OnPartPersistentIdChanged (uint vesselID, uint oldId, uint newId) Run anything we need on Activating a Test More. Override this method in any action modules that require the MENode reference prior to Awake, but always call the base.Initialize More. This is a mandatory Method and will set the MENode reference. This is called Once when a TestModule component is instantiated. Initialize ( TestGroup testGroup, string title="") Get the name of the action module More.Įvaluates if the parameter is present in the node body display parameters More.Įvaluates if the parameter is present in the SAP More. Run anything we need on Deactivating a Test More. Method to overide if you want to do stuff when a node is deactivated More. Public Member Functions inherited from ĪddParameterToNodeBody (string parameter)Īdd a parameter to be displayed in the node body Used for batch processing node body parameters If you want an immediate UI update, use AddParameterToNodeBodyAndUpdateUI More.ĪddParameterToNodeBodyAndUpdateUI (string parameter)Īdd a parameter to be displayed in the node body Then updates the UI on the node body More.Īdd a parameter to be displayed in the Settings Action Pane More. VesselSelectorCreated ( MEGUIParameter parameter) If it is, we look for a stored root Part persistentId (if there was a docking event earlier) and find the correct Vessel persistentId to track. If a GameEvents.onVesselsUndocking occurs we need to check if one of the vessel PersistentId's involved is the one this node is tracking. OnVesselsUndocking ( Vessel oldVessel, Vessel newVessel) If a persistentId for a vessel changes Event occurs ( GameEvents.onVesselPersistentIdChanged) this will check if the vessel Id on this action node is the one changing and change the reference to the new persistentId More. OnVesselPersistentIdChanged (uint oldId, uint newId) Then later if an undock occurs we will find which vessel we are meant to be tracking in this node from the stored root Part persistentId. If a GameEvents.onVesselDocking occurs we need to check if the old persistentId is the one referenced by this node and store the root Part persistentId for that vessel. Tests the parameters needed for this More. Method to overide if you want to do stuff when a node is activated More. Should we create a waypoint for this object or not? More.ĭoes the label represent an actual world position? For example, biomes won't have a world position, but a point in space will. Should we create a node label for this object or not? More. Get location where the marker for the node should be displayed in world. Gets the modifier value to be applied on a certain score module More. Get the waypoint marker to show the location of the current test module. Returns the string to be displayed when the parameter is displayed in the node body More. GetNodeBodyParameterString ( BaseAPField field) Get the information to be displayed about the module in the tooltip. Get extra text to be appended at the end of the node label caption. Perform all the setup operations that we need when the module is initialised in the mission builder.
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