C# Class SSTUTools.FairingContainer

Generic procedural fairing container
ファイルを表示 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_oe property

public UVArea,SSTUTools edgesUV
return UVArea

faces public_oe property

public int faces
return int

facesPerCollider public_oe property

public int facesPerCollider
return int

generateColliders public_oe property

public bool generateColliders
return bool

insideUV public_oe property

public UVArea,SSTUTools insideUV
return UVArea

outsideUV public_oe property

public UVArea,SSTUTools outsideUV
return UVArea

rootObject public_oe property

public GameObject,UnityEngine rootObject
return UnityEngine.GameObject