Kerbal Space Program  1.12.4
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ModuleComet Class Reference

yes, comets are parts. More...

Inheritance diagram for ModuleComet:
PartModule IVesselAutoRename IPartMassModifier

Public Member Functions

void ActivateGeysers (bool activate)
 Turns geysers on or off More...
 
void ActivateNearDust (bool activate)
 Turns near dust on or off 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...
 
string GetVesselName ()
 
VesselType GetVesselType ()
 
void MakeTarget ()
 
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...
 
void OnDestroy ()
 
override void OnFixedUpdate ()
 Called every physics/fixed frame that the part is active 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 (PartModule.StartState state)
 
void OnTimeWarpRateChanged ()
 
override void OnUpdate ()
 Called every frame that the part is active More...
 
IEnumerator PostInit ()
 
float Rangefinder (Transform t)
 
void RenameCometEvent ()
 
void SetCometMass (float nMass)
 
void TakeSampleEVAEvent ()
 
void UpdateDragCube ()
 
- 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...
 
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 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 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 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 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 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 Attributes

bool canSpawnFragments = false
 Will set on this class Start method if it's big enough to spawn comets upon breakage. Only a comet Class A will be too small to spawn fragments. More...
 
string CometName = ""
 The name of the comet More...
 
string CometType = ""
 The Type of the comet. More...
 
int currentState = nullState
 
float density = 0.03f
 The density of the comet core More...
 
int experimentUsageMask = (int)ExperimentUsageReqs.Always
 The experiment usage mask. More...
 
bool forceProceduralDrag = false
 Whether to force procedural drag generation or not for this part. More...
 
float maxRadiusMultiplier = 1.25f
 Maximum radius multiplier for variation More...
 
float minRadiusMultiplier = 0.75f
 Minimum radius multiplier for variation More...
 
int numGeysers = 0
 Number of geysers More...
 
int numNearDustEmitters = 5
 The number of dust emitters More...
 
string prefabBaseURL = ""
 Base URL for the prefab. More...
 
string sampleExperimentId = "cometSample"
 The experiment Id for this comet. (Is constructed by the module based on the comet type) More...
 
float sampleExperimentXmitScalar = 0.6f
 The Xmit scalar for transmitting the experiment. More...
 
float secondaryRate = 0.05f
 
int seed = -1
 Seed for the comet's procedural terrain. 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
 

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"
 
- 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 ()
 
- 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

yes, comets are parts.

Member Function Documentation

void ModuleComet.ActivateGeysers ( bool  activate)
inline

Turns geysers on or off

Parameters
activateWhether geysers should be turned on or off.
Returns
void ModuleComet.ActivateNearDust ( bool  activate)
inline

Turns near dust on or off

Parameters
activateWhether near dust should be turned on or off.
Returns
float ModuleComet.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 ModuleComet.GetModuleMassChangeWhen ( )
inline

Return under which circumstances the modulemass changes

Returns

Implements IPartMassModifier.

string ModuleComet.GetVesselName ( )
inline

Implements IVesselAutoRename.

VesselType ModuleComet.GetVesselType ( )
inline

Implements IVesselAutoRename.

void ModuleComet.MakeTarget ( )
inline
override void ModuleComet.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.

void ModuleComet.OnDestroy ( )
inline
override void ModuleComet.OnFixedUpdate ( )
inlinevirtual

Called every physics/fixed frame that the part is active

Reimplemented from PartModule.

override void ModuleComet.OnLoad ( ConfigNode  node)
inlinevirtual

Use OnLoad to load any additional data from the ConfigNode provided

Parameters
node

Reimplemented from PartModule.

override void ModuleComet.OnSave ( ConfigNode  node)
inlinevirtual

Use OnSave to serialize additional module information into the ConfigNode provided

Parameters
node

Reimplemented from PartModule.

override void ModuleComet.OnStart ( PartModule.StartState  state)
inline
void ModuleComet.OnTimeWarpRateChanged ( )
inline
override void ModuleComet.OnUpdate ( )
inlinevirtual

Called every frame that the part is active

Reimplemented from PartModule.

IEnumerator ModuleComet.PostInit ( )
inline
float ModuleComet.Rangefinder ( Transform  t)
inline
void ModuleComet.RenameCometEvent ( )
inline
void ModuleComet.SetCometMass ( float  nMass)
inline
void ModuleComet.TakeSampleEVAEvent ( )
inline
void ModuleComet.UpdateDragCube ( )
inline

< somehow this gets unset sometimes

Member Data Documentation

bool ModuleComet.canSpawnFragments = false

Will set on this class Start method if it's big enough to spawn comets upon breakage. Only a comet Class A will be too small to spawn fragments.

string ModuleComet.CometName = ""

The name of the comet

string ModuleComet.CometType = ""

The Type of the comet.

int ModuleComet.currentState = nullState
float ModuleComet.density = 0.03f

The density of the comet core

int ModuleComet.experimentUsageMask = (int)ExperimentUsageReqs.Always

The experiment usage mask.

bool ModuleComet.forceProceduralDrag = false

Whether to force procedural drag generation or not for this part.

float ModuleComet.maxRadiusMultiplier = 1.25f

Maximum radius multiplier for variation

float ModuleComet.minRadiusMultiplier = 0.75f

Minimum radius multiplier for variation

int ModuleComet.numGeysers = 0

Number of geysers

int ModuleComet.numNearDustEmitters = 5

The number of dust emitters

string ModuleComet.prefabBaseURL = ""

Base URL for the prefab.

These names are intentionally somewhat vague. Secondary state means rarer magic boulder comets.

string ModuleComet.sampleExperimentId = "cometSample"

The experiment Id for this comet. (Is constructed by the module based on the comet type)

float ModuleComet.sampleExperimentXmitScalar = 0.6f

The Xmit scalar for transmitting the experiment.

float ModuleComet.secondaryRate = 0.05f
int ModuleComet.seed = -1

Seed for the comet's procedural terrain.


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