int resourceID, double demand, ResourceFlowMode flowMode, bool simulate) |
Request a Resource. Obeys resource flow mode. More... | |
virtual double | RequestResource (string resourceName, double demand, ResourceFlowMode flowMode) |
Request a Resource. More... | |
virtual double | RequestResource (string resourceName, double demand, ResourceFlowMode flowMode, bool simulate) |
Request a Resource. More... | |
void | ResetCamera () |
void | ResetCollisionIgnores () |
void | ResetCollisions () |
Will reset all known collisions for this Part and reset the Vessel's landed/splash status. Use at your own risk! More... | |
void | ResetCollisionsCheck () |
void | ResetJoints () |
void | ResetModelMeshRenderersCache () |
Reset the cached result of MeshRenderer components on this part More... | |
void | ResetModelRenderersCache () |
Reset the cached result of Renderer components on this part More... | |
void | ResetModelSkinnedMeshRenderersCache () |
Reset the cached result of SkinnedMeshRenderer components on this part More... | |
void | ResetMPB () |
Resets the part MaterialPropertyBlock to handle its shader properties More... | |
void | ResetPri () |
void | ResetSimulation () |
Will Reset the SimulationResources list. More... | |
void | ResetSimulationResources () |
Resets the SimulationResources list amounts (from the Resources list). More... | |
void | ResetSimulationResources (PartResourceList sourceList) |
Resets the SimulationResources list amounts (from a passed in Resources list). More... | |
void | ResumeVelocity () |
Applies the orbital velocity to the rigidbodies on the ship, so that it continues to orbit by physics More... | |
void | SaveEffects (ConfigNode node) |
void | ScheduleSetCollisionIgnores () |
void | SendEvent (string eventName) |
void | SendEvent (string eventName, BaseEventDetails data) |
void | SendEvent (string eventName, BaseEventDetails data, int maxDepth) |
void | SetCollisionIgnores () |
void | SetDetectCollisions (bool setState) |
void | SetHierarchyRoot (Part root) |
Sets this part as the root of the vessel hierarchy. Will flip parent-child references recursively so that this part becomes the parent for everyone. More... | |
void | SetHighlight (bool active, bool recursive) |
Set the highlight state manually More... | |
void | SetHighlightColor (Color color) |
Sets the highlight colour. Use no color to reset to default More... | |
void | SetHighlightColor () |
Sets the highlight colour to default. Use colour parameter to set the colour. More... | |
void | SetHighlightDefault () |
Sets the PartHighlight to default settings More... | |
void | SetHighlightType (HighlightType type) |
Sets the highlight type for this part - default is PartHighlight.HighlightType.OnMouseOver More... | |
void | SetMirror (Vector3 mirrorVector) |
void | SetOpacity (float opacity) |
set the opacity of the part More... | |
void | setParent (Part p=null) |
called by the editor when the part is attached or detached from the ship. More... | |
void | SetReferenceTransform (Transform t) |
void | SetResource (ConfigNode node) |
Finds and Reloads (or creates if not found) a Resource in the ResourceList and SimulationResourceList from a ConfigNode. More... | |
void | SetSameVesselInteraction (KSPActionParam act) |
Enable the SameVesselCollision bool. More... | |
virtual void | SetSymmetryValues (Vector3 newPosition, Quaternion newRotation) |
void | SetupAttachNodes () |
void | SetupHighlighter () |
void | SetupResources () |
Cretes the Resources and Simulation resources PartResourceLists if they don't exist or are not valid. More... | |
void | SetupRigidAttachmentUI () |
void | SetupSimulationResources () |
void | SetVesselNaming () |
virtual void | ShowUpgradeStats () |
void | SpawnIVA () |
void | SpawnTransferDialog () |
void | ToggleAutoStrut () |
void | ToggleRigidAttachment () |
void | ToggleSameVesselInteraction (KSPActionParam act) |
Toggles the SameVesselCollision bool. More... | |
virtual double | TransferResource (int resourceID, double amount) |
Transfer some amount of Resources in or out of this part. More... | |
virtual double | TransferResource (PartResource resource, double amount, Part other) |
Transfer some amount of Resources in or out of this part. More... | |
virtual double | TransferResource (PartResource resource, double amount, Part other, bool simulate) |
Transfer some amount of Resources in or out of this part. More... | |
void | Undock (DockedVesselInfo newVesselInfo) |
void | unfreeze () |
void | Unpack () |
void | UnregisterCrew () |
void | Update () |
void | UpdateAeroDisplay () |
void | UpdateAttachNodes () |
void | UpdateAutoStrut () |
void | UpdateMass () |
void | UpdateOrgPosAndRot (Part newRoot) |
void | UpdateSrfAttachNode () |
void | UpdateStageability (bool propagate, bool iconUpdate) |
void | ValidateInertiaTensor () |
delegate void | voidPartDelegate (Part p) |
Static Public Member Functions | |
static void | _CheckPartG (Part p) |
static void | _CheckPartPressure (Part p) |
static void | _CheckPartTemp (Part p) |
static Part | FindChildPart (Part parent, string childName) |
static T | FindChildPart< T > (Part parent) |
static void | FindChildParts< T > (Part parent, List< T > tList) |
static Transform | FindHeirarchyTransform (Transform parent, string childName) |
static Transform | FindHeirarchyTransformByLayer (Transform parent, string layerName) |
Finds a transform that uses a given layer inside a given transform More... | |
static void | FindHeirarchyTransforms (Transform parent, string childName, List< Transform > tList) |
static void | FindHeirarchyTransformsByTag (Transform parent, string tag, List< Transform > tList) |
Finds transforms in the hierarchy of a given parent by tag More... | |
static Animation | FindModelAnimator (Transform modelTransform, string animatorName, string clipName) |
static T | FindModelComponent< T > (Transform parent, string childName) |
static void | FindModelComponents< T > (Transform parent, string childName, List< T > tList) |
static Transform | FindTransformInChildrenExplicit (Transform parent, Transform find) |
static Part | FromGO (GameObject obj) |
static Component | GetComponentUpwards (string type, GameObject obj) |
static T | GetComponentUpwards< T > (GameObject obj) |
static uint | getFuelReqId () |
static void | GetPartsOutTo (Part part, HashSet< Part > parts, int maxLinks) |
static int | NewRequestID () |
static Vector3 | PartToVesselSpaceDir (Vector3 dir, Part p, Vessel v, PartSpaceMode space) |
Transform a direction from a part's local space to vessel-relative space More... | |
static Vector3 | PartToVesselSpacePos (Vector3 pos, Part p, Vessel v, PartSpaceMode space) |
Transform a point from a part's local space to vessel-relative space More... | |
static Quaternion | PartToVesselSpaceRot (Quaternion rot, Part p, Vessel v, PartSpaceMode space) |
Transform a rotation from a part's local space to vessel-relative space More... | |
static Vector3 | VesselToPartSpaceDir (Vector3 dir, Part p, Vessel v, PartSpaceMode space) |
Transform a direction from vessel-relative space to a part's local space More... | |
static Vector3 | VesselToPartSpacePos (Vector3 pos, Part p, Vessel v, PartSpaceMode space) |
Transform a point from vessel-relative space to a part's local space More... | |
static Quaternion | VesselToPartSpaceRot (Quaternion rot, Part p, Vessel v, PartSpaceMode space) |
Transform a rotation from vessel-relative space to a part's local space More... | |
Public Attributes | |
double | absorptiveConstant = -1d |
bool | ActivatesEvenIfDisconnected = true |
bool | aeroDisplayWasActive = false |
double | aerodynamicArea = 0d |
Transform | airlock |
noAutoEVAAny disables auto EVA always, whereas noAutoEVAMulti allows it if there is only one part on the vessel. More... | |
List< IAirstreamShield > | airstreamShields = new List<IAirstreamShield>() |
bool | alwaysShowResourcePriority = false |
double | analyticInternalInsulationFactor = 1d |
double | analyticSkinInsulationFactor = 1d |
float | angularDrag = 2f |
bool | angularDragByFI = true |
bool | applyKerbalMassModification = true |
Whether the part should apply mass modifications due to crew mass. More... | |
AsteroidCollider | asteroidCollider |
double | atmDensity |
1.0+ thermo More... | |
PartJoint | attachJoint |
AttachNodeMethod | attachMethod |
AttachModes | attachMode |
List< AttachNode > | attachNodes = new List<AttachNode>() |
AttachRules | attachRules |
Vector3 | attPos = Vector3.zero |
Vector3 | attPos0 = Vector3.zero |
Quaternion | attRotation = Quaternion.identity |
Quaternion | attRotation0 = Quaternion.identity |
bool | autoStrutEnableOptionEditor = true |
bool | autoStrutEnableOptionFlight = true |
bool | autoStrutExcludeParent = true |
AutoStrutMode | autoStrutMode = AutoStrutMode.Off |
PartVariant | baseVariant |
The Base Variant for this Part. More... | |
float | blackBodyRadiationAlphaMult = 1f |
ArrowPointer | bodyLiftArrowPtr |
Vector3 | bodyLiftLocalPosition = Vector3.zero |
Vector3 | bodyLiftLocalVector = Vector3.zero |
float | bodyLiftMultiplier = 1f |
string | bodyLiftOnlyAttachName |
ILiftProvider | bodyLiftOnlyProvider = null |
bool | bodyLiftOnlyUnattachedLift = false |
bool | bodyLiftOnlyUnattachedLiftActual = false |
float | bodyLiftScalar = 0f |
Vector3 | boundsCentroidOffset = Vector3.zero |
float | boundsMultiplier = 1f |
float | breakingForce = 22f |
float | breakingTorque = 22f |
float | buoyancy = 1.0f |
string | buoyancyUseCubeNamed = "" |
bool | buoyancyUseSine = true |
bool | canAimCamera = true |
Vector3 | CenterOfBuoyancy = Vector3.zero |
Vector3 | CenterOfDisplacement = Vector3.zero |
List< Part > | children = new List<Part>() |
int | childStageOffset = 0 |
new Collider | collider |
CollisionEnhancer | collisionEnhancer |
int | collisionEnhancerSkipFrames = 5 |
The number of FixedUpdate frames to skip when the part is made physical (from physicsless) in the CollisionEnhancer component. More... | |
Vector3 | CoLOffset = Vector3.zero |
Vector3 | CoMOffset = Vector3.zero |
List< IConstruction > | constructionModules |
A cached list of PartModules that implement IConstruction interface. Set list to null to reset the cache. More... | |
Vector3 | CoPOffset = Vector3.zero |
uint | craftID |
a unique id used in the editor. Defaults to object instance id or loaded from craft data. Will not be reliable after docking More... | |
float | crashTolerance = 9f |
int | CrewCapacity = 0 |
double | crewRespawnTime = 0d |
bool | crewTransferAvailable = true |
PartSet | crossfeedPartSet |
This is the cross feed PartSet for this part. It is created by the Vessel and ShipConstruct classes. More... | |
DictionaryValueList< Collider, int > | currentCollisions = new DictionaryValueList<Collider, int>() |
string | customPartData = "" |
A string for saving and loading custom part data. (Do not use linebreaks here. If storing multiple values, separate them with a semicolon More... | |
Coroutine | cyclingAutoStruts |
int | defaultInverseStage = 0 |
List< PartModule > | dockingPorts = new List<PartModule>() |
original position and rotation, in relation to the vessel. This is set by the vessel when it's first initialized More... | |
ArrowPointer | dragArrowPtr |
DragModel | dragModel = DragModel.CUBE |
Vector3 | dragReferenceVector = Vector3.up |
float | dragScalar = 0f |
Vector3 | dragVector = Vector3.up |
Vector3 | dragVectorDir = Vector3.up |
Vector3 | dragVectorDirLocal = Vector3.up |
float | dragVectorMag = 0f |
float | dragVectorSqrMag = 0f |
double | dynamicPressurekPa |
float | edgeHighlightThresholdMult = 1f |
Part | editorCollision |
bool | editorFirstTimePlaced = false |
First time the part is placed in the vessel in VAB More... | |
List< Part > | editorLinks = new List<Part>() |
bool | editorStarted = false |
double | emissiveConstant = 0.4d |
float | explosionPotential = 0.5f |
double | exposedArea = 0d |
string | FailureState = "Failed" |
string | flagURL = "" |
uint | flightID |
a unique id to identify this part in flight. This one is guaranteed to be unique for all parts in the simulation. Not assigned in the editor. More... | |
Vector3d | force = Vector3d.zero |
List< ForceHolder > | forces = new List<ForceHolder>(2) |
bool | frozen |
bool | fuelCrossFeed = true |
bool | fuelFlowOverlayEnabled = false |
List< Part > | fuelLookupTargets = new List<Part>() |
List< FXGroup > | fxGroups = new List<FXGroup>() |
float | gaugeThresholdMult = 1f |
float | gExplodeChance = 0.8f |
Chance per second, i.e. multiplied by fixedDeltaTime More... | |
bool | GroundContact |
double | gTolerance = 50d |
float | habitableVolume = 0 |
bool | hasHeiarchyModel |
bool | hasKerbalOnLadder = false |
This will be true if there is a EVA kerbal standing on a ladder on this part. More... | |
bool | hasLiftModule = false |
float | hatchObstructionCheckInwardDistance = 1.1f |
float | hatchObstructionCheckInwardOffset = 1f |
float | hatchObstructionCheckOutwardDistance = 1f |
float | hatchObstructionCheckSphereOffset = 0.1f |
float | hatchObstructionCheckSphereRadius = 0.22f |
double | heatConductivity = 0.12d |
double | heatConvectiveConstant = 1.0d |
Color | highlightColor = defaultHighlightPart |
HighlightType | highlightType = HighlightType.OnMouseOver |
string | initialVesselName |
Quaternion | initRotation = Quaternion.identity |
int | inStageIndex = -1 |
InternalModel | internalModel |
string | InternalModelName = "" |
int | inverseStage = 0 |
bool | inverseStageCarryover = true |
True when this inverseStage index should carry over to non-stageable parts. More... | |
bool | isClone = false |
Vessel.ControlLevel | isControlSource |
Flag for whether this part can provide input to the vessel. (tweaked by command modules) More... | |
bool | isMirrored = false |
set to true if mirrorVector != Vector3.one More... | |
bool | isPersistent |
string | isShieldedDisplay = "" |
uint | lastFuelRequestId = 0 |
uint | launchID |
another unique number shared by all parts launched together on the same vessel More... | |
double | machNumber = 0f |
int | manualStageOffset = -1 |
float | mass = 2.0f |
float | maximum_drag = 0.1f |
double | maxPressure = 4000d |
double | maxTemp = 2000d |
double | minDepth |
float | minimum_drag = 0.1f |
Vector3 | mirrorAxis = Vector3.zero |
Vector3 | mirrorRefAxis |
Vector3 | mirrorVector = Vector3.one |
uint | missionID |
a unique number shared by all parts launched together on the same vessel More... | |
Vector3 | moduleSize = Vector3.zero |
bool | needPrefabMass = true |
bool | noAutoEVAAny = false |
bool | noAutoEVAMulti = false |
string | NoCrossFeedNodeKey = "" |
Callback | OnEditorAttach = () => { } |
Callback | OnEditorDestroy = () => { } |
Callback | OnEditorDetach = () => { } |
Callback | OnJustAboutToBeDestroyed = () => { } |
Callback | OnJustAboutToDie = () => { } |
Vector3 | orgPos |
Quaternion | orgRot |
Part | originalPart |
int | originalStage = 0 |
bool | overrideSkillUpdate = false |
string | overrideSkillUpdateModules = "ModuleSAS, ModuleWheelSteering" |
bool | packed |
Part | parent |
PartBuoyancy | partBuoyancy |
AvailablePart | partInfo |
string | partName |
List< string > | partRendererBoundsIgnore |
float | partSeatMassReduction = 0f |
The amount of mass that was removed in the db load based on the number of seats and if the part has a command module More... | |
Transform | partTransform |
bool | PermanentGroundContact |
flags if part is always touching the surface, i.e. a launch clamp. More... | |
uint | persistentId |
a unique id used for the life of the part. More... | |
PhysicalSignificance | physicalSignificance = PhysicalSignificance.FULL |
double | physicsMass = 0d |
int | PhysicsSignificance = -1 |
Part | potentialParent |
float | prefabMass = 0f |
Vector3 | prefabSize = Vector3.zero |
PartStates | PreFailState = PartStates.IDLE |
float | presExplodeChance = 0.8f |
Chance per second, i.e. multiplied by fixedDeltaTime More... | |
PhysicalSignificance | previousPhysicalSignificance |
References the physical significance before swapping it due the rotate or move tools on construction mode More... | |
List< ProtoCrewMember > | protoModuleCrew = new List<ProtoCrewMember>() |
ProtoPartSnapshot | protoPartSnapshot |
PartThermalData | ptd |
double | radiativeArea = 0d |
double | radiatorCritical = 0.75d |
double | radiatorHeadroom = 0.25d |
double | radiatorMax = 0.25d |
Rigidbody | rb |
bool | recheckShielding = true |
This is the local variant of AlwaysRecheckShielding. If this is false, even if AlwaysRecheckShielding is true, we won't recheck shielding. More... | |
float | rescaleFactor = 1.25f |
This is the scale factor that's applied after loading. It rescales the model and any nodes. Use to convert from model space to world space. More... | |
float | resourceMass = 0f |
int | resourcePriorityOffset = 0 |
bool | resourcePriorityUseParentInverseStage = false |
If true, instead of our inverseStage, use parent's (if not null) inverseStage when reporting res priority More... | |
double | resourceRequestRemainingThreshold = 1e-12d |
double | resourceThermalMass = 0d |
PartStates | ResumeState = PartStates.IDLE |
bool | rigidAttachment = false |
bool | sameVesselCollision = false |
If this field is True colliders on this part will interact with colliders on other Parts within the same Vessel that also have this field set to true. More... | |
float | scaleFactor = 1f |
This is the scale factor used in the mesh exporter. Use to convert from 3D scene space to model space. More... | |
int | separationIndex = 0 |
Rigidbody | servoRb |
If the Part contains a BaseServo (Robotic servo) this will be set to the moving part of the servo's RB (The part has two RBs). More... | |
