API:GameEvents

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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 ?