Kerbal Space Program  1.12.4
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PQSMod_CelestialBodyTransform.AltitudeFade Class Reference

Public Member Functions

void DoFade (double alt)
 
void DoFade (bool fade)
 
void Setup ()
 
void Setup (PQS pqs)
 

Public Attributes

float fadeEnd
 
string fadeFloatName
 
float fadeStart
 
float highQualityShaderFadeEnd = -1
 Fade out of the PQS ends at this height when using the high quality shader. Leave negative if there is no high quality material. More...
 
float highQualityShaderFadeStart = -1
 Fade out of the PQS starts at this height when using the high quality shader. Leave negative if there is no high quality material. More...
 
List< GameObject > secondaryRenderers
 
float valueEnd
 
float valueStart
 

Member Function Documentation

void PQSMod_CelestialBodyTransform.AltitudeFade.DoFade ( double  alt)
inline
void PQSMod_CelestialBodyTransform.AltitudeFade.DoFade ( bool  fade)
inline
void PQSMod_CelestialBodyTransform.AltitudeFade.Setup ( )
inline
void PQSMod_CelestialBodyTransform.AltitudeFade.Setup ( PQS  pqs)
inline

Member Data Documentation

float PQSMod_CelestialBodyTransform.AltitudeFade.fadeEnd
string PQSMod_CelestialBodyTransform.AltitudeFade.fadeFloatName
float PQSMod_CelestialBodyTransform.AltitudeFade.fadeStart
float PQSMod_CelestialBodyTransform.AltitudeFade.highQualityShaderFadeEnd = -1

Fade out of the PQS ends at this height when using the high quality shader. Leave negative if there is no high quality material.

float PQSMod_CelestialBodyTransform.AltitudeFade.highQualityShaderFadeStart = -1

Fade out of the PQS starts at this height when using the high quality shader. Leave negative if there is no high quality material.

List<GameObject> PQSMod_CelestialBodyTransform.AltitudeFade.secondaryRenderers
float PQSMod_CelestialBodyTransform.AltitudeFade.valueEnd
float PQSMod_CelestialBodyTransform.AltitudeFade.valueStart

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