Kerbal Space Program
1.12.4
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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< MEGUINode > | GetDisplayedNodes () |
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="") |
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< MissionPack > | StockMissionPacks [get] |
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Adds a connector to the editor connector list
connector |
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Adds a node to the editor node list
node | Node to be added |
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Adds the node to the selected list
node | the selected node received from the pointer |
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Arrange the nodes positions in the grid
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Player clicked on the canvas background.
clickPosition | Location clicked |
dragging | Whether the user is currently dragging the screen around |
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Deselect all items and clear the sap selection
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Removes the connector from the editor connector list
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Clears and calls the deselect method for all the Connectors in the selection Group
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Delete all nodes and connections from the editor
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Clears and calls the deselect method for all the nodes in the selection Group
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Creates a connector between two nodes
fromNode | Node where the line start |
toNode | Node where the line ends |
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Creates a connector between two nodes
fromNode | Node where the line start |
toNode | Node where the line ends |
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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.
node | Node that user clicked on. |
type | Enum with information on whether the user clicked on the input or output node. |
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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.
node | Node that user clicked on. |
type | Enum with information on whether the user clicked on the input or output node. |
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Triggered by a connector selection, changes the current selected line connector.
connector |
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Copies the selected Nodes when Modifier-C used. Ereases the list before copying if it had something else
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Create a node on the specified position, this position is relative to the Grid container center.
position | Position in the grid relative to the center. |
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Create a node on the specified position, this position is relative to the Grid container center.
position | Position in the grid relative to the center. |
basicNode | Basic Node Template to use for creating the node |
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Create a node on the specified position, this position is relative to the Grid container center.
position | Position in the grid relative to the center. |
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Called when more than 1 nodes or connectors are selected
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Fit the nodes in the grid
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Get the CategoryNodeColor from the instance values
categoryName | Category to get the color for |
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Get an editor node from the supplied id
nodeID | Node instance id |
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Get the StartNodeColor from the instance values
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Implements Expansions.Missions.Editor.IMEHistoryTarget.
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Gets the width of the toolbox. (The pane on the left side of the screen.)
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This method is used to pass the input lock mask with the key string
lockTopRight | bool for the top right corner buttons |
lockSAPGAP | bool for the SAP and GAP canvaces, Gap in maximised mode as well |
lockTool | bool for the nodes toolbox and tool buttons U R M F A |
lockKeystrokes | bool for locking the keystrokes |
lockNodeCanvas | bool for locking node canvas |
lockID | string for the key for locking and unlocking (Must be the same string) |
lockTopRightExceptLeave | bool for the top right corner buttons except the leave button |
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Triggered by a node selection, changes the current selected node.
node | Selected node |
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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.
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Recursive function to place arrange a list of nodes in the grid
nodes | List of nodes to be arranged |
parent | Node parent |
level | How deep the node list is in the hierarchy of nodes |
yOffset | Y axis offset used to display the nodes |
placedNodes | List of nodes already arranged (to avoid cyclic recursivity) |
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Remove a node from the editor node list and if the node is currently select, clears the node selection
node | Node to be removed |
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Removes the node from the selected list
node | the selected node received from the pointer |
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Scroll bar with value
value | from 0(bottom) to 1(top) |
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scroll panel with value
height | based on section height |
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Scroll to a specific parameter group
index | the index of the parameter group in the scroll list |
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Updates the position of the grouped nodes relative from the node that was dragged
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MEActionPane Expansions.Missions.Editor.MissionEditorLogic.actionPane |
Action pane
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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>() |
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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 |
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Singleton for this object
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