Kerbals on EVA are represented as vessels with a single part. That part contains a KerbalEVA PartModule.
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| KerbalEVA () |
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void | BoardPart (Part p) |
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int | CompareContactsByNormalToSurface (ContactPoint c1, ContactPoint c2) |
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void | OnCollisionEnter (Collision c) |
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void | OnCollisionExit (Collision c) |
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void | OnCollisionStay (Collision c) |
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override void | OnLoad (ConfigNode node) |
| This function is called to initialize the part. The ConfigNode contains the parameters of the module as specified in the part.cfg file, or as you last saved them in OnSave. More...
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void | OnPartDie () |
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override void | OnSave (ConfigNode node) |
| This function is called when the game is saved to let the part save persistent data. Add any data you want to persist to the ConfigNode. The ConfigNode will then be saved as part of persistent.sfs. When the game is resumed, you can then read this data back out in OnLoad. More...
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override void | OnStart (PartModule.StartState state) |
| Called when the flight starts, or when the part is created in the editor. OnStart will be called before OnUpdate or OnFixedUpdate are ever called. More...
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void | OnVesselPack () |
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void | OnVesselUnpack () |
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void | SetupAnimations () |
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void | SetWaypoint (Vector3 tgtPos) |
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| PartModule () |
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virtual string | GetInfo () |
| The return value of this function appears in the part's description in the editor. More...
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void | Load (ConfigNode node) |
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virtual void | OnActive () |
| This function is called once when the part gets activated. More...
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virtual void | OnAwake () |
| This function gets called only once, during the KSP loading screen. See the Unity documentation on Awake for more information. More...
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virtual void | OnFixedUpdate () |
| This function gets called once every Unity FixedUpdate cycle (once per physics frame) once the part has been activated. If you want to be called even if the part has not been activated, define a function called void FixedUpdate() instead of overriding OnFixedUpdate More...
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virtual void | OnInactive () |
| When does this get called? More...
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virtual void | OnUpdate () |
| Called once per Unity Update cycle once the part has been activated. If you want to be called even if the part has not been activated, define a function called void Update() instead of overriding OnFixedUpdate. More...
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void | Save (ConfigNode node) |
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Kerbals on EVA are represented as vessels with a single part. That part contains a KerbalEVA PartModule.
void KerbalEVA.BoardPart |
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Part |
p | ) |
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int KerbalEVA.CompareContactsByNormalToSurface |
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ContactPoint |
c1, |
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ContactPoint |
c2 |
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) |
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void KerbalEVA.OnCollisionEnter |
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Collision |
c | ) |
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void KerbalEVA.OnCollisionExit |
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Collision |
c | ) |
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void KerbalEVA.OnCollisionStay |
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Collision |
c | ) |
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This function is called to initialize the part. The ConfigNode contains the parameters of the module as specified in the part.cfg file, or as you last saved them in OnSave.
- Parameters
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node | A ConfigNode containing the module's parameters from part.cfg or persistent.sfs |
Reimplemented from PartModule.
void KerbalEVA.OnPartDie |
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This function is called when the game is saved to let the part save persistent data. Add any data you want to persist to the ConfigNode. The ConfigNode will then be saved as part of persistent.sfs. When the game is resumed, you can then read this data back out in OnLoad.
- Parameters
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Reimplemented from PartModule.
Called when the flight starts, or when the part is created in the editor. OnStart will be called before OnUpdate or OnFixedUpdate are ever called.
- Parameters
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state | Some information about what situation the vessel is starting in. |
Reimplemented from PartModule.
void KerbalEVA.OnVesselPack |
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void KerbalEVA.OnVesselUnpack |
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void KerbalEVA.SetupAnimations |
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void KerbalEVA.SetWaypoint |
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Vector3 |
tgtPos | ) |
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KerbalAnimationManager KerbalEVA.Animations |
float KerbalEVA.boundAttack |
float KerbalEVA.boundFallThreshold |
float KerbalEVA.boundForce |
float KerbalEVA.boundFrequency |
float KerbalEVA.boundRelease |
float KerbalEVA.boundSharpness |
float KerbalEVA.boundSpeed |
float KerbalEVA.boundThreshold |
bool KerbalEVA.canRecover |
Collider [] KerbalEVA.characterColliders |
bool KerbalEVA.CharacterFrameMode |
bool KerbalEVA.CharacterFrameModeToggle |
Transform KerbalEVA.footPivot |
float KerbalEVA.FuelCapacity |
float KerbalEVA.FuelConsumption |
GameObject KerbalEVA.headLamp |
float KerbalEVA.hopThreshold |
float KerbalEVA.initialMass |
bool KerbalEVA.JetpackDeployed |
float KerbalEVA.ladderClimbSpeed |
Transform KerbalEVA.ladderPivot |
float KerbalEVA.ladderPushoffForce |
float KerbalEVA.massMultiplier |
float KerbalEVA.maxJumpForce |
float KerbalEVA.minRunningGee |
float KerbalEVA.minWalkingGee |
Collider [] KerbalEVA.otherRagdollColliders |
KerbalRagdollNode [] KerbalEVA.ragdollNodes |
float KerbalEVA.recoverThreshold |
float KerbalEVA.recoverTime |
bool KerbalEVA.splatEnabled |
GameObject KerbalEVA.splatPrefab |
float KerbalEVA.splatSpeed |
float KerbalEVA.splatThreshold |
float KerbalEVA.strafeSpeed |
float KerbalEVA.stumbleThreshold |
float KerbalEVA.swimSpeed |
Transform KerbalEVA.upperTorso |
float KerbalEVA.walkSpeed |
Whether the kerbal is currently hanging on to a ladder.
bool KerbalEVA.VesselUnderControl |
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get |
The documentation for this class was generated from the following file: