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| virtual bool | AddUpgrade (Upgrade up) |
| | Adds the upgrade to the set of upgrades and updates as necessary. If tech required is nonnull, adds to tech lookup. More...
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| |
| virtual bool | CanHaveUpgrades () |
| | Returns true if not in a save game or if the save game's difficulty options allow upgrades More...
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| |
| virtual void | FillUpgrades () |
| | Fill the upgrade holders based on PARTUPGRADE nodes and from partmodules' UPGRADES nodes if those aren't previously found. More...
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| virtual IEnumerator | GetEnumerator () |
| |
| virtual Upgrade | GetUpgrade (string name) |
| | Gets the upgrade of that name (if it exists) else returns null More...
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| virtual float | GetUpgradeCost (string name) |
| | Gets the unlock cost of the upgrade, if any More...
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| virtual List< Upgrade > | GetUpgradesForTech (string tech) |
| | Returns the list of upgrades linked to the given tech More...
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| |
| virtual bool | IsAvailableToUnlock (string name) |
| | Like IsUnlocked but flips the unlocked check. I.e. returns true iff science sandbox/career and tech node unlocked and upgrade not unlocked. More...
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| virtual bool | IsEnabled (string name) |
| | Returns true if the upgrade is unlocked and enabled (or unlocked and AllEnabled is true). Returns false otherwise. More...
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| virtual bool | IsUnlocked (string name) |
| | Returns true if the upgrade is unlocked (or if entry costs are disabled). Returns false if upgrades are disabled in the current game. More...
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| virtual void | LinkUpgrades () |
| | Links the upgrades with the parts and partmodules which use them More...
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| virtual void | OnLoad (ConfigNode node) |
| |
| virtual void | OnSave (ConfigNode node) |
| |
| virtual bool | RemoveUpgrade (string name) |
| | Removes the upgrade of the given name More...
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| virtual void | SetEnabled (string name, bool val) |
| | Sets the enabled state of an upgrade More...
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| virtual void | SetUnlocked (string name, bool val) |
| | Sets the unlocked state of an upgrade More...
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| virtual bool | UgpradesAllowed () |
| | Does the current game mode/parameters support upgrades? More...
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| |
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| static bool | AllEnabled = true |
| | Don't check if the upgrade is enabled, return true as long as it's unlocked. More...
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| virtual bool PartUpgradeHandler.AddUpgrade |
( |
Upgrade |
up | ) |
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|
inlinevirtual |
Adds the upgrade to the set of upgrades and updates as necessary. If tech required is nonnull, adds to tech lookup.
- Parameters
-
- Returns
| virtual bool PartUpgradeHandler.CanHaveUpgrades |
( |
| ) |
|
|
inlinevirtual |
Returns true if not in a save game or if the save game's difficulty options allow upgrades
- Returns
| virtual void PartUpgradeHandler.FillUpgrades |
( |
| ) |
|
|
inlinevirtual |
Fill the upgrade holders based on PARTUPGRADE nodes and from partmodules' UPGRADES nodes if those aren't previously found.
| virtual IEnumerator PartUpgradeHandler.GetEnumerator |
( |
| ) |
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inlinevirtual |
| virtual Upgrade PartUpgradeHandler.GetUpgrade |
( |
string |
name | ) |
|
|
inlinevirtual |
Gets the upgrade of that name (if it exists) else returns null
- Parameters
-
- Returns
| virtual float PartUpgradeHandler.GetUpgradeCost |
( |
string |
name | ) |
|
|
inlinevirtual |
Gets the unlock cost of the upgrade, if any
- Parameters
-
- Returns
| virtual List<Upgrade> PartUpgradeHandler.GetUpgradesForTech |
( |
string |
tech | ) |
|
|
inlinevirtual |
Returns the list of upgrades linked to the given tech
- Parameters
-
- Returns
| virtual bool PartUpgradeHandler.IsAvailableToUnlock |
( |
string |
name | ) |
|
|
inlinevirtual |
Like IsUnlocked but flips the unlocked check. I.e. returns true iff science sandbox/career and tech node unlocked and upgrade not unlocked.
- Parameters
-
- Returns
| virtual bool PartUpgradeHandler.IsEnabled |
( |
string |
name | ) |
|
|
inlinevirtual |
Returns true if the upgrade is unlocked and enabled (or unlocked and AllEnabled is true). Returns false otherwise.
- Parameters
-
- Returns
| virtual bool PartUpgradeHandler.IsUnlocked |
( |
string |
name | ) |
|
|
inlinevirtual |
Returns true if the upgrade is unlocked (or if entry costs are disabled). Returns false if upgrades are disabled in the current game.
- Parameters
-
- Returns
| virtual void PartUpgradeHandler.LinkUpgrades |
( |
| ) |
|
|
inlinevirtual |
Links the upgrades with the parts and partmodules which use them
| virtual void PartUpgradeHandler.OnLoad |
( |
ConfigNode |
node | ) |
|
|
inlinevirtual |
| virtual void PartUpgradeHandler.OnSave |
( |
ConfigNode |
node | ) |
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|
inlinevirtual |
| virtual bool PartUpgradeHandler.RemoveUpgrade |
( |
string |
name | ) |
|
|
inlinevirtual |
Removes the upgrade of the given name
- Parameters
-
- Returns
| virtual void PartUpgradeHandler.SetEnabled |
( |
string |
name, |
|
|
bool |
val |
|
) |
| |
|
inlinevirtual |
Sets the enabled state of an upgrade
- Parameters
-
| virtual void PartUpgradeHandler.SetUnlocked |
( |
string |
name, |
|
|
bool |
val |
|
) |
| |
|
inlinevirtual |
Sets the unlocked state of an upgrade
- Parameters
-
| virtual bool PartUpgradeHandler.UgpradesAllowed |
( |
| ) |
|
|
inlinevirtual |
Does the current game mode/parameters support upgrades?
- Returns
| bool PartUpgradeHandler.AllEnabled = true |
|
static |
Don't check if the upgrade is enabled, return true as long as it's unlocked.
| Dictionary<Upgrade, bool> PartUpgradeHandler.enableds = new Dictionary<Upgrade, bool>() |
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protected |
| ListDictionary<string, Upgrade> PartUpgradeHandler.techToUpgrades = new ListDictionary<string, Upgrade>() |
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protected |
| Dictionary<Upgrade, bool> PartUpgradeHandler.unlocks = new Dictionary<Upgrade, bool>() |
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protected |
| Dictionary<string, Upgrade> PartUpgradeHandler.upgrades = new Dictionary<string, Upgrade>() |
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protected |
The documentation for this class was generated from the following file: