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CometManager Class Reference
Inheritance diagram for CometManager:

Classes

class  CometTailColor
 

Public Member Functions

float GetSpawnChance ()
 
void LoadManagerDefinitions ()
 Load the comet manager defs from cfgs More...
 
void SpawnCometFragments (CometVessel cometVessel)
 Tries to instance between minFragments and maxFragments comet fragments as possible, depending on comet class exploded and More...
 

Static Public Member Functions

static CometDefinition GenerateDefinition (CometOrbitType cometType, UntrackedObjectClass objClass, int seed)
 Build a comet definition from a comet orbit type and the range of values that set the size params to be used in data passing More...
 
static double GenerateHomeSpawnDistance ()
 Generate a discovery distance based on the homebody and min/max spawndistance values More...
 
static double GenerateSentinelSpawnDistance (double distance)
 Generate a discovery distance based on the sentinels current distance from the Sun More...
 
static CometOrbitType GenerateWeightedCometType ()
 Use the weightings of each type to select a comet type More...
 
static Color GenerateWeightedDustTailColor (CometVessel comet)
 Geneartes a color for a dust tail from the weighted list More...
 
static Color GenerateWeightedIonTailColor (CometVessel comet)
 Geneartes a color for an ion tail from the weighted list More...
 
static CometOrbitType GetCometOrbitType (string name)
 Finds the comet definition by name More...
 
static bool ShouldSpawnComet ()
 

Public Attributes

FloatCurve atmospherePressureFadeDistributionForVFXFade = new FloatCurve(new Keyframe[] { new Keyframe(0f, 0f), new Keyframe(1f, 1f) })
 distribution curve used for controlling the fade of the VFX because of atmospheric pressure. More...
 
float atmospherePressureForVFXFade = 0.05f
 Atmospheric pressure at which the VFX will have completely faded out. Number is in kiloPascal, so 0.05 is 50 Pascal. The formula for fading the VFX based on atmospheric pressure is 1 - (atmospheric pressure / atmospherePressureForVFXFade) More...
 
Transform comaNearEffect
 The prefab for the near coma effect More...
 
FloatCurve comaSizeRatioDistribution = new FloatCurve(new Keyframe[] { new Keyframe(0f, 0f), new Keyframe(1f, 1f) })
 distribution curve used for weighting the randomization of the coma size ratio More...
 
List< CometOrbitTypecometDefinitions
 
List< CometTailColordustTailColors
 A list of colors with weightings that will be used to pick an dust tail tint color. Higher the weight the more chance it is chosen. More...
 
Transform dustTailParticleFarEffect
 The prefab for the long-distance particles dust tail effect More...
 
float explosionScaleMultiplier = 0.20f
 Base multiplier for the debris explosion comets get when max pressure reached. More...
 
float fragmentAngleVariation = 22.5f
 Initial Angle variation in which the smaller comets spawned when a comet explodes. A random method is run between -value and value. More...
 
float fragmentdynamicPressurekPa = 10
 Maximum dynamic pressure kPa that the comet can be subjected to before it breaks up in an atmosphere. More...
 
int fragmentIgnoreCollisions = 20
 Number of frames that a recently spawned comet treated as fragment will ignore. More...
 
float fragmentInstanceOffset = 2f
 This number will divide the original comet radius in order to get some variation when the fragments are instanced. More...
 
float fragmentMaxPressureModifier = 1.0f
 Min modifier value that will be added to the nextComet fragments dynamic perssure resistance to break up. More...
 
float fragmentMaxSafeTime = 20.0f
 Max modifier value that will be added to the nextComet fragments dynamic perssure resistance to break up. More...
 
float fragmentMinPressureModifier = 6.0f
 Max modifier value that will be added to the nextComet fragments dynamic perssure resistance to break up. More...
 
float fragmentMinSafeTime = 3.0f
 Min modifier value that will be added to the nextComet fragments dynamic perssure resistance to break up. More...
 
GameObject geyserEmitter
 Prefab of the geyser emitter More...
 
float geyserSizeRadiusMultiplier = 0.05f
 Maximum geyser size should be the comet radius multiplied by geyserRadiusMultiplier More...
 
FloatCurve geysersRatioDistribution = new FloatCurve(new Keyframe[] { new Keyframe(0f, 0f), new Keyframe(1f, 1f) })
 distribution curve used for weighting the randomization of the number of geysers to be generated More...
 
