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Kerbal Space Program
1.12.4
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Scenario manager for the Alarm Clock System More...
Classes | |
| class | SpriteMap |
Public Member Functions | |
| override void | OnAwake () |
| override void | OnLoad (ConfigNode node) |
| override void | OnSave (ConfigNode node) |
| int | OrderByUT (AlarmTypeBase alarm1, AlarmTypeBase alarm2) |
| Comparer for UT based Sort More... | |
Public Member Functions inherited from ScenarioModule | |
| void | Load (ConfigNode node) |
| void | Save (ConfigNode node) |
Static Public Member Functions | |
| static bool | AddAlarm (AlarmTypeBase newAlarm) |
| Add an alarm to the list i the scenario More... | |
| static bool | AlarmExists (uint id) |
| Try and get an alarm from the scenarios list More... | |
| static AlarmTypeBase | CreateAlarmByMapNodeType (MapObject.ObjectType nodeType) |
| Create a new alarm from the type of a mapnode More... | |
| static AlarmTypeBase | CreateAlarmByType (Type alarmType) |
| Create a new alarm of this type More... | |
| static bool | DeleteAlarm (AlarmTypeBase alarm) |
| Delete an alarm from the list More... | |
| static bool | DeleteAlarm (uint id) |
| Delete an alarm from the list More... | |
| static AlarmTypeBase | GetLastAlarm (double afterUT) |
| Get the alarm that was triggered closest to the supplied time More... | |
| static AlarmTypeBase | GetNextAlarm () |
| Get the alarm that will be triggered next after the current time More... | |
| static AlarmTypeBase | GetNextAlarm (double afterUT) |
| Get the alarm that will be triggered next after the supplied time More... | |
| static AlarmTypeBase | GetNextOrLastAlarm () |
| Get the alarm that will be triggered next after the current time, or if there is no future alarm, the previous one More... | |
| static uint | GetUniqueAlarmID () |
| Get a Unique ID for an alarm More... | |
| static Texture2D | LoadTexture (string textureName) |
| Simplifies the action of loading a texture. More... | |
| static bool | MapNodeDefined (MapObject.ObjectType nodeType) |
| Is there an alarm defined for this mapObject type More... | |
| static void | SortAlarmsByUTDescending () |
| Method to Sort the list More... | |
| static bool | TryGetAlarm (uint id, out AlarmTypeBase alarm) |
| Try and get an alarm from the scenarios list More... | |
Public Attributes | |
| DictionaryValueList< uint, AlarmTypeBase > | alarms |
| The list of alarms stored for the alarm clock More... | |
| int | availableVesselChangeCooldown = 5 |
| Number of frames after a vessel change to wait before calcing orbit values, etc More... | |
| int | availableVesselChangeCooldownCounter = 0 |
| Counter for how many frames remaining before we reinstantiate updates More... | |
| AlarmClockSettings | settings |
| Settings for the alarm clock per game More... | |
| const string | textureBaseUrl = "Squad/Alarms/Icons/" |
| The default folder for icons that have no fully qualified path More... | |
| double | uiUpdatePeriod |
| Period of game time (in seconds) when the UI updates should occur More... | |
| float | warpChangeIndicatorDuration = 3f |
| How long should the warp change duration indicator last More... | |
| float | warpChangeTimeSafteyMultiplier = 1.2f |
| How much safety there shoudl be around the timewarp rate change calcs More... | |
Public Attributes inherited from ScenarioModule | |
| ScenarioRunner | runner |
| ProtoScenarioModule | snapshot |
| List< GameScenes > | targetScenes |
Properties | |
| static SpriteMap | AlarmSprites [get] |
| The sprites for the various alarm types More... | |
| static List< Type > | AlarmTypes [get] |
| The AlarmTypes that are available More... | |
| static KSP.UI.Screens.AlarmClockApp | AppInstance [get] |
| Instance of the App thats running More... | |
| static AlarmClockScenarioAudio | AudioController [get] |
| The sprites for the various alarm types More... | |
| static Vessel | AvailableVessel [get] |
| The active or available vessel that can be used for alarms More... | |
| static AlarmClockScenario | Instance [get, set] |
| Static singleton reference More... | |
| bool | IsAvailableVesselCooldownActive [get] |
| Is the Available Vessel Change cooldown active More... | |
| static bool | IsVesselAvailable [get] |
| Is there a vessel active or selected that can be used by alarms More... | |
| static AlarmClockMessageDialog | MessagePrefab [get] |
| Prefab for the Message action of an alarm More... | |