ShipConstruct | ship |
ShowRigidAttachmentOption | showRigidOption = ShowRigidAttachmentOption.Editor |
PartSet | simulationCrossfeedPartSet |
This is the simulation cross feed PartSet for this part used in delta v calculations. It is created by the Vessel and ShipConstruct classes. More... | |
double | skinExposedArea = 0f |
double | skinExposedAreaFrac = 0f |
double | skinExposedMassMult = 1d |
double | skinInternalConductionMult = 1d |
double | skinMassPerArea = 1d |
double | skinMaxTemp = -1d |
double | skinSkinConductionMult = 1d |
double | skinTemperature |
double | skinThermalMass |
double | skinThermalMassModifier = 1d |
double | skinThermalMassRecip |
double | skinToInternalFlux = 0d |
double | skinUnexposedExternalTemp = 4f |
double | skinUnexposedMassMult = 0d |
double | skinUnexposedTemperature = 0d |
bool | skipColliderIgnores = false |
AttachNode | srfAttachNode |
KSP.UI.Screens.ProtoStageIcon | stackIcon |
StackIconGrouping | stackIconGrouping = StackIconGrouping.SYM_COUNTERPARTS |
flag for whether the part is connected to the command pod or not (however indirectly) [Needless to say, this is obsolete logic now) More... | |
double | stackPriThreshold = 1e-3d |
public bool DEBUG = false; More... | |
int | stackSymmetry = 0 |
bool | stageAfter = false |
bool | stageBefore = false |
int | stageOffset = 0 |
string | stagingIcon = "" |
bool | stagingIconAlwaysShown = false |
bool | stagingOn = true |
bool | started |
double | staticPressureAtm |
Vector3 | strutOffset = Vector3.zero |
double | submergedDragScalar = 1d |
double | submergedDynamicPressurekPa = 0d |
double | submergedLiftScalar = 0d |
double | submergedPortion = 0d |
Vector3 | surfaceAreas = Vector3.one |
GameObject | surfaceAttachGO |
SymmetryMethod | symMethod |
List< Part > | symmetryCounterparts = new List<Part>() |
double | temperature = -1d |
float | tempExplodeChance = 0.8f |
Chance per second, i.e. multiplied by fixedDeltaTime More... | |
PQS_PartCollider | terrainCollider |
double | thermalConductionFlux |
double | thermalConvectionFlux |
double | thermalExposedFlux |
double | thermalExposedFluxPrevious |
double | thermalInternalFlux |
double | thermalInternalFluxPrevious |
double | thermalMass = 0d |
double | thermalMassModifier = 1.0d |
double | thermalMassReciprocal = 1d |
double | thermalRadiationFlux |
double | thermalSkinFlux |
double | thermalSkinFluxPrevious |
AttachNode | topNode |
Vector3d | torque = Vector3d.zero |
ModulePartVariants | variants |
The PartModule Variants for this part (if one is attached). More... | |
Vector3 | vel |
Vessel | vessel |
VesselNaming | vesselNaming |
VesselType | vesselType = VesselType.Debris |
float | waterAngularDragMultiplier = 1f |
bool | WaterContact |
Static Public Attributes | |
static List< Part > | allParts = new List<Part>() |
static bool | AlwaysRecheckShielding = true |
Do we force a recheck of shielding a frame after Start() finsihes? This is so if a shield was somehow destroyed prior to start and our state is still shielded, we don't always stay shielded. This one is static, and if false, no parts will do this. More... | |
static voidPartDelegate | CheckPartG = _CheckPartG |
static voidPartDelegate | CheckPartPressure = _CheckPartPressure |
static voidPartDelegate | CheckPartTemp = _CheckPartTemp |
static float | defaultHighlightFalloff = 2f |
static Color | defaultHighlightNone = new Color32(0, 0, 0, 0) |
static Color | defaultHighlightPart = Highlighter.colorPartHighlightDefault |
static uint | fuelRequestID = 0 |
static LayerMask | layerMask = LayerUtil.DefaultEquivalent | (1 << 26) | (1 << 1) |
static voidPartDelegate | UpgradeStatsDel |
Protected Member Functions | |
virtual void | onActiveFixedUpdate () |
called on physics update, when the part is active. use to update active parts, like engines More... | |
virtual void | onActiveUpdate () |
called on regular update, when the part is active. More... | |
virtual void | onCopy (Part original, bool asSymCounterpart) |
Called when the part is instantiated as a copy, through Alt+Copy or symmetry More... | |
virtual void | onCtrlUpd (FlightCtrlState s) |
propagates downwards from the active command pod. will reach every part that is still connected More... | |
virtual void | onDecouple (float breakForce) |
called when the part is detached from the ship assembly (breakForce > 0 means the part was broken off) More... | |
virtual void | onDisconnect () |
called when a parent of this part was detached from the ship More... | |
virtual void | onEditorUpdate () |
called on physics update while the game is at the VAB. More... | |
virtual void | onFlightStart () |
called when entering flight mode. More... | |
virtual void | onFlightStartAtLaunchPad () |
called when entering flight mode as a new flight (on the launch pad). More... | |
virtual void | onGamePause () |
called when the game is paused. use to store values and resume them later More... | |
virtual void | onGameResume () |
called when the game is resumed back from a pause state. use to restore values saved in onGamePause More... | |
virtual void | onJointDisable () |
virtual void | onJointReset () |
virtual void | onPack () |
virtual bool | onPartActivate () |
called when the part is activated More... | |
virtual void | onPartAttach (Part parent) |
called when the part is attached to another (in the editor). When this is called all needed attachment operations are completed. More... | |
virtual void | onPartAwake () |
called when the part is first instantiated. Use to overwrite part parameters if needed. Will be called at loading time, and also at each new instance. More... | |
virtual void | onPartDeactivate () |
called when the active part is deactivated, like an engine when it runs out of fuel More... | |
virtual void | onPartDelete () |
called when the part is manually deleted on the VAB More... | |
virtual void | onPartDestroy () |
virtual void | onPartDetach () |
called when the part is detached from the ship (in the editor). When this is called all needed detachment operations are completed. More... | |
virtual void | onPartExplode () |
called when the part explodes. More... | |
virtual void | onPartFixedUpdate () |
called on every physics update. use to update passive parts that need to apply forces or use much physics, like winglets or RCS. More... | |
virtual void | onPartLiftOff () |
virtual void | onPartLoad () |
called only once, when the part is first loaded into the game. Use to create components, and do stuff that only needs to be done once. More... | |
virtual void | onPartSplashdown () |
virtual void | onPartStart () |
called when the unity Start() method is called. More... | |
virtual void | onPartTouchdown () |
virtual void | onPartUpdate () |
Called once per frame. use to update passive parts that don't affect physics, like radiators or solar panels More... | |
virtual void | onStartComplete () |
called at the end of the start method in all scenes. In flight, this is after rigidbody initialization. More... | |
virtual void | onUnpack () |
virtual void | onWasCopied (Part copyPart, bool asSymCounterpart) |
Called when the part was copied, through Alt+Copy or symmetry More... | |
virtual void | onWillBeCopied (bool asSymCounterpart) |
Called when the part is about to be copied, through Alt+Copy or symmetry More... | |
IEnumerator | RecheckShielding () |
void | SetLayer (GameObject obj, int layer) |
Static Protected Member Functions | |
static ReflectedAttributes | GetReflectedAttributes (Type partModuleType) |
Protected Attributes | |
bool | attached = false |
Flag for whether the part is directly attached to another (it's not the same as parent != null because this is also true for root parts) More... | |
bool | compund |
Flag for whether the part is able to attach to another More... | |
bool | connected = false |
bool | explodeOverheat |
If this part exploded due to an overheat. More... | |
Vector3 | posBackup |
List< Part > | resourceTargets = new List<Part>() |
PartStates | state = PartStates.IDLE |
string | vesselNamingDisplayName |
string | vesselNamingDisplayPriority |
Static Protected Attributes | |
static Dictionary< Type, ReflectedAttributes > | reflectedAttributeCache = new Dictionary<Type, ReflectedAttributes>() |
Properties | |
BaseActionList | Actions [get] |
bool | CanFail [get, set] |
int | ClassID [get] |
string | ClassName [get] |
DragCubeList | DragCubes [get] |
EffectList | Effects [get] |
BaseEventList | Events [get] |
BaseFieldList | Fields [get] |
bool | hasStagingIcon [get] |
bool | HighlightActive [get, set] |
Highlighter | highlighter [get, set] |
List< Renderer > | HighlightRenderer [get, set] |
bool | isAttachable [get] |
bool | isAttached [get, set] |
Flag for whether the part is directly attached to another (it's not the same as parent != null because this is also true for root parts) More... | |