FloatCurve geyserVFXSizeFromDistance = new FloatCurve(new Keyframe[] { new Keyframe(0f, 1f), new Keyframe(1f, 0f) })
 Curve describing how the size of geyser VFX changes from Max length to Min length time value 0 is evaluated as the comet having a Pe of 0 time value 1 is evaluated per the comets vfxStartDistance More...
 
float geyserVisibleDistance = 500
 Distance from the comet centre that geysers become visible More...
 
float gravityAdditionForVFXFadeStart = 300f
 Add this value on to the VFX fade out value to get the VFX start value. VFX strength due to gravity is calculated with this formula: ((comet surface speed - gravityFadeEnd) / (gravityFadeStart - gravityFadeEnd) gravityFadeEnd = (abs(gravity) * gravityMultiplierForVFXFadeEnd) - gravitySubtractionForVFXFadeEnd; gravityFadeStart = gravityFadeEnd + gravityAdditionForVFXFadeStart More...
 
float gravityMultiplierForVFXFadeEnd = 100f
 Multiplier of the gravitic acceleration value that will cause the VFX to end their fade out. VFX strength due to gravity is calculated with this formula: ((comet surface speed - gravityFadeEnd) / (gravityFadeStart - gravityFadeEnd) gravityFadeEnd = (abs(gravity) * gravityMultiplierForVFXFadeEnd) - gravitySubtractionForVFXFadeEnd; gravityFadeStart = gravityFadeEnd + gravityAdditionForVFXFadeStart More...
 
float gravitySubtractionForVFXFadeEnd = 20f
 Subtract this value from the multiplied gravitic acceleration value to get the final value when the VFX will fade out. VFX strength due to gravity is calculated with this formula: ((comet surface speed - gravityFadeEnd) / (gravityFadeStart - gravityFadeEnd) gravityFadeEnd = (abs(gravity) * gravityMultiplierForVFXFadeEnd) - gravitySubtractionForVFXFadeEnd; gravityFadeStart = gravityFadeEnd + gravityAdditionForVFXFadeStart More...
 
List< CometTailColorionTailColors
 A list of colors with weightings that will be used to pick an ion tail tint color. Higher the weight the more chance it is chosen. More...
 
Transform ionTailParticleFarEffect
 The prefab for the long-distance particles ion tail effect More...
 
double maxComaSizeRatio = 1000000
 Max value for ratio of coma radius from nucleus radius - used in generation and will drive the diameter at Pe as the coma size is determined by the nucleus radius times this ratio More...
 
FloatCurve maxCometsPerUntrackedObjects = new FloatCurve(new Keyframe[] { new Keyframe(10f, 1f), new Keyframe(250f, 5f) })
 Curve used for defining how many comets can be in the universe depending on the max untracked space objects count More...
 
int maxFragmentClassStep = 3
 Maximum number of comet classes the new spawned comet fragments should step down to. More...
 
int maxFragments = 5
 Maximum amount of comet fragments this comet will spawn on break up. More...
 
double maxGeyserRadiusRatio = 0.04
 Maximum ratio of geysers to be generated per meter of nucluus radius More...
 
double maxIonTailWidthRatio = 0.3
 ratio of the tail width at the head, comparative to the coma width More...
 
double maxNearDustEmitterRadiusRatio = 0.1
 Maximum ratio of near dust emitters to be generated per meter of nucluus radius More...
 
float maxSentinelSpawnDistance = 2f
 Max distance from the Sun (as a ratio of the sentinel SMA) that the comet will first appear as untracked More...
 
float maxSpawnDistance = 2f
 Max distance from the Sun (as a ratio of the homebody SMA) that the comet will first appear as untracked More...
 
double maxTailLengthRatio = 100000
 Max value for ratio of tail length from coma radius - used in generation and will be how long it is at Pe as the tail length is a ratio of the coma size More...
 
double maxTailWidthRatio = 1
 ratio of the tail width at the head, comparative to the coma width More...
 
double maxVFXStartDistance = 2
 Max radial distance from the Sun (as a ratio of the homebody SMA) that the vfx will start to show More...
 
double minComaSizeRatio = 10000
 Min value for ratio of coma radius from nucleus radius - used in generation and will drive the diameter at Pe as the coma size is determined by the nucleus radius times this ratio More...
 
int minFragmentClassStep = 1
 Minimum number of comet classes the new spawned comet fragments should step down to. More...
 
int minFragments = 3
 Minimum amount of comet fragments this comet will spawn on break up. More...
 
double minGeyserRadiusRatio = 0.04
 Minimum ratio of geysers to be generated per meter of nucluus radius More...
 
double minNearDustEmitterRadiusRatio = 0.1
 Minimum ratio of near dust emitters to be generated per meter of nucluus radius More...
 
float minSentinelSpawnDistance = 1.1f
 Min distance from the Sun (as a ratio of the sentinel SMA) that the comet will first appear as untracked More...
 
float minSpawnDistance = 1.5f
 Min distance from the Sun (as a ratio of the homebody SMA) that the comet will first appear as untracked More...
 
double minTailLengthRatio = 1000
 Min value for ratio of tail length from coma radius - used in generation and will be how long it is at Pe as the tail length is a ratio of the coma size More...
 
double minVFXStartDistance = 0.8
 Min radial distance from the Sun (as a ratio of the homebody SMA) that the vfx will start to show More...
 
GameObject nearDustEmitter
 Prefab of the near dust emitter More...
 
FloatCurve nearDustVFXSizeFromDistance = new FloatCurve(new Keyframe[] { new Keyframe(0f, 1f), new Keyframe(1f, 0f) })
 Curve describing how the size of near dust VFX changes from Max length to Min length time value 0 is evaluated as the comet having a Pe of 0 time value 1 is evaluated per the comets vfxStartDistance More...
 
float nearDustVisibleRadiusMultiplier = 2
 Distance from the comet centre that near dust becomes visible, expressed as a multiplier of the comet radius More...
 
FloatCurve spawnChance = new FloatCurve(new Keyframe[] { new Keyframe(0f, 0.1f), new Keyframe(1f, 0f) })
 Curve used for determining chance of comet being spawned with respect to the ratio of current comets to max comets More...
 
FloatCurve tailLengthRatioDistribution = new FloatCurve(new Keyframe[] { new Keyframe(0f, 0f), new Keyframe(1f, 1f) })
 distribution curve used for weighting the randomization of the tail max length More...
 
FloatCurve tailWidthDistribution = new FloatCurve(new Keyframe[] { new Keyframe(0f, 0f), new Keyframe(1f, 1f) })
 distribution curve used for weighting the randomization of the tail width More...
 
float vesselRangeOrbitLoadOverride = 150000
 Override for vessel range orbit load distance More...
 
float vesselRangeOrbitPackOverride = 1100
 Override for vessel range orbit pack distance More...
 
float vesselRangeOrbitUnloadOverride = 151000
 Override for vessel range orbit unload distance More...
 
float vesselRangeOrbitUnpackOverride = 1000
 Override for vessel range orbit unpack distance More...
 
FloatCurve vfxSizeFromDistance = new FloatCurve(new Keyframe[] { new Keyframe(0f, 1f), new Keyframe(1f, 0f) })
 Curve describing how the size of VFX changes from Max length to Min length time value 0 is evaluated as the comet having a Pe of 0 time value 1 is evaluated per the comets vfxStartDistance More...
 
FloatCurve vfxStartDistribution = new FloatCurve(new Keyframe[] { new Keyframe(0f, 0f), new Keyframe(1f, 1f)})
 distribution curve used for weighting the randomization of the vfx start distance More...
 

Properties

List< VesselComets [get]
 
List< VesselDiscoveredComets [get]
 A List of Already Discovered Comets More...
 
static CometManager Instance [get, set]
 Static singleton reference More...
 
static double VFXUpdateFrequency [get]
 How often in game seconds to update the tail values More...
 
static double VFXUpdateFrequencyInAtmosphere [get]
 How often in game seconds to update the tail values More...
 

Member Function Documentation

static CometDefinition CometManager.GenerateDefinition ( CometOrbitType  cometType,
UntrackedObjectClass  objClass,
int  seed 
)
inlinestatic

Build a comet definition from a comet orbit type and the range of values that set the size params to be used in data passing

Parameters
cometTypeType of Comet orbit
Returns
Definition to pass between functions
static double CometManager.GenerateHomeSpawnDistance ( )
inlinestatic

Generate a discovery distance based on the homebody and min/max spawndistance values

Returns
static double CometManager.GenerateSentinelSpawnDistance ( double  distance)
inlinestatic

Generate a discovery distance based on the sentinels current distance from the Sun

Returns
static CometOrbitType CometManager.GenerateWeightedCometType ( )
inlinestatic

Use the weightings of each type to select a comet type

Returns
Comet Type based on weighting, or null if theres an error
static Color CometManager.GenerateWeightedDustTailColor ( CometVessel  comet)
inlinestatic

Geneartes a color for a dust tail from the weighted list

Parameters
cometCometVessel that we are generating it for
Returns
weighted color form the list using the comets seed so its consistent on reuse
static Color CometManager.GenerateWeightedIonTailColor ( CometVessel  comet)
inlinestatic

Geneartes a color for an ion tail from the weighted list

Parameters
cometCometVessel that we are generating it for
Returns
weighted color form the list using the comets seed so its consistent on reuse
static CometOrbitType CometManager.GetCometOrbitType ( string  name)
inlinestatic

Finds the comet definition by name

Parameters
namename of the definition
Returns
The Comet Type
float CometManager.GetSpawnChance ( )
inline
void CometManager.LoadManagerDefinitions ( )
inline

Load the comet manager defs from cfgs

static bool CometManager.ShouldSpawnComet ( )
inlinestatic
void CometManager.SpawnCometFragments ( CometVessel  cometVessel)
inline

Tries to instance between minFragments and maxFragments comet fragments as possible, depending on comet class exploded and

Member Data Documentation

FloatCurve CometManager.atmospherePressureFadeDistributionForVFXFade = new FloatCurve(new Keyframe[] { new Keyframe(0f, 0f), new Keyframe(1f, 1f) })

distribution curve used for controlling the fade of the VFX because of atmospheric pressure.

Weighting Curve as described in https://docs.unity3d.com/Manual/RandomNumbers.html

float CometManager.atmospherePressureForVFXFade = 0.05f

Atmospheric pressure at which the VFX will have completely faded out. Number is in kiloPascal, so 0.05 is 50 Pascal. The formula for fading the VFX based on atmospheric pressure is 1 - (atmospheric pressure / atmospherePressureForVFXFade)

Transform CometManager.comaNearEffect

The prefab for the near coma effect

FloatCurve CometManager.comaSizeRatioDistribution = new FloatCurve(new Keyframe[] { new Keyframe(0f, 0f), new Keyframe(1f, 1f) })

distribution curve used for weighting the randomization of the coma size ratio

Weighting Curve as described in https://docs.unity3d.com/Manual/RandomNumbers.html

List<CometOrbitType> CometManager.cometDefinitions
List<CometTailColor> CometManager.dustTailColors

A list of colors with weightings that will be used to pick an dust tail tint color. Higher the weight the more chance it is chosen.

Transform CometManager.dustTailParticleFarEffect

The prefab for the long-distance particles dust tail effect

float CometManager.explosionScaleMultiplier = 0.20f

Base multiplier for the debris explosion comets get when max pressure reached.

float CometManager.fragmentAngleVariation = 22.5f

Initial Angle variation in which the smaller comets spawned when a comet explodes. A random method is run between -value and value.

float CometManager.fragmentdynamicPressurekPa = 10

Maximum dynamic pressure kPa that the comet can be subjected to before it breaks up in an atmosphere.

int CometManager.fragmentIgnoreCollisions = 20

Number of frames that a recently spawned comet treated as fragment will ignore.

float CometManager.fragmentInstanceOffset = 2f

This number will divide the original comet radius in order to get some variation when the fragments are instanced.

float CometManager.fragmentMaxPressureModifier = 1.0f

Min modifier value that will be added to the nextComet fragments dynamic perssure resistance to break up.

float CometManager.fragmentMaxSafeTime = 20.0f

Max modifier value that will be added to the nextComet fragments dynamic perssure resistance to break up.

float CometManager.fragmentMinPressureModifier = 6.0f

Max modifier value that will be added to the nextComet fragments dynamic perssure resistance to break up.

float CometManager.fragmentMinSafeTime = 3.0f

Min modifier value that will be added to the nextComet fragments dynamic perssure resistance to break up.

