Kerbal Space Program  1.12.4
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Properties Events Macros
Classes | Public Types | Public Member Functions | Public Attributes | Static Public Attributes | Protected Member Functions | Protected Attributes | Properties | List of all members
KerbalEVA Class Reference
Inheritance diagram for KerbalEVA:
PartModule

Classes

class  ClamberPath
 
class  HelmetColliderSetup
 Class to hold on/off values for the head/helmet sphere collider More...
 
class  ResourceListItem
 

Public Types

enum  VisorStates { VisorStates.Raised, VisorStates.Lowered, VisorStates.Raising, VisorStates.Lowering }
 
- 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
}
 

Public Member Functions

virtual void AddFlag (int flagCount=1)
 
void AnchorUpdate ()
 Loop that checks the state of the Kerbal and adds or removes an anchor that keeps it in place and prevents it from sliding while at rest. More...
 
void Banana (Callback afterBananaCallback)
 Initiates the Banana animation. More...
 
virtual void BoardPart (Part p)
 
virtual bool BoardSeat (KerbalSeat seat)
 
virtual bool CanEVAWithoutHelmet ()
 On Pod exit (or spawn) can the kerbal exit with helmet off More...
 
virtual bool CanSafelyRemoveHelmet ()
 Can the helmet be safely removed More...
 
void ChangeHelmet ()
 
void ChangeNeckRing ()
 
virtual int CompareContactsByNormalToSurface (ContactPoint c1, ContactPoint c2)
 
void Dzhanibekov (Callback afterWingnutCallback)
 Initiates the Dzhanibekov (spinning wingnut) animation. More...
 
override Color GetCurrentColor ()
 Returns the current part module color. More...
 
virtual Vector3 GetEjectPoint (Vector3 ejectDirection, float maxDist, float capsuleRadius, float capsuleHeight)
 Does a CapsuleCast to get a point that's safe of other colliders for ejecting a kerbal More...
 
void InterruptWeld ()
 When welding is interrupted from picking up the part More...
 
virtual bool IsSeated ()
 Check if a kerbal is seated in a command seat. More...
 
void LowerVisor (bool forceHelmet)
 Lower the protective Visor in the kerbals helmet More...
 
void LowerVisor ()
 
virtual void MakeReference ()
 
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...
 
virtual void OnCollisionEnter (Collision c)
 
virtual void OnCollisionExit (Collision c)
 
virtual void OnCollisionStay (Collision c)
 
override void OnColorChanged (Color color, string id)
 Implements color changes More...
 
override void OnColorChanged (Color color)
 Implements color changes when the specific color picker is not relevant More...
 
virtual void OnDeboardSeat ()
 
virtual void OnGrapple ()
 
override void OnInactive ()
 Called before the part goes inactive (after packing etc) More...
 
override void OnLoad (ConfigNode node)
 Use OnLoad to load any additional data from the ConfigNode provided More...
 
virtual void OnPartDie ()
 
override void OnSave (ConfigNode node)
 Use OnSave to serialize additional module information into the ConfigNode provided More...
 
override void OnStart (PartModule.StartState state)
 
override 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 OnVesselGoOffRails (Vessel v)
 
virtual void OnVesselGoOnRails (Vessel v)
 
virtual void OnVesselSituationChange (GameEvents.HostedFromToAction< Vessel, Vessel.Situations > vcs)
 
void PickUpROC ()
 
virtual void PlantFlag ()
 
void PlayGolf (Callback afterGolfCallback)
 Initiates the Play Golf animation. More...
 
override List< Color > PresetColors ()
 Preset colors received for any part module. By default, returns only black, override to make your own selection. More...
 
void RaiseVisor (bool restoreHelmet)
 Lower the protective Visor in the kerbals helmet More...
 
void RaiseVisor ()
 
virtual void RenameVessel ()
 
virtual void ResetPhysicMaterial ()
 Resets the material of tis kerbal back to the global one. More...
 
bool SetPartPlacementMode (bool mode, ModuleInventoryPart moduleInventoryPartReference)
 Sets the Kerbal's PartPlacementMode bool. This affects key inputs on the kerbal when they are in Part Placement mode (placing a part in flight). More...
 
virtual void SetPhysicMaterial (PhysicMaterial newPhysicMaterial)
 Change this Kerbals physicMaterial. More...
 
virtual void SetupAnimations ()
 
virtual void SetVisibleInPortrait (bool visible)
 Called from the Portrait system. To set the EVA portrait visible or not. Will enable/disable kerbal portrait rendering as appropriate. More...
 
virtual void SetWaypoint (Vector3 tgtPos)
 
virtual IEnumerator StartNonCollidePeriod (float duration, float standoff, Part fromPart, Transform airlockTrf)
 
void ToggleHelmet (bool enableHelmet)
 Toggle Helmet visibility More...
 
void ToggleHelmetAndNeckRing (bool enableHelmet, bool enableNeckRing, bool storeToPCM=true, bool suppressTransformMessages=false)
 Toggle Helmet and NeckRing visibility More...
 
virtual void ToggleJetpack ()
 
virtual void ToggleLamp ()
 
void ToggleNeckRing (bool enableNeckRing)
 Toggle NeckRing visibility More...
 
void Weld (Part targetPart)
 Call to weld a given part in Construction Mode More...
 
virtual bool WillDieWithoutHelmet ()
 Will the kerbal die if the helmet is off and they travel somewhere unsafe 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 (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...
 
virtual string GetModuleDisplayName ()
 Override this to provide a Localized version of the PartModules Name for UI components 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 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 OnInitialize ()
 Called on all modules after all parts are loaded but before they give the ship to the game More...
 
virtual 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...
 
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 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...
 
virtual void OnStartBeforePartAttachJoint (StartState state)
 Called in flight scene in Part.Start just before the Part attachnode joints are created. 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 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 Attributes

int _flags = 1
 
KerbalAnimationManager Animations
 
bool autoGrabLadderOnStart = true
 If true, kerbal will auto-grab the ladder s/he is next to when StartEVA runs. Note that the check is done the frame after OnStart starts, so if you spawn and then set, it will be correct when it's checked next frame. More...
 
RenderTexture AvatarTexture
 The Kerbal's Avatar Texture for UI Portraits More...
 
Transform BackpackStTransform
 Transform for the standalone version of the backpack on the Kerbal "model" transform inside the prefab More...
 
Transform BackpackTransform
 
float ballAngle
 The angle to hit the ball at More...
 
float ballDrag
 The drag to apply to the golf ball More...
 
float ballForce
 The force the golf ball will be hit with More...
 
float ballTime
 The normalized time to replace the animated golf ball with the real object. More...
 
CapsuleCollider[] bodyColliders
 
SkinnedMeshRenderer bodyMesh
 
LadderEndCheck bottomLadderEnd
 References the trigger that checks the bottom ladder end. More...
 
float boundAttack = 0.4f
 Used to control the easing of the low g walking animation crossfade during the bound update More...
 
float boundFallThreshold = 1.5f
 Threshold to control the transition between the bounf float state to the fall state More...
 
float boundForce = 1f
 Force applied upwards in an impulse for every step taken when walking in low g More...
 
float boundFrequency = 0.15f
 
float boundRelease = 2f
 Used to control the easing of the low g walking animation crossfade when entering the bound state More...
 
float boundSharpness = 0.2f
 Used to control the easing of the bound foot to where it is supposed to be when the Kerbal touches the ground More...
 
float boundSpeed = 0.8f
 
float boundThreshold = 0.0f
 Height threshold to detect change from floating in low g to touching the ground again More...
 
bool canRecover
 
Collider[] characterColliders
 
bool CharacterFrameMode = true
 
bool CharacterFrameModeToggle
 
Transform ChuteContainerTransform
 Transform of the EVA parachute when the slim storage is active, inside the Kerbal "model" transform of the prefab More...
 
Transform ChuteJetpackTransform
 Transform of the EVA parachute when jetpack is enabled, inside the Kerbal "model" transform of the prefab More...
 
Transform ChuteStTransform
 Transform of the EVA parachute when there is only the parachute inside the inventory, inside the Kerbal "model" transform of the prefab More...
 
float clamberMaxAlt = 100f
 
float clamberReach = 0.9f
 
float clamberStandoff = 0.45f
 
string colorChanger
 
bool DebugFSMState
 If set to true will log FSM state and event changes. More...
 
float evaExitTemperature = 303f
 
float feetToPivotDistance = 0.25f
 This is the idstance from the kerbal's fet to their pivot. It's used when spawning kerbals. More...
 
Vector3 fFwd = Vector3.forward
 
float flagReach = 0.3f
 
Transform footPivot
 
int framesDelayForHelmetDeathCheck = 5
 How many initial fixedUpdate frames to delay the WillDieWithoutHelmet Checks More...
 
Vector3 fRgt = Vector3.right
 
KerbalFSM fsm
 
Vector3 fUp = Vector3.up
 
float golfSoundTime
 The normalized time to play the golf sound FX More...
 
float halfHeight = 0.269f
 
Transform hammerAnchor
 Adjust the hammer prefab position in order to fit with the pick rock sample animation. More...
 
GameObject hammerPrefab
 The hammer prefab used for the pick rock sample animation. More...
 
GameObject[] handNodes
 
bool HasJetpack = false
 True if Kerbal has a jetpack in its inventory More...
 
bool HasParachute = false
 True if Kerbal has a parachute in its inventory More...
 
GameObject headLamp
 
SphereCollider helmetCollider
 
HelmetColliderSetup helmetColliderSetup
 
SkinnedMeshRenderer helmetMesh
 
float helmetOffMaxOceanPressureAtm = 5.8f
 
float helmetOffMaxOceanPressureAtmMargin = 1f
 
float helmetOffMaxSafePressureAtm = 20f
 Maximum atmospheric preasure to be able to breath without helmet More...
 
float helmetOffMaxSafePressureAtmMargin = 5f
 Safety margin below the max the safe pressure at which the helmet can be taken off More...
 
float helmetOffMaxSafeTempK = 333f
 
float helmetOffMaxSafeTempKMargin = 10f
 
float helmetOffMinSafePressureAtm = 0.177f
 
float helmetOffMinSafePressureAtmMargin = 0.038f
 
float helmetOffMinSafeTempK = 223f
 
float helmetOffMinSafeTempKMargin = 10f
 
Transform helmetTransform
 
float hopThreshold = 2f
 
float iC = 0.005f
 
float initialMass = 1.5f
 
bool isRagdoll
 
bool JetpackDeployed
 
bool JetpackIsThrusting
 
Transform JetpackTransform
 Transform for the jetpack on the Kerbal "model" transform inside the prefab More...
 
float jumpMultiplier = 0.5f
 Multiplier applied when jumping to the jump force. This is used in the calcs to ensure the kerbal can jump higher when carrying less mass, but not a crazy amount More...
 
float Kd = 0.3f
 
float KerbalAvatarUpdateInterval = 0.1f
 Update interval for the Kerbal's Portrait camera More...
 
Camera kerbalCam00
 Kerbal EVA portrait Camera (close up) More...
 
Camera kerbalCam01
 Kerbal EVA portrait Camera (distance) More...
 
Camera kerbalCamAtmos
 Kerbal EVA portrait Camera (Atmosphere and Scaled Space) More...
 
Camera kerbalCamSkyBox
 Kerbal EVA portrait Camera (skybox) More...
 
List< KerbalPropkerbalObjects
 This is a list of various objects that the Kerbal holds and runs animations and FSM states on. More...
 
Camera kerbalPortraitCamera
 Kerbal EVA portrait Camera (renders EVA layer of the kerbal itself) More...
 
float Ki = 0.25f
 
float Kp = 0.7f
 
float ladderClimbSpeed = 0.6f
 
Collider ladderCollider
 Reference to the ladder collider. More...
 
double LadderMinCorrectiveForceSqrMag = 0.1d
 
Transform ladderPivot
 Kerbal's ladder collider transform used for positioning the kerbal on a ladder More...
 
Vector3 ladderPosition
 
float ladderPushoffForce = 3f
 
double LadderVesselPerturbationMultiplier = 1.0d
 
bool lampOn = false
 
float lastBoundStep
 Keeps track of the time between each bound state, used to control the speed of the low g walking animation More...
 
float lightB = 0f
 
float lightG = 0.5176f
 
float lightR = 1f
 
float linFXLatch = 0.02f
 Linear FX Latch value, a value below this will produce no EVA FX for linear movement More...
 
float linFXMaxPower = 0.9f
 Linear FX max power, what will be the visual power of the FX at the maximum linear thrust More...
 
float linFXMinPower = 0.2f
 Linear FX min power, what will be the visual power of the FX at the minimum linear thrust More...
 
float linPower = 10f
 
float massMultiplier = 0.03f
 
float maxJumpForce = 10f
 Max force applied when jumping More...
 
float minRunningGee = 0.6f
 
float minWalkingGee = 0.17f
 
SkinnedMeshRenderer neckringMesh
 
Transform neckRingTransform
 
KFSMEvent On_MoveAcd
 
float onFallHeightFromTerrain = 0.3f
 
Collider[] otherPhysicColliders
 Contains the layer EVA colliders that are not stored in the characterColliders, otherRagdollColliders arrays. More...
 
Collider[] otherRagdollColliders
 
float pidBoostExponent = 2.7f
 Factor of PIDBoost formula More...
 
float pidBoostMultiplier = 0.00012f
 Factor of PIDBoost formula More...
 
float pidBoostThreshold = 55f
 Factor of PIDBoost formula - the value of thrustPercentage under which the PIDBoost is applied More...
 
float PropellantConsumption = 0.025f
 
double propellantResourceDefaultAmount = 5d
 
string propellantResourceName = "EVA Propellant"
 
KerbalRagdollNode[] ragdollNodes
 
float recoverThreshold = 0.6f
 
double recoverTime = 3.0
 
Transform referenceTransform
 
float rotFXLatch = 0.01f
 Rotational FX Latch value, a value below this will produce no EVA FX for linear movement More...
 
float rotFXMaxPower = 0.9f
 Rotation FX max power, what will be the visual power of the FX at the maximum rotational thrust More...
 
float rotFXMinPower = 0.2f
 Rotation FX min power, what will be the visual power of the FX at the minimum rotational thrust More...
 
float rotPower = 1f
 
float runSpeed = 2.2f
 
float SlopeForce = 1.2f
 When walking down hills, an additional force downwards is applied. This keeps the Kerbal rigidbody from jittering. More...
 
bool splatEnabled = true
 
GameObject splatPrefab
 
float splatSpeed = 50.0f
 
float splatThreshold = 150f
 
KFSMState st_idle_gr
 
Transform StorageSlimTransform
 Transform for the storage slim on the Kerbal "model" transform inside the prefab More...
 
Transform StorageTransform
 Transform for the storage on the Kerbal "model" transform inside the prefab More...
 
float strafeSpeed = .5f
 
float stumbleThreshold = 3.5f
 
float swimSpeed = .8f
 
float thrustPercentage = 100f
 Thrust Limiter for the Jetpack More...
 
bool thrustPercentagePIDBoost = true
 Tells the orientationPID to increase the thrust at lower thrust limit values - without boosting at low values (below 50%) the kerbal oscillates or accelerates rotationally More...
 
LadderEndCheck topLadderEnd
 References the trigger that checks the top ladder end. More...
 
float turnRate = 4f
 
Transform upperTorso
 
float VisorAnimationSpeed = 12f
 Determines how fast the visor moves when raised and lowered More...
 
Renderer VisorRenderer
 Visor renderer that contains the material for weld fx More...
 
float walkSpeed = .8f
 
float waterAngularDragMultiplier = 0.01f
 
Transform weldToolAnchor
 Adjust the weld tool prefab position in order to fit with the welding animation. More...
 
GameObject weldToolPrefab
 The weld tool prefab used for the welding animation. More...
 
- 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
 

Static Public Attributes

static bool alwaysShowInventory = false
 True to display the inventory PAW regardless if any Cargo parts are loaded. 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"
 

Protected Member Functions

virtual IEnumerator AcquirePosition (Vector3 tgtPos, float duration)
 
virtual IEnumerator AcquireRotation (Quaternion tgtRot, float duration)
 
virtual void ApplyWingnutTorque ()
 
virtual void AutoTransition ()
 
virtual void bound_fl_OnEnter (KFSMState st)
 
virtual void bound_fl_OnLeave (KFSMState st)
 
virtual void bound_gr_acd_OnEnter (KFSMState st)
 
virtual void bound_gr_acd_OnLeave (KFSMState st)
 
virtual void bound_gr_acd_OnUpdate ()
 
virtual void bound_gr_fps_OnEnter (KFSMState st)
 
virtual void bound_gr_fps_OnLeave (KFSMState st)
 
virtual void bound_gr_fps_OnUpdate ()
 
virtual void CalculateGroundLevelAngle ()
 Calculates the angle of the surface the Kerbal is in, also updates the slopeMovementDirection variable, which holds info if the kerbal is moving uphill or downhill More...
 
virtual bool CanPlantFlag ()
 
virtual bool CanRecover ()
 
virtual bool checkExperiments (Part p)
 
virtual void CheckLadderTriggers ()
 
virtual void clamber_acquireP1_OnEnter (KFSMState st)
 
virtual void clamber_acquireP1_OnLeave (KFSMState st)
 
virtual void clamber_acquireP2_OnEnter (KFSMState st)
 
virtual void clamber_acquireP2_OnLeave (KFSMState st)
 
virtual void clamber_acquireP3_OnEnter (KFSMState st)
 
virtual void clamber_acquireP3_OnLeave (KFSMState st)
 
virtual void controlPanel_identified_OnEnter (KFSMState st)
 
virtual void ControlPanelInteractionFinished ()
 
virtual void correctGroundedRotation ()
 
virtual void correctLadderPosition ()
 
virtual void correctLadderRotation ()
 
virtual void drawCoordinateFrame ()
 
virtual void EjectFromSeat ()
 
virtual void enteringConstruction_OnEnter (KFSMState st)
 
virtual void enteringExitingConstruction_OnFixedUpdate ()
 
virtual void exitingConstruction_OnEnter (KFSMState st)
 
virtual void exitingConstruction_OnLeave (KFSMState st)
 
virtual bool FindClamberSrf (float fwdOffset, float reach)
 Does a simple Raycast to find potential surfaces to climb on to More...
 
virtual bool FindControlPanel (float fwdOffset, float reach)
 Uses a Raycast to find deployed science control panel More...
 
virtual void FinishedPlayingGolf ()
 
virtual void FinishedSmashingBanana ()
 
virtual void FinishedSpinningWingnut ()
 
virtual void FixedUpdate ()
 
virtual void flagAcquireHeading_OnEnter (KFSMState st)
 
virtual void flagAcquireHeading_OnLateUpdate ()
 
virtual void flagAcquireHeading_OnLeave (KFSMState st)
 
virtual void flagPlant_OnEnter (KFSMState st)
 
virtual void flagPlant_OnLeave (KFSMState st)
 
virtual ClamberPath GetClamberPath (float fwdOffset, float reach)
 A more comprehensive test of the climbable surface, which returns enough information to animate the Kerbal as he clambers on More...
 
virtual void getCoordinateFrame ()
 
virtual bool GetL19Contact ()
 
virtual void grappled_OnEnter (KFSMState st)
 
virtual void grappled_OnLeave (KFSMState st)
 
virtual void HandleMovementInput ()
 
virtual void heading_acquire_OnEnter (KFSMState st)
 
virtual void heading_acquire_OnLeave (KFSMState st)
 
virtual void idle_b_OnEnter (KFSMState st)
 
virtual void idle_b_OnLeave (KFSMState st)
 
virtual void idle_fl_OnEnter (KFSMState st)
 
virtual void idle_fl_OnLeave (KFSMState st)
 
virtual void idle_OnEnter (KFSMState st)
 
virtual void idle_OnLeave (KFSMState st)
 
virtual void IntegrateRagdollRigidbodyForces ()
 
virtual void InterpolateLadders ()
 
virtual bool isSelfCollision (Collision c)
 
virtual void jump_OnEnter (KFSMState st)
 
virtual IEnumerator kerbalAvatarUpdateCycle ()
 
virtual void ladder_acquire_OnEnter (KFSMState st)
 
virtual void ladder_acquire_OnLeave (KFSMState st)
 
virtual void ladder_climb_OnEnter (KFSMState st)
 
virtual void ladder_climb_OnLeave (KFSMState st)
 
virtual void ladder_descend_OnEnter (KFSMState st)
 
virtual void ladder_descend_OnLeave (KFSMState st)
 
virtual void ladder_end_reached_OnEnter (KFSMState st)
 
virtual void ladder_end_reached_OnLeave (KFSMState st)
 
virtual void ladder_idle_OnEnter (KFSMState st)
 
virtual void ladder_idle_OnLeave (KFSMState st)
 
virtual void ladder_lean_OnEnter (KFSMState st)
 
virtual void ladder_lean_OnLateUpdate ()
 
virtual void ladder_lean_OnLeave (KFSMState st)
 
virtual void ladder_pushoff_OnLeave (KFSMState st)
 
virtual void land_OnEnter (KFSMState st)
 
virtual void land_OnUpdate ()
 
virtual void LateUpdate ()
 
virtual void OnDestroy ()
 
void OnDrawGizmosSelected ()
 
virtual void onFrameVelocityChange (Vector3d velOffset)
 
virtual void onReferencebodyChanged (GameEvents.FromToAction< CelestialBody, CelestialBody > rChg)
 
virtual void onRotatingFrameChanged (GameEvents.HostTargetAction< CelestialBody, bool > frm)
 
virtual void OnTriggerExit (Collider o)
 
virtual void OnTriggerStay (Collider o)
 
virtual void OnWeldFinish (KerbalEVA kerbalEVA)
 
virtual void OnWeldStart (KerbalEVA kerbalEVA)
 
virtual void picking_roc_sample_OnEnter (KFSMState st)
 
virtual void playing_Golf_OnEnter (KFSMState st)
 
virtual void PlayingGolfPhysicalBall ()
 
virtual void PostInteractionScreenMessage (string message, float delay=0.1f)
 
virtual void proceedAndBoard (Part p)
 
void ProcessEVAFuel ()
 
virtual void ragdoll_OnEnter (KFSMState st)
 
virtual void ragdoll_OnLeave (KFSMState st)
 
virtual void recover_OnEnter (KFSMState st)
 
virtual void recover_OnUpdate ()
 
virtual void RecoverGroundedRotation (float duration)
 
virtual void ResetOrientationPID ()
 
virtual void ResetRagdollLinks ()
 
virtual void RestoreVesselInfo (float delay)
 
virtual IEnumerator restoreVesselInfo_afterWait (float delay)
 
virtual void RocSampleStored ()
 
virtual void run_acd_OnEnter (KFSMState st)
 
virtual void run_acd_OnLeave (KFSMState st)
 
virtual void run_fps_OnLeave (KFSMState st)
 
virtual void run_fps_OnUpdate ()
 
virtual void seated_cmd_OnEnter (KFSMState st)
 
virtual void seated_cmd_OnLeave (KFSMState st)
 
virtual void SetEjectDirection ()
 
virtual void SetRagdoll (bool ragDoll, bool preservePose=false)
 
void SetupEVAFuel ()
 
virtual void SetupFSM ()
 
virtual void SetupJetpackEffects ()
 
virtual void SetupRagdoll (Part part)
 
virtual void smashing_banana_OnEnter (KFSMState st)
 
virtual void SmashingBananaParticles ()
 
virtual int SortTriggersByAlignment (Collider c1, Collider c2)
 Sort ladders by alignment with input movement direction. Automatically prioritizes the current ladder. More...
 
virtual int SortTriggersByDistance (Collider c1, Collider c2)
 Sort ladders by distance from the kerbal. More...
 
virtual void SpawnBanana ()
 
virtual void SpawnGolf ()
 
virtual void spawnHammer ()
 
virtual void SpawnWingnut ()
 
virtual void spinning_Wingnut_OnEnter (KFSMState st)
 
virtual void SpinningWingnutForever ()
 
virtual void Splat (Vector3 point, Vector3 normal)
 
virtual IEnumerator StartEVA (PartModule.StartState state)
 
virtual void StartGroundedRotationRecover ()
 
virtual bool SurfaceContact ()
 
virtual bool SurfaceOrSplashed ()
 
virtual IEnumerator swichFocusIfActiveVesselUncontrollable_delay (float delay)
 
virtual void swim_fwd_OnEnter (KFSMState st)
 
virtual void swim_fwd_OnLeave (KFSMState st)
 
virtual void swim_idle_OnEnter (KFSMState st)
 
virtual void swim_idle_OnLeave (KFSMState st)
 
virtual void SwitchFocusIfActiveVesselUncontrollable (float delay)
 
virtual bool TestClamberSrf (RaycastHit clamberHitInfo)
 test a possible clamber surface further to rule out cases like moving objects More...
 
virtual void ToggleJetpack (bool packState)
 
virtual void Update ()
 
virtual void UpdateCurrentLadder ()
 
virtual void UpdateCurrentLadderIdle ()
 
virtual void UpdateHeading ()
 
void UpdateHelmetOffChecks ()
 
virtual void updateJetpackEffects ()
 
virtual void UpdateLadderMovement ()
 
virtual void UpdateLowGBodyColliders ()
 Updates the body collider height according to the walk low g animation normalized time, so the collision happens at the feet More...
 
virtual void UpdateMovement ()
 
virtual void UpdateOrientationPID ()
 
virtual void UpdatePackAngular ()
 
virtual void UpdatePackFuel ()
 
virtual void UpdatePackLinear ()
 
virtual void updateRagdollVelocities ()
 
virtual IEnumerator waitAndHandleRagdollTimeWarp (int waitFrames)
 
virtual void walk_Acd_OnEnter (KFSMState st)
 
virtual void walk_ccd_OnLeave (KFSMState st)
 
virtual void walk_fps_OnLeave (KFSMState st)
 
virtual void walk_fps_OnUpdate ()
 
virtual void weld_acquireHeading_OnEnter (KFSMState st)
 
virtual void weld_acquireHeading_OnFixedUpdate ()
 
virtual void weld_acquireHeading_OnLateUpdate ()
 
virtual void weld_acquireHeading_OnLeave (KFSMState st)
 
virtual void weld_OnEnter (KFSMState st)
 
virtual void weld_OnFixedUpdate ()
 
virtual void weld_OnLeave (KFSMState st)
 
virtual void ZeroRBVelocity ()
 
- 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

Animation _animation
 
Part _currentLadderPart
 
Rigidbody _rigidbody
 
AdvancedRagdoll advRagdoll
 
float boundColliderModifierCounter = 0f
 
float boundColliderModifierThresholdTime = 0.25f
 
Vector2 boundColliderYOffset = new Vector2(0.01f, 0.04f)
 
float boundForceMassFactor = 0.533f
 
bool boundLeftFoot
 
List< ModuleLiftingSurfacechuteLiftingSurfaces = new List<ModuleLiftingSurface>()
 Lifting surfaces that provide lift for the parachute. More...
 
RaycastHit clamberHitInfo
 
Vector3 clamberOrigin
 
ClamberPath clamberPath
 
float colliderHeight
 
RaycastHit controlHitInfo
 
Vector3 controlOrigin
 
Part currentAirlockPart
 
Collider currentAirlockTrigger
 
Collider currentLadder
 
List< Collider > currentLadderTriggers = new List<Collider>()
 
float currentSpd
 
Vector3 ejectDirection = Vector3.up
 
ModuleEvaChute evaChute
 Reference to the parachute module. More...
 
FlagSite flag
 
float fuelFlowRate
 
Vector3d geeForce
 
List< ResourceListIteminventoryPropellantResources
 
bool invLadderAxis
 
KerbalSeat kerbalSeat
 
DockedVesselInfo kerbalVesselInfo
 
Vector3 ladderPos
 
bool ladderTransition
 
Vector3 lastCollisionDirection
 
double lastCollisionTime
 
bool loadedFromSFS
 
string loadedStateName = ""
 
ModuleInventoryPart moduleInventoryPartReference
 
ModuleScienceExperiment moduleScienceExperimentROC
 Science experiment which we use to handle the experiment. More...
 
List< ModuleScienceExperimentmoduleScienceExperiments
 Science experiment which we use to handle the experiment. More...
 
float normalizedBoundTime
 
KFSMTimedEvent On_recover_complete
 
bool onLadder = false
 
Vector3 packLinear
 
bool partPlacementMode
 
FXGroup PitchPos
 
KerbalPortrait portrait
 
PartResource propellantResource
 Contains the total propellant resource from the Jetpack and EVA Fuel Canisters in the kerbals inventory More...
 
Quaternion rd_rot
 
int referenceFrameChanged_rdPhysHold
 
int slopeMovementDirection = 0
 
ModuleColorChanger suitColorChanger
 
Vector3 tgtFwd
 
Vector3 tgtRpos
 
AnimationState tmpBoundState
 
Coroutine updateAvatarCoroutine
 
WaitForSeconds updIntervalYield
 
bool visibleInPortrait
 

Properties

virtual Part currentLadderPart [get, set]
 
Part CurrentLadderPart [get]
 The current Ladder Part the kerbal is on (if they are on a ladder Part). More...
 
virtual int flagItems [get, set]
 
virtual double Fuel [get]
 
virtual double FuelCapacity [get]
 
string HelmetUnsafeReason [get]
 
bool InConstructionMode [get, set]
 Is Kerbal in ConstructionMode More...
 
bool IsChuteState [get]
 True if kerbalEVA is in one of the parachute control states. More...
 
bool IsLadderJointed [get]
 Is the anti-ladder sliding effect in place between the kerbal and the ladder More...
 
bool IsVisorEnabled [get]
 Is the visor down on the kerbal More...
 
Part LadderPart [get]
 
ModuleInventoryPart ModuleInventoryPartReference [get]
 Reference to the Kerbal's ModuleInventoryPart if in PartPlacementMode. More...
 
bool OnALadder [get]
 
bool PartPlacementMode [get]
 True if the Kerbal is in Inventory Part Placement Mode. More...
 
float PIDBoost [get, set]
 Current public PIDBoost value for rotational PID More...
 
bool Ready [get, set]
 
virtual bool VesselUnderControl [get]
 True if the vessel is able to respond to player input (focused and not packed) More...
 
VisorStates VisorState [get]
 
WeldFX WeldFX [get]
 Returns this kerbal's WeldFX reference. More...
 
- 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]
 

Additional Inherited Members

- 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 Protected Attributes inherited from PartModule
static Dictionary< string,
ConfigNode
exclusives = new Dictionary<string, ConfigNode>()
 
static Dictionary< Type,
ReflectedAttributes
reflectedAttributeCache = new Dictionary<Type, ReflectedAttributes>()
 

Member Enumeration Documentation

Enumerator
Raised 
Lowered 
Raising 
Lowering 

Member Function Documentation

virtual IEnumerator KerbalEVA.AcquirePosition ( Vector3  tgtPos,
float  duration 
)
inlineprotectedvirtual
virtual IEnumerator KerbalEVA.AcquireRotation ( Quaternion  tgtRot,
float  duration 
)
inlineprotectedvirtual
virtual void KerbalEVA.AddFlag ( int  flagCount = 1)
inlinevirtual
void KerbalEVA.AnchorUpdate ( )
inline

Loop that checks the state of the Kerbal and adds or removes an anchor that keeps it in place and prevents it from sliding while at rest.

virtual void KerbalEVA.ApplyWingnutTorque ( )
inlineprotectedvirtual
virtual void KerbalEVA.AutoTransition ( )
inlineprotectedvirtual
void KerbalEVA.Banana ( Callback  afterBananaCallback)
inline

Initiates the Banana animation.

Parameters
afterBananaCallback
virtual void KerbalEVA.BoardPart ( Part  p)
inlinevirtual
virtual bool KerbalEVA.BoardSeat ( KerbalSeat  seat)
inlinevirtual
virtual void KerbalEVA.bound_fl_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.bound_fl_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.bound_gr_acd_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.bound_gr_acd_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.bound_gr_acd_OnUpdate ( )
inlineprotectedvirtual
virtual void KerbalEVA.bound_gr_fps_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.bound_gr_fps_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.bound_gr_fps_OnUpdate ( )
inlineprotectedvirtual
virtual void KerbalEVA.CalculateGroundLevelAngle ( )
inlineprotectedvirtual

Calculates the angle of the surface the Kerbal is in, also updates the slopeMovementDirection variable, which holds info if the kerbal is moving uphill or downhill

virtual bool KerbalEVA.CanEVAWithoutHelmet ( )
inlinevirtual

On Pod exit (or spawn) can the kerbal exit with helmet off

Returns
true if helmet can be off safely
virtual bool KerbalEVA.CanPlantFlag ( )
inlineprotectedvirtual
virtual bool KerbalEVA.CanRecover ( )
inlineprotectedvirtual
virtual bool KerbalEVA.CanSafelyRemoveHelmet ( )
inlinevirtual

Can the helmet be safely removed

Returns
true if helmet can be off safely
void KerbalEVA.ChangeHelmet ( )
inline
void KerbalEVA.ChangeNeckRing ( )
inline
virtual bool KerbalEVA.checkExperiments ( Part  p)
inlineprotectedvirtual
virtual void KerbalEVA.CheckLadderTriggers ( )
inlineprotectedvirtual
virtual void KerbalEVA.clamber_acquireP1_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.clamber_acquireP1_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.clamber_acquireP2_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.clamber_acquireP2_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.clamber_acquireP3_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.clamber_acquireP3_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual int KerbalEVA.CompareContactsByNormalToSurface ( ContactPoint  c1,
ContactPoint  c2 
)
inlinevirtual

< c1 is first

< c2 is first

virtual void KerbalEVA.controlPanel_identified_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.ControlPanelInteractionFinished ( )
inlineprotectedvirtual
virtual void KerbalEVA.correctGroundedRotation ( )
inlineprotectedvirtual

< rotation correction (kerbals are dumb, but not so dumb they can't walk without toppling over)

virtual void KerbalEVA.correctLadderPosition ( )
inlineprotectedvirtual
virtual void KerbalEVA.correctLadderRotation ( )
inlineprotectedvirtual
virtual void KerbalEVA.drawCoordinateFrame ( )
inlineprotectedvirtual
void KerbalEVA.Dzhanibekov ( Callback  afterWingnutCallback)
inline

Initiates the Dzhanibekov (spinning wingnut) animation.

Parameters
afterWingnutCallback
virtual void KerbalEVA.EjectFromSeat ( )
inlineprotectedvirtual
virtual void KerbalEVA.enteringConstruction_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.enteringExitingConstruction_OnFixedUpdate ( )
inlineprotectedvirtual
virtual void KerbalEVA.exitingConstruction_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.exitingConstruction_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual bool KerbalEVA.FindClamberSrf ( float  fwdOffset,
float  reach 
)
inlineprotectedvirtual

Does a simple Raycast to find potential surfaces to climb on to

Parameters
angleHow much to raycast in front of the Kerbal
reachHow far a Kerbal should be able to reach
Returns
True if a surface is found, false if not

< if we find a surface, raycast again upwards to check if we haven't hit a ceiling or a roof

virtual bool KerbalEVA.FindControlPanel ( float  fwdOffset,
float  reach 
)
inlineprotectedvirtual

Uses a Raycast to find deployed science control panel

Parameters
angleHow much to raycast in front of the Kerbal
reachHow far a Kerbal should be able to reach
Returns
True if a surface is found, false if not
virtual void KerbalEVA.FinishedPlayingGolf ( )
inlineprotectedvirtual
virtual void KerbalEVA.FinishedSmashingBanana ( )
inlineprotectedvirtual
virtual void KerbalEVA.FinishedSpinningWingnut ( )
inlineprotectedvirtual
virtual void KerbalEVA.FixedUpdate ( )
inlineprotectedvirtual
virtual void KerbalEVA.flagAcquireHeading_OnEnter ( KFSMState  st)
inlineprotectedvirtual

< call once to figure out deltaHdg before animating

virtual void KerbalEVA.flagAcquireHeading_OnLateUpdate ( )
inlineprotectedvirtual
virtual void KerbalEVA.flagAcquireHeading_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.flagPlant_OnEnter ( KFSMState  st)
inlineprotectedvirtual

< recalculate flag spot in case we drifted a little

virtual void KerbalEVA.flagPlant_OnLeave ( KFSMState  st)
inlineprotectedvirtual

< To prevent the need for flag-planting parties, find nearby kerbals and give them credit too.

virtual ClamberPath KerbalEVA.GetClamberPath ( float  fwdOffset,
float  reach 
)
inlineprotectedvirtual

A more comprehensive test of the climbable surface, which returns enough information to animate the Kerbal as he clambers on

Returns

< find the normal at the very edge of the climbing surface

virtual void KerbalEVA.getCoordinateFrame ( )
inlineprotectedvirtual
override Color KerbalEVA.GetCurrentColor ( )
inlinevirtual

Returns the current part module color.

Returns

Reimplemented from PartModule.

virtual Vector3 KerbalEVA.GetEjectPoint ( Vector3  ejectDirection,
float  maxDist,
float  capsuleRadius,
float  capsuleHeight 
)
inlinevirtual

Does a CapsuleCast to get a point that's safe of other colliders for ejecting a kerbal

Parameters
eva
Returns
virtual bool KerbalEVA.GetL19Contact ( )
inlineprotectedvirtual
virtual void KerbalEVA.grappled_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.grappled_OnLeave ( KFSMState  st)
inlineprotectedvirtual

< this would mean we didn't leave the seat voluntarily, so we're probably debris now.

virtual void KerbalEVA.HandleMovementInput ( )
inlineprotectedvirtual

< walk/run/swim/ladder controls

< pack controls

< rotation

virtual void KerbalEVA.heading_acquire_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.heading_acquire_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.idle_b_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.idle_b_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.idle_fl_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.idle_fl_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.idle_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.idle_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.IntegrateRagdollRigidbodyForces ( )
inlineprotectedvirtual
virtual void KerbalEVA.InterpolateLadders ( )
inlineprotectedvirtual
void KerbalEVA.InterruptWeld ( )
inline

When welding is interrupted from picking up the part

virtual bool KerbalEVA.IsSeated ( )
inlinevirtual

Check if a kerbal is seated in a command seat.

Returns
True if the crew member is seated, false if not
virtual bool KerbalEVA.isSelfCollision ( Collision  c)
inlineprotectedvirtual
virtual void KerbalEVA.jump_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual IEnumerator KerbalEVA.kerbalAvatarUpdateCycle ( )
inlineprotectedvirtual
virtual void KerbalEVA.ladder_acquire_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.ladder_acquire_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.ladder_climb_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.ladder_climb_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.ladder_descend_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.ladder_descend_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.ladder_end_reached_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.ladder_end_reached_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.ladder_idle_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.ladder_idle_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.ladder_lean_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.ladder_lean_OnLateUpdate ( )
inlineprotectedvirtual
virtual void KerbalEVA.ladder_lean_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.ladder_pushoff_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.land_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.land_OnUpdate ( )
inlineprotectedvirtual
virtual void KerbalEVA.LateUpdate ( )
inlineprotectedvirtual
void KerbalEVA.LowerVisor ( bool  forceHelmet)
inline

Lower the protective Visor in the kerbals helmet

Parameters
forceHelmetTrue to force the helmet on if it wasnt already on
void KerbalEVA.LowerVisor ( )
inline
virtual void KerbalEVA.MakeReference ( )
inlinevirtual
override void KerbalEVA.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 PartModule.

virtual void KerbalEVA.OnCollisionEnter ( Collision  c)
inlinevirtual

< bypass part collision checking and just handle it directly

virtual void KerbalEVA.OnCollisionExit ( Collision  c)
inlinevirtual
virtual void KerbalEVA.OnCollisionStay ( Collision  c)
inlinevirtual
override void KerbalEVA.OnColorChanged ( Color  color,
string  id 
)
inlinevirtual

Implements color changes

Parameters
colorInput Color
pickerIDSpecific color picker ID

Reimplemented from PartModule.

override void KerbalEVA.OnColorChanged ( Color  color)
inlinevirtual

Implements color changes when the specific color picker is not relevant

Parameters
colorInput Color

Reimplemented from PartModule.

virtual void KerbalEVA.OnDeboardSeat ( )
inlinevirtual
virtual void KerbalEVA.OnDestroy ( )
inlineprotectedvirtual
void KerbalEVA.OnDrawGizmosSelected ( )
inlineprotected
virtual void KerbalEVA.onFrameVelocityChange ( Vector3d  velOffset)
inlineprotectedvirtual
virtual void KerbalEVA.OnGrapple ( )
inlinevirtual
override void KerbalEVA.OnInactive ( )
inlinevirtual

Called before the part goes inactive (after packing etc)

Reimplemented from PartModule.

override void KerbalEVA.OnLoad ( ConfigNode  node)
inlinevirtual

Use OnLoad to load any additional data from the ConfigNode provided

Parameters
node

< load saved state data from the confignode

Reimplemented from PartModule.

virtual void KerbalEVA.OnPartDie ( )
inlinevirtual
virtual void KerbalEVA.onReferencebodyChanged ( GameEvents.FromToAction< CelestialBody, CelestialBody rChg)
inlineprotectedvirtual

< correct velocity manually if Krakensbane is off, or will be off on the next SOI

virtual void KerbalEVA.onRotatingFrameChanged ( GameEvents.HostTargetAction< CelestialBody, bool >  frm)
inlineprotectedvirtual
override void KerbalEVA.OnSave ( ConfigNode  node)
inlinevirtual

Use OnSave to serialize additional module information into the ConfigNode provided

Parameters
node

Reimplemented from PartModule.

override void KerbalEVA.OnStart ( PartModule.StartState  state)
inline
override void KerbalEVA.OnStartFinished ( StartState  state)
inlinevirtual

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

Parameters
state

Reimplemented from PartModule.

virtual void KerbalEVA.OnTriggerExit ( Collider  o)
inlineprotectedvirtual
virtual void KerbalEVA.OnTriggerStay ( Collider  o)
inlineprotectedvirtual
virtual void KerbalEVA.OnVesselGoOffRails ( Vessel  v)
inlinevirtual

< Need to check and update if flags are active (when switching to kerbal from traction station, kerbal enters st_idle_gr before ground contact occurs)

virtual void KerbalEVA.OnVesselGoOnRails ( Vessel  v)
inlinevirtual
virtual void KerbalEVA.OnVesselSituationChange ( GameEvents.HostedFromToAction< Vessel, Vessel.Situations vcs)
inlinevirtual
virtual void KerbalEVA.OnWeldFinish ( KerbalEVA  kerbalEVA)
inlineprotectedvirtual
virtual void KerbalEVA.OnWeldStart ( KerbalEVA  kerbalEVA)
inlineprotectedvirtual
virtual void KerbalEVA.picking_roc_sample_OnEnter ( KFSMState  st)
inlineprotectedvirtual
void KerbalEVA.PickUpROC ( )
inline
virtual void KerbalEVA.PlantFlag ( )
inlinevirtual
void KerbalEVA.PlayGolf ( Callback  afterGolfCallback)
inline

Initiates the Play Golf animation.

Parameters
afterGolfCallback
virtual void KerbalEVA.playing_Golf_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.PlayingGolfPhysicalBall ( )
inlineprotectedvirtual
virtual void KerbalEVA.PostInteractionScreenMessage ( string  message,
float  delay = 0.1f 
)
inlineprotectedvirtual
override List<Color> KerbalEVA.PresetColors ( )
inlinevirtual

Preset colors received for any part module. By default, returns only black, override to make your own selection.

