C# 클래스 KMP.KMPManager

상속: UnityEngine.MonoBehaviour
파일 보기 프로젝트 열기: TehGimp/KerbalMultiPlayer 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
GameObjectInstance UnityEngine.GameObject
LoadedModfiles List
ShaFinishedEvent ManualResetEvent
activeVesselPosition Vector3
delayForceQuit bool
displayNTP bool
dockingRelVel Vector3d>.Dictionary
encoder System.Text.UnicodeEncoding
forceQuit bool
gameArrr bool
gameCheatsEnabled bool
gameMode int
gameRunning bool
gameStart bool
inactiveVesselsPerUpdate byte
interopInQueue Queue
interopInQueueLock object
ksc UnityEngine.GameObject
kscPosition UnityEngine.Vector3d
lastSubspaceLockChange float
lastTick double
listClientTimeWarpAverage float
newFlags float>.Dictionary
numberOfFilesToCheck int
numberOfShips int
pauseMenu PauseMenu
planetariumCam PlanetariumCamera
playerName String
playerStatus VesselStatusInfo>.SortedDictionary
renderManager RenderingManager
safetyBubbleRadius double
sentVessels_Situations Vessel.Situations>.Dictionary
serverKerbals_AssignedKerbals string>.Dictionary
serverParts_CrewCapacity int>.Dictionary
serverVessels_InPresent bool>.Dictionary
serverVessels_InUse bool>.Dictionary
serverVessels_IsMine bool>.Dictionary
serverVessels_IsPrivate bool>.Dictionary
serverVessels_LastUpdateDistanceTime Dictionary>
serverVessels_LoadDelay float>.Dictionary
serverVessels_ObtSyncDelay float>.Dictionary
serverVessels_PartCounts int>.Dictionary
serverVessels_Parts List>.Dictionary
serverVessels_ProtoVessels ConfigNode>.Dictionary
serverVessels_RemoteID Guid>.Dictionary
serverVessels_RendezvousSmoothPos Dictionary>
serverVessels_RendezvousSmoothVel Dictionary>
serverVessels_SkippedRendezvousUpdates int>.Dictionary
showConnectionWindow bool
skewServerTime long
skewSubspaceSpeed float
skewTargetTick double
terminateConnection bool
updateInterval float
vessels VesselEntry>.Dictionary

공개 메소드들

메소드 설명
Awake ( ) : void
HandleSyncCompleted ( ) : void
HandleSyncTimeCompleted ( byte data ) : void
KMPManager ( ) : System
OnGUI ( ) : void
Update ( ) : void
acceptClientInterop ( byte bytes ) : void
disconnect ( string message = "" ) : void
drawGUI ( ) : void
getAnyKeyDown ( KeyCode &key ) : bool
horizontalDistanceToSafetyBubbleEdge ( ) : double
updateStep ( ) : void
verticalDistanceToSafetyBubbleEdge ( ) : double

비공개 메소드들

메소드 설명
CheckCrewMemberExists ( int kerbalID ) : void
CheckEditorLock ( ) : void
ClearFlagLock ( ) : void
HasModule ( string modName ) : bool

Determines if a scenario module with the specified name exists already. Only checks the name. This is used to determine when the scenarios list was not cleared properly (creating a new game does not seem to clear the list - it only sets the modules' moduleRefs to null, which caused failure to sync on career servers, by creating another two modules and then attempting to write data into all four, and might have caused career mode on non-career servers if you weren't restarting KSP after exiting career servers).

LogScience ( ) : void

Log current game science, and log some debug information. Logs the science amount, or -1 if there is no current game, or no scenarios, or no R&D proto scenario module. This was used for debugging to figure out what and where things were going wrong with connecting after disconnecting (#578, #579).

OnCrewBoardVessel ( Part>.GameEvents data ) : void
OnCrewOnEva ( Part>.GameEvents data ) : void
OnFirstFlightReady ( ) : void
OnFlightReady ( ) : void
OnGUIRnDComplexDespawn ( ) : void
OnGameSceneLoadRequested ( GameScenes data ) : void
OnKnowledgeChanged ( DiscoveryLevels>.GameEvents data ) : void
OnNewVesselCreated ( Vessel vessel ) : void
OnPartCouple ( Part>.GameEvents data ) : void
OnPartUndock ( Part data ) : void
OnProgressComplete ( ProgressNode data ) : void
OnProgressReached ( ProgressNode data ) : void
OnTechnologyResearched ( RDTech.OperationResult>.GameEvents data ) : void
OnTimeWarpRateChanged ( ) : void
OnVesselDestroy ( Vessel data ) : void
OnVesselLoaded ( Vessel data ) : void
OnVesselRecovered ( ProtoVessel data ) : void
OnVesselTerminated ( ProtoVessel data ) : void
SkewTime ( ) : void
Start ( ) : void
SyncTime ( ) : void
addRemoteVessel ( ProtoVessel protovessel, System.Guid vessel_id, KMPVessel kvessel = null, KMPVesselUpdate update = null, double distance = 501d ) : void
applyScenarioUpdate ( KMP.KMPScenarioUpdate update ) : void
applyScreenshotTexture ( byte image_data ) : IEnumerator
applyVesselUpdate ( KMPVesselUpdate vessel_update, KMPVessel vessel ) : void
beginFinishSync ( ) : void
chatWindow ( int windowID ) : void
chatWindowDX ( int windowID ) : void
checkOrbitForCollision ( Orbit orbit, double tick, double fromTick ) : bool
checkProtoNodeCrew ( ConfigNode protoNode ) : void
checkRemoteVesselIntegrity ( ) : void
checkVesselPrivacy ( Vessel vessel ) : void
clearCrewGUI ( ) : void
connectionButton ( String name ) : void
connectionWindow ( int windowID ) : void
dockedKickToTrackingStation ( ) : void
enforceWindowBoundaries ( Rect window ) : Rect
enqueueChatOutMessage ( String message ) : void
enqueuePluginInteropMessage ( KMPCommon id, byte data ) : void
finishInGameSync ( ) : void
finishSync ( ) : void
getKrakensbane ( ) : Krakensbane
getVesselDetail ( Vessel vessel ) : KMPVesselDetail
getVesselUpdate ( Vessel vessel, bool forceFullUpdate = false, bool idOnlyUpdate = false ) : KMPVesselUpdate
handleInteropMessage ( KMPCommon id, byte data ) : void
handleScenarioUpdate ( object obj ) : void
handleSyncTimeout ( ) : void
handleUpdate ( object obj ) : void
handleVesselUpdate ( KMPVesselUpdate vessel_update ) : void
infoDisplayWindow ( int windowID ) : void
isInSafetyBubble ( UnityEngine.Vector3d pos, CelestialBody body, double altitude ) : bool
isProtoVesselInSafetyBubble ( ProtoVessel protovessel ) : bool
kickToTrackingStation ( ) : void
killVessel ( Vessel vessel ) : void
killVesselOnNextUpdate ( Vessel vessel ) : IEnumerator
krakensBaneWarp ( double krakensTick ) : void
loadGlobalSettings ( ) : void
loadProtovessel ( Vessel oldVessel, Vector3 newWorldPos, Vector3 newOrbitVel, bool wasLoaded, bool wasActive, bool setTarget, ProtoVessel protovessel, System.Guid vessel_id, KMPVessel kvessel, KMPVesselUpdate update, double distance ) : IEnumerator
lockCrewGUI ( ) : void
lockWindow ( int windowID ) : void
processClientInterop ( ) : void
readIntFromStream ( KSP stream ) : Int32
removeDockedVessel ( Vessel vessel ) : void
removeKMPControlLocks ( ) : void
restoreVesselState ( Vessel vessel, Vector3 newWorldPos, Vector3 newOrbitVel ) : IEnumerator
returnToSpaceCenter ( ) : IEnumerator
returnToTrackingStation ( ) : IEnumerator
safeDelete ( String filename ) : void
saveGlobalSettings ( ) : void
screenshotWatchButton ( String name ) : void
screenshotWindow ( int windowID ) : void
sendInitialSyncRequest ( ) : void
sendRemoveVesselMessage ( Vessel vessel, bool isDocking = false ) : void
sendScenarios ( ) : void
sendSubspaceSyncRequest ( int subspace = -1, bool docking = false ) : IEnumerator
sendVesselMessage ( Vessel vessel, bool isDocking = false, int giveUp, bool forceActive = false ) : void
sendVesselMessageOnNextFixedUpdate ( Vessel vessel, bool isDocking = false, int giveUp ) : IEnumerator
setActiveVessel ( Vessel vessel, Vessel oldVessel ) : IEnumerator
setDockingTarget ( Vessel vessel ) : IEnumerator
setFinishDocking ( ) : void
setMidDocking ( ) : void
setNewVesselNotInPresent ( Vessel vessel ) : IEnumerator
setNotWarping ( ) : void
setPartOpacity ( Part part, float opacity ) : void
shareScreenshot ( ) : IEnumerator
statusArrayToInfo ( String status_array ) : VesselStatusInfo
syncExtantVesselOrbit ( KMPVessel kvessel, double fromTick, Vessel extant_vessel, double LAN ) : bool
syncOrbit ( KMPVessel kvessel, double fromTick, ProtoVessel protovessel, double LAN ) : ProtoVessel
unlockCrewGUI ( ) : void
vesselStatusLabels ( VesselStatusInfo status, bool big ) : void
writeIntToStream ( KSP stream, Int32 val ) : void
writePluginData ( ) : void
writePluginUpdate ( ) : void
writePrimaryUpdate ( ) : void
writeSecondaryUpdates ( ) : void
writeUpdates ( ) : void