GameObject CometManager.geyserEmitter

Prefab of the geyser emitter

float CometManager.geyserSizeRadiusMultiplier = 0.05f

Maximum geyser size should be the comet radius multiplied by geyserRadiusMultiplier

FloatCurve CometManager.geysersRatioDistribution = new FloatCurve(new Keyframe[] { new Keyframe(0f, 0f), new Keyframe(1f, 1f) })

distribution curve used for weighting the randomization of the number of geysers to be generated

Weighting Curve as described in https://docs.unity3d.com/Manual/RandomNumbers.html

FloatCurve CometManager.geyserVFXSizeFromDistance = new FloatCurve(new Keyframe[] { new Keyframe(0f, 1f), new Keyframe(1f, 0f) })

Curve describing how the size of geyser VFX changes from Max length to Min length time value 0 is evaluated as the comet having a Pe of 0 time value 1 is evaluated per the comets vfxStartDistance

float CometManager.geyserVisibleDistance = 500

Distance from the comet centre that geysers become visible

float CometManager.gravityAdditionForVFXFadeStart = 300f

Add this value on to the VFX fade out value to get the VFX start value. VFX strength due to gravity is calculated with this formula: ((comet surface speed - gravityFadeEnd) / (gravityFadeStart - gravityFadeEnd) gravityFadeEnd = (abs(gravity) * gravityMultiplierForVFXFadeEnd) - gravitySubtractionForVFXFadeEnd; gravityFadeStart = gravityFadeEnd + gravityAdditionForVFXFadeStart

float CometManager.gravityMultiplierForVFXFadeEnd = 100f

Multiplier of the gravitic acceleration value that will cause the VFX to end their fade out. VFX strength due to gravity is calculated with this formula: ((comet surface speed - gravityFadeEnd) / (gravityFadeStart - gravityFadeEnd) gravityFadeEnd = (abs(gravity) * gravityMultiplierForVFXFadeEnd) - gravitySubtractionForVFXFadeEnd; gravityFadeStart = gravityFadeEnd + gravityAdditionForVFXFadeStart

float CometManager.gravitySubtractionForVFXFadeEnd = 20f

Subtract this value from the multiplied gravitic acceleration value to get the final value when the VFX will fade out. VFX strength due to gravity is calculated with this formula: ((comet surface speed - gravityFadeEnd) / (gravityFadeStart - gravityFadeEnd) gravityFadeEnd = (abs(gravity) * gravityMultiplierForVFXFadeEnd) - gravitySubtractionForVFXFadeEnd; gravityFadeStart = gravityFadeEnd + gravityAdditionForVFXFadeStart

List<CometTailColor> CometManager.ionTailColors

A list of colors with weightings that will be used to pick an ion tail tint color. Higher the weight the more chance it is chosen.

Transform CometManager.ionTailParticleFarEffect

The prefab for the long-distance particles ion tail effect

double CometManager.maxComaSizeRatio = 1000000

Max value for ratio of coma radius from nucleus radius - used in generation and will drive the diameter at Pe as the coma size is determined by the nucleus radius times this ratio

FloatCurve CometManager.maxCometsPerUntrackedObjects = new FloatCurve(new Keyframe[] { new Keyframe(10f, 1f), new Keyframe(250f, 5f) })

Curve used for defining how many comets can be in the universe depending on the max untracked space objects count

int CometManager.maxFragmentClassStep = 3

Maximum number of comet classes the new spawned comet fragments should step down to.

int CometManager.maxFragments = 5

Maximum amount of comet fragments this comet will spawn on break up.

double CometManager.maxGeyserRadiusRatio = 0.04

Maximum ratio of geysers to be generated per meter of nucluus radius

double CometManager.maxIonTailWidthRatio = 0.3

ratio of the tail width at the head, comparative to the coma width

double CometManager.maxNearDustEmitterRadiusRatio = 0.1

Maximum ratio of near dust emitters to be generated per meter of nucluus radius

float CometManager.maxSentinelSpawnDistance = 2f

Max distance from the Sun (as a ratio of the sentinel SMA) that the comet will first appear as untracked

float CometManager.maxSpawnDistance = 2f

Max distance from the Sun (as a ratio of the homebody SMA) that the comet will first appear as untracked

double CometManager.maxTailLengthRatio = 100000

Max value for ratio of tail length from coma radius - used in generation and will be how long it is at Pe as the tail length is a ratio of the coma size

double CometManager.maxTailWidthRatio = 1

ratio of the tail width at the head, comparative to the coma width

double CometManager.maxVFXStartDistance = 2

Max radial distance from the Sun (as a ratio of the homebody SMA) that the vfx will start to show

double CometManager.minComaSizeRatio = 10000

Min value for ratio of coma radius from nucleus radius - used in generation and will drive the diameter at Pe as the coma size is determined by the nucleus radius times this ratio

int CometManager.minFragmentClassStep = 1

Minimum number of comet classes the new spawned comet fragments should step down to.

int CometManager.minFragments = 3

Minimum amount of comet fragments this comet will spawn on break up.

double CometManager.minGeyserRadiusRatio = 0.04

Minimum ratio of geysers to be generated per meter of nucluus radius

double CometManager.minNearDustEmitterRadiusRatio = 0.1

Minimum ratio of near dust emitters to be generated per meter of nucluus radius

float CometManager.minSentinelSpawnDistance = 1.1f

Min distance from the Sun (as a ratio of the sentinel SMA) that the comet will first appear as untracked

float CometManager.minSpawnDistance = 1.5f

Min distance from the Sun (as a ratio of the homebody SMA) that the comet will first appear as untracked

double CometManager.minTailLengthRatio = 1000

Min value for ratio of tail length from coma radius - used in generation and will be how long it is at Pe as the tail length is a ratio of the coma size

double CometManager.minVFXStartDistance = 0.8

Min radial distance from the Sun (as a ratio of the homebody SMA) that the vfx will start to show

GameObject CometManager.nearDustEmitter

Prefab of the near dust emitter

FloatCurve CometManager.nearDustVFXSizeFromDistance = new FloatCurve(new Keyframe[] { new Keyframe(0f, 1f), new Keyframe(1f, 0f) })

Curve describing how the size of near dust VFX changes from Max length to Min length time value 0 is evaluated as the comet having a Pe of 0 time value 1 is evaluated per the comets vfxStartDistance

float CometManager.nearDustVisibleRadiusMultiplier = 2

Distance from the comet centre that near dust becomes visible, expressed as a multiplier of the comet radius

FloatCurve CometManager.spawnChance = new FloatCurve(new Keyframe[] { new Keyframe(0f, 0.1f), new Keyframe(1f, 0f) })

Curve used for determining chance of comet being spawned with respect to the ratio of current comets to max comets

FloatCurve CometManager.tailLengthRatioDistribution = new FloatCurve(new Keyframe[] { new Keyframe(0f, 0f), new Keyframe(1f, 1f) })

distribution curve used for weighting the randomization of the tail max length

Weighting Curve as described in https://docs.unity3d.com/Manual/RandomNumbers.html

FloatCurve CometManager.tailWidthDistribution = new FloatCurve(new Keyframe[] { new Keyframe(0f, 0f), new Keyframe(1f, 1f) })

distribution curve used for weighting the randomization of the tail width

Weighting Curve as described in https://docs.unity3d.com/Manual/RandomNumbers.html

float CometManager.vesselRangeOrbitLoadOverride = 150000

Override for vessel range orbit load distance

float CometManager.vesselRangeOrbitPackOverride = 1100

Override for vessel range orbit pack distance

float CometManager.vesselRangeOrbitUnloadOverride = 151000

Override for vessel range orbit unload distance

float CometManager.vesselRangeOrbitUnpackOverride = 1000

Override for vessel range orbit unpack distance

FloatCurve CometManager.vfxSizeFromDistance = new FloatCurve(new Keyframe[] { new Keyframe(0f, 1f), new Keyframe(1f, 0f) })

Curve describing how the size of VFX changes from Max length to Min length time value 0 is evaluated as the comet having a Pe of 0 time value 1 is evaluated per the comets vfxStartDistance

FloatCurve CometManager.vfxStartDistribution = new FloatCurve(new Keyframe[] { new Keyframe(0f, 0f), new Keyframe(1f, 1f)})

distribution curve used for weighting the randomization of the vfx start distance

Weighting Curve as described in https://docs.unity3d.com/Manual/RandomNumbers.html

Property Documentation

List<Vessel> CometManager.Comets
get
List<Vessel> CometManager.DiscoveredComets
get

A List of Already Discovered Comets

CometManager CometManager.Instance
staticgetset

Static singleton reference

double CometManager.VFXUpdateFrequency
staticget

How often in game seconds to update the tail values

double CometManager.VFXUpdateFrequencyInAtmosphere
staticget

How often in game seconds to update the tail values


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