C# Class SSTUTools.FairingContainer

Generic procedural fairing container
Show file Open project: shadowmage45/SSTULabs Class Usage Examples

Public Properties

Property Type Description
edgesUV UVArea
faces int
facesPerCollider int
generateColliders bool
insideUV UVArea
outsideUV UVArea
rootObject UnityEngine.GameObject

Public Methods

Method Description
FairingContainer ( GameObject root, int cylinderFaces, int numberOfPanels, float thickness ) : System
addRing ( float height, float radius ) : void
clearProfile ( ) : void
enableColliders ( bool val ) : void
enableRender ( bool val ) : void
generateFairing ( ) : void
getBottomRadius ( ) : float
getHeight ( ) : float
getTopRadius ( ) : float
jettisonPanels ( Part part, float force, Vector3 jettisonDirection, float perPanelMass ) : void
recreateModels ( ) : void
reparentFairing ( Transform newParent, bool nest ) : void
setMaterial ( Material mat ) : void
setNumberOfPanels ( int panels, bool recreate ) : void
setOpacity ( float value ) : void
setPanelRotations ( float angle ) : void

Method Details

FairingContainer() public method

public FairingContainer ( GameObject root, int cylinderFaces, int numberOfPanels, float thickness ) : System
root UnityEngine.GameObject
cylinderFaces int
numberOfPanels int
thickness float
return System

addRing() public method

public addRing ( float height, float radius ) : void
height float
radius float
return void

clearProfile() public method

public clearProfile ( ) : void
return void

enableColliders() public method

public enableColliders ( bool val ) : void
val bool
return void

enableRender() public method

public enableRender ( bool val ) : void
val bool
return void

generateFairing() public method

public generateFairing ( ) : void
return void

getBottomRadius() public method

public getBottomRadius ( ) : float
return float

getHeight() public method

public getHeight ( ) : float
return float

getTopRadius() public method

public getTopRadius ( ) : float
return float

jettisonPanels() public method

public jettisonPanels ( Part part, float force, Vector3 jettisonDirection, float perPanelMass ) : void
part Part
force float
jettisonDirection Vector3
perPanelMass float
return void

recreateModels() public method

public recreateModels ( ) : void
return void

reparentFairing() public method

public reparentFairing ( Transform newParent, bool nest ) : void
newParent UnityEngine.Transform
nest bool
return void

setMaterial() public method

public setMaterial ( Material mat ) : void
mat UnityEngine.Material
return void

setNumberOfPanels() public method

public setNumberOfPanels ( int panels, bool recreate ) : void
panels int
recreate bool
return void

setOpacity() public method

public setOpacity ( float value ) : void
value float
return void

setPanelRotations() public method

public setPanelRotations ( float angle ) : void
angle float
return void

Property Details

edgesUV public property

public UVArea,SSTUTools edgesUV
return UVArea

faces public property

public int faces
return int

facesPerCollider public property

public int facesPerCollider
return int

generateColliders public property

public bool generateColliders
return bool

insideUV public property

public UVArea,SSTUTools insideUV
return UVArea

outsideUV public property

public UVArea,SSTUTools outsideUV
return UVArea

rootObject public property

public GameObject,UnityEngine rootObject
return UnityEngine.GameObject