Difference between revisions of "API:PartModule"

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m (Consistency Fix.)
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|name=isEnabled
 
|name=isEnabled
 
|type=bool
 
|type=bool
|desc=is the part enabled?
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|desc=Set the part state.
 
}}
 
}}
 
{{FieldsEnd}}
 
{{FieldsEnd}}

Revision as of 19:25, 24 April 2013

PartModule Class

Inherits Implements
  • MonoBehaviour

The PartModule class allows you to override its functions to intuitively control your parts.

The properties of this class have not been added.

Example Called during the main menu loading stage.

using System;
using UnityEngine;
 
public class RandomPart : PartModule
{
	public override void OnAwake()
	{
		Debug.Log("Hello World");
	}
}

Fields

The following is a list of publically-accessible fields in PartModule. This includes protected items, which can be accessed by subclasses.

Signature Description
ProtoPartModuleSnapshot snapshot Unknown
string moduleName The modules name
bool isEnabled Set the part state.

Methods

The following are methods included in PartModule.

Signature Description
void OnStart(PartModule.StartState state) Called during the part startup.
void OnUpdate() Called when OnUpdate is called on the part.


void OnAwake() Called when the part is loaded( during the main menu. )
void OnFixedUpdate() Per-PhysX frame update, Called only when the part is active!
void OnActive() Unknown
void OnInactive() Get the part information.
void OnLoad(ConfigNode node) Called when the object is loaded from a save.
void OnSave(ConfigNode node) Called when the object is saved.
string GetInfo() Get the part information.