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Expansions.Missions.Actions.ActionCreateVessel Class Reference

This node will Spawn a vessel in the game. If the vessel situation asks for the player to build it, it will change the scene to the editor and after building it, it will spawn it in the defined position. The vessel will be instantiated once the craft file is defined. In the case that the player builds the vessel, after creating it in the editor, the craft file reference will linked to this vessel situation which will allow when fire again, to spawn the vessel. More...

Inheritance diagram for Expansions.Missions.Actions.ActionCreateVessel:
Expansions.Missions.ActionModule Expansions.Missions.INodeOrbit IConfigNode Expansions.Missions.IActionModule IConfigNode Expansions.Missions.IMENodeDisplay

Public Member Functions

override Vector3 ActionLocation ()
 Returns the Location for Create Asteroid in world space. More...
 
override void Awake ()
 
override IEnumerator Fire ()
 Run this action More...
 
override string GetAppObjectiveInfo ()
 
override string GetInfo ()
 Get the information to be displayed about the module in the tooltip. More...
 
override string GetNodeBodyParameterString (BaseAPField field)
 Returns the string to be displayed when the parameter is displayed in the node body More...
 
Orbit GetNodeOrbit ()
 Returns Orbit for Create Vessel - if it is set to an orbit. Otherwise returns null. More...
 
bool HasNodeOrbit ()
 Does this node have an Orbit? More...
 
override void Initialize (MENode node)
 This is called Once when an ActionModule component is instantiated. This is a mandatory Method and will set the MENode reference. Override this method in any action modules that require the MENode reference prior to Awake, but always call the base.Initialize More...
 
override void Load (ConfigNode node)
 
override void OnCloned (ref ActionModule actionModuleBase)
 
override void RunValidation (MissionEditorValidator validator)
 Override this to add custom Validation checks and results to this object More...
 
override void Save (ConfigNode node)
 
- Public Member Functions inherited from Expansions.Missions.ActionModule
void AddParameterToNodeBody (string parameter)
 Add a parameter to be displayed in the node body Used for batch processing node body parameters If you want an immediate UI update, use AddParameterToNodeBodyAndUpdateUI More...
 
void AddParameterToNodeBodyAndUpdateUI (string parameter)
 Add a parameter to be displayed in the node body Then updates the UI on the node body More...
 
void AddParameterToSAP (string parameter)
 Add a parameter to be displayed in the Settings Action Pane More...
 
string GetDisplayName ()
 Get the localized name of the node More...
 
virtual List< IMENodeDisplayGetInternalParametersToDisplay ()
 Gets some more parameters to display. More...
 
string GetName ()
 Get the name of the action module More...
 
MENode GetNode ()
 Get the linked Mission node. More...
 
bool HasNodeBodyParameter (string parameter)
 Evaluates if the parameter is present in the node body display parameters More...
 
bool HasSAPParameter (string parameter)
 Evaluates if the parameter is present in the SAP More...
 
virtual void OnDestroy ()
 
virtual void OnPartPersistentIdChanged (uint vesselID, uint oldId, uint newId)
 Override this function to catch when a parts persistentId is changed, you should use this to update any partID references in your action where the part is in the correct vessel More...
 
virtual void OnVesselPersistentIdChanged (uint oldId, uint newId)
 Override this function to catch when a vessels persistentId is changed, you should use this to update any vesselID references in your action More...
 
virtual void OnVesselsDocking (uint oldId, uint newId)
 Override this function to catch when a Vessel Dock, you should use this to update any partID/Vessel references in your action where the part is in the correct vessel More...
 
virtual void OnVesselsUndocking (Vessel oldVessel, Vessel newVessel)
 Override this function to catch when a parts Vessel is changed, you should use this to update any partID/Vessel references in your action where the part is in the correct vessel More...
 
virtual void ParameterSetupComplete ()
 Can be used as a hook once all the parameters in a module have been setup. More...
 
void RemoveParameterFromNodeBody (string parameter)
 Add a parameter to be displayed in the node body Used for batch processing node body parameters If you want an immediate UI update, use AddParameterToNodeBodyAndUpdateUI More...
 
void RemoveParameterFromNodeBodyAndUpdateUI (string parameter)
 Removes a parameter to be displayed in the node body Then updates the UI on the node body More...
 
void RemoveParameterFromSAP (string parameter)
 Remove a parameter to be displayed in the Settings Action Pane More...
 
void RunValidationWrapper (MissionEditorValidator validator)
 Called to run the Validation checks for this object. More...
 
void UpdateNodeBodyUI ()
 Updates the node body parameters More...
 
- Public Member Functions inherited from Expansions.Missions.IActionModule
void RunValidationWrapper (Editor.MissionEditorValidator validator)
 

Public Attributes

ScreenMessage activeMessage
 The Active Screen Message advising the player the vessel needs to be created. More...
 
