Difference between revisions of "API:GameEvents"
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The GameEvents class contains events which are fired in response to situations within the game. | The GameEvents class contains events which are fired in response to situations within the game. | ||
Latest revision as of 17:11, 22 January 2020
The GameEvents class contains events which are fired in response to situations within the game.
Fields
The following is a list of publically-accessible fields in GameEvents. This includes protected items, which can be accessed by subclasses.
Signature | Description |
---|---|
bool debugEvents | ? |
EventData<Vessel> onActiveJointNeedUpdate | ? |
EventData<EventReport> onCollision | ? |
EventData<EventReport> onCrash | ? |
EventData<EventReport> onCrashSplashdown | ? |
EventData<GameEvents.FromToAction<Part, Part>> onCrewBoardVessel | ? |
EventData<EventReport> onCrewKilled | ? |
EventData<<GameEvents.FromToAction<Part, Part>> onCrewOnEva | ? |
EventData<<GameEvents.FromToAction<CelestialBody, CelestialBody>> onDominantBodyChange | ? |
EventData<ShipConstruct> onEditorShipModified | ? |
EventData<Vessel> onFlagPlant | ? |
EventData<string> onFlagSelect | ? |
EventVoid onFlightReady | ? |
EventData<Vector3d> onFloatingOriginShift | ? |
EventData<double> OnFundsChanged | ? |
EventVoid onGamePause | ? |
EventData<GameScenes> onGameSceneLoadRequested | ? |
EventVoid OnGameSettingsApplied | ? |
EventData<Game> onGameStateCreated | ? |
EventData<ConfigNode> onGameStateLoad | ? |
EventData<ConfigNode> onGameStateSave | ? |
EventData<Game> onGameStateSaved | ? |
EventVoid onGameUnpause | ? |
EventVoid onGUIApplicationLauncherDestroyed | ? |
EventVoid onGUIApplicationLauncherReady | ? |
EventVoid onGUIAstronautComplexDespawn | ? |
EventVoid onGUIAstronautComplexSpawn | ? |
EventVoid onGUILaunchScreenDespawn | ? |
EventData<GameEvents.VesselSpawnInfo> onGUILaunchScreenSpawn | ? |
EventData<ShipTemplate> onGUILaunchScreenVesselSelected | ? |
EventVoid onGUIMessageSystemReady | ? |
EventVoid onGUIMissionControlDespawn | ? |
EventVoid onGUIMissionControlSpawn | ? |
EventVoid onGUIPrefabLauncherReady | ? |
EventData<MissionRecoveryDialog> onGUIRecoveryDialogDespawn | ? |
EventData<MissionRecoveryDialog> onGUIRecoveryDialogSpawn | ? |
EventVoid onGUIRnDComplexDespawn | ? |
EventVoid onGUIRnDComplexSpawn | ? |
EventVoid onHideUI | ? |
EventData<<GameEvents.FromToAction<ControlTypes, ControlTypes>> onInputLocksModified | ? |
EventData<EventReport> onJointBreak | ? |
EventData<ProtoCrewMember> onKerbalAdded | ? |
EventData<ProtoCrewMember> onKerbalRemoved | ? |
EventData<ProtoCrewMember, ProtoCrewMember.RosterStatus, ProtoCrewMember.RosterStatus> onKerbalStatusChange | ? |
EventData<ProtoCrewMember, ProtoCrewMember.KerbalType, ProtoCrewMember.KerbalType> onKerbalTypeChange | ? |
EventData<<GameEvents.HostedFromToAction<IDiscoverable, DiscoveryLevels>> onKnowledgeChanged | ? |
EventData<Vector3d> onKrakensbaneDisengage | ? |
EventData<Vector3d> onKrakensbaneEngage | ? |
EventData<EventReport> onLaunch | ? |
EventData<GameScenes> onLevelWasLoaded | ? |
EventData<string> onMissionFlagSelect | ? |
EventData<Vessel> onNewVesselCreated | ? |
EventData<EventReport> onOverheat | ? |
EventData<Part> onPartActionUICreate | ? |
EventData<Part> onPartActionUIDismiss | ? |
EventData<<GameEvents.HostTargetAction<Part, Part>> onPartAttach | ? |
EventData<<GameEvents.FromToAction<Part, Part>> onPartCouple | ? |
EventData<Part> onPartDestroyed | ? |
EventData<Part> onPartDie | ? |
EventData<GameEvents.ExplosionReaction> onPartExplode | ? |
EventData<PartJoint> onPartJointBreak | ? |
EventData<Part> onPartPack | ? |
EventData<AvailablePart> OnPartPurchased | ? |
EventData<<GameEvents.HostTargetAction<Part, Part>> onPartRemove | ? |
EventData<Part> onPartUndock | ? |
EventData<Part> onPartUnpack | ? |
EventData<MapObject> onPlanetariumTargetChanged | ? |
EventData<ProgressNode> OnProgressAchieved | ? |
EventData<ProgressNode> OnProgressComplete | ? |
EventData<ProgressNode> OnProgressReached | ? |
EventData<float> OnReputationChanged | ? |
EventData<<GameEvents.HostTargetAction<CelestialBody, bool>> onRotatingFrameTransition | ? |
EventData<<GameEvents.FromToAction<ModuleDockingNode, ModuleDockingNode>> onSameVesselDock | ? |
EventData<<GameEvents.FromToAction<ModuleDockingNode, ModuleDockingNode>> onSameVesselUndock | ? |
EventData<float> OnScienceChanged | ? |
EventData<float, ScienceSubject> OnScienceRecieved | ? |
EventVoid onShowUI | ? |
EventData<EventReport> onSplashDamage | ? |
EventData<int> onStageActivate | ? |
EventData<EventReport> onStageSeparation | ? |
EventData<<GameEvents.HostTargetAction<RDTech, RDTech.OperationResult>> OnTechnologyResearched | ? |
EventVoid onTimeWarpRateChanged | ? |
EventData<EventReport> onUndock | ? |
EventData<Vessel> onVesselChange | ? |
EventData<Vessel> onVesselCreate | ? |
EventData<Vessel> onVesselDestroy | ? |
EventData<Vessel> onVesselGoOffRails | ? |
EventData<Vessel> onVesselGoOnRails | ? |
EventData<Vessel> onVesselLoaded | ? |
EventData<Vessel> onVesselOrbitClosed | ? |
EventData<Vessel> onVesselOrbitEscaped | ? |
EventData<ProtoVessel> onVesselRecovered | ? |
EventData<ProtoVessel, MissionRecoveryDialog, float> onVesselRecoveryProcessing | ? |
EventData<Vessel> OnVesselRecoveryRequested | ? |
EventData<<GameEvents.HostedFromToAction<Vessel, string>> onVesselRename | ? |
EventData<ShipConstruct> OnVesselRollout | ? |
EventData<<GameEvents.HostedFromToAction<Vessel, Vessel.Situations>> onVesselSituationChange | ? |
EventData<<GameEvents.HostedFromToAction<Vessel, CelestialBody>> onVesselSOIChanged | ? |
EventData<ProtoVessel> onVesselTerminated | ? |
EventData<Vessel> onVesselWasModified | ? |
EventData<Vessel> onVesselWillDestroy | ? |