API:GameEvents

From Kerbal Space Program Wiki
Jump to: navigation, search
This article is a stub. You can help KSP Wiki by expanding it.
This page is an orphan, as no other articles link to it.


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 ?