VesselSituation vesselSituation
 
- Public Attributes inherited from Expansions.Missions.ActionModule
bool isRunning = false
 Indicates if the coroutine is running. Set to true when Fire() method starts and set to false when it is finished. Used when restartOnSceneLoad is true to restart coroutine for an ActionModule. More...
 
MENode node
 Refernce to the Node that the action is part of More...
 
List< string > parametersDisplayedInSAP
 The parameters displayed in the Settings Action Pane More...
 
bool restartOnSceneLoad = false
 Set to true if this module requires the MissionSystem to restart a Fire() coroutine on scene change. It will only do this if the coroutine was already running before the scene change. More...
 
string title = ""
 The display name for this More...
 

Properties

VesselSituation VesselToBuild [get]
 Returns the vessel situation that needs to be instantiated/built More...
 
- Properties inherited from Expansions.Missions.ActionModule
string name [get, set]
 the name of the module class More...
 

Detailed Description

This node will Spawn a vessel in the game. If the vessel situation asks for the player to build it, it will change the scene to the editor and after building it, it will spawn it in the defined position. The vessel will be instantiated once the craft file is defined. In the case that the player builds the vessel, after creating it in the editor, the craft file reference will linked to this vessel situation which will allow when fire again, to spawn the vessel.

Member Function Documentation

override Vector3 Expansions.Missions.Actions.ActionCreateVessel.ActionLocation ( )
inlinevirtual

Returns the Location for Create Asteroid in world space.

Returns

Reimplemented from Expansions.Missions.ActionModule.

override void Expansions.Missions.Actions.ActionCreateVessel.Awake ( )
inlinevirtual

Reimplemented from Expansions.Missions.ActionModule.

override IEnumerator Expansions.Missions.Actions.ActionCreateVessel.Fire ( )
inlinevirtual

Run this action

Reimplemented from Expansions.Missions.ActionModule.

override string Expansions.Missions.Actions.ActionCreateVessel.GetAppObjectiveInfo ( )
inlinevirtual

Reimplemented from Expansions.Missions.ActionModule.

override string Expansions.Missions.Actions.ActionCreateVessel.GetInfo ( )
inlinevirtual

Get the information to be displayed about the module in the tooltip.

Returns
Information to be displayed about the module in the tooltip

Reimplemented from Expansions.Missions.ActionModule.

override string Expansions.Missions.Actions.ActionCreateVessel.GetNodeBodyParameterString ( BaseAPField  field)
inlinevirtual

Returns the string to be displayed when the parameter is displayed in the node body

Parameters
field
Returns

Reimplemented from Expansions.Missions.ActionModule.

Orbit Expansions.Missions.Actions.ActionCreateVessel.GetNodeOrbit ( )
inline

Returns Orbit for Create Vessel - if it is set to an orbit. Otherwise returns null.

Returns

Implements Expansions.Missions.INodeOrbit.

bool Expansions.Missions.Actions.ActionCreateVessel.HasNodeOrbit ( )
inline

Does this node have an Orbit?

Returns
True

Implements Expansions.Missions.INodeOrbit.

override void Expansions.Missions.Actions.ActionCreateVessel.Initialize ( MENode  node)
inlinevirtual

This is called Once when an ActionModule component is instantiated. This is a mandatory Method and will set the MENode reference. Override this method in any action modules that require the MENode reference prior to Awake, but always call the base.Initialize

Parameters
node

Reimplemented from Expansions.Missions.ActionModule.

override void Expansions.Missions.Actions.ActionCreateVessel.Load ( ConfigNode  node)
inlinevirtual

Reimplemented from Expansions.Missions.ActionModule.

override void Expansions.Missions.Actions.ActionCreateVessel.OnCloned ( ref ActionModule  actionModuleBase)
inlinevirtual

Reimplemented from Expansions.Missions.ActionModule.

override void Expansions.Missions.Actions.ActionCreateVessel.RunValidation ( MissionEditorValidator  validator)
inlinevirtual

Override this to add custom Validation checks and results to this object

Parameters
validatorThe MissionValidator that the results will be added to

Reimplemented from Expansions.Missions.ActionModule.

override void Expansions.Missions.Actions.ActionCreateVessel.Save ( ConfigNode  node)
inlinevirtual

Reimplemented from Expansions.Missions.ActionModule.

Member Data Documentation

ScreenMessage Expansions.Missions.Actions.ActionCreateVessel.activeMessage

The Active Screen Message advising the player the vessel needs to be created.

VesselSituation Expansions.Missions.Actions.ActionCreateVessel.vesselSituation

Property Documentation

VesselSituation Expansions.Missions.Actions.ActionCreateVessel.VesselToBuild
get

Returns the vessel situation that needs to be instantiated/built


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