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KerbalEVA Class Reference

Kerbals on EVA are represented as vessels with a single part. That part contains a KerbalEVA PartModule. More...

Inheritance diagram for KerbalEVA:
PartModule

Public Member Functions

 KerbalEVA ()
 
void BoardPart (Part p)
 
int CompareContactsByNormalToSurface (ContactPoint c1, ContactPoint c2)
 
void OnCollisionEnter (Collision c)
 
void OnCollisionExit (Collision c)
 
void OnCollisionStay (Collision c)
 
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...
 
void OnPartDie ()
 
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...
 
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...
 
void OnVesselPack ()
 
void OnVesselUnpack ()
 
void SetupAnimations ()
 
void SetWaypoint (Vector3 tgtPos)
 
- Public Member Functions inherited from PartModule
 PartModule ()
 
virtual string GetInfo ()
 The return value of this function appears in the part's description in the editor. More...
 
void Load (ConfigNode node)
 
virtual void OnActive ()
 This function is called once when the part gets activated. More...
 
virtual void OnAwake ()
 This function gets called only once, during the KSP loading screen. See the Unity documentation on Awake for more information. More...
 
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...
 
virtual void OnInactive ()
 When does this get called? More...
 
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...
 
void Save (ConfigNode node)
 

Public Attributes

KerbalAnimationManager Animations
 
float boundAttack
 
float boundFallThreshold
 
float boundForce
 
float boundFrequency
 
float boundRelease
 
float boundSharpness
 
float boundSpeed
 
float boundThreshold
 
bool canRecover
 
Collider[] characterColliders
 
bool CharacterFrameMode
 
bool CharacterFrameModeToggle
 
Vector3 fFwd
 
Transform footPivot
 
Vector3 fRgt
 
KerbalFSM fsm
 
float Fuel
 
float FuelCapacity
 
float FuelConsumption
 
Vector3 fUp
 
GameObject headLamp
 
float hopThreshold
 
float initialMass
 
bool isRagdoll
 
bool JetpackDeployed
 
float Kd
 
float Ki
 
float Kp
 
float ladderClimbSpeed
 
Transform ladderPivot
 
float ladderPushoffForce
 
bool lampOn
 
float linPower
 
float massMultiplier
 
float maxJumpForce
 
float minRunningGee
 
float minWalkingGee
 
Collider[] otherRagdollColliders
 
KerbalRagdollNode[] ragdollNodes
 
float recoverThreshold
 
float recoverTime
 
float rotPower
 
float runSpeed
 
bool splatEnabled
 
GameObject splatPrefab
 
float splatSpeed
 
float splatThreshold
 
float strafeSpeed
 
float stumbleThreshold
 
float swimSpeed
 
float turnRate
 
Transform upperTorso
 
float walkSpeed
 
- Public Attributes inherited from PartModule
bool isEnabled
 
string moduleName
 
ProtoPartModuleSnapshot snapshot
 

Properties

bool OnALadder [get]
 Whether the kerbal is currently hanging on to a ladder. More...
 
bool Ready [get]
 
bool VesselUnderControl [get]
 
- Properties inherited from PartModule
BaseActionList Actions [get]
 A list of KSPActions which can be added to action groups. More...
 
int ClassID [get]
 A hash of ClassName? More...
 
string ClassName [get]
 In any subclass of PartModule, ClassName will be the name of the subclass. It gets set by the PartModule loading process. More...
 
BaseEventList Events [get]
 A list of KSPEvents, which can be triggered by code or by the user through the part's right-click menu. More...
 
BaseFieldList Fields [get]
 A list of the KSPFields which the module loads from the part.cfg file. More...
 
string GUIName [get]
 
Part part [get, set]
 The Part to which this PartModule is attached. Use this to reference the part from your module code. More...
 
Vessel vessel [get]
 The Vessel of the Part to which this PartModule is attached. More...
 

Additional Inherited Members

- Public Types inherited from PartModule
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
}
 A StartState is passed on OnStart in order to provide the PartModule with some information about where it is starting up. More...
 

Detailed Description

Kerbals on EVA are represented as vessels with a single part. That part contains a KerbalEVA PartModule.

Constructor & Destructor Documentation

KerbalEVA.KerbalEVA ( )

Member Function Documentation

void KerbalEVA.BoardPart ( Part  p)
int KerbalEVA.CompareContactsByNormalToSurface ( ContactPoint  c1,
ContactPoint  c2 
)
void KerbalEVA.OnCollisionEnter ( Collision  c)
void KerbalEVA.OnCollisionExit ( Collision  c)
void KerbalEVA.OnCollisionStay ( Collision  c)
override void KerbalEVA.OnLoad ( ConfigNode  node)
virtual

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
nodeA ConfigNode containing the module's parameters from part.cfg or persistent.sfs

Reimplemented from PartModule.

void KerbalEVA.OnPartDie ( )
override void KerbalEVA.OnSave ( ConfigNode  node)
virtual

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
node

Reimplemented from PartModule.

override void KerbalEVA.OnStart ( PartModule.StartState  state)
virtual

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
stateSome information about what situation the vessel is starting in.

Reimplemented from PartModule.

void KerbalEVA.OnVesselPack ( )
void KerbalEVA.OnVesselUnpack ( )
void KerbalEVA.SetupAnimations ( )
void KerbalEVA.SetWaypoint ( Vector3  tgtPos)

Member Data Documentation

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
Vector3 KerbalEVA.fFwd
Transform KerbalEVA.footPivot
Vector3 KerbalEVA.fRgt
KerbalFSM KerbalEVA.fsm
float KerbalEVA.Fuel
float KerbalEVA.FuelCapacity
float KerbalEVA.FuelConsumption
Vector3 KerbalEVA.fUp
GameObject KerbalEVA.headLamp
float KerbalEVA.hopThreshold
float KerbalEVA.initialMass
bool KerbalEVA.isRagdoll
bool KerbalEVA.JetpackDeployed
float KerbalEVA.Kd
float KerbalEVA.Ki
float KerbalEVA.Kp
float KerbalEVA.ladderClimbSpeed
Transform KerbalEVA.ladderPivot
float KerbalEVA.ladderPushoffForce
bool KerbalEVA.lampOn
float KerbalEVA.linPower
float KerbalEVA.massMultiplier
float KerbalEVA.maxJumpForce
float KerbalEVA.minRunningGee
float KerbalEVA.minWalkingGee
Collider [] KerbalEVA.otherRagdollColliders
KerbalRagdollNode [] KerbalEVA.ragdollNodes
float KerbalEVA.recoverThreshold
float KerbalEVA.recoverTime
float KerbalEVA.rotPower
float KerbalEVA.runSpeed
bool KerbalEVA.splatEnabled
GameObject KerbalEVA.splatPrefab
float KerbalEVA.splatSpeed
float KerbalEVA.splatThreshold
float KerbalEVA.strafeSpeed
float KerbalEVA.stumbleThreshold
float KerbalEVA.swimSpeed
float KerbalEVA.turnRate
Transform KerbalEVA.upperTorso
float KerbalEVA.walkSpeed

Property Documentation

bool KerbalEVA.OnALadder
get

Whether the kerbal is currently hanging on to a ladder.

bool KerbalEVA.Ready
get
bool KerbalEVA.VesselUnderControl
get

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