| static double | UIUpdatePeriod [get] |
| Period of game time (in seconds) when the UI updates should occur More... | |
| bool | WarpAffectIndicator [get, set] |
| Is teh TimeWarp system under the influence of the alarm clock More... | |
Properties inherited from ScenarioModule | |
| int | ClassID [get] |
| string | ClassName [get] |
| BaseEventList | Events [get] |
| BaseFieldList | Fields [get] |
Scenario manager for the Alarm Clock System
|
inlinestatic |
Add an alarm to the list i the scenario
| newAlarm | The alarm to add |
|
inlinestatic |
Try and get an alarm from the scenarios list
| id | iD of the alarm |
| alarm | The returned alarm |
|
inlinestatic |
Create a new alarm from the type of a mapnode
| nodeType | The node type to search for |
|
inlinestatic |
Create a new alarm of this type
| alarmType | The type of alarm |
|
inlinestatic |
Delete an alarm from the list
| alarm | The alarm to delete |
|
inlinestatic |
Delete an alarm from the list
| id | The id of the alarm to delete |
|
inlinestatic |
Get the alarm that was triggered closest to the supplied time
| afterUT | The UT to look for the previous alarm before |
|
inlinestatic |
Get the alarm that will be triggered next after the current time
|
inlinestatic |
Get the alarm that will be triggered next after the supplied time
| afterUT | The UT to look for the next alarm after |
|
inlinestatic |
Get the alarm that will be triggered next after the current time, or if there is no future alarm, the previous one
|
inlinestatic |
Get a Unique ID for an alarm
|
inlinestatic |
Simplifies the action of loading a texture.
| textureName | Name of the texture. |
|
inlinestatic |
Is there an alarm defined for this mapObject type
| nodeType | The node type to search for |
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inlinevirtual |
< in case destroy-on-scene-change fails
Reimplemented from ScenarioModule.
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inlinevirtual |
Reimplemented from ScenarioModule.
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inlinevirtual |
Reimplemented from ScenarioModule.
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inline |
Comparer for UT based Sort
|
inlinestatic |
Method to Sort the list
|
inlinestatic |
Try and get an alarm from the scenarios list
| id | iD of the alarm |
| alarm | The returned alarm |
| DictionaryValueList<uint, AlarmTypeBase> AlarmClockScenario.alarms |
The list of alarms stored for the alarm clock
| int AlarmClockScenario.availableVesselChangeCooldown = 5 |
Number of frames after a vessel change to wait before calcing orbit values, etc
| int AlarmClockScenario.availableVesselChangeCooldownCounter = 0 |
Counter for how many frames remaining before we reinstantiate updates
| AlarmClockSettings AlarmClockScenario.settings |
Settings for the alarm clock per game
| const string AlarmClockScenario.textureBaseUrl = "Squad/Alarms/Icons/" |
The default folder for icons that have no fully qualified path
| double AlarmClockScenario.uiUpdatePeriod |
Period of game time (in seconds) when the UI updates should occur
| float AlarmClockScenario.warpChangeIndicatorDuration = 3f |
How long should the warp change duration indicator last
| float AlarmClockScenario.warpChangeTimeSafteyMultiplier = 1.2f |
How much safety there shoudl be around the timewarp rate change calcs
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staticget |
The sprites for the various alarm types
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staticget |
The AlarmTypes that are available
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staticget |
Instance of the App thats running
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staticget |
The sprites for the various alarm types
|
staticget |
The active or available vessel that can be used for alarms
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staticgetset |
Static singleton reference
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get |
Is the Available Vessel Change cooldown active
|
staticget |
Is there a vessel active or selected that can be used by alarms
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staticget |
Prefab for the Message action of an alarm
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staticget |
Period of game time (in seconds) when the UI updates should occur
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getset |
Is teh TimeWarp system under the influence of the alarm clock
1.8.7