Kerbal Space Program
1.12.4
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State machine for Celestial Body in the GAP when displaying Biomes. More...
Public Member Functions | |
override void | End () |
Ends the State, nothing to cleanup for now More... | |
bool | HasSelectedBiome () |
Return if player has selected a biome in gap More... | |
override void | Init (GAPCelestialBody gapRef) |
Intializes the variables for this state, gets a reference to the biomes shader to be used later More... | |
override void | LoadPlanet (CelestialBody newCelestialBody) |
When a planet is loaded, it will replace the scaled planet shader for the biomes shader More... | |
delegate void | OnBiomeSelected (CBAttributeMapSO.MapAttribute biome) |
override void | OnClickUp (RaycastHit?hit) |
When the gap is clicked, it will test if the user hit the planets sphere to determine Longitude/Latitude, after that it wil look which biome does it belong to and set the shader colors appropriately It will also clear the Hovered biome values and color More... | |
override void | OnMouseOver (Vector2 cameraPoint) |
When the mouse is hovering the GAP, it will update the biome hover values and highlight it in the shader with a different color. More... | |
void | SelectBiome (CBAttributeMapSO.MapAttribute newBiome) |
Highlights a biome in the GAP, hides the hovered biome color and updates the text to display what was selected More... | |
void | SelectBiomeByName (string biomeName) |
Given the name of the biome it will search it in the celestial body and highlight it, does nothing if its not found or has no biomes More... | |
override void | UnloadPlanet () |
When a planet is unloaded, it will set back the defaul shader to the scaled planet More... | |
override void | Update () |
Updates the State every frame More... | |
Public Member Functions inherited from Expansions.Missions.Editor.GAPCelestialBodyState_Base | |
GAPOrbitRenderer | CreateSimpleOrbit (AdditionalEntity entityType, string name, Orbit orbit, MapNode.TypeData typeData) |
void | CreateSurfaceAreaGizmo (double latitude, double longitude, double radius) |
GAPSurfaceIcon | CreateSurfaceIcon (AdditionalEntity entityType, string name, MapNode.TypeData typeData, double latitude, double longitude, double altitude) |
virtual void | LateUpdate () |
Updates the state, its called each frame More... | |
virtual void | OnClick (RaycastHit?hit) |
Called when the GAP gets clicked More... | |
virtual void | OnDrag (PointerEventData.InputButton arg0, Vector2 arg1) |
Called when the mouse is rightclick holding and dragging in the GAP window More... | |
virtual void | OnDragEnd (RaycastHit?hit) |
Called when mouse button is released after dragging More... | |
void | OnFilterButton (AdditionalEntity entityType) |
UI Button events More... | |
void | SetFilter (AdditionalEntity entityType, bool displayIcons) |
Icon toggles More... | |
Static Public Member Functions | |
static int | GetBiomeIndex (CelestialBody body, string biomeName) |
Retunrns the index position of the biome in the array of the celestial body. More... | |
Public Attributes | |
OnBiomeSelected | OnGAPBiomeSelected |
Additional Inherited Members | |
Public Types inherited from Expansions.Missions.Editor.GAPCelestialBodyState_Base | |
enum | AdditionalEntity { AdditionalEntity.Kerbal, AdditionalEntity.Asteroid, AdditionalEntity.Vessel, AdditionalEntity.Flag, AdditionalEntity.LaunchSite, AdditionalEntity.Objective } |
Protected Attributes inherited from Expansions.Missions.Editor.GAPCelestialBodyState_Base | |
AdditionalEntity[] | entityTypes |
GAPCelestialBody | gapRef |
State machine for Celestial Body in the GAP when displaying Biomes.
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inlinevirtual |
Ends the State, nothing to cleanup for now
Reimplemented from Expansions.Missions.Editor.GAPCelestialBodyState_Base.
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inlinestatic |
Retunrns the index position of the biome in the array of the celestial body.
biomeName | The name of the biome to be serched in the array |
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inline |
Return if player has selected a biome in gap
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inlinevirtual |
Intializes the variables for this state, gets a reference to the biomes shader to be used later
Reimplemented from Expansions.Missions.Editor.GAPCelestialBodyState_Base.
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inlinevirtual |
When a planet is loaded, it will replace the scaled planet shader for the biomes shader
Reimplemented from Expansions.Missions.Editor.GAPCelestialBodyState_Base.
delegate void Expansions.Missions.Editor.GAPCelestialBodyState_Biomes.OnBiomeSelected | ( | CBAttributeMapSO.MapAttribute | biome | ) |
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inlinevirtual |
When the gap is clicked, it will test if the user hit the planets sphere to determine Longitude/Latitude, after that it wil look which biome does it belong to and set the shader colors appropriately It will also clear the Hovered biome values and color
Reimplemented from Expansions.Missions.Editor.GAPCelestialBodyState_Base.
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inlinevirtual |
When the mouse is hovering the GAP, it will update the biome hover values and highlight it in the shader with a different color.
Reimplemented from Expansions.Missions.Editor.GAPCelestialBodyState_Base.
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inline |
Highlights a biome in the GAP, hides the hovered biome color and updates the text to display what was selected
newBiome | The biome to be highlighted |
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inline |
Given the name of the biome it will search it in the celestial body and highlight it, does nothing if its not found or has no biomes
biomeName | The name of the biome to be highlighted |
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inlinevirtual |
When a planet is unloaded, it will set back the defaul shader to the scaled planet
Reimplemented from Expansions.Missions.Editor.GAPCelestialBodyState_Base.
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inlinevirtual |
Updates the State every frame
Reimplemented from Expansions.Missions.Editor.GAPCelestialBodyState_Base.
OnBiomeSelected Expansions.Missions.Editor.GAPCelestialBodyState_Biomes.OnGAPBiomeSelected |