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| void | AddFlag (Part flag) |
| | Adds a flag to the List of child flags on this panel. Also parents the flag to this panel. More...
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| |
| void | BuildMesh (bool triangulate, FairingPanel prevPanel) |
| | Build the mesh of the fairing panel, uses the panel underneath this panel to calculate the uv offset More...
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| void | CleanUp () |
| |
| bool | ContainsSection (FairingXSection sec) |
| |
| void | Despawn () |
| |
| | FairingPanel (FairingXSection[] xSections, Material mat, float arcFrom, float arcTo, ModuleProceduralFairing host) |
| |
| void | GeneratePanelColliders (GameObject hostGo, int layer, bool isTrigger) |
| |
| void | GenerateSectionColliders (Transform modelTransform, List< FairingXSection > xSections, int nSides) |
| |
| float | GetArea () |
| | The area of this panel, in sq units More...
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| |
| Bounds | GetBounds () |
| | AABB of this panel, for part size calculation and the general entertainment of AABB enthusiasts More...
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| float | GetCursorProximity (Vector3 cursorPosition, float range, Camera referenceCamera) |
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| Vector3 | GetMidPoint () |
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| float | GetSlope () |
| | Slope corresponds to tan(angle between the top and bottom xsections) More...
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| bool | ReadyFlagsForJettison () |
| | Detach and destroy the Flag Part when the fairings Jettison. Saves the Part transform for parenting them to their corresponding panel More...
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| void | RemoveFlag (uint FlagID) |
| | Removes an attached flag reference More...
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| void | SetCollapsedViewInstantly () |
| | Sets the panels local position to be the pivotOffset or "default, Collapsed" position instantly. More...
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| void | SetExplodedView (float t) |
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| void | SetOpacity (float o) |
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| void | SetTgtExplodedView (float t) |
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| void | SetTgtOpacity (float o) |
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| void | Spawn (Transform trf) |
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| void ProceduralFairings.FairingPanel.AddFlag |
( |
Part |
flag | ) |
|
|
inline |
Adds a flag to the List of child flags on this panel. Also parents the flag to this panel.
- Parameters
-
| void ProceduralFairings.FairingPanel.BuildMesh |
( |
bool |
triangulate, |
|
|
FairingPanel |
prevPanel |
|
) |
| |
|
inline |
Build the mesh of the fairing panel, uses the panel underneath this panel to calculate the uv offset
- Parameters
-
Botom of the arc
| void ProceduralFairings.FairingPanel.CleanUp |
( |
| ) |
|
|
inline |
| bool ProceduralFairings.FairingPanel.ContainsSection |
( |
FairingXSection |
sec | ) |
|
|
inline |
| void ProceduralFairings.FairingPanel.Despawn |
( |
| ) |
|
|
inline |
| void ProceduralFairings.FairingPanel.GeneratePanelColliders |
( |
GameObject |
hostGo, |
|
|
int |
layer, |
|
|
bool |
isTrigger |
|
) |
| |
|
inline |
| void ProceduralFairings.FairingPanel.GenerateSectionColliders |
( |
Transform |
modelTransform, |
|
|
List< FairingXSection > |
xSections, |
|
|
int |
nSides |
|
) |
| |
|
inline |
| float ProceduralFairings.FairingPanel.GetArea |
( |
| ) |
|
|
inline |
The area of this panel, in sq units
| Bounds ProceduralFairings.FairingPanel.GetBounds |
( |
| ) |
|
|
inline |
AABB of this panel, for part size calculation and the general entertainment of AABB enthusiasts
| float ProceduralFairings.FairingPanel.GetCursorProximity |
( |
Vector3 |
cursorPosition, |
|
|
float |
range, |
|
|
Camera |
referenceCamera |
|
) |
| |
|
inline |
| Vector3 ProceduralFairings.FairingPanel.GetMidPoint |
( |
| ) |
|
|
inline |
| float ProceduralFairings.FairingPanel.GetSlope |
( |
| ) |
|
|
inline |
Slope corresponds to tan(angle between the top and bottom xsections)
| bool ProceduralFairings.FairingPanel.ReadyFlagsForJettison |
( |
| ) |
|
|
inline |
Detach and destroy the Flag Part when the fairings Jettison. Saves the Part transform for parenting them to their corresponding panel
| void ProceduralFairings.FairingPanel.RemoveFlag |
( |
uint |
FlagID | ) |
|
|
inline |
Removes an attached flag reference
- Parameters
-
| void ProceduralFairings.FairingPanel.SetCollapsedViewInstantly |
( |
| ) |
|
|
inline |
Sets the panels local position to be the pivotOffset or "default, Collapsed" position instantly.
| void ProceduralFairings.FairingPanel.SetExplodedView |
( |
float |
t | ) |
|
|
inline |
| void ProceduralFairings.FairingPanel.SetOpacity |
( |
float |
o | ) |
|
|
inline |
| void ProceduralFairings.FairingPanel.SetTgtExplodedView |
( |
float |
t | ) |
|
|
inline |
| void ProceduralFairings.FairingPanel.SetTgtOpacity |
( |
float |
o | ) |
|
|
inline |
Returns a set of panels arranged to cover all cross-sections given the number of breakaway segments
< add nose cap panels
| void ProceduralFairings.FairingPanel.Spawn |
( |
Transform |
trf | ) |
|
|
inline |
| GameObject ProceduralFairings.FairingPanel.ColliderContainer |
| GameObject ProceduralFairings.FairingPanel.go |
| bool ProceduralFairings.FairingPanel.isCap = false |
Is this panel a cap panel, i.e., a triangular end point to the fairing.
| bool ProceduralFairings.FairingPanel.isLast = false |
Is this panel among the last sections before cap?
| Material ProceduralFairings.FairingPanel.mat |
| Mesh ProceduralFairings.FairingPanel.mesh |
| int ProceduralFairings.FairingPanel.panelIndex |
Registered index when the panel is created.
The documentation for this class was generated from the following file: