Kerbal Space Program  1.12.4
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Expansions.Missions.Editor.MissionEditorLogic Class Reference
Inheritance diagram for Expansions.Missions.Editor.MissionEditorLogic:
Expansions.Missions.Editor.IMEHistoryTarget

Public Member Functions

void AddConnectorToConnectorList (MEGUIConnector connector)
 Adds a connector to the editor connector list More...
 
void AddNode (MEGUINode node)
 Adds a node to the editor node list More...
 
void AddNodeToSelectedList (MEGUINode node)
 Adds the node to the selected list More...
 
void ArrangeGraphNodes ()
 Arrange the nodes positions in the grid More...
 
void CanvasClicked (Vector2 clickPosition, bool dragging)
 Player clicked on the canvas background. More...
 
void ClearAllSelections ()
 Deselect all items and clear the sap selection More...
 
void ClearConnector (MEGUIConnector connector)
 Removes the connector from the editor connector list More...
 
void ClearConnectorGroupSelection ()
 Clears and calls the deselect method for all the Connectors in the selection Group More...
 
void ClearEditor ()
 Delete all nodes and connections from the editor More...
 
void ClearSelectedNodesList ()
 Clears and calls the deselect method for all the nodes in the selection Group More...
 
MEGUIConnector ConnectNodes (MEGUINode fromNode, MEGUINode toNode)
 Creates a connector between two nodes More...
 
MEGUIConnector ConnectNodes (MEGUINode fromNode, MEGUINode toNode, Color connectionColor)
 Creates a connector between two nodes More...
 
void ConnectorButtonClicked (MEGUINode node, MENodeConnectionType type)
 
void ConnectorButtonDragged (MEGUINode node, MENodeConnectionType type)
 ConnectorButtonDragged creates a new node when someone starts dragging fron an output or input If there is nothing happening at the time, then it will create a line connected to the node. If not will do nothing so should not be called in that case. More...
 
void ConnectorButtonDropped (MEGUINode node, MENodeConnectionType type)
 ConnectorButtonDropped ends the curent node when someone stops dragging fron an output or input, if appropiate. If there is nothing happening at the time, does nothing. If you're dragging around a line connected to a node, it will connect the two nodes together. More...
 
void ConnectorSelectionChange (MEGUIConnector connector)
 Triggered by a connector selection, changes the current selected line connector. More...
 
void CopySelectedNodes ()
 Copies the selected Nodes when Modifier-C used. Ereases the list before copying if it had something else More...
 
MEGUINode CreateNodeAtMousePosition ()
 
MEGUINode CreateNodeAtMousePosition (MEBasicNode basicNode)
 
MEGUINode CreateNodeAtPosition (Vector2 position)
 Create a node on the specified position, this position is relative to the Grid container center. More...
 
MEGUINode CreateNodeAtPosition (Vector2 position, MEBasicNode basicNode)
 Create a node on the specified position, this position is relative to the Grid container center. More...
 
MEGUINode CreateNodeAtPosition (Vector2 position, MENode node)
 Create a node on the specified position, this position is relative to the Grid container center. More...
 
void DisplayMultipleSelectedItems (int amount, string itemName)
 Called when more than 1 nodes or connectors are selected More...
 
void FilterSideBarNode (string nodeName, Action callback)
 
void FitNodesInView ()
 Fit the nodes in the grid More...
 
List< string > GetDisplayedNodeNames ()
 
List< MEGUINodeGetDisplayedNodes ()
 
Vector3 GetGridMousePosition ()
 
MEGUINode GetNodeFromID (int nodeID)
 Get an editor node from the supplied id More...
 
int GetNodeListCout ()
 
PointerClickHandler.PointerClickEvent
< PointerEventData > 
GetOnClickOnSearchListener ()
 
ConfigNode GetState ()
 
float GetToolboxWidth ()
 Gets the width of the toolbox. (The pane on the left side of the screen.) More...
 
void HideTutorialIndicator (MEGUIParameter param)
 
void HighLightDisplayedNode (bool isActive)
 
bool IsNodeDockable (MEGUINode testNode, ref MEGUINode nodeToDockTo, Vector3 nodePositionCheckOverride)
 
ShipConstruct LoadVessel (MissionCraft vessel)
 
ShipConstruct LoadVessel (ConfigNode craftNode, uint persistentID)
 
void Lock (bool lockTopRight, bool lockSAPGAP, bool lockTool, bool lockKeystrokes, bool lockNodeCanvas, string lockID, bool lockTopRightExceptLeave=false)
 This method is used to pass the input lock mask with the key string More...
 
void NodeSelectionChange (MEGUINode node)
 Triggered by a node selection, changes the current selected node. More...
 
void OnExit ()
 
void onKerbalAdded (ProtoCrewMember kerbal)
 
void onKerbalNameChanged (ProtoCrewMember kerbal, string oldName, string newName)
 
void onKerbalRemoved (ProtoCrewMember kerbal)
 
void onKerbalStatusChange (ProtoCrewMember kerbal, ProtoCrewMember.RosterStatus oldStatus, ProtoCrewMember.RosterStatus newStatus)
 
void onKerbalTypeChanged (ProtoCrewMember kerbal, ProtoCrewMember.KerbalType oldType, ProtoCrewMember.KerbalType newType)
 
void PasteCopiedNodes ()
 This method places on canvas clone copies of the copiedNodes list and sets them as the new selected nodes, Connectors for the pasted nodes are ignored. More...
 
void RemoveNode (MEGUINode node)
 Remove a node from the editor node list and if the node is currently select, clears the node selection More...
 
void RemoveNodeFromSelectedList (MEGUINode node)
 Removes the node from the selected list More...
 
void ScrollBar (float value)
 Scroll bar with value More...
 
void ScrollPanel (float height)
 scroll panel with value More...
 
void ScrollSettingToBottom ()
 
void ScrollSettingToTop ()
 
void ScrollToParameterGroup (int index)
 Scroll to a specific parameter group More...
 
void SetCurrentSelectedGameObject ()
 
void SetLock (ControlTypes type, bool add, string lockId)
 
void SetNodeFilterInputMask (List< string > mask)
 
void SetNodeFilterInputMaskToDefault ()
 
void SetNodeListInputMask (List< string > mask)
 
void SetNodeListInputMaskToDefault ()
 
void SetOnClickOnSearchListener (PointerClickHandler.PointerClickEvent< PointerEventData > aListener)
 
void SetSettingsActionPaneInputMask (List< string > mask)
 
void SetSettingsActionPaneInputMaskToDefault ()
 
void ShowTutorialIndicator (MEGUIParameter param)
 
void SimulateOnNodeClick (int nodeId)
 
void Unlock (string lockID)
 
void UpdateSelectedNodesPosition (MEGUINode node, Vector2 pos)
 Updates the position of the grouped nodes relative from the node that was dragged More...
 
void UpdateUI ()
 This method is used to update the interactable status of the buttons of the Mission Editor GUI More...
 

Static Public Member Functions

static Color GetCategoryColor (string categoryName)
 Get the CategoryNodeColor from the instance values More...
 
static Color GetStartNodeColor ()
 Get the StartNodeColor from the instance values More...
 
static void StartUpMissionEditor (string missionPath="")
 

Public Attributes

MEActionPane actionPane
 Action pane More...
 
Awards awardDefinitions
 List of the award definitions More...
 
List< MEBasicNodebasicNodes
 
Button buttonArrange
 
Button buttonBrief
 
Button buttonExit
 
Button buttonExport
 
Button buttonFit
 
Button buttonKSPedia
 
Button buttonLayout
 
Button buttonLayoutGAP
 
Button buttonLoad
 
Toggle buttonMaximizeCanvas
 
Toggle buttonMaximizeGAP
 
Button buttonNew
 
Button buttonRedo
 
Button buttonSave
 
Toggle buttonSnap
 
Button buttonTest
 
Button buttonTS
 
Button buttonUndo
 
float connectorSelectionAllowance
 How many pixels we allow the click to be off when user is trying to click a connector. More...
 
MECrewAssignmentDialog crewAssignmentDialog
 Prefab used to instantiate the crew assignment dialogue box. More...
 
PopupDialog dialogSelectEditor
 
bool disallowSave = false
 
float distanceForNodeDocking
 Minimum distance between a logic node top and the bottom of a normal node for them to be considered to be dockable. More...
 
bool isMouseOverGAPScroll = false
 
Vector2 lastFramePos
 
MissionsBrowserDialog loadMissionDialog
 
MEGUIConnector meConnectorPrefab
 
MENodeColors MENodeColorConfig
 Storage for configurable colors so people can adjust this without code changes More...
 
MEGUINode MENodePrefab
 
MissionValidationDialog missionValidationDialog
 
MENodeCanvas NodeCanvas
 
RectTransform NodeCanvasUIRect
 
Vector2 nodeDragPos
 
Action OnExitEditor
 
Action OnLeave
 
Action< GameObject > OnSelectedGameObjectChange
 
MEGUIPanel[] Panels
 Array of panels to be reseted More...
 
List< MEGUIConnectorselectedConnectors = new List<MEGUIConnector>()
 
List< MEGUINodeselectedNodes = new List<MEGUINode>()
 
CheckpointBrowserDialog testMissionDialog
 
TMP_InputField titleText
 
TooltipController_Text titleTooltip
 
RectTransform toolBox
 Reference to the toolbox on the left side of the screen. More...
 
PopupDialog unableToStartMission
 
List< MissionPackuserMissionPacks
 
Button zoom_buttonMinus
 
Button zoom_buttonPlus
 
TMPro.TextMeshProUGUI zoom_level
 

Protected Member Functions

void PlaceArrangeNode (List< MEGUINode > nodes, int level, float yOffset, ref List< System.Guid > placedNodes)
 Recursive function to place arrange a list of nodes in the grid More...
 

Protected Attributes

bool actionPaneMoving
 

Static Protected Attributes

static string startUpMissionPath
 

Properties

Canvas Canvas [get, set]
 
MEGUIConnector CurrentlySelectedConnector [get, set]
 
MEGUINode CurrentSelectedNode [get, set]
 
Mission EditorMission [get, set]
 
static MissionEditorLogic Instance [get, set]
 Singleton for this object More...
 
List< MissionPackStockMissionPacks [get]
 

Member Function Documentation

void Expansions.Missions.Editor.MissionEditorLogic.AddConnectorToConnectorList ( MEGUIConnector  connector)
inline

Adds a connector to the editor connector list

Parameters
connector
void Expansions.Missions.Editor.MissionEditorLogic.AddNode ( MEGUINode  node)
inline

Adds a node to the editor node list

Parameters
nodeNode to be added
void Expansions.Missions.Editor.MissionEditorLogic.AddNodeToSelectedList ( MEGUINode  node)
inline

Adds the node to the selected list

Parameters
nodethe selected node received from the pointer
void Expansions.Missions.Editor.MissionEditorLogic.ArrangeGraphNodes ( )
inline

Arrange the nodes positions in the grid

void Expansions.Missions.Editor.MissionEditorLogic.CanvasClicked ( Vector2  clickPosition,
bool  dragging 
)
inline

Player clicked on the canvas background.

Parameters
clickPositionLocation clicked
draggingWhether the user is currently dragging the screen around
void Expansions.Missions.Editor.MissionEditorLogic.ClearAllSelections ( )
inline

Deselect all items and clear the sap selection

void Expansions.Missions.Editor.MissionEditorLogic.ClearConnector ( MEGUIConnector  connector)
inline

Removes the connector from the editor connector list

void Expansions.Missions.Editor.MissionEditorLogic.ClearConnectorGroupSelection ( )
inline

Clears and calls the deselect method for all the Connectors in the selection Group

void Expansions.Missions.Editor.MissionEditorLogic.ClearEditor ( )
inline

Delete all nodes and connections from the editor

void Expansions.Missions.Editor.MissionEditorLogic.ClearSelectedNodesList ( )
inline

Clears and calls the deselect method for all the nodes in the selection Group

MEGUIConnector Expansions.Missions.Editor.MissionEditorLogic.ConnectNodes ( MEGUINode  fromNode,
MEGUINode  toNode 
)
inline

Creates a connector between two nodes

Parameters
fromNodeNode where the line start
toNodeNode where the line ends
Returns
MEGUIConnector Expansions.Missions.Editor.MissionEditorLogic.ConnectNodes ( MEGUINode  fromNode,
MEGUINode  toNode,
Color  connectionColor 
)
inline

Creates a connector between two nodes

Parameters
fromNodeNode where the line start
toNodeNode where the line ends
Returns
void Expansions.Missions.Editor.MissionEditorLogic.ConnectorButtonClicked ( MEGUINode  node,
MENodeConnectionType  type 
)
inline
void Expansions.Missions.Editor.MissionEditorLogic.ConnectorButtonDragged ( MEGUINode  node,
MENodeConnectionType  type 
)
inline

ConnectorButtonDragged creates a new node when someone starts dragging fron an output or input If there is nothing happening at the time, then it will create a line connected to the node. If not will do nothing so should not be called in that case.

Parameters
nodeNode that user clicked on.
typeEnum with information on whether the user clicked on the input or output node.
void Expansions.Missions.Editor.MissionEditorLogic.ConnectorButtonDropped ( MEGUINode  node,
MENodeConnectionType  type 
)
inline

ConnectorButtonDropped ends the curent node when someone stops dragging fron an output or input, if appropiate. If there is nothing happening at the time, does nothing. If you're dragging around a line connected to a node, it will connect the two nodes together.

Parameters
nodeNode that user clicked on.
typeEnum with information on whether the user clicked on the input or output node.
void Expansions.Missions.Editor.MissionEditorLogic.ConnectorSelectionChange ( MEGUIConnector  connector)
inline

Triggered by a connector selection, changes the current selected line connector.

Parameters
connector
void Expansions.Missions.Editor.MissionEditorLogic.CopySelectedNodes ( )
inline

Copies the selected Nodes when Modifier-C used. Ereases the list before copying if it had something else

MEGUINode Expansions.Missions.Editor.MissionEditorLogic.CreateNodeAtMousePosition ( )
inline
MEGUINode Expansions.Missions.Editor.MissionEditorLogic.CreateNodeAtMousePosition ( MEBasicNode  basicNode)
inline
MEGUINode Expansions.Missions.Editor.MissionEditorLogic.CreateNodeAtPosition ( Vector2  position)
inline

Create a node on the specified position, this position is relative to the Grid container center.

Parameters
positionPosition in the grid relative to the center.
Returns
MEGUINode Expansions.Missions.Editor.MissionEditorLogic.CreateNodeAtPosition ( Vector2  position,
MEBasicNode  basicNode 
)
inline

Create a node on the specified position, this position is relative to the Grid container center.

Parameters
positionPosition in the grid relative to the center.
basicNodeBasic Node Template to use for creating the node
Returns
MEGUINode Expansions.Missions.Editor.MissionEditorLogic.CreateNodeAtPosition ( Vector2  position,
MENode  node 
)
inline

Create a node on the specified position, this position is relative to the Grid container center.

Parameters
positionPosition in the grid relative to the center.
Returns
void Expansions.Missions.Editor.MissionEditorLogic.DisplayMultipleSelectedItems ( int  amount,
string  itemName 
)
inline

Called when more than 1 nodes or connectors are selected

void Expansions.Missions.Editor.MissionEditorLogic.FilterSideBarNode ( string  nodeName,
Action  callback 
)
inline
void Expansions.Missions.Editor.MissionEditorLogic.FitNodesInView ( )
inline

Fit the nodes in the grid

static Color Expansions.Missions.Editor.MissionEditorLogic.GetCategoryColor ( string  categoryName)
inlinestatic

Get the CategoryNodeColor from the instance values

Parameters
categoryNameCategory to get the color for
Returns
List<string> Expansions.Missions.Editor.MissionEditorLogic.GetDisplayedNodeNames ( )
inline
List<MEGUINode> Expansions.Missions.Editor.MissionEditorLogic.GetDisplayedNodes ( )
inline
Vector3 Expansions.Missions.Editor.MissionEditorLogic.GetGridMousePosition ( )
inline
MEGUINode Expansions.Missions.Editor.MissionEditorLogic.GetNodeFromID ( int  nodeID)
inline

Get an editor node from the supplied id

Parameters
nodeIDNode instance id
Returns
int Expansions.Missions.Editor.MissionEditorLogic.GetNodeListCout ( )
inline
PointerClickHandler.PointerClickEvent<PointerEventData> Expansions.Missions.Editor.MissionEditorLogic.GetOnClickOnSearchListener ( )
inline
static Color Expansions.Missions.Editor.MissionEditorLogic.GetStartNodeColor ( )
inlinestatic

Get the StartNodeColor from the instance values

Returns
ConfigNode Expansions.Missions.Editor.MissionEditorLogic.GetState ( )
inline
float Expansions.Missions.Editor.MissionEditorLogic.GetToolboxWidth ( )
inline

Gets the width of the toolbox. (The pane on the left side of the screen.)

Returns
Current width of the toolbox.
void Expansions.Missions.Editor.MissionEditorLogic.HideTutorialIndicator ( MEGUIParameter  param)
inline
void Expansions.Missions.Editor.MissionEditorLogic.HighLightDisplayedNode ( bool  isActive)
inline
bool Expansions.Missions.Editor.MissionEditorLogic.IsNodeDockable ( MEGUINode  testNode,
ref MEGUINode  nodeToDockTo,
Vector3  nodePositionCheckOverride 
)
inline
ShipConstruct Expansions.Missions.Editor.MissionEditorLogic.LoadVessel ( MissionCraft  vessel)
inline
ShipConstruct Expansions.Missions.Editor.MissionEditorLogic.LoadVessel ( ConfigNode  craftNode,
uint  persistentID 
)
inline
void Expansions.Missions.Editor.MissionEditorLogic.Lock ( bool  lockTopRight,
bool  lockSAPGAP,
bool  lockTool,
bool  lockKeystrokes,
bool  lockNodeCanvas,
string  lockID,
bool  lockTopRightExceptLeave = false 
)
inline

This method is used to pass the input lock mask with the key string

Parameters
lockTopRightbool for the top right corner buttons
lockSAPGAPbool for the SAP and GAP canvaces, Gap in maximised mode as well
lockToolbool for the nodes toolbox and tool buttons U R M F A
lockKeystrokesbool for locking the keystrokes
lockNodeCanvasbool for locking node canvas
lockIDstring for the key for locking and unlocking (Must be the same string)
lockTopRightExceptLeavebool for the top right corner buttons except the leave button
void Expansions.Missions.Editor.MissionEditorLogic.NodeSelectionChange ( MEGUINode  node)
inline

Triggered by a node selection, changes the current selected node.

Parameters
nodeSelected node
void Expansions.Missions.Editor.MissionEditorLogic.OnExit ( )
inline
void Expansions.Missions.Editor.MissionEditorLogic.onKerbalAdded ( ProtoCrewMember  kerbal)
inline
void Expansions.Missions.Editor.MissionEditorLogic.onKerbalNameChanged ( ProtoCrewMember  kerbal,
string  oldName,
string  newName 
)
inline
void Expansions.Missions.Editor.MissionEditorLogic.onKerbalRemoved ( ProtoCrewMember  kerbal)
inline
void Expansions.Missions.Editor.MissionEditorLogic.onKerbalStatusChange ( ProtoCrewMember  kerbal,
ProtoCrewMember.RosterStatus  oldStatus,
ProtoCrewMember.RosterStatus  newStatus 
)
inline
void Expansions.Missions.Editor.MissionEditorLogic.onKerbalTypeChanged ( ProtoCrewMember  kerbal,
ProtoCrewMember.KerbalType  oldType,
ProtoCrewMember.KerbalType  newType 
)
inline
void Expansions.Missions.Editor.MissionEditorLogic.PasteCopiedNodes ( )
inline

This method places on canvas clone copies of the copiedNodes list and sets them as the new selected nodes, Connectors for the pasted nodes are ignored.

void Expansions.Missions.Editor.MissionEditorLogic.PlaceArrangeNode ( List< MEGUINode nodes,
int  level,
float  yOffset,
ref List< System.Guid >  placedNodes 
)
inlineprotected

Recursive function to place arrange a list of nodes in the grid

Parameters
nodesList of nodes to be arranged
parentNode parent
levelHow deep the node list is in the hierarchy of nodes
yOffsetY axis offset used to display the nodes
placedNodesList of nodes already arranged (to avoid cyclic recursivity)
void Expansions.Missions.Editor.MissionEditorLogic.RemoveNode ( MEGUINode  node)
inline

Remove a node from the editor node list and if the node is currently select, clears the node selection

Parameters
nodeNode to be removed
void Expansions.Missions.Editor.MissionEditorLogic.RemoveNodeFromSelectedList ( MEGUINode  node)
inline

Removes the node from the selected list

Parameters
nodethe selected node received from the pointer
void Expansions.Missions.Editor.MissionEditorLogic.ScrollBar ( float  value)
inline

Scroll bar with value

Parameters
valuefrom 0(bottom) to 1(top)
void Expansions.Missions.Editor.MissionEditorLogic.ScrollPanel ( float  height)
inline

scroll panel with value

Parameters
heightbased on section height
void Expansions.Missions.Editor.MissionEditorLogic.ScrollSettingToBottom ( )
inline
void Expansions.Missions.Editor.MissionEditorLogic.ScrollSettingToTop ( )
inline
void Expansions.Missions.Editor.MissionEditorLogic.ScrollToParameterGroup ( int  index)
inline

Scroll to a specific parameter group

Parameters
indexthe index of the parameter group in the scroll list
void Expansions.Missions.Editor.MissionEditorLogic.SetCurrentSelectedGameObject ( )
inline
void Expansions.Missions.Editor.MissionEditorLogic.SetLock ( ControlTypes  type,
bool  add,
string  lockId 
)
inline
void Expansions.Missions.Editor.MissionEditorLogic.SetNodeFilterInputMask ( List< string >  mask)
inline
void Expansions.Missions.Editor.MissionEditorLogic.SetNodeFilterInputMaskToDefault ( )
inline
void Expansions.Missions.Editor.MissionEditorLogic.SetNodeListInputMask ( List< string >  mask)
inline
void Expansions.Missions.Editor.MissionEditorLogic.SetNodeListInputMaskToDefault ( )
inline
void Expansions.Missions.Editor.MissionEditorLogic.SetOnClickOnSearchListener ( PointerClickHandler.PointerClickEvent< PointerEventData >  aListener)
inline
void Expansions.Missions.Editor.MissionEditorLogic.SetSettingsActionPaneInputMask ( List< string >  mask)
inline
void Expansions.Missions.Editor.MissionEditorLogic.SetSettingsActionPaneInputMaskToDefault ( )
inline
void Expansions.Missions.Editor.MissionEditorLogic.ShowTutorialIndicator ( MEGUIParameter  param)
inline
void Expansions.Missions.Editor.MissionEditorLogic.SimulateOnNodeClick ( int  nodeId)
inline
static void Expansions.Missions.Editor.MissionEditorLogic.StartUpMissionEditor ( string  missionPath = "")
inlinestatic
void Expansions.Missions.Editor.MissionEditorLogic.Unlock ( string  lockID)
inline
void Expansions.Missions.Editor.MissionEditorLogic.UpdateSelectedNodesPosition ( MEGUINode  node,
Vector2  pos 
)
inline

Updates the position of the grouped nodes relative from the node that was dragged

void Expansions.Missions.Editor.MissionEditorLogic.UpdateUI ( )
inline

This method is used to update the interactable status of the buttons of the Mission Editor GUI

Member Data Documentation

MEActionPane Expansions.Missions.Editor.MissionEditorLogic.actionPane

Action pane

bool Expansions.Missions.Editor.MissionEditorLogic.actionPaneMoving
protected
Awards Expansions.Missions.Editor.MissionEditorLogic.awardDefinitions

List of the award definitions

List<MEBasicNode> Expansions.Missions.Editor.MissionEditorLogic.basicNodes
Button Expansions.Missions.Editor.MissionEditorLogic.buttonArrange
Button Expansions.Missions.Editor.MissionEditorLogic.buttonBrief
Button Expansions.Missions.Editor.MissionEditorLogic.buttonExit
Button Expansions.Missions.Editor.MissionEditorLogic.buttonExport
Button Expansions.Missions.Editor.MissionEditorLogic.buttonFit
Button Expansions.Missions.Editor.MissionEditorLogic.buttonKSPedia
Button Expansions.Missions.Editor.MissionEditorLogic.buttonLayout
Button Expansions.Missions.Editor.MissionEditorLogic.buttonLayoutGAP
Button Expansions.Missions.Editor.MissionEditorLogic.buttonLoad
Toggle Expansions.Missions.Editor.MissionEditorLogic.buttonMaximizeCanvas
Toggle Expansions.Missions.Editor.MissionEditorLogic.buttonMaximizeGAP
Button Expansions.Missions.Editor.MissionEditorLogic.buttonNew
Button Expansions.Missions.Editor.MissionEditorLogic.buttonRedo
Button Expansions.Missions.Editor.MissionEditorLogic.buttonSave
Toggle Expansions.Missions.Editor.MissionEditorLogic.buttonSnap
Button Expansions.Missions.Editor.MissionEditorLogic.buttonTest
Button Expansions.Missions.Editor.MissionEditorLogic.buttonTS
Button Expansions.Missions.Editor.MissionEditorLogic.buttonUndo
float Expansions.Missions.Editor.MissionEditorLogic.connectorSelectionAllowance

How many pixels we allow the click to be off when user is trying to click a connector.

