virtual void kerbalExpressionSystem.Awake |
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inlineprotectedvirtual |
virtual void kerbalExpressionSystem.EVAUpdate |
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inlineprotectedvirtual |
Kerbal Fuzzy AI EVA:: calculate wheee and panic levels based on flight conditions and fear factor
Rules:
- all kerbals like feeling weightless
- badass kerbals enjoy high speeds, while their passengers don't.
- badass kerbals don't mind spinning around as much as meek ones do.
- stupid kerbals find spinning around entertaining(to a certain point)
- all kerbals panic when spinning way too fast
- fear will make all kerbals panic(stupid ones, a little less)
- brave kerbals regain their nerve faster than yellow ones
- stupid kerbals are more easily excited than less stupid ones
- Kerbals are Scared of ragdolling around.Badass Kerbals a little less
- Regular Kerbals are afraid of falling at high speeds, badass kerbals like going fast
- Jetpacks are freaking sweet, seriously.
- kerbals panic as they begin to go unconscious. Badass helps here though. end effect is a balance between wheee and panic, with neutral (idle) in the middle.
< rule 1 (weight 0.6)
< rule 2
< rule 4
< rule 6
< Rule 11 (weight 0.3)
< rule 8
< rule 2 and 3
< rule 3 and 5
< rule 6
< rule 11
< waagh
< Still scary, but I'm a badass.
< Yay! Going fast is awesome!
< rule 7
< balance out wheee vs panic
virtual void kerbalExpressionSystem.FixedUpdate |
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inlineprotectedvirtual |
< this isn't actually gee force... but it looks funnier like this
virtual void kerbalExpressionSystem.IVAUpdate |
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inlineprotectedvirtual |
Kerbal Fuzzy AI IVA:: calculate wheee and panic levels based on flight conditions and fear factor
Rules:
- all kerbals like feeling weightless
- badass kerbals enjoy high speeds, while their passengers don't.
- badass kerbals don't mind spinning around as much as meek ones do.
- stupid kerbals find spinning around entertaining (to a certain point)
- all kerbals panic when spinning way too fast
- fear will make all kerbals panic (stupid ones, a little less)
- brave kerbals regain their nerve faster than yellow ones
- stupid kerbals are more easily excited than less stupid ones
- kerbals panic as they begin to go unconscious. Badass helps here though.
end effect is a balance between wheee and panic, with neutral (idle) in the middle.
< rule 1 (weight 0.6)
< rule 2
< rule 4
< rule 6
< rule 8
< rule 2 and 3
< rule 3 and 5
< rule 9
< rule 6
< rule 7
< balance out wheee vs panic
virtual void kerbalExpressionSystem.OnDestroy |
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inlineprotectedvirtual |
IEnumerator kerbalExpressionSystem.SetNewIdleExpression |
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inline |
Function to change the expressions in the new idle animations at a specific time.
virtual void kerbalExpressionSystem.Start |
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inlineprotectedvirtual |
< Grab the first entry of the protoCrew member.
virtual void kerbalExpressionSystem.Update |
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inlineprotectedvirtual |
virtual void kerbalExpressionSystem.UpdateExpressionAI |
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inlineprotectedvirtual |
Animator kerbalExpressionSystem.animator |
float kerbalExpressionSystem.courage |
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int kerbalExpressionSystem.currentExpressionCacheIndex = 0 |
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Part kerbalExpressionSystem.evaPart |
float kerbalExpressionSystem.expression |
int kerbalExpressionSystem.expressionHash |
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float kerbalExpressionSystem.expressionLerpRate = 1f |
string kerbalExpressionSystem.expressionParameterName = "Expression" |
float [] kerbalExpressionSystem.expressionSampleCache |
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int kerbalExpressionSystem.expressionSampleSize = 20 |
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float kerbalExpressionSystem.fearFactor |
float kerbalExpressionSystem.flight_angularV |
float kerbalExpressionSystem.flight_gee |
float kerbalExpressionSystem.flight_velocity |
bool kerbalExpressionSystem.hasHelmet |
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int kerbalExpressionSystem.hasHelmetHash |
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string kerbalExpressionSystem.hasHelmetName = "hasHelmet" |
int kerbalExpressionSystem.idleBoolHash |
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string kerbalExpressionSystem.idleBoolName = "isIdle" |
float kerbalExpressionSystem.IdleFloat |
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int kerbalExpressionSystem.idleFloatHash |
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string kerbalExpressionSystem.idleFloatName = "IdleFloatController" |
int kerbalExpressionSystem.idlePlayChance = 10 |
int kerbalExpressionSystem.idleRandomNumberLimitHelmet = 11 |
int kerbalExpressionSystem.idleRandomNumberLimitNoHelmet = 6 |
float kerbalExpressionSystem.idleThreshold = 0.2f |
float kerbalExpressionSystem.idleTimer = 0f |
float kerbalExpressionSystem.idleUpdateInterval = 10 |
bool kerbalExpressionSystem.isBadass |
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bool kerbalExpressionSystem.isIdle |
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bool kerbalExpressionSystem.isIVAController |
bool kerbalExpressionSystem.isJetpackOn |
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Use this for initialization.
Kerbal kerbalExpressionSystem.kerbal |
float kerbalExpressionSystem.newIdleFearFactor |
float kerbalExpressionSystem.newIdleWheeLevel |
float kerbalExpressionSystem.normalizedExpression |
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float kerbalExpressionSystem.panicLevel |
bool kerbalExpressionSystem.running |
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float kerbalExpressionSystem.secondaryVariance = 0f |
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int kerbalExpressionSystem.secondaryVarianceHash |
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float kerbalExpressionSystem.secondaryVarianceLerpRate = 1f |
string kerbalExpressionSystem.secondaryVarianceParameterName = "SecondaryVariance" |
float kerbalExpressionSystem.secondaryVarianceTimer = 0f |
float kerbalExpressionSystem.secondaryVarianceUpdateInterval = 1f |
bool kerbalExpressionSystem.showInactive = true |
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float kerbalExpressionSystem.startExpressionTime |
float kerbalExpressionSystem.stupidity |
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float kerbalExpressionSystem.targetExpression |
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float kerbalExpressionSystem.targetSecondaryVariance |
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float kerbalExpressionSystem.targetVariance |
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bool kerbalExpressionSystem.useNewIdleExpressions = false |
float kerbalExpressionSystem.variance = 0f |
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int kerbalExpressionSystem.varianceHash |
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float kerbalExpressionSystem.varianceLerpRate = 1f |
string kerbalExpressionSystem.varianceParameterName = "Variance" |
float kerbalExpressionSystem.varianceTimer = 0f |
float kerbalExpressionSystem.varianceUpdateInterval = 1f |
float kerbalExpressionSystem.wheeLevel |
The documentation for this class was generated from the following file: