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Expansions.Missions.Actions.ActionPartResourceAmount Class Reference

Perform an Action on the Active Vessel to adjust Resource Levels. More...

Inheritance diagram for Expansions.Missions.Actions.ActionPartResourceAmount:
Expansions.Missions.Actions.ActionVessel Expansions.Missions.ActionModule IConfigNode Expansions.Missions.IActionModule IConfigNode Expansions.Missions.IMENodeDisplay

Public Member Functions

override void Awake ()
 
override IEnumerator Fire ()
 Adjust the Active vessels Resource. resourceName is the resource to adjust. adjustAmount is the amount to adjust it by. (negative means remove, positive means add). More...
 
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...
 
override void Load (ConfigNode node)
 
override void Save (ConfigNode node)
 
- Public Member Functions inherited from Expansions.Missions.Actions.ActionVessel
override void Awake ()
 
override string GetNodeBodyParameterString (BaseAPField field)
 Returns the string to be displayed when the parameter is displayed in the node body More...
 
override void Load (ConfigNode node)
 
override void OnVesselPersistentIdChanged (uint oldId, uint newId)
 If a persistentId for a vessel changes Event occurs (GameEvents.onVesselPersistentIdChanged) this will check if the vessel Id on this action node is the one changing and change the reference to the new persistentId More...
 
override void OnVesselsDocking (uint oldId, uint newId)
 If a GameEvents.onVesselDocking occurs we need to check if the old persistentId is the one referenced by this node and store the root Part persistentId for that vessel. Then later if an undock occurs we will find which vessel we are meant to be tracking in this node from the stored root Part persistentId. More...
 
override void OnVesselsUndocking (Vessel oldVessel, Vessel newVessel)
 If a GameEvents.onVesselsUndocking occurs we need to check if one of the vessel PersistentId's involved is the one this node is tracking. If it is, we look for a stored root Part persistentId (if there was a docking event earlier) and find the correct Vessel persistentId to track. More...
 
override void Save (ConfigNode node)
 
void vesselSelectorCreated (MEGUIParameter parameter)
 
- Public Member Functions inherited from Expansions.Missions.ActionModule
virtual Vector3 ActionLocation ()
 Get the Location in world space for this ActionModule. Default will return Vector3.zero. Override to return actual location. More...
 
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...
 
virtual string GetAppObjectiveInfo ()
 
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 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...
 
virtual void OnCloned (ref ActionModule actionModuleBase)
 
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 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...
 
virtual void RunValidation (MissionEditorValidator validator)
 Override this to add custom Validation checks and results to this object 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

float adjustAmount = 0f
 The value to adjust the resource by (negative means remove, positive means add). More...
 
string resourceName
 The Name of the resource we want to adjust More...
 
- Public Attributes inherited from Expansions.Missions.Actions.ActionVessel
uint vesselID = 0u
 
- 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...
 

Additional Inherited Members

- Protected Attributes inherited from Expansions.Missions.Actions.ActionVessel
bool useActiveVessel
 
- Properties inherited from Expansions.Missions.Actions.ActionVessel
Vessel vessel [get]
 Vessel selected for this action More...
 
- Properties inherited from Expansions.Missions.ActionModule
string name [get, set]
 the name of the module class More...
 

Detailed Description

Perform an Action on the Active Vessel to adjust Resource Levels.

Member Function Documentation

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

Reimplemented from Expansions.Missions.ActionModule.

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

Adjust the Active vessels Resource. resourceName is the resource to adjust. adjustAmount is the amount to adjust it by. (negative means remove, positive means add).

Returns

Reimplemented from Expansions.Missions.ActionModule.

override string Expansions.Missions.Actions.ActionPartResourceAmount.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.ActionPartResourceAmount.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.

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

Reimplemented from Expansions.Missions.ActionModule.

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

Reimplemented from Expansions.Missions.ActionModule.

Member Data Documentation

float Expansions.Missions.Actions.ActionPartResourceAmount.adjustAmount = 0f

The value to adjust the resource by (negative means remove, positive means add).

string Expansions.Missions.Actions.ActionPartResourceAmount.resourceName

The Name of the resource we want to adjust


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