메소드 상세

Awake() 공개 메소드

public Awake ( ) : void
리턴 void

HandleSyncCompleted() 공개 메소드

public HandleSyncCompleted ( ) : void
리턴 void

HandleSyncTimeCompleted() 공개 메소드

public HandleSyncTimeCompleted ( byte data ) : void
data byte
리턴 void

KMPManager() 공개 메소드

public KMPManager ( ) : System
리턴 System

OnGUI() 공개 메소드

public OnGUI ( ) : void
리턴 void

Update() 공개 메소드

public Update ( ) : void
리턴 void

acceptClientInterop() 공개 메소드

public acceptClientInterop ( byte bytes ) : void
bytes byte
리턴 void

disconnect() 공개 메소드

public disconnect ( string message = "" ) : void
message string
리턴 void

drawGUI() 공개 메소드

public drawGUI ( ) : void
리턴 void

getAnyKeyDown() 공개 메소드

public getAnyKeyDown ( KeyCode &key ) : bool
key KeyCode
리턴 bool

horizontalDistanceToSafetyBubbleEdge() 공개 메소드

public horizontalDistanceToSafetyBubbleEdge ( ) : double
리턴 double

updateStep() 공개 메소드

public updateStep ( ) : void
리턴 void

verticalDistanceToSafetyBubbleEdge() 공개 메소드

public verticalDistanceToSafetyBubbleEdge ( ) : double
리턴 double

프로퍼티 상세

GameObjectInstance 공개적으로 정적으로 프로퍼티

public static GameObject,UnityEngine GameObjectInstance
리턴 UnityEngine.GameObject

LoadedModfiles 공개적으로 정적으로 프로퍼티

public static List LoadedModfiles
리턴 List

ShaFinishedEvent 공개적으로 정적으로 프로퍼티

public static ManualResetEvent ShaFinishedEvent
리턴 ManualResetEvent

activeVesselPosition 공개적으로 프로퍼티

public Vector3 activeVesselPosition
리턴 Vector3

delayForceQuit 공개적으로 프로퍼티

public bool delayForceQuit
리턴 bool

displayNTP 공개적으로 프로퍼티

public bool displayNTP
리턴 bool

dockingRelVel 공개적으로 프로퍼티

public Dictionary dockingRelVel
리턴 Vector3d>.Dictionary

encoder 공개적으로 프로퍼티

public UnicodeEncoding,System.Text encoder
리턴 System.Text.UnicodeEncoding

forceQuit 공개적으로 프로퍼티

public bool forceQuit
리턴 bool

gameArrr 공개적으로 프로퍼티

public bool gameArrr
리턴 bool

gameCheatsEnabled 공개적으로 프로퍼티

public bool gameCheatsEnabled
리턴 bool

gameMode 공개적으로 프로퍼티

public int gameMode
리턴 int

gameRunning 공개적으로 프로퍼티

public bool gameRunning
리턴 bool

gameStart 공개적으로 프로퍼티

public bool gameStart
리턴 bool

inactiveVesselsPerUpdate 공개적으로 프로퍼티

public byte inactiveVesselsPerUpdate
리턴 byte

interopInQueue 공개적으로 프로퍼티

public Queue interopInQueue
리턴 Queue

interopInQueueLock 공개적으로 정적으로 프로퍼티

public static object interopInQueueLock
리턴 object

ksc 공개적으로 프로퍼티

public GameObject,UnityEngine ksc
리턴 UnityEngine.GameObject

kscPosition 공개적으로 프로퍼티

public Vector3d,UnityEngine kscPosition
리턴 UnityEngine.Vector3d

lastSubspaceLockChange 공개적으로 프로퍼티

public float lastSubspaceLockChange
리턴 float

lastTick 공개적으로 프로퍼티

public double lastTick
리턴 double

listClientTimeWarpAverage 공개적으로 프로퍼티

public float listClientTimeWarpAverage
리턴 float

newFlags 공개적으로 프로퍼티

public Dictionary newFlags
리턴 float>.Dictionary

numberOfFilesToCheck 공개적으로 정적으로 프로퍼티

public static int numberOfFilesToCheck
리턴 int

numberOfShips 공개적으로 프로퍼티

public int numberOfShips
리턴 int

pauseMenu 공개적으로 프로퍼티

public PauseMenu pauseMenu
리턴 PauseMenu

planetariumCam 공개적으로 프로퍼티

public PlanetariumCamera planetariumCam
리턴 PlanetariumCamera

playerName 공개적으로 프로퍼티

public String playerName
리턴 String

playerStatus 공개적으로 프로퍼티

public SortedDictionary playerStatus
리턴 VesselStatusInfo>.SortedDictionary

renderManager 공개적으로 프로퍼티

public RenderingManager renderManager
리턴 RenderingManager

safetyBubbleRadius 공개적으로 프로퍼티

public double safetyBubbleRadius
리턴 double

sentVessels_Situations 공개적으로 프로퍼티

public Dictionary sentVessels_Situations
리턴 Vessel.Situations>.Dictionary

serverKerbals_AssignedKerbals 공개적으로 프로퍼티

public Dictionary serverKerbals_AssignedKerbals
리턴 string>.Dictionary

serverParts_CrewCapacity 공개적으로 프로퍼티

public Dictionary serverParts_CrewCapacity
리턴 int>.Dictionary

serverVessels_InPresