Kerbal Space Program  1.12.4
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FlagDecalBackground Class Reference

This Part Module enables a part flag to be placed to a part and move it through it's surface. More...

Inheritance diagram for FlagDecalBackground:
FlagDecal IThumbnailSetup IPartMassModifier IPartCostModifier PartModule

Public Member Functions

void AssumeSnapshotPosition (GameObject icon, ProtoPartSnapshot partSnapshot)
 
void CheckSymmetry ()
 
float GetModuleCost (float defaultCost, ModifierStagingSituation sit)
 Return the amount to modify the original part's dry cost by. Returned values are added to the base cost. (0 means no effect) More...
 
ModifierChangeWhen GetModuleCostChangeWhen ()
 Return under which circumstances the modulecost changes More...
 
override string GetModuleDisplayName ()
 Override this to provide a Localized version of the PartModules Name for UI components More...
 
float GetModuleMass (float defaultMass, ModifierStagingSituation sit)
 Return the amount to modify the original part's dry mass by. Returned values are added to the base mass. (0 means no effect) More...
 
ModifierChangeWhen GetModuleMassChangeWhen ()
 Return under which circumstances the modulemass changes More...
 
override void OnAwake ()
 Method fires once the module has been added to the part. Use for first time setup. Module will not have loaded fully by this point More...
 
override void OnInventoryModeDisable ()
 This method will be called when this modules part and itself is first disabled (when it is not attached to a vessel) when created in Inventory/Construction mode. More...
 
override void OnLoad (ConfigNode node)
 Use OnLoad to load any additional data from the ConfigNode provided More...
 
override void OnSave (ConfigNode node)
 Use OnSave to serialize additional module information into the ConfigNode provided More...
 
override void OnStart (StartState state)
 Called when the part starts. The StartState gives an indication of where in flight you are. All values may not be plugged in! More...
 
void SetFlag ()
 Brings up the standard flag selector dialog, the player selects a flag and accepts. More...
 
void SetFlagBrowserTexture (string flagUrl)
 Sets the flag texture, this method is added when the PAW field Set Flag is selected, then unsubscribed after that. So this flag set only affects this flag and not the Mission flag. More...
 
string ThumbSuffix (ProtoPartSnapshot partSnapshot)
 When called will return a thumb name file name suffix to apply. (EG: flag URL for a flag part). More...
 
void ToolboxSetFlagTexture (GameObject icon, string flagURL="")
 Sets the flag texture for the part icon. Called when a toolbox Icon is being generated for the VAB/SPH toolbox. More...
 
- Public Member Functions inherited from FlagDecal
void FlipTexture ()
 Flips the current cached textureQuadRenderer variable main texture "_MainTex". by Multiplying it's currentScale in X by -1. More...
 
void MirrorFlag ()
 Mirrors the flag texture of the part calling this and it's Symmetry Counter Parts More...
 
override void OnStart (PartModule.StartState state)
 
void ToggleFlag ()
 
void UpdateDisplay ()
 
virtual void UpdateFlagTexture ()
 Updates the Flag texture and updates it to the material in the textureQuadRenderer if found. More...
 
- Public Member Functions inherited from PartModule
void AddPartModuleAdjuster (AdjusterPartModuleBase newAdjuster)
 Call this to add an adjuster to this part module. More...
 
void AddPartModuleAdjusterList (List< AdjusterPartModuleBase > moduleAdjusters)
 Applies the appropriate module adjusters. Performs checks to make sure that the adjusters are valid too. More...
 
bool AppliedUpgrades ()
 Returns true if upgrades are applied More...
 
void ApplyAdjustersOnStart ()
 Called when a part module is loaded and applies all of the currently loaded adjusters. More...
 
virtual void ApplyUpgradeNode (List< string > appliedUps, ConfigNode node, bool doLoad)
 Applies the upgrades to a confignode. Will either copy the upgrades back to the node or (if doLoad) calls load/onload on it. More...
 
virtual bool ApplyUpgrades (StartState state)
 Will find and apply upgrades. Called during Part's ModulesOnStart, before a module's OnStart. More...
 
void Awake ()
 
delegate bool boolPMApplyUpgrades (PartModule pm, StartState state)
 
delegate bool boolPMBoolDelegate (PartModule pm, bool apply)
 
void ClearPersistentId ()
 Clear the modules persistentId More...
 