Returns

Reimplemented from PartModule.

virtual void KerbalEVA.proceedAndBoard ( Part  p)
inlineprotectedvirtual
void KerbalEVA.ProcessEVAFuel ( )
inlineprotected
virtual void KerbalEVA.ragdoll_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.ragdoll_OnLeave ( KFSMState  st)
inlineprotectedvirtual
void KerbalEVA.RaiseVisor ( bool  restoreHelmet)
inline

Lower the protective Visor in the kerbals helmet

Parameters
restoreHelmetTrue to force the helmet state to revert to its pre visor down state
void KerbalEVA.RaiseVisor ( )
inline
virtual void KerbalEVA.recover_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.recover_OnUpdate ( )
inlineprotectedvirtual
virtual void KerbalEVA.RecoverGroundedRotation ( float  duration)
inlineprotectedvirtual
virtual void KerbalEVA.RenameVessel ( )
inlinevirtual
virtual void KerbalEVA.ResetOrientationPID ( )
inlineprotectedvirtual
virtual void KerbalEVA.ResetPhysicMaterial ( )
inlinevirtual

Resets the material of tis kerbal back to the global one.

virtual void KerbalEVA.ResetRagdollLinks ( )
inlineprotectedvirtual
virtual void KerbalEVA.RestoreVesselInfo ( float  delay)
inlineprotectedvirtual
virtual IEnumerator KerbalEVA.restoreVesselInfo_afterWait ( float  delay)
inlineprotectedvirtual
virtual void KerbalEVA.RocSampleStored ( )
inlineprotectedvirtual
virtual void KerbalEVA.run_acd_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.run_acd_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.run_fps_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.run_fps_OnUpdate ( )
inlineprotectedvirtual
virtual void KerbalEVA.seated_cmd_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.seated_cmd_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.SetEjectDirection ( )
inlineprotectedvirtual
bool KerbalEVA.SetPartPlacementMode ( bool  mode,
ModuleInventoryPart  moduleInventoryPartReference 
)
inline

Sets the Kerbal's PartPlacementMode bool. This affects key inputs on the kerbal when they are in Part Placement mode (placing a part in flight).

Parameters
modeset true if they are to be in PartPlacementMode
moduleInventoryPartReferenceA reference to the ModuleInventoryPart (which is usually a component on the Kerbal)
Returns
virtual void KerbalEVA.SetPhysicMaterial ( PhysicMaterial  newPhysicMaterial)
inlinevirtual

Change this Kerbals physicMaterial.

virtual void KerbalEVA.SetRagdoll ( bool  ragDoll,
bool  preservePose = false 
)
inlineprotectedvirtual
virtual void KerbalEVA.SetupAnimations ( )
inlinevirtual
void KerbalEVA.SetupEVAFuel ( )
inlineprotected
virtual void KerbalEVA.SetupFSM ( )
inlineprotectedvirtual

< create FSM states

< Check height from either terrain or water surface

< we're about to set pos, so don't set it here.

virtual void KerbalEVA.SetupJetpackEffects ( )
inlineprotectedvirtual
virtual void KerbalEVA.SetupRagdoll ( Part  part)
inlineprotectedvirtual
virtual void KerbalEVA.SetVisibleInPortrait ( bool  visible)
inlinevirtual

Called from the Portrait system. To set the EVA portrait visible or not. Will enable/disable kerbal portrait rendering as appropriate.

Parameters
visibleIf the portrait is visible or not.
virtual void KerbalEVA.SetWaypoint ( Vector3  tgtPos)
inlinevirtual
virtual void KerbalEVA.smashing_banana_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.SmashingBananaParticles ( )
inlineprotectedvirtual
virtual int KerbalEVA.SortTriggersByAlignment ( Collider  c1,
Collider  c2 
)
inlineprotectedvirtual

Sort ladders by alignment with input movement direction. Automatically prioritizes the current ladder.

virtual int KerbalEVA.SortTriggersByDistance ( Collider  c1,
Collider  c2 
)
inlineprotectedvirtual

Sort ladders by distance from the kerbal.

virtual void KerbalEVA.SpawnBanana ( )
inlineprotectedvirtual
virtual void KerbalEVA.SpawnGolf ( )
inlineprotectedvirtual
virtual void KerbalEVA.spawnHammer ( )
inlineprotectedvirtual
virtual void KerbalEVA.SpawnWingnut ( )
inlineprotectedvirtual
virtual void KerbalEVA.spinning_Wingnut_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.SpinningWingnutForever ( )
inlineprotectedvirtual
virtual void KerbalEVA.Splat ( Vector3  point,
Vector3  normal 
)
inlineprotectedvirtual

< Added for Unity 4 Support CJ

virtual IEnumerator KerbalEVA.StartEVA ( PartModule.StartState  state)
inlineprotectedvirtual

< set up character control

virtual void KerbalEVA.StartGroundedRotationRecover ( )
inlineprotectedvirtual
virtual IEnumerator KerbalEVA.StartNonCollidePeriod ( float  duration,
float  standoff,
Part  fromPart,
Transform  airlockTrf 
)
inlinevirtual
virtual bool KerbalEVA.SurfaceContact ( )
inlineprotectedvirtual
virtual bool KerbalEVA.SurfaceOrSplashed ( )
inlineprotectedvirtual
virtual IEnumerator KerbalEVA.swichFocusIfActiveVesselUncontrollable_delay ( float  delay)
inlineprotectedvirtual
virtual void KerbalEVA.swim_fwd_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.swim_fwd_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.swim_idle_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.swim_idle_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.SwitchFocusIfActiveVesselUncontrollable ( float  delay)
inlineprotectedvirtual
virtual bool KerbalEVA.TestClamberSrf ( RaycastHit  clamberHitInfo)
inlineprotectedvirtual

test a possible clamber surface further to rule out cases like moving objects

Parameters
clamberHitInfoThe hit info after a (successful) FindClamberSrf call
Returns
void KerbalEVA.ToggleHelmet ( bool  enableHelmet)
inline

Toggle Helmet visibility

If the helmet is visible the neck ring will be visible.

Parameters
enableHelmetshould the helmet be displayed
Returns
none
void KerbalEVA.ToggleHelmetAndNeckRing ( bool  enableHelmet,
bool  enableNeckRing,
bool  storeToPCM = true,
bool  suppressTransformMessages = false 
)
inline

Toggle Helmet and NeckRing visibility

If the helmet is visible the neck ring will be visible.

Parameters
enableHelmetshould the helmet be displayed
enableNeckRingshould the neck ring be displayed
storeToPCMshould the changes be persisted to the PCM
suppressTransformMessagesSuppress messages regarding missing helmet transform - used for initial setup
Returns
none
virtual void KerbalEVA.ToggleJetpack ( )
inlinevirtual
virtual void KerbalEVA.ToggleJetpack ( bool  packState)
inlineprotectedvirtual
virtual void KerbalEVA.ToggleLamp ( )
inlinevirtual
void KerbalEVA.ToggleNeckRing ( bool  enableNeckRing)
inline

Toggle NeckRing visibility

If the helmet is visible the neck ring will be visible.

Parameters
enableNeckRingshould the neck ring be displayed
Returns
none
virtual void KerbalEVA.Update ( )
inlineprotectedvirtual
virtual void KerbalEVA.UpdateCurrentLadder ( )
inlineprotectedvirtual
virtual void KerbalEVA.UpdateCurrentLadderIdle ( )
inlineprotectedvirtual
virtual void KerbalEVA.UpdateHeading ( )
inlineprotectedvirtual
void KerbalEVA.UpdateHelmetOffChecks ( )
inlineprotected
virtual void KerbalEVA.updateJetpackEffects ( )
inlineprotectedvirtual
virtual void KerbalEVA.UpdateLadderMovement ( )
inlineprotectedvirtual
virtual void KerbalEVA.UpdateLowGBodyColliders ( )
inlineprotectedvirtual

Updates the body collider height according to the walk low g animation normalized time, so the collision happens at the feet

virtual void KerbalEVA.UpdateMovement ( )
inlineprotectedvirtual
virtual void KerbalEVA.UpdateOrientationPID ( )
inlineprotectedvirtual
virtual void KerbalEVA.UpdatePackAngular ( )
inlineprotectedvirtual
virtual void KerbalEVA.UpdatePackFuel ( )
inlineprotectedvirtual
virtual void KerbalEVA.UpdatePackLinear ( )
inlineprotectedvirtual
virtual void KerbalEVA.updateRagdollVelocities ( )
inlineprotectedvirtual
virtual IEnumerator KerbalEVA.waitAndHandleRagdollTimeWarp ( int  waitFrames)
inlineprotectedvirtual
virtual void KerbalEVA.walk_Acd_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.walk_ccd_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.walk_fps_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.walk_fps_OnUpdate ( )
inlineprotectedvirtual
void KerbalEVA.Weld ( Part  targetPart)
inline

Call to weld a given part in Construction Mode

Parameters
targetPartThe target part to weld
virtual void KerbalEVA.weld_acquireHeading_OnEnter ( KFSMState  st)
inlineprotectedvirtual

< call once to figure out deltaHdg before animating

virtual void KerbalEVA.weld_acquireHeading_OnFixedUpdate ( )
inlineprotectedvirtual
virtual void KerbalEVA.weld_acquireHeading_OnLateUpdate ( )
inlineprotectedvirtual
virtual void KerbalEVA.weld_acquireHeading_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.weld_OnEnter ( KFSMState  st)
inlineprotectedvirtual
virtual void KerbalEVA.weld_OnFixedUpdate ( )
inlineprotectedvirtual
virtual void KerbalEVA.weld_OnLeave ( KFSMState  st)
inlineprotectedvirtual
virtual bool KerbalEVA.WillDieWithoutHelmet ( )
inlinevirtual

Will the kerbal die if the helmet is off and they travel somewhere unsafe

Should only be called after all other conditions meet a dead case to prevent message spam.