MECrewAssignmentDialog Expansions.Missions.Editor.MissionEditorLogic.crewAssignmentDialog

Prefab used to instantiate the crew assignment dialogue box.

PopupDialog Expansions.Missions.Editor.MissionEditorLogic.dialogSelectEditor
bool Expansions.Missions.Editor.MissionEditorLogic.disallowSave = false
float Expansions.Missions.Editor.MissionEditorLogic.distanceForNodeDocking

Minimum distance between a logic node top and the bottom of a normal node for them to be considered to be dockable.

bool Expansions.Missions.Editor.MissionEditorLogic.isMouseOverGAPScroll = false
Vector2 Expansions.Missions.Editor.MissionEditorLogic.lastFramePos
MissionsBrowserDialog Expansions.Missions.Editor.MissionEditorLogic.loadMissionDialog
MEGUIConnector Expansions.Missions.Editor.MissionEditorLogic.meConnectorPrefab
MENodeColors Expansions.Missions.Editor.MissionEditorLogic.MENodeColorConfig

Storage for configurable colors so people can adjust this without code changes

MEGUINode Expansions.Missions.Editor.MissionEditorLogic.MENodePrefab
MissionValidationDialog Expansions.Missions.Editor.MissionEditorLogic.missionValidationDialog
MENodeCanvas Expansions.Missions.Editor.MissionEditorLogic.NodeCanvas
RectTransform Expansions.Missions.Editor.MissionEditorLogic.NodeCanvasUIRect
Vector2 Expansions.Missions.Editor.MissionEditorLogic.nodeDragPos
Action Expansions.Missions.Editor.MissionEditorLogic.OnExitEditor
Action Expansions.Missions.Editor.MissionEditorLogic.OnLeave
Action<GameObject> Expansions.Missions.Editor.MissionEditorLogic.OnSelectedGameObjectChange
MEGUIPanel [] Expansions.Missions.Editor.MissionEditorLogic.Panels

Array of panels to be reseted

List<MEGUIConnector> Expansions.Missions.Editor.MissionEditorLogic.selectedConnectors = new List<MEGUIConnector>()
List<MEGUINode> Expansions.Missions.Editor.MissionEditorLogic.selectedNodes = new List<MEGUINode>()
string Expansions.Missions.Editor.MissionEditorLogic.startUpMissionPath
staticprotected
CheckpointBrowserDialog Expansions.Missions.Editor.MissionEditorLogic.testMissionDialog
TMP_InputField Expansions.Missions.Editor.MissionEditorLogic.titleText
TooltipController_Text Expansions.Missions.Editor.MissionEditorLogic.titleTooltip
RectTransform Expansions.Missions.Editor.MissionEditorLogic.toolBox

Reference to the toolbox on the left side of the screen.

PopupDialog Expansions.Missions.Editor.MissionEditorLogic.unableToStartMission
List<MissionPack> Expansions.Missions.Editor.MissionEditorLogic.userMissionPacks
Button Expansions.Missions.Editor.MissionEditorLogic.zoom_buttonMinus
Button Expansions.Missions.Editor.MissionEditorLogic.zoom_buttonPlus
TMPro.TextMeshProUGUI Expansions.Missions.Editor.MissionEditorLogic.zoom_level

Property Documentation

Canvas Expansions.Missions.Editor.MissionEditorLogic.Canvas
getset
MEGUIConnector Expansions.Missions.Editor.MissionEditorLogic.CurrentlySelectedConnector
getset
MEGUINode Expansions.Missions.Editor.MissionEditorLogic.CurrentSelectedNode
getset
Mission Expansions.Missions.Editor.MissionEditorLogic.EditorMission
getset
MissionEditorLogic Expansions.Missions.Editor.MissionEditorLogic.Instance
staticgetset

Singleton for this object

List<MissionPack> Expansions.Missions.Editor.MissionEditorLogic.StockMissionPacks
get

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