void Copy (PartModule fromModule)
 
virtual void DemoteToPhysicslessPart ()
 This method will be called from Part class DemoteToPhysicslessPart when the part is being converted from physical to physicsless part. It is called before the joints and rigidbodies are destroyed. More...
 
virtual bool FindUpgrades (bool fillApplied, ConfigNode node=null)
 Find applicable upgrades to the partmodule (isunlocked and isenabled) and add to the upgradesApplied list. Pass true if you want to add the upgrades to upgradesApplied, false if you just want to know if at least one upgrade is applicable (unlocked rather than enabled) More...
 
virtual Color GetCurrentColor ()
 Returns the current part module color. More...
 
virtual Color GetCurrentColor (string fieldName)
 Returns the current part module color for a field where usespe. More...
 
virtual string GetInfo ()
 Returns formatted string of additional data for use in the VAB and SPH More...
 
uint GetPersistenActiontId ()
 Get the modules persistentID, and create one if it doesnt already have one More...
 
uint GetPersistentId ()
 Get the modules persistentID, and create one if it doesnt already have one More...
 
virtual string GetStagingDisableText ()
 
virtual string GetStagingEnableText ()
 
virtual string GetUpgradeInfo ()
 Called by Upgrade Stats dialog More...
 
bool HasUpgrades ()
 Returns true if upgrades exist for the partmodule More...
 
virtual bool IsStageable ()
 Should this module be counted when seeing whether to have a stack icon present? Override in a module for custom behavior; otherwise returns true if the module (or something the module inherits from above PartModule itself) overrides OnActive() More...
 
bool IsValidContractObjective (string objectiveType)
 Returns if, for example, an antenna part module qualifies as an antenna for contracts. More...
 
void Load (ConfigNode node)
 
virtual void LoadUpgrades (ConfigNode node)
 Loads module-relevant upgrades from the partmodule confignode More...
 
uint NewPersistentId ()
 Reset the modules persistentId to a new number More...
 
virtual void OnActive ()
 Called when the part is set active (after unpacking etc) More...
 
virtual void OnColorChanged (Color color)
 Meant to be overwritten by part modules implementing color changes. In this case, it doesn't matter which color picker changed specifically. More...
 
virtual void OnColorChanged (Color color, string pickerID="")
 Meant to be overwritten by part modules implementing color changes More...
 
virtual void OnConstructionModeFixedUpdate ()
 This method will be called when in EVA Construction mode and this part and itself is disabled (when it is not attached to a vessel) every FixedUpdate(). More...
 
virtual void OnConstructionModeUpdate ()
 This method will be called when in EVA Construction mode and this part and itself is disabled (when it is not attached to a vessel) every Update(). More...
 
virtual void OnCopy (PartModule fromModule)
 Use OnCopy to copy any additional data from the PartModule provided More...
 
virtual void OnFixedUpdate ()
 Called every physics/fixed frame that the part is active More...
 
virtual void OnIconCreate ()
 Method fires just before components are stripped from the gameobject to make it an icon. (The part is instantiated and then various components like Part, PartModule, EffectBehaviour, Colliders, Particles, etc are stripped and then it's set as the icon prefab. This lets PartModules do stuff to the model right before that happens. More...
 
virtual void OnInactive ()
 Called before the part goes inactive (after packing etc) More...
 
virtual void OnInitialize ()
 Called on all modules after all parts are loaded but before they give the ship to the game More...
 
virtual void OnInventoryModeEnable ()
 This method will be called when this modules part and itself is first enabled (when it is attached to a vessel) when created in Inventory/Construction mode. More...
 
void OnModuleAdjusterAddedWrapper (AdjusterPartModuleBase adjuster)
 Wrapper to check the mission expansion availability before performing processing specific to this part module when an adjuster is added. More...
 
virtual void OnModuleAdjusterRemoved (AdjusterPartModuleBase adjuster)
 Perform processing specific to this part module when an adjuster is removed. By default this does nothing is up to each part module to implement it properly. More...
 
virtual void OnPartCreatedFomInventory (ModuleInventoryPart moduleInventoryPart)
 This method is called when a part is being taken out from a slot while being in EVAConstruction mode. More...
 
virtual void OnStartBeforePartAttachJoint (StartState state)
 Called in flight scene in Part.Start just before the Part attachnode joints are created. More...
 
virtual void OnStartFinished (StartState state)
 Called when the part finishes starting. The StartState gives an indication of where in flight you are. All values may not be plugged in! More...
 
virtual void OnStoredInInventory (ModuleInventoryPart moduleInventoryPart)
 Called when the part is stored in an inventory. More...
 
virtual void OnUpdate ()
 Called every frame that the part is active More...
 
virtual void OnWasCopied (PartModule copyPartModule, bool asSymCounterpart)
 Called when the PartModule was copied, through Alt+Copy or symmetry More...
 
virtual void OnWillBeCopied (bool asSymCounterpart)
 Called when the PartModule is about to be copied, through Alt+Copy or symmetry More...
 
virtual bool OnWillBeMirrored (ref Quaternion rotation, AttachNode selPartNode, Part partParent)
 This is called in the Editor scene when a symmetry copy of a part is being positioned. Only called on the symmetry parts and only when symmetry mode is set to Mirror. It allows the mirror rotation to be changed and returned before being applied to the symmetry copy part.

Parameters
rotationThe current calculated rotation. Will be updated if method returns true.
selPartNodeThe attachnode.
partParentThe part that will become this part's parent.
Returns
True if the rotation was changed. Otherwise will return false.
More...
 
virtual List< Color > PresetColors ()
 Preset colors received for any part module. By default, returns only black, override to make your own selection. More...
 
virtual string PrintUpgrades ()
 
virtual void PromoteToPhysicalPart ()
 This method will be called from Part class PromoteToPhysicalPart when the part is being converted from physicsless to physical part. More...
 
void RemovePartModuleAdjuster (AdjusterPartModuleBase oldAdjuster)
 Call this to remove an adjuster from this part module. More...
 
void RemovePartModuleAdjusterList (List< AdjusterPartModuleBase > moduleAdjusters)
 Removes the appropriate module adjusters. Performs checks to make sure that the adjusters are valid too. More...
 
void Save (ConfigNode node)
 
virtual void SetStaging (bool newValue)
 Run by the part's staging toggle handler, sets staging on modules on symmetry counterparts. More...
 
void SetStagingState (bool newState)
 Set the staging enabled bool for this module. More...
 
virtual bool StagingEnabled ()
 Gets current staging status (is staging enabled for this module) Override me! More...
 
virtual bool StagingToggleEnabledEditor ()
 
virtual bool StagingToggleEnabledFlight ()
 
void ToggleStaging ()
 
virtual void UpdateStagingToggle ()
 Updates the staging toggle More...
 
delegate void voidPMApplyNodeDelegate (PartModule pm, List< string > appliedUps, ConfigNode node, bool doLoad)
 
delegate void voidPMDelegate (PartModule pm)
 
delegate void voidPMNodeDelegate (PartModule pm, ConfigNode node)
 
- Public Member Functions inherited from IThumbnailSetup
void AssumeSnapshotPosition (UnityEngine.GameObject icon, ProtoPartSnapshot protoPart)
 When called the module should set it's model position/setup to match the part icon in the editor toolbox More...
 

Public Attributes

bool displayingPortrait = true
 Bool toggle for displaying a mesh in portrait or landscape, this orientation is defined by every mesh in the part config file. More...
 
string displayingPortraitLabel = ""
 
List< FlagMeshflagMeshes = null
 Flag meshes list of the loaded flag meshes and the valid ones that were found in the model. More...
 
int flagSize
 Determines the size of the flag, it is toggled with a UI choose option PAW field type. More...
 
string flagSizeLabel = ""
 
int placementID
 This id lets us have a reference when loading flags that are attached to fairings or moded parts when flag parts are attached as a child of a custom transform point. This is required for assemblies to work with flags attached to fairings, so the reference of the flag is not lost. More...
 
string sizeLocked = "#autoLOC_8003622"
 
- Public Attributes inherited from FlagDecal
bool flagDisplayed = true
 
bool isMirrored
 Tells us if the texture of the flag should be mirrored in X with the texture scale in X being -1 if true More...
 
string textureQuadName = ""
 
- Public Attributes inherited from PartModule
bool isEnabled = true
 
bool moduleIsEnabled = true
 
string moduleName
 
bool overrideStagingIconIfBlank = true
 
ModuleResourceHandler resHandler = new ModuleResourceHandler()
 
bool showUpgradesInModuleInfo = false
 
ProtoPartModuleSnapshot snapshot
 
string stagingDisableText = ""
 
bool stagingEnabled = true
 
string stagingEnableText = ""
 
bool stagingToggleEnabledEditor = false
 
bool stagingToggleEnabledFlight = false
 
List< ConfigNodeupgrades
 
List< string > upgradesApplied = new List<string>()
 
bool upgradesApply = true
 
bool upgradesAsk = true
 

Protected Member Functions

override void OnVariantApplied (Part appliedPart, PartVariant partVariant)
 
override void updateFlag (string flagURL)
 Update the flag with a new texture This method also calls the refresh of the current flag mesh to display. More...
 
- Protected Member Functions inherited from PartModule
ConfigNode GetUpgrade (string name)
 
virtual void LoadUpgradesApplied (List< string > applieds, ConfigNode node)
 Load the applied upgrade names More...
 
virtual void OnModuleAdjusterAdded (AdjusterPartModuleBase adjuster)
 Perform processing specific to this part module when an adjuster is added. By default this does nothing is up to each part module to implement it properly. More...
 
virtual void SaveUpgradesApplied (ConfigNode node)
 Save the applied upgrades. More...
 
IEnumerator UpgradeWaitForScenarioModules ()
 

Protected Attributes

string currentflagUrl = ""
 Current flag texture url for this flag instance. More...
 
- Protected Attributes inherited from FlagDecal
Texture2D flagTexture
 
Renderer textureQuadRenderer
 

Additional Inherited Members

- Public Types inherited from PartModule
enum  PartUpgradeState { PartUpgradeState.NONE, PartUpgradeState.LOCKED, PartUpgradeState.AVAILABLE }
 
enum  StartState {
  StartState.None = 0, StartState.Editor = 1, StartState.PreLaunch = 2, StartState.Landed = 4,
  StartState.Docked = 8, StartState.Flying = 16, StartState.Splashed = 32, StartState.SubOrbital = 64,
  StartState.Orbital = 128
}
 
- Static Public Member Functions inherited from PartModule
static ReflectedAttributes GetReflectedAttributes (Type partModuleType)
 
static PartUpgradeState UpgradesAvailable (Part part)
 Returns true if at least one module on the part has at least one upgrade available (isUnlocked) More...
 
static PartUpgradeState UpgradesAvailable (Part part, ConfigNode node)
 Returns true if at least one module on the part has at least one upgrade available (isUnlocked) More...
 
- Static Public Attributes inherited from PartModule
static voidPMApplyNodeDelegate ApplyUpgradeNodeDel
 
static boolPMApplyUpgrades ApplyUpgradesDel
 
static bool ApplyUpgradesEditorAuto = true
 
static boolPMBoolDelegate FindUpgradesDel
 
static voidPMNodeDelegate LoadExpansionNodes
 Hook for loading extra nodes common to all part modules. More...
 
static voidPMNodeDelegate LoadUpgradesDel
 
static voidPMNodeDelegate SaveExpansionNodes
 Hook for saving extra nodes common to all part modules. More...
 
static voidPMDelegate SetupExpansion
 Hook for performing extra setup common to all part modules. More...
 
static string UpgradesAvailableString = "#autoLOC_6002273"
 
static string UpgradesLockedString = "#autoLOC_6002274"
 
- Static Protected Attributes inherited from PartModule
static Dictionary< string,
ConfigNode
exclusives = new Dictionary<string, ConfigNode>()
 
static Dictionary< Type,
ReflectedAttributes
reflectedAttributeCache = new Dictionary<Type, ReflectedAttributes>()
 
- Properties inherited from PartModule
BaseActionList Actions [get]
 
int ClassID [get]
 
string ClassName [get]
 
List< AdjusterPartModuleBaseCurrentModuleAdjusterList [get]
 List of all the module adjusters that are currently active on this part module. More...
 
BaseEventList Events [get]
 
BaseFieldList Fields [get]
 
string GUIName [get]
 
bool HasAdjusters [get]
 Has this part module been adjusted? More...
 
ReflectedAttributes ModuleAttributes [get, set]
 
Part part [get, set]
 
uint PersistentActionsId [get, set]
 A unique identifier for each vessel including from when it was Shipconstruct More...
 
uint PersistentId [get]
 A unique identifier for each vessel including from when it was Shipconstruct More...
 
Vessel vessel [get]
 

Detailed Description

This Part Module enables a part flag to be placed to a part and move it through it's surface.

Member Function Documentation

void FlagDecalBackground.AssumeSnapshotPosition ( GameObject  icon,
ProtoPartSnapshot  partSnapshot 
)
inline
void FlagDecalBackground.CheckSymmetry ( )
inline
float FlagDecalBackground.GetModuleCost ( float  defaultCost,
ModifierStagingSituation  sit 
)
inline

Return the amount to modify the original part's dry cost by. Returned values are added to the base cost. (0 means no effect)

Returns

Implements IPartCostModifier.