Returns
true if not wearing helmet and the situation is unsafe
virtual void KerbalEVA.ZeroRBVelocity ( )
inlineprotectedvirtual

Member Data Documentation

Animation KerbalEVA._animation
protected
Part KerbalEVA._currentLadderPart
protected
int KerbalEVA._flags = 1
Rigidbody KerbalEVA._rigidbody
protected
AdvancedRagdoll KerbalEVA.advRagdoll
protected
bool KerbalEVA.alwaysShowInventory = false
static

True to display the inventory PAW regardless if any Cargo parts are loaded.

KerbalAnimationManager KerbalEVA.Animations
bool KerbalEVA.autoGrabLadderOnStart = true

If true, kerbal will auto-grab the ladder s/he is next to when StartEVA runs. Note that the check is done the frame after OnStart starts, so if you spawn and then set, it will be correct when it's checked next frame.

RenderTexture KerbalEVA.AvatarTexture

The Kerbal's Avatar Texture for UI Portraits

Transform KerbalEVA.BackpackStTransform

Transform for the standalone version of the backpack on the Kerbal "model" transform inside the prefab

Transform KerbalEVA.BackpackTransform

Transform for the Cargo backpack on the Kerbal "model" transform inside the prefab

float KerbalEVA.ballAngle

The angle to hit the ball at

float KerbalEVA.ballDrag

The drag to apply to the golf ball

float KerbalEVA.ballForce

The force the golf ball will be hit with

float KerbalEVA.ballTime

The normalized time to replace the animated golf ball with the real object.

CapsuleCollider [] KerbalEVA.bodyColliders
SkinnedMeshRenderer KerbalEVA.bodyMesh
LadderEndCheck KerbalEVA.bottomLadderEnd

References the trigger that checks the bottom ladder end.

float KerbalEVA.boundAttack = 0.4f

Used to control the easing of the low g walking animation crossfade during the bound update

float KerbalEVA.boundColliderModifierCounter = 0f
protected
float KerbalEVA.boundColliderModifierThresholdTime = 0.25f
protected
Vector2 KerbalEVA.boundColliderYOffset = new Vector2(0.01f, 0.04f)
protected
float KerbalEVA.boundFallThreshold = 1.5f

Threshold to control the transition between the bounf float state to the fall state

float KerbalEVA.boundForce = 1f

Force applied upwards in an impulse for every step taken when walking in low g

float KerbalEVA.boundForceMassFactor = 0.533f
protected
float KerbalEVA.boundFrequency = 0.15f
bool KerbalEVA.boundLeftFoot
protected
float KerbalEVA.boundRelease = 2f

Used to control the easing of the low g walking animation crossfade when entering the bound state

float KerbalEVA.boundSharpness = 0.2f

Used to control the easing of the bound foot to where it is supposed to be when the Kerbal touches the ground

float KerbalEVA.boundSpeed = 0.8f
float KerbalEVA.boundThreshold = 0.0f

Height threshold to detect change from floating in low g to touching the ground again

bool KerbalEVA.canRecover
Collider [] KerbalEVA.characterColliders
bool KerbalEVA.CharacterFrameMode = true
bool KerbalEVA.CharacterFrameModeToggle
Transform KerbalEVA.ChuteContainerTransform

Transform of the EVA parachute when the slim storage is active, inside the Kerbal "model" transform of the prefab

Transform KerbalEVA.ChuteJetpackTransform

Transform of the EVA parachute when jetpack is enabled, inside the Kerbal "model" transform of the prefab

List<ModuleLiftingSurface> KerbalEVA.chuteLiftingSurfaces = new List<ModuleLiftingSurface>()
protected

Lifting surfaces that provide lift for the parachute.

Transform KerbalEVA.ChuteStTransform

Transform of the EVA parachute when there is only the parachute inside the inventory, inside the Kerbal "model" transform of the prefab

RaycastHit KerbalEVA.clamberHitInfo
protected
float KerbalEVA.clamberMaxAlt = 100f
Vector3 KerbalEVA.clamberOrigin
protected
ClamberPath KerbalEVA.clamberPath
protected
float KerbalEVA.clamberReach = 0.9f
float KerbalEVA.clamberStandoff = 0.45f
float KerbalEVA.colliderHeight
protected
string KerbalEVA.colorChanger
RaycastHit KerbalEVA.controlHitInfo
protected
Vector3 KerbalEVA.controlOrigin
protected
Part KerbalEVA.currentAirlockPart
protected
Collider KerbalEVA.currentAirlockTrigger
protected
Collider KerbalEVA.currentLadder
protected
List<Collider> KerbalEVA.currentLadderTriggers = new List<Collider>()
protected
float KerbalEVA.currentSpd
protected
bool KerbalEVA.DebugFSMState

If set to true will log FSM state and event changes.

Vector3 KerbalEVA.ejectDirection = Vector3.up
protected
ModuleEvaChute KerbalEVA.evaChute
protected

Reference to the parachute module.

float KerbalEVA.evaExitTemperature = 303f
float KerbalEVA.feetToPivotDistance = 0.25f

This is the idstance from the kerbal's fet to their pivot. It's used when spawning kerbals.

Vector3 KerbalEVA.fFwd = Vector3.forward
FlagSite KerbalEVA.flag
protected
float KerbalEVA.flagReach = 0.3f
Transform KerbalEVA.footPivot
int KerbalEVA.framesDelayForHelmetDeathCheck = 5

How many initial fixedUpdate frames to delay the WillDieWithoutHelmet Checks

It takes 3 frames for the stock FI code to set up all the temps and pressures

Vector3 KerbalEVA.fRgt = Vector3.right
KerbalFSM KerbalEVA.fsm
float KerbalEVA.fuelFlowRate
protected
Vector3 KerbalEVA.fUp = Vector3.up
Vector3d KerbalEVA.geeForce
protected
float KerbalEVA.golfSoundTime

The normalized time to play the golf sound FX

float KerbalEVA.halfHeight = 0.269f
Transform KerbalEVA.hammerAnchor

Adjust the hammer prefab position in order to fit with the pick rock sample animation.

GameObject KerbalEVA.hammerPrefab

The hammer prefab used for the pick rock sample animation.

GameObject [] KerbalEVA.handNodes
bool KerbalEVA.HasJetpack = false

True if Kerbal has a jetpack in its inventory

bool KerbalEVA.HasParachute = false

True if Kerbal has a parachute in its inventory

GameObject KerbalEVA.headLamp
SphereCollider KerbalEVA.helmetCollider
HelmetColliderSetup KerbalEVA.helmetColliderSetup
SkinnedMeshRenderer KerbalEVA.helmetMesh
float KerbalEVA.helmetOffMaxOceanPressureAtm = 5.8f
float KerbalEVA.helmetOffMaxOceanPressureAtmMargin = 1f
float KerbalEVA.helmetOffMaxSafePressureAtm = 20f

Maximum atmospheric preasure to be able to breath without helmet

float KerbalEVA.helmetOffMaxSafePressureAtmMargin = 5f

Safety margin below the max the safe pressure at which the helmet can be taken off

float KerbalEVA.helmetOffMaxSafeTempK = 333f
float KerbalEVA.helmetOffMaxSafeTempKMargin = 10f
float KerbalEVA.helmetOffMinSafePressureAtm = 0.177f
float KerbalEVA.helmetOffMinSafePressureAtmMargin = 0.038f
float KerbalEVA.helmetOffMinSafeTempK = 223f
float KerbalEVA.helmetOffMinSafeTempKMargin = 10f
Transform KerbalEVA.helmetTransform
float KerbalEVA.hopThreshold = 2f
float KerbalEVA.iC = 0.005f
float KerbalEVA.initialMass = 1.5f
List<ResourceListItem> KerbalEVA.inventoryPropellantResources
protected
bool KerbalEVA.invLadderAxis
protected
bool KerbalEVA.isRagdoll
bool KerbalEVA.JetpackDeployed
bool KerbalEVA.JetpackIsThrusting
Transform KerbalEVA.JetpackTransform

Transform for the jetpack on the Kerbal "model" transform inside the prefab

float KerbalEVA.jumpMultiplier = 0.5f

Multiplier applied when jumping to the jump force. This is used in the calcs to ensure the kerbal can jump higher when carrying less mass, but not a crazy amount

float KerbalEVA.Kd = 0.3f
float KerbalEVA.KerbalAvatarUpdateInterval = 0.1f

Update interval for the Kerbal's Portrait camera

Camera KerbalEVA.kerbalCam00

Kerbal EVA portrait Camera (close up)

Camera KerbalEVA.kerbalCam01

Kerbal EVA portrait Camera (distance)

Camera KerbalEVA.kerbalCamAtmos

Kerbal EVA portrait Camera (Atmosphere and Scaled Space)

Camera KerbalEVA.kerbalCamSkyBox

Kerbal EVA portrait Camera (skybox)

List<KerbalProp> KerbalEVA.kerbalObjects

This is a list of various objects that the Kerbal holds and runs animations and FSM states on.

Camera KerbalEVA.kerbalPortraitCamera

Kerbal EVA portrait Camera (renders EVA layer of the kerbal itself)

KerbalSeat KerbalEVA.kerbalSeat
protected
DockedVesselInfo KerbalEVA.kerbalVesselInfo
protected
float KerbalEVA.Ki = 0.25f
float KerbalEVA.Kp = 0.7f
float KerbalEVA.ladderClimbSpeed = 0.6f
Collider KerbalEVA.ladderCollider

Reference to the ladder collider.

double KerbalEVA.LadderMinCorrectiveForceSqrMag = 0.1d
Transform KerbalEVA.ladderPivot

Kerbal's ladder collider transform used for positioning the kerbal on a ladder

Vector3 KerbalEVA.ladderPos
protected
Vector3 KerbalEVA.ladderPosition
float KerbalEVA.ladderPushoffForce = 3f
bool KerbalEVA.ladderTransition
protected
double KerbalEVA.LadderVesselPerturbationMultiplier = 1.0d
bool KerbalEVA.lampOn = false
float KerbalEVA.lastBoundStep

Keeps track of the time between each bound state, used to control the speed of the low g walking animation

Vector3 KerbalEVA.lastCollisionDirection
protected
double KerbalEVA.lastCollisionTime
protected
float KerbalEVA.lightB = 0f
float KerbalEVA.lightG = 0.5176f
float KerbalEVA.lightR = 1f
float KerbalEVA.linFXLatch = 0.02f

Linear FX Latch value, a value below this will produce no EVA FX for linear movement

float KerbalEVA.linFXMaxPower = 0.9f

Linear FX max power, what will be the visual power of the FX at the maximum linear thrust

float KerbalEVA.linFXMinPower = 0.2f

Linear FX min power, what will be the visual power of the FX at the minimum linear thrust

float KerbalEVA.linPower = 10f
bool KerbalEVA.loadedFromSFS
protected
string KerbalEVA.loadedStateName = ""
protected
float KerbalEVA.massMultiplier = 0.03f
float KerbalEVA.maxJumpForce = 10f

Max force applied when jumping

float KerbalEVA.minRunningGee = 0.6f
float KerbalEVA.minWalkingGee = 0.17f
ModuleInventoryPart KerbalEVA.moduleInventoryPartReference
protected
ModuleScienceExperiment KerbalEVA.moduleScienceExperimentROC
protected

Science experiment which we use to handle the experiment.

List<ModuleScienceExperiment> KerbalEVA.moduleScienceExperiments
protected

Science experiment which we use to handle the experiment.

SkinnedMeshRenderer KerbalEVA.neckringMesh
Transform KerbalEVA.neckRingTransform
float KerbalEVA.normalizedBoundTime
protected
KFSMEvent KerbalEVA.On_MoveAcd
KFSMTimedEvent KerbalEVA.On_recover_complete
protected
float KerbalEVA.onFallHeightFromTerrain = 0.3f
bool KerbalEVA.onLadder = false
protected
Collider [] KerbalEVA.otherPhysicColliders

Contains the layer EVA colliders that are not stored in the characterColliders, otherRagdollColliders arrays.

Collider [] KerbalEVA.otherRagdollColliders
Vector3 KerbalEVA.packLinear
protected
bool KerbalEVA.partPlacementMode
protected
float KerbalEVA.pidBoostExponent = 2.7f

Factor of PIDBoost formula

PIDBoost = 1 + ((pidBoostThreshold - thrustPercentage) ^ pidBoostExponent ) * pidBoostMultiplier

float KerbalEVA.pidBoostMultiplier = 0.00012f

Factor of PIDBoost formula

PIDBoost = 1 + ((pidBoostThreshold - thrustPercentage) ^ pidBoostExponent ) * pidBoostMultiplier

float KerbalEVA.pidBoostThreshold = 55f

Factor of PIDBoost formula - the value of thrustPercentage under which the PIDBoost is applied

PIDBoost = 1 + ((pidBoostThreshold - thrustPercentage) ^ pidBoostExponent ) * pidBoostMultiplier

FXGroup KerbalEVA.PitchPos
protected
KerbalPortrait KerbalEVA.portrait
protected
float KerbalEVA.PropellantConsumption = 0.025f
PartResource KerbalEVA.propellantResource
protected

Contains the total propellant resource from the Jetpack and EVA Fuel Canisters in the kerbals inventory

double KerbalEVA.propellantResourceDefaultAmount = 5d
string KerbalEVA.propellantResourceName = "EVA Propellant"
KerbalRagdollNode [] KerbalEVA.ragdollNodes
Quaternion KerbalEVA.rd_rot
protected
float KerbalEVA.recoverThreshold = 0.6f
double KerbalEVA.recoverTime = 3.0
int KerbalEVA.referenceFrameChanged_rdPhysHold
protected
Transform KerbalEVA.referenceTransform
float KerbalEVA.rotFXLatch = 0.01f

Rotational FX Latch value, a value below this will produce no EVA FX for linear movement

float KerbalEVA.rotFXMaxPower = 0.9f

Rotation FX max power, what will be the visual power of the FX at the maximum rotational thrust

float KerbalEVA.rotFXMinPower = 0.2f

Rotation FX min power, what will be the visual power of the FX at the minimum rotational thrust

float KerbalEVA.rotPower = 1f
float KerbalEVA.runSpeed = 2.2f
float KerbalEVA.SlopeForce = 1.2f

When walking down hills, an additional force downwards is applied. This keeps the Kerbal rigidbody from jittering.

int KerbalEVA.slopeMovementDirection = 0
protected
bool KerbalEVA.splatEnabled = true
GameObject KerbalEVA.splatPrefab
float KerbalEVA.splatSpeed = 50.0f
float KerbalEVA.splatThreshold = 150f
KFSMState KerbalEVA.st_idle_gr
Transform KerbalEVA.StorageSlimTransform

Transform for the storage slim on the Kerbal "model" transform inside the prefab

Transform KerbalEVA.StorageTransform

Transform for the storage on the Kerbal "model" transform inside the prefab

float KerbalEVA.strafeSpeed = .5f
float KerbalEVA.stumbleThreshold = 3.5f
ModuleColorChanger KerbalEVA.suitColorChanger
protected
float KerbalEVA.swimSpeed = .8f
Vector3 KerbalEVA.tgtFwd
protected
Vector3 KerbalEVA.tgtRpos
protected
float KerbalEVA.thrustPercentage = 100f

Thrust Limiter for the Jetpack

bool KerbalEVA.thrustPercentagePIDBoost = true

Tells the orientationPID to increase the thrust at lower thrust limit values - without boosting at low values (below 50%) the kerbal oscillates or accelerates rotationally

AnimationState KerbalEVA.tmpBoundState
protected
LadderEndCheck KerbalEVA.topLadderEnd

References the trigger that checks the top ladder end.

float KerbalEVA.turnRate = 4f
Coroutine KerbalEVA.updateAvatarCoroutine
protected
WaitForSeconds KerbalEVA.updIntervalYield
protected
Transform KerbalEVA.upperTorso
bool KerbalEVA.visibleInPortrait
protected
float KerbalEVA.VisorAnimationSpeed = 12f

Determines how fast the visor moves when raised and lowered

Renderer KerbalEVA.VisorRenderer

Visor renderer that contains the material for weld fx

float KerbalEVA.walkSpeed = .8f
float KerbalEVA.waterAngularDragMultiplier = 0.01f
Transform KerbalEVA.weldToolAnchor

Adjust the weld tool prefab position in order to fit with the welding animation.

GameObject KerbalEVA.weldToolPrefab

The weld tool prefab used for the welding animation.

Property Documentation

virtual Part KerbalEVA.currentLadderPart
getsetprotected
Part KerbalEVA.CurrentLadderPart
get

The current Ladder Part the kerbal is on (if they are on a ladder Part).

virtual int KerbalEVA.flagItems
getset
virtual double KerbalEVA.Fuel
get
virtual double KerbalEVA.FuelCapacity
get
string KerbalEVA.HelmetUnsafeReason
get
bool KerbalEVA.InConstructionMode
getset

Is Kerbal in ConstructionMode

bool KerbalEVA.IsChuteState
get

True if kerbalEVA is in one of the parachute control states.

bool KerbalEVA.IsLadderJointed
get

Is the anti-ladder sliding effect in place between the kerbal and the ladder

bool KerbalEVA.IsVisorEnabled
get

Is the visor down on the kerbal

Part KerbalEVA.LadderPart
get
ModuleInventoryPart KerbalEVA.ModuleInventoryPartReference
get

Reference to the Kerbal's ModuleInventoryPart if in PartPlacementMode.

bool KerbalEVA.OnALadder
get
bool KerbalEVA.PartPlacementMode
get

True if the Kerbal is in Inventory Part Placement Mode.

float KerbalEVA.PIDBoost
getset

Current public PIDBoost value for rotational PID

bool KerbalEVA.Ready
getset
virtual bool KerbalEVA.VesselUnderControl
getprotected

True if the vessel is able to respond to player input (focused and not packed)

VisorStates KerbalEVA.VisorState
get
WeldFX KerbalEVA.WeldFX
get

Returns this kerbal's WeldFX reference.


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