Kerbal Space Program  1.12.4
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Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes | Properties | List of all members
ProgressNode Class Reference
Inheritance diagram for ProgressNode:
IConfigNode KSPAchievements.BaseConstruction KSPAchievements.CelestialBodyEscape KSPAchievements.CelestialBodyFlight KSPAchievements.CelestialBodyFlyby KSPAchievements.CelestialBodyLanding KSPAchievements.CelestialBodyOrbit KSPAchievements.CelestialBodyReturn KSPAchievements.CelestialBodyScience KSPAchievements.CelestialBodySplashdown KSPAchievements.CelestialBodySuborbit KSPAchievements.CelestialBodySubtree KSPAchievements.CelestialBodyTransfer KSPAchievements.CrewRecovery KSPAchievements.Docking KSPAchievements.FirstLaunch KSPAchievements.FlagPlant KSPAchievements.PointOfInterest KSPAchievements.ReachSpace KSPAchievements.RecordsAltitude KSPAchievements.RecordsDepth KSPAchievements.RecordsDistance KSPAchievements.RecordsSpeed KSPAchievements.Rendezvous KSPAchievements.Spacewalk KSPAchievements.StationConstruction KSPAchievements.SurfaceEVA KSPAchievements.TargetedLanding KSPAchievements.TowerBuzz

Public Member Functions

void Achieve ()
 
void CheatComplete ()
 
void Complete ()
 
string GetNodeSummary (string baseID)
 
void Load (ConfigNode node)
 Loading a node implies it's unlocked already. More...
 
 ProgressNode (string id, bool startReached)
 
void Reach ()
 
void Save (ConfigNode node)
 Saving a node implies it's already unlocked. Make sure to check if it's unlocked before saving it. More...
 

Public Attributes

Callback OnDeploy
 deploy is called when the tracker starts, to let nodes set up any listeners they use in their unlock logic. More...
 
Action< VesselOnIterateVessels
 Update is called on update. Use when polling something is unavoidable. More...
 
Callback OnStow
 stow is called for all still-unlocked nodes when th tracker stops, and for each node that gets unlocked (their job is done). More...
 

Protected Member Functions

void AddOrAppendWorldFirstMessage (string title, string body)
 
void AwardProgress (string description, float funds=0, float science=0, float reputation=0, CelestialBody body=null)
 
void AwardProgressInterval (string description, int currentInterval, int totalIntervals, ProgressType progress, CelestialBody body=null)
 
void AwardProgressRandomTech (string description, int seed)
 
void AwardProgressStandard (string description, ProgressType progress, CelestialBody body=null)
 
void CrewSensitiveComplete (Vessel v)
 
void CrewSensitiveComplete (ProtoVessel pv)
 
virtual void OnLoad (ConfigNode node)
 
virtual void OnSave (ConfigNode node)
 

Protected Attributes

double AchieveDate
 
Func< string, string > OnGenerateSummary
 

Properties

string Id [get]
 
bool IsComplete [get]
 
bool IsCompleteManned [get, set]
 
bool IsCompleteUnmanned [get, set]
 
bool IsReached [get]
 
ProgressTree Subtree [get]
 

Constructor & Destructor Documentation

ProgressNode.ProgressNode ( string  id,
bool  startReached 
)
inline

Member Function Documentation

void ProgressNode.Achieve ( )
inline
void ProgressNode.AddOrAppendWorldFirstMessage ( string  title,
string  body 
)
inlineprotected
void ProgressNode.AwardProgress ( string  description,
float  funds = 0,
float  science = 0,
float  reputation = 0,
CelestialBody  body = null 
)
inlineprotected

Now send a "low priority" message to the notification app. This will add a notification without blinking the icon.

void ProgressNode.AwardProgressInterval ( string  description,
int  currentInterval,
int  totalIntervals,
ProgressType  progress,
CelestialBody  body = null 
)
inlineprotected
void ProgressNode.AwardProgressRandomTech ( string  description,
int  seed 
)
inlineprotected
void ProgressNode.AwardProgressStandard ( string  description,
ProgressType  progress,
CelestialBody  body = null 
)
inlineprotected
void ProgressNode.CheatComplete ( )
inline
void ProgressNode.Complete ( )
inline
void ProgressNode.CrewSensitiveComplete ( Vessel  v)
inlineprotected
void ProgressNode.CrewSensitiveComplete ( ProtoVessel  pv)
inlineprotected
string ProgressNode.GetNodeSummary ( string  baseID)
inline
void ProgressNode.Load ( ConfigNode  node)
inline

Loading a node implies it's unlocked already.

Parameters
node

Implements IConfigNode.

virtual void ProgressNode.OnLoad ( ConfigNode  node)
inlineprotectedvirtual
virtual void ProgressNode.OnSave ( ConfigNode  node)
inlineprotectedvirtual
void ProgressNode.Reach ( )
inline
void ProgressNode.Save ( ConfigNode  node)
inline

Saving a node implies it's already unlocked. Make sure to check if it's unlocked before saving it.

Parameters
node

Implements IConfigNode.

Member Data Documentation

double ProgressNode.AchieveDate
protected
Callback ProgressNode.OnDeploy

deploy is called when the tracker starts, to let nodes set up any listeners they use in their unlock logic.

Func<string, string> ProgressNode.OnGenerateSummary
protected
Action<Vessel> ProgressNode.OnIterateVessels

Update is called on update. Use when polling something is unavoidable.

Callback ProgressNode.OnStow

stow is called for all still-unlocked nodes when th tracker stops, and for each node that gets unlocked (their job is done).

Property Documentation

string ProgressNode.Id
get
bool ProgressNode.IsComplete
get
bool ProgressNode.IsCompleteManned
getset
bool ProgressNode.IsCompleteUnmanned
getset
bool ProgressNode.IsReached
get
ProgressTree ProgressNode.Subtree
get

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