ModifierChangeWhen FlagDecalBackground.GetModuleCostChangeWhen ( )
inline

Return under which circumstances the modulecost changes

Returns

Implements IPartCostModifier.

override string FlagDecalBackground.GetModuleDisplayName ( )
inlinevirtual

Override this to provide a Localized version of the PartModules Name for UI components

Returns

Reimplemented from FlagDecal.

float FlagDecalBackground.GetModuleMass ( float  defaultMass,
ModifierStagingSituation  sit 
)
inline

Return the amount to modify the original part's dry mass by. Returned values are added to the base mass. (0 means no effect)

Returns

Implements IPartMassModifier.

ModifierChangeWhen FlagDecalBackground.GetModuleMassChangeWhen ( )
inline

Return under which circumstances the modulemass changes

Returns

Implements IPartMassModifier.

override void FlagDecalBackground.OnAwake ( )
inlinevirtual

Method fires once the module has been added to the part. Use for first time setup. Module will not have loaded fully by this point

Reimplemented from FlagDecal.

override void FlagDecalBackground.OnInventoryModeDisable ( )
inlinevirtual

This method will be called when this modules part and itself is first disabled (when it is not attached to a vessel) when created in Inventory/Construction mode.

Reimplemented from PartModule.

override void FlagDecalBackground.OnLoad ( ConfigNode  node)
inlinevirtual

Use OnLoad to load any additional data from the ConfigNode provided

Parameters
node

Reimplemented from PartModule.

override void FlagDecalBackground.OnSave ( ConfigNode  node)
inlinevirtual

Use OnSave to serialize additional module information into the ConfigNode provided

Parameters
node

Reimplemented from PartModule.

override void FlagDecalBackground.OnStart ( StartState  state)
inlinevirtual

Called when the part starts. The StartState gives an indication of where in flight you are. All values may not be plugged in!

Parameters
state

Reimplemented from PartModule.

override void FlagDecalBackground.OnVariantApplied ( Part  appliedPart,
PartVariant  partVariant 
)
inlineprotectedvirtual

Reimplemented from FlagDecal.

void FlagDecalBackground.SetFlag ( )
inline

Brings up the standard flag selector dialog, the player selects a flag and accepts.

void FlagDecalBackground.SetFlagBrowserTexture ( string  flagUrl)
inline

Sets the flag texture, this method is added when the PAW field Set Flag is selected, then unsubscribed after that. So this flag set only affects this flag and not the Mission flag.

Parameters
flagUrl
string FlagDecalBackground.ThumbSuffix ( ProtoPartSnapshot  protoPart)
inline

When called will return a thumb name file name suffix to apply. (EG: flag URL for a flag part).

Returns

Implements IThumbnailSetup.

void FlagDecalBackground.ToolboxSetFlagTexture ( GameObject  icon,
string  flagURL = "" 
)
inline

Sets the flag texture for the part icon. Called when a toolbox Icon is being generated for the VAB/SPH toolbox.

Parameters
partIcon
override void FlagDecalBackground.updateFlag ( string  flagURL)
inlineprotectedvirtual

Update the flag with a new texture This method also calls the refresh of the current flag mesh to display.

Parameters
flagURLnew flag texture url

Reimplemented from FlagDecal.

Member Data Documentation

string FlagDecalBackground.currentflagUrl = ""
protected

Current flag texture url for this flag instance.

bool FlagDecalBackground.displayingPortrait = true

Bool toggle for displaying a mesh in portrait or landscape, this orientation is defined by every mesh in the part config file.

string FlagDecalBackground.displayingPortraitLabel = ""
List<FlagMesh> FlagDecalBackground.flagMeshes = null

Flag meshes list of the loaded flag meshes and the valid ones that were found in the model.

int FlagDecalBackground.flagSize

Determines the size of the flag, it is toggled with a UI choose option PAW field type.

string FlagDecalBackground.flagSizeLabel = ""
int FlagDecalBackground.placementID

This id lets us have a reference when loading flags that are attached to fairings or moded parts when flag parts are attached as a child of a custom transform point. This is required for assemblies to work with flags attached to fairings, so the reference of the flag is not lost.

string FlagDecalBackground.sizeLocked = "#autoLOC_8003622"

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