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

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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 ?