bool | isCompund [get] |
bool | isControllable [get] |
flag for wether this part will receive an input feed (use this if reading FlightInputHandler.state directly) More... | |
bool | isVesselEVA [get] |
Returns true if the Vessel this Part is a part of is an EVA Kerbal. - Includes null check if vessel is null returns false. More... | |
bool | Landed [get] |
Part | localRoot [get] |
List< ModuleAnimateGeneric > | ModuleAnimateGenerics [get] |
The ModuleAnimateGeneric modules for this part (if there are any). More... | |
PartModuleList | Modules [get] |
bool | MouseOver [get] |
MaterialPropertyBlock | mpb [get] |
bool | NoAutoEVA [get] |
Orbit | orbit [get] |
UIPartActionWindow | PartActionWindow [get] |
ReflectedAttributes | PartAttributes [get, set] |
bool | PartTweakerSelected [get, set] |
Returns true if the current part selected is the tweaker "target anchor transform" point of a part, like the end point of a compound part. More... | |
PartValues | PartValues [get] |
bool | RecurseHighlight [get, set] |
PartResourceList | Resources [get] |
This is the PartResourceList for the part. More... | |
Rigidbody | Rigidbody [get] |
Part | RigidBodyPart [get] |
bool | ShieldedFromAirstream [get, set] |
PartResourceList | SimulationResources [get] |
This is the delta v simulation PartResourceList for the part. More... | |
bool | Splashed [get] |
PartStates | State [get, set] |
Vector3 | WCoM [get] |
enum Part.AutoStrutMode |
enum Part.DragModel |
enum Part.HighlightType |
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Adds force to the part's (or parent's up the tree) rb. NOTE: ForceMode == Force. If you want a different mode, convert to ForceMode.Force.
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Adds force to the part's (or parent's up the tree) rb, at the specified position. NOTE: ForceMode == Force. If you want a different mode, convert to ForceMode.Force.
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Adds force to the part's (or parent's up the tree) rb as an impulse (i.e. divides force by fixedDeltaTime
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Applies given module adjusters to the appropriate part modules
adjusterModules | List of module adjusters to apply |
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Adds given torque to the part's (or parent's up the tree) rb. NOTE: ForceMode == Force. If you want a different mode, convert to ForceMode.Force.
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< set up modules n stuff
< set up human readable info
< set up Resources
< Set up effects
< Set up drag cube list
< Setup up the part highlighter
< find an airlock node (if any) needs to be in editor too for Engineer's Report purposes
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called by the editor when the selected part is cloned. Use this in stead of setParent(null) to avoid invoking GameEvents.onPartRemove in cases where you are not actually removing a part from the ship.
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< also reset all attached and connected flags on both vessels
< update original positions and rotations in relation to the new vessel root
< set the target part as parent for old vessel
< recursively add the parts to the new vessel.
< promote old vessel to a proper vessel again
< remove the old vessel definition off the root part
< update landed status, just to be on the safe side (vessel now points to the new one)
< reset all collision ignores for this vessel
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< this part just became a new vessel now
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This will demote a Physical part to a physicsless part. Use with Care.
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< if this part was the one in ground contact, tell the vessel to check if it's still landed (through other parts maybe)
< or if game parameters allow respawning, set them as "missing" instead.
< Clean up plugin data
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returns an attachment node that matches the given id name. (a node's id is the third section of it's definition in the cfg, or for srfAttach nodes: 'srfAttach')
nodeId | The id to look for |
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returns an array of attachNodes, whose ids CONTAIN the given id string. (use this one to get multiple nodes at once, when they have similar ids, like node_stack_top1, node_stack_top2...)
partialNodeId | The string to search for in the node ids |
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< if there is a fuel lookup target defined, use it instead of the default fuel paths
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Finds a transform that uses a given layer inside a given transform
layerName | the name of the layer of search for |
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Finds transforms in the hierarchy of a given parent by tag
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Find all Model MeshRenderer Components on the part. Use the previous cached results if available
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Find all Model Renderer Components on the part. Use the previous cached results if available
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Find all Model SkinnedMeshRenderer Components on the part. Use the previous cached results if available
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Finds a model transform that uses a given layer
layerName | the name of the layer of search for |
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Finds model transforms that have a given tag
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Returns the first ocurrence of a module in this part, if any
T | PartModule to search for |
T | : | class |
|
inline |
Returns all modules of the given part type
T |
T | : | class |
|
inline |
|
inline |
|
inline |
Returns the first occurrence of a module in this Part's parent tree, if any.
T |
T | : | class |
|
inline |
Finds the attachnode (if any) that leads to the given part
tgtPart |
|
inlinestatic |
|
inline |
|
inline |
|
inline |
|
inline |
|
inlinestatic |
|
inline |
|
inlinestatic |
|
inlinestatic |
T | : | Component |
|
inline |
Get the Connected Resource totals. Obeys resource crossfeed rules.
resourceID | The id of the resource |
amount | The amount of the resource available to this Part |
maxAmount | The max amount of the resource available to this Part (total capacity) |
pulling | Set to false if wanting how much available space there is. Default is true: Get how much of the actual resource is available. |
|
inlinevirtual |
Get the Connected Resource totals.
resourceID | The id of the resource |
flowMode | ResourceFlowMode to use (overrides default resource flowmode) |
amount | The amount of the resource available to this Part |
maxAmount | The max amount of the resource available to this Part (total capacity) |
pulling | Set to false if wanting how much available space there is. Default is true: Get how much of the actual resource is available. |
|
inline |
Get the Connected Resource totals.
resourceID | The id of the resource |
amount | The amount of the resource available to this Part |
maxAmount | The max amount of the resource available to this Part (total capacity) |
threshold | The threshold amount. |
pulling | Set to false if wanting how much available space there is. Default is true: Get how much of the actual resource is available. |
|
inlinevirtual |
Get the Connected Resource totals.
resourceID | The id of the resource |
flowMode | ResourceFlowMode to use (overrides default resource flowmode) |
amount | The amount of the resource available to this Part |
maxAmount | The max amount of the resource available to this Part (total capacity) |
threshold | The threshold amount. |
pulling | Set to false if wanting how much available space there is. Default is true: Get how much of the actual resource is available. |
|
inlinevirtual |
Get the Connected Resource totals.
resourceID | The id of the resource |
flowMode | ResourceFlowMode to use (overrides default resource flowmode) |
simulate | If true will use the SimulationResources |
amount | The amount of the resource available to this Part |
maxAmount | The max amount of the resource available to this Part (total capacity) |
threshold | The threshold amount. |
pulling | Set to false if wanting how much available space there is. Default is true: Get how much of the actual resource is available. |
|
inline |
Will return a count of the number of crew on board the part that have the experience effect that is passed in.
T | Experience.ExperienceEffect you want a crew count of |
T | : | Experience.ExperienceEffect |
|
inline |
Will return a list of the crew on board the part that have the experience effect that is passed in.
T | Experience.ExperienceEffect you want the returned list to contain |
T | : | Experience.ExperienceEffect |
|
inlinestatic |
|
inline |
< Do the same for child parts
< Cache the result (lasts only for the one tick, minor improvement to performance)
|
inline |
Returns the sum of cost modifications from IPartCostModifier modules.
|
inline |
Returns the sum of mass modifications from IPartMassModifier modules.
|
inline |
Returns the sum of size modifications from IPartSizeModifier modules.
|
inline |
|
inlinevirtual |
Reimplemented in CompoundPart.
|
inlinevirtual |
|
inline |
|
inlinevirtual |
Reimplemented in CompoundPart.
|
inlinevirtual |
Reimplemented in CompoundPart.
|
inlinestaticprotected |
|
inline |
Get the Mass of all Resources in the part.
|
inline |
Get the Mass of all Resources in the part.
simulate | If true will get the mass of SimulationResources. |
|
inline |
Get the Mass of all Resources in the part.
thermalMass | Returns the thermal mass of the Resources as well. |
|
inline |
Get the Mass of all Resources in the part.
thermalMass | Returns the thermal mass of the Resources as well. |
|
inlinevirtual |
|
inline |
|
inline |
< first we consider impact speed only. This way very light objects just touching heavy ones won't go 'pop'
|
inline |
Returns true if there are autostruts defined.
|
inline |
|
inline |
Returns true if the target part is in the direct hierarchy of this part.
tgtPart | The part to search for |
|
inline |
Returns true if the target part is in the direct hierarchy of this part.
tgtPart | The part to search for |
|
inline |
Tests whether this Part has a PartModule of this type
T | Partmodule type to search for |
T | : | class |
|
inline |
|
inline |
|
inline |
Manually highlights the part using default hightlighting color
active | Turn hightlight on or off. |
|
inline |
Manually highlights the part.
highlightColor | The highlight color. Use Color.black to unhighlight |
|
inline |
Recursively highlights the part and it's children (to a lesser degree)
active | Turn hightlight on or off. |
|
inline |
Recursively highlights the part and it's children (to a lesser degree)
highlightColor | The highlight color. Use Color.black to unhighlight |
|
inline |
|
inline |
|
inline |
Is this Part an Air Intake or not?
intake | Returns the found ModuleResourceIntake if found or null |
|
inline |
Is this Part an AnchoredDecoupler or not?
moduleAnchoredDecoupler | Returns the found ModuleAnchoredDecoupler if found or null |
|
inline |
Is this Part an Antenna or not?
antenna | Returns the found ModuleDeployableAntenna if found or null |
|
inline |
Is this part a Base Servo or not?
servo | Reference to the base servo module. |
|
inline |
|
inline |
|
inline |
Is this Part a Control Surface (Implements ModuleControlSurface).
|
inline |
Is this Part a Control Surface (Implements ModuleControlSurface).
controlSurface | The control surface module |
|
inline |
Is this Part a Decoupler or not? Does not include AnchoredDecoupler. Use isAnchoredDecoupler() to check.
dockingPort | Returns the found ModuleDecouple if found or null |
|
inline |
Is this Part a dockingPort or not?
dockingPort | Returns the found ModuleDockingNode if found or null |
|
inline |
Is this Part a ModuleEngines or not?
|
inline |
Does this Part contain a ModuleEngines?
engines | A list of ModuleEngines found on part. |
|
inline |
Is this Part a Fairing or not?
|
inline |
Is this Part a Generator or not?
generator | Returns the found ModuleGenerator if found or null |
|
inline |
Is this Ground Deployable Part or not?
|
inline |
|
inline |
|
inline |
|
inline |
Is this Part a LaunchClamp or not?
|
inline |
Is this Part a Parachute or not?
|
inline |
Is this Part a Radiator or not?
radiator | Returns the found ModuleDeployableRadiator if found or null |
|
inline |
Is this Part a Robotics Controller or not
|
inline |
Is this Part a Robotics Controller or not?
servo | Reference to the Robotics Controller module. |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
Is this Part a Solar Panel or not?
solarPanel | Returns the found ModuleDeployableSolarPanel if found or null |
|
inline |
|
inline |
Is this Part tracking ID changes in Ship Construct in any modules
modules | modules that are tracking it |
|
inline |
Checks if the parts Weight is below the construction limit (PhysicsGlobals.ConstructionWeightLimit)
|
inline |
|
inlinevirtual |
Reimplemented in CompoundPart.
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inlinestatic |
delegate void Part.OnActionDelegate | ( | Part | p | ) |
|
inlineprotectedvirtual |
called on physics update, when the part is active. use to update active parts, like engines
|
inlineprotectedvirtual |
called on regular update, when the part is active.
|
inline |
Called by editor logic when the part is attached to the ship. Propagates childward. (parent hierarchy is followed)
parent |
|
inline |
Attaches this part to the parent passed in as a parameter.
parent |
|
inlinevirtual |
Called whenever a backup snapshot is created from the ship
|
inline |
< before handling the collision, check if this collider doesn't belong to a physicsless part
< if the vessel is ignoring collisions then so must the part
|
inline |
|
inline |
|
inlinevirtual |
This method will be called when in EVA Construction mode and this part is disabled (when it is not attached to a vessel) every FixedUpdate(). It will call the same named method on every PartModule on the part which can be override by any PartModule.
|
inlinevirtual |
This method will be called when in EVA Construction mode and this part is disabled (when it is not attached to a vessel) every Update(). It will call the same named method on every PartModule on the part which can be override by any PartModule.
Reimplemented in CompoundPart.
|
inline |
This method is called on a clone/copied Part right after it's been created from another part in the editor scene. It copies the resources, their amounts. It calls Copy method on all the PartModules on this part. It then copies/sets the variant and calls OnCopy on all children Parts on this part.
original | A reference to the original Part this part was copied from. |
asSymCounterpart | True if the part being copied is a symmetry counterpart. |
|
inlineprotectedvirtual |
Called when the part is instantiated as a copy, through Alt+Copy or symmetry
Reimplemented in CompoundPart.
|
inlineprotectedvirtual |
propagates downwards from the active command pod. will reach every part that is still connected
s | an object containing the state of all flight controls |
|
inlineprotectedvirtual |
called when the part is detached from the ship assembly (breakForce > 0 means the part was broken off)
breakForce |
|
inline |
|
inline |
Called by editor logic when the part is pulled off the ship. Propagates childward
|
inline |
Detaches a part from a vessel during Flight Scene. Method quits if loaded scene is not Flight or if it has at least 1 child part.
|
inlineprotectedvirtual |
called when a parent of this part was detached from the ship
|
inlinevirtual |
|
inlinevirtual |
Called when the part finishes getting tweaked in position/rotation on the editor (Mainly for struts).
Reimplemented in CompoundPart.
|
inlinevirtual |
Called when the part starts getting tweaked in position/rotation on the editor (Mainly for struts).
Reimplemented in CompoundPart.
|
inlineprotectedvirtual |
called on physics update while the game is at the VAB.
Reimplemented in CompoundPart.
|
inlineprotectedvirtual |
called when entering flight mode.
|
inlineprotectedvirtual |
called when entering flight mode as a new flight (on the launch pad).
|
inlinevirtual |
Called when the flight scene is being loaded. Use to retrieve saved module data.
|
inlinevirtual |
Called when the state of the flight scene is being saved. Use to save module data. Add KSPParseable objects to the partDataCollection to have them saved. (use descriptive, unique names)
|
inlineprotectedvirtual |
called when the game is paused. use to store values and resume them later
|
inlineprotectedvirtual |
called when the game is resumed back from a pause state. use to restore values saved in onGamePause
|
inlinevirtual |
Override to return part-specific stats as a string
|
inlinevirtual |
This method will be called when this part is first disabled (when it is not attached to a vessel) when created in Inventory/Construction mode. It will call the same named method on every PartModule on the part which can be override by any PartModule.
Reimplemented in CompoundPart.
|
inlinevirtual |
This method will be called when this part is first enabled (when it is attached to a vessel) when created in Inventory/Construction mode. It will call the same named method on every PartModule on the part which can be override by any PartModule.
Reimplemented in CompoundPart.
|
inlineprotectedvirtual |
|
inlineprotectedvirtual |
|
inline |
|
inline |
|
inlinevirtual |
Reimplemented in CompoundPart.
|
inlineprotectedvirtual |
|
inlineprotectedvirtual |
called when the part is activated
|
inlineprotectedvirtual |
called when the part is attached to another (in the editor). When this is called all needed attachment operations are completed.
parent | the part it's been attached to |
Reimplemented in CompoundPart.
|
inlineprotectedvirtual |
called when the part is first instantiated. Use to overwrite part parameters if needed. Will be called at loading time, and also at each new instance.
Reimplemented in CompoundPart.
|
inlinevirtual |
This method is called when a part is being taken out from a slot while being in EVAConstruction mode.
moduleInventoryPart | The inventory part module this part is being drawn from. |
Reimplemented in CompoundPart.
|
inlineprotectedvirtual |
called when the active part is deactivated, like an engine when it runs out of fuel
|
inlineprotectedvirtual |
called when the part is manually deleted on the VAB
|
inlineprotectedvirtual |
called when the part's gameObject is destroyed. use to remove any listeners, or destroy components
Reimplemented in CompoundPart.
|
inlineprotectedvirtual |
called when the part is detached from the ship (in the editor). When this is called all needed detachment operations are completed.
Reimplemented in CompoundPart.
|
inlineprotectedvirtual |
called when the part explodes.
|
inlineprotectedvirtual |
called on every physics update. use to update passive parts that need to apply forces or use much physics, like winglets or RCS.
Reimplemented in CompoundPart.
|
inline |
|
inlineprotectedvirtual |
|
inlineprotectedvirtual |
called only once, when the part is first loaded into the game. Use to create components, and do stuff that only needs to be done once.
|
inlineprotectedvirtual |
|
inlineprotectedvirtual |
called when the unity Start() method is called.
|
inlineprotectedvirtual |
|
inlineprotectedvirtual |
Called once per frame. use to update passive parts that don't affect physics, like radiators or solar panels
|
inline |
|
inlinevirtual |
Reimplemented in CompoundPart.
|
inline |
|
inlineprotectedvirtual |
called at the end of the start method in all scenes. In flight, this is after rigidbody initialization.
Reimplemented in CompoundPart.
|
inline |
|
inlineprotectedvirtual |
|
inline |
This method is called right after a Part is about to be copied in the editor scene. Calls OnWasCopied on all PartModules on this part. Calls OnWasCopied on all children Parts on this part.
newPart | The new or copy part that was created from this part. |
asSymCounterpart | True if the part being copied is a symmetry counterpart. |
|
inlineprotectedvirtual |
Called when the part was copied, through Alt+Copy or symmetry
|
inline |
This method is called right before a Part is about to be copied in the editor scene. Calls OnWillBeCopied on all PartModules on this part. Calls OnWillBeCopied on all children Parts on this part.
asSymCounterpart | True if the part being copied is a symmetry counterpart. |
|
inlineprotectedvirtual |
Called when the part is about to be copied, through Alt+Copy or symmetry
|
inline |
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. It will call OnWillBeMirrored on all Part Modules on the Part. It does NOT call on children Parts.
rotation | The current calculated rotation. Will be updated if method returns true. |
selPartNode | The attachnode. |
partParent | The part that will become this part's parent. |
|
inline |
< disconnected parts are sent to another layer, where they don't collide with other parts on the same layer
|
inline |
|
inline |
|
inline |
|
inline |
Removes all the adjusters that can be repaired on this part.
|
inlinestatic |
Transform a direction from a part's local space to vessel-relative space
|
inlinestatic |
Transform a point from a part's local space to vessel-relative space
|
inlinestatic |
Transform a rotation from a part's local space to vessel-relative space
|
inline |
|
inline |
< let the part do something with the new control state
< and forward it to it's children
|
inlineprotected |
|
inline |
|
inline |
|
inline |
|
inline |
< will only be true during part compilation
|
inline |
|
inline |
|
inline |
Remove this part from symmetry partners and clear its symmetry
Only applies for robotic parts currently
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
Removes the given adjusters
moduleAdjusters | List of module adjusters to remove |
|
inline |
Remove a Resource from the part.
res |
|
inline |
Remove a Resource from the part.
rName |
|
inline |
Remove a Resource from the part.
resID |
|
inline |
Disable the SameVesselCollision bool.
|
inline |
|
inlinevirtual |
< if there is a fuel lookup target defined, use it instead of the default fuel paths
< check any neighbour nodes that are attached
|
inlinevirtual |
|
inlinevirtual |
Deprecated, please use double RequestResource(int, double). Using this may cause rounding issues with fuel flow
|
inlinevirtual |
Deprecated, please use double RequestResource(string, double). Using this may cause rounding issues with fuel flow
|
inlinevirtual |
Request a Resource. Obeys resource flow mode.
resourceID | Resource ID being requested |
demand | The amount being requested |
|
inlinevirtual |
Request a Resource. Obeys resource flow mode.
resourceID | Resource ID being requested |
demand | The amount being requested |
simulate | If true will use the SimulationResources |
|
inlinevirtual |
Request a Resource. Obeys resource flow mode.
resourceName | Resource name being requested |
demand | The amount being requested |
|
inlinevirtual |
Request a Resource. Obeys resource flow mode.
resourceName | Resource name being requested |
demand | The amount being requested |
simulate | If true will use the SimulationResources |
|
inlinevirtual |
Request a Resource. Obeys resource flow mode.
resourceID | Resource ID being requested |
demand | The amount being requested |
flowMode | ResourceFlowMode to use (overrides default resource flowmode) |
|
inlinevirtual |
Request a Resource. Obeys resource flow mode.
resourceID | Resource ID being requested |
demand | The amount being requested |
flowMode | ResourceFlowMode to use (overrides default resource flowmode) |
simulate | If true will use the SimulationResources |
|
inlinevirtual |
Request a Resource.
resourceName | Resource name being requested |
demand | The amount being requested |
flowMode | ResourceFlowMode to use (overrides default resource flowmode) |
|
inlinevirtual |
Request a Resource.
resourceName | Resource name being requested |
demand | The amount being requested |
flowMode | ResourceFlowMode to use (overrides default resource flowmode) |
simulate | If true will use the SimulationResources |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
Reset the cached result of MeshRenderer components on this part
|
inline |
Reset the cached result of Renderer components on this part
|
inline |
Reset the cached result of SkinnedMeshRenderer components on this part
|
inline |
Resets the part MaterialPropertyBlock to handle its shader properties
|
inline |
|
inline |
Will Reset the SimulationResources list.
|
inline |
Resets the SimulationResources list amounts (from the Resources list).
|
inline |
Resets the SimulationResources list amounts (from a passed in Resources list).
|
inline |
Applies the orbital velocity to the rigidbodies on the ship, so that it continues to orbit by physics
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
Sets this part as the root of the vessel hierarchy. Will flip parent-child references recursively so that this part becomes the parent for everyone.
< store the ref to the current parent.
|
inline |
Set the highlight state manually
active | If highlight should be on or off |
|
inline |
Sets the highlight colour. Use no color to reset to default
color |
|
inline |
Sets the highlight colour to default. Use colour parameter to set the colour.
|
inline |
Sets the PartHighlight to default settings
|
inline |
Sets the highlight type for this part - default is PartHighlight.HighlightType.OnMouseOver
type | PartHighlight.HighlightType |
|
inlineprotected |
|
inline |
|
inline |
set the opacity of the part
highlightColor | The highlight color. Use Color.black to unhighlight |
|
inline |
called by the editor when the part is attached or detached from the ship.
p | The parent part if the part is being attached. Null if it's being detached |
|
inline |
|
inline |
Finds and Reloads (or creates if not found) a Resource in the ResourceList and SimulationResourceList from a ConfigNode.
node |
|
inline |
Enable the SameVesselCollision bool.
|
inlinevirtual |
Reimplemented in CompoundPart.
|
inline |
|
inline |
|
inline |
Cretes the Resources and Simulation resources PartResourceLists if they don't exist or are not valid.
|
inline |
|
inline |
|
inline |
|
inlinevirtual |
|
inline |
|
inline |
|
inline |
< Do not include the "force" enumerations here, we don't want the user to be able to affect those.
|
inline |
|
inline |
Toggles the SameVesselCollision bool.
|
inlinevirtual |
Transfer some amount of Resources in or out of this part.
resourceID | The id of the resource to transfer |
amount | The amount to transfer (positive for putting, negative for draining) |
|
inlinevirtual |
Transfer some amount of Resources in or out of this part.
resource | The resource to transfer |
amount | The amount to transfer (positive for putting, negative for draining) |
other | The other part (the one pushing or pulling) |
|
inlinevirtual |
Transfer some amount of Resources in or out of this part.
resource | The resource to transfer |
amount | The amount to transfer (positive for putting, negative for draining) |
other | The other part (the one pushing or pulling) |
simulate | If true will bypass thermal processing and GameEvent firing. |
< return the amount requested - this preserves its precision rather than losing it when the current resource amounts are large
< return the amount requested - this preserves its precision rather than losing it when the current resource amounts are large
|
inline |
< check if the stored root part is still good to be the root part
< Generate fresh UUID.
< if this part was the one in ground contact, tell the vessel to check if it's still landed (through other parts maybe)
< fallback the reference transform on the old vessel if the one it had got undocked just now.
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
< does this match our prior state? Note: Default state for everything is stagingOn so
< notify the module (i.e. so it can change event guinames)
< run with propagate false, but preserving icon state
|
inline |
|
inlinestatic |
Transform a direction from vessel-relative space to a part's local space
|
inlinestatic |
Transform a point from vessel-relative space to a part's local space
|
inlinestatic |
Transform a rotation from vessel-relative space to a part's local space
delegate void Part.voidPartDelegate | ( | Part | p | ) |
double Part.absorptiveConstant = -1d |
bool Part.ActivatesEvenIfDisconnected = true |
bool Part.aeroDisplayWasActive = false |
double Part.aerodynamicArea = 0d |
Transform Part.airlock |
noAutoEVAAny disables auto EVA always, whereas noAutoEVAMulti allows it if there is only one part on the vessel.
List<IAirstreamShield> Part.airstreamShields = new List<IAirstreamShield>() |
|
static |
Do we force a recheck of shielding a frame after Start() finsihes? This is so if a shield was somehow destroyed prior to start and our state is still shielded, we don't always stay shielded. This one is static, and if false, no parts will do this.
bool Part.alwaysShowResourcePriority = false |
double Part.analyticInternalInsulationFactor = 1d |
double Part.analyticSkinInsulationFactor = 1d |
float Part.angularDrag = 2f |
bool Part.angularDragByFI = true |
bool Part.applyKerbalMassModification = true |
Whether the part should apply mass modifications due to crew mass.
AsteroidCollider Part.asteroidCollider |
double Part.atmDensity |
1.0+ thermo
|
protected |
Flag for whether the part is directly attached to another (it's not the same as parent != null because this is also true for root parts)
PartJoint Part.attachJoint |
AttachNodeMethod Part.attachMethod |
AttachModes Part.attachMode |
List<AttachNode> Part.attachNodes = new List<AttachNode>() |
AttachRules Part.attachRules |
Vector3 Part.attPos = Vector3.zero |
Vector3 Part.attPos0 = Vector3.zero |
Quaternion Part.attRotation = Quaternion.identity |
Quaternion Part.attRotation0 = Quaternion.identity |
bool Part.autoStrutEnableOptionEditor = true |
bool Part.autoStrutEnableOptionFlight = true |
bool Part.autoStrutExcludeParent = true |
AutoStrutMode Part.autoStrutMode = AutoStrutMode.Off |
PartVariant Part.baseVariant |
The Base Variant for this Part.
float Part.blackBodyRadiationAlphaMult = 1f |
ArrowPointer Part.bodyLiftArrowPtr |
Vector3 Part.bodyLiftLocalPosition = Vector3.zero |
Vector3 Part.bodyLiftLocalVector = Vector3.zero |
float Part.bodyLiftMultiplier = 1f |
string Part.bodyLiftOnlyAttachName |
ILiftProvider Part.bodyLiftOnlyProvider = null |
bool Part.bodyLiftOnlyUnattachedLift = false |
bool Part.bodyLiftOnlyUnattachedLiftActual = false |
float Part.bodyLiftScalar = 0f |
Vector3 Part.boundsCentroidOffset = Vector3.zero |
float Part.boundsMultiplier = 1f |
float Part.breakingForce = 22f |
float Part.breakingTorque = 22f |
float Part.buoyancy = 1.0f |
string Part.buoyancyUseCubeNamed = "" |
bool Part.buoyancyUseSine = true |
bool Part.canAimCamera = true |
Vector3 Part.CenterOfBuoyancy = Vector3.zero |
Vector3 Part.CenterOfDisplacement = Vector3.zero |
|
static |
|
static |
|
static |
int Part.childStageOffset = 0 |
new Collider Part.collider |
CollisionEnhancer Part.collisionEnhancer |
int Part.collisionEnhancerSkipFrames = 5 |
The number of FixedUpdate frames to skip when the part is made physical (from physicsless) in the CollisionEnhancer component.
Vector3 Part.CoLOffset = Vector3.zero |
Vector3 Part.CoMOffset = Vector3.zero |
|
protected |
Flag for whether the part is able to attach to another
|
protected |
List<IConstruction> Part.constructionModules |
A cached list of PartModules that implement IConstruction interface. Set list to null to reset the cache.
Vector3 Part.CoPOffset = Vector3.zero |
uint Part.craftID |
a unique id used in the editor. Defaults to object instance id or loaded from craft data. Will not be reliable after docking
float Part.crashTolerance = 9f |
int Part.CrewCapacity = 0 |
double Part.crewRespawnTime = 0d |
bool Part.crewTransferAvailable = true |
PartSet Part.crossfeedPartSet |
This is the cross feed PartSet for this part. It is created by the Vessel and ShipConstruct classes.
DictionaryValueList<Collider, int> Part.currentCollisions = new DictionaryValueList<Collider, int>() |
string Part.customPartData = "" |
A string for saving and loading custom part data. (Do not use linebreaks here. If storing multiple values, separate them with a semicolon
Coroutine Part.cyclingAutoStruts |
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int Part.defaultInverseStage = 0 |
List<PartModule> Part.dockingPorts = new List<PartModule>() |
original position and rotation, in relation to the vessel. This is set by the vessel when it's first initialized
ArrowPointer Part.dragArrowPtr |
DragModel Part.dragModel = DragModel.CUBE |
Vector3 Part.dragReferenceVector = Vector3.up |
float Part.dragScalar = 0f |
Vector3 Part.dragVector = Vector3.up |
Vector3 Part.dragVectorDir = Vector3.up |
Vector3 Part.dragVectorDirLocal = Vector3.up |
float Part.dragVectorMag = 0f |
float Part.dragVectorSqrMag = 0f |
double Part.dynamicPressurekPa |
float Part.edgeHighlightThresholdMult = 1f |
Part Part.editorCollision |
bool Part.editorFirstTimePlaced = false |
First time the part is placed in the vessel in VAB
bool Part.editorStarted = false |
double Part.emissiveConstant = 0.4d |
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If this part exploded due to an overheat.
float Part.explosionPotential = 0.5f |
double Part.exposedArea = 0d |
string Part.FailureState = "Failed" |
string Part.flagURL = "" |
uint Part.flightID |
a unique id to identify this part in flight. This one is guaranteed to be unique for all parts in the simulation. Not assigned in the editor.
Vector3d Part.force = Vector3d.zero |
List<ForceHolder> Part.forces = new List<ForceHolder>(2) |
bool Part.frozen |
bool Part.fuelCrossFeed = true |
bool Part.fuelFlowOverlayEnabled = false |
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float Part.gaugeThresholdMult = 1f |
float Part.gExplodeChance = 0.8f |
Chance per second, i.e. multiplied by fixedDeltaTime
bool Part.GroundContact |
double Part.gTolerance = 50d |
float Part.habitableVolume = 0 |
bool Part.hasHeiarchyModel |
bool Part.hasKerbalOnLadder = false |
This will be true if there is a EVA kerbal standing on a ladder on this part.
bool Part.hasLiftModule = false |
float Part.hatchObstructionCheckInwardDistance = 1.1f |
float Part.hatchObstructionCheckInwardOffset = 1f |
float Part.hatchObstructionCheckOutwardDistance = 1f |
float Part.hatchObstructionCheckSphereOffset = 0.1f |
float Part.hatchObstructionCheckSphereRadius = 0.22f |
double Part.heatConductivity = 0.12d |
double Part.heatConvectiveConstant = 1.0d |
Color Part.highlightColor = defaultHighlightPart |
HighlightType Part.highlightType = HighlightType.OnMouseOver |
string Part.initialVesselName |
Quaternion Part.initRotation = Quaternion.identity |
int Part.inStageIndex = -1 |
InternalModel Part.internalModel |
string Part.InternalModelName = "" |
int Part.inverseStage = 0 |
bool Part.inverseStageCarryover = true |
True when this inverseStage index should carry over to non-stageable parts.
bool Part.isClone = false |
Vessel.ControlLevel Part.isControlSource |
Flag for whether this part can provide input to the vessel. (tweaked by command modules)
physical significance of the part.
bool Part.isMirrored = false |
set to true if mirrorVector != Vector3.one
bool Part.isPersistent |
string Part.isShieldedDisplay = "" |
uint Part.lastFuelRequestId = 0 |
uint Part.launchID |
another unique number shared by all parts launched together on the same vessel
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double Part.machNumber = 0f |
int Part.manualStageOffset = -1 |
float Part.mass = 2.0f |
float Part.maximum_drag = 0.1f |
double Part.maxPressure = 4000d |
double Part.maxTemp = 2000d |
double Part.minDepth |
float Part.minimum_drag = 0.1f |
Vector3 Part.mirrorAxis = Vector3.zero |
Vector3 Part.mirrorRefAxis |
Vector3 Part.mirrorVector = Vector3.one |
uint Part.missionID |
a unique number shared by all parts launched together on the same vessel
Vector3 Part.moduleSize = Vector3.zero |
bool Part.needPrefabMass = true |
bool Part.noAutoEVAAny = false |
bool Part.noAutoEVAMulti = false |
string Part.NoCrossFeedNodeKey = "" |
Callback Part.OnEditorAttach = () => { } |
Callback Part.OnEditorDestroy = () => { } |
Callback Part.OnEditorDetach = () => { } |
Callback Part.OnJustAboutToBeDestroyed = () => { } |
Callback Part.OnJustAboutToDie = () => { } |
Vector3 Part.orgPos |
Quaternion Part.orgRot |
Part Part.originalPart |
int Part.originalStage = 0 |
bool Part.overrideSkillUpdate = false |
string Part.overrideSkillUpdateModules = "ModuleSAS, ModuleWheelSteering" |
bool Part.packed |
Part Part.parent |
PartBuoyancy Part.partBuoyancy |
AvailablePart Part.partInfo |
string Part.partName |
List<string> Part.partRendererBoundsIgnore |
float Part.partSeatMassReduction = 0f |
The amount of mass that was removed in the db load based on the number of seats and if the part has a command module
This is calculated using the PerSeatReduction vars in PhysicsGlobals and is based on kerbals having actual IVA mass from 1.11 onwards
Transform Part.partTransform |
bool Part.PermanentGroundContact |
flags if part is always touching the surface, i.e. a launch clamp.
uint Part.persistentId |
a unique id used for the life of the part.
PhysicalSignificance Part.physicalSignificance = PhysicalSignificance.FULL |
double Part.physicsMass = 0d |
int Part.PhysicsSignificance = -1 |
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Part Part.potentialParent |
float Part.prefabMass = 0f |
Vector3 Part.prefabSize = Vector3.zero |
PartStates Part.PreFailState = PartStates.IDLE |
float Part.presExplodeChance = 0.8f |
Chance per second, i.e. multiplied by fixedDeltaTime
PhysicalSignificance Part.previousPhysicalSignificance |
References the physical significance before swapping it due the rotate or move tools on construction mode
List<ProtoCrewMember> Part.protoModuleCrew = new List<ProtoCrewMember>() |
ProtoPartSnapshot Part.protoPartSnapshot |
PartThermalData Part.ptd |
double Part.radiativeArea = 0d |
double Part.radiatorCritical = 0.75d |
double Part.radiatorHeadroom = 0.25d |
double Part.radiatorMax = 0.25d |
Rigidbody Part.rb |
bool Part.recheckShielding = true |
This is the local variant of AlwaysRecheckShielding. If this is false, even if AlwaysRecheckShielding is true, we won't recheck shielding.
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float Part.rescaleFactor = 1.25f |
This is the scale factor that's applied after loading. It rescales the model and any nodes. Use to convert from model space to world space.
float Part.resourceMass = 0f |
int Part.resourcePriorityOffset = 0 |
bool Part.resourcePriorityUseParentInverseStage = false |
If true, instead of our inverseStage, use parent's (if not null) inverseStage when reporting res priority
double Part.resourceRequestRemainingThreshold = 1e-12d |
double Part.resourceThermalMass = 0d |
PartStates Part.ResumeState = PartStates.IDLE |
bool Part.rigidAttachment = false |
bool Part.sameVesselCollision = false |
If this field is True colliders on this part will interact with colliders on other Parts within the same Vessel that also have this field set to true.
float Part.scaleFactor = 1f |
This is the scale factor used in the mesh exporter. Use to convert from 3D scene space to model space.
int Part.separationIndex = 0 |
Rigidbody Part.servoRb |
If the Part contains a BaseServo (Robotic servo) this will be set to the moving part of the servo's RB (The part has two RBs).
ShipConstruct Part.ship |
ShowRigidAttachmentOption Part.showRigidOption = ShowRigidAttachmentOption.Editor |
PartSet Part.simulationCrossfeedPartSet |
This is the simulation cross feed PartSet for this part used in delta v calculations. It is created by the Vessel and ShipConstruct classes.
double Part.skinExposedArea = 0f |
double Part.skinExposedAreaFrac = 0f |
double Part.skinExposedMassMult = 1d |
double Part.skinInternalConductionMult = 1d |
double Part.skinMassPerArea = 1d |
double Part.skinMaxTemp = -1d |
double Part.skinSkinConductionMult = 1d |
double Part.skinTemperature |
double Part.skinThermalMass |
double Part.skinThermalMassModifier = 1d |
double Part.skinThermalMassRecip |
double Part.skinToInternalFlux = 0d |
double Part.skinUnexposedExternalTemp = 4f |
double Part.skinUnexposedMassMult = 0d |
double Part.skinUnexposedTemperature = 0d |
bool Part.skipColliderIgnores = false |
AttachNode Part.srfAttachNode |
KSP.UI.Screens.ProtoStageIcon Part.stackIcon |
StackIconGrouping Part.stackIconGrouping = StackIconGrouping.SYM_COUNTERPARTS |
flag for whether the part is connected to the command pod or not (however indirectly) [Needless to say, this is obsolete logic now)
double Part.stackPriThreshold = 1e-3d |
public bool DEBUG = false;
int Part.stackSymmetry = 0 |
bool Part.stageAfter = false |
bool Part.stageBefore = false |
int Part.stageOffset = 0 |
string Part.stagingIcon = "" |
bool Part.stagingIconAlwaysShown = false |
bool Part.stagingOn = true |
bool Part.started |
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double Part.staticPressureAtm |
Vector3 Part.strutOffset = Vector3.zero |
double Part.submergedDragScalar = 1d |
double Part.submergedDynamicPressurekPa = 0d |
double Part.submergedLiftScalar = 0d |
double Part.submergedPortion = 0d |
Vector3 Part.surfaceAreas = Vector3.one |
GameObject Part.surfaceAttachGO |
SymmetryMethod Part.symMethod |
double Part.temperature = -1d |
float Part.tempExplodeChance = 0.8f |
Chance per second, i.e. multiplied by fixedDeltaTime
PQS_PartCollider Part.terrainCollider |
double Part.thermalConductionFlux |
double Part.thermalConvectionFlux |
double Part.thermalExposedFlux |
double Part.thermalExposedFluxPrevious |
double Part.thermalInternalFlux |
double Part.thermalInternalFluxPrevious |
double Part.thermalMass = 0d |
double Part.thermalMassModifier = 1.0d |
double Part.thermalMassReciprocal = 1d |
double Part.thermalRadiationFlux |
double Part.thermalSkinFlux |
double Part.thermalSkinFluxPrevious |
AttachNode Part.topNode |
Vector3d Part.torque = Vector3d.zero |
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ModulePartVariants Part.variants |
The PartModule Variants for this part (if one is attached).
Vector3 Part.vel |
Vessel Part.vessel |
VesselNaming Part.vesselNaming |
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VesselType Part.vesselType = VesselType.Debris |
float Part.waterAngularDragMultiplier = 1f |
bool Part.WaterContact |
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Flag for whether the part is directly attached to another (it's not the same as parent != null because this is also true for root parts)
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flag for wether this part will receive an input feed (use this if reading FlightInputHandler.state directly)
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The ModuleAnimateGeneric modules for this part (if there are any).
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Returns true if the current part selected is the tweaker "target anchor transform" point of a part, like the end point of a compound part.
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This is the PartResourceList for the part.
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This is the delta v simulation PartResourceList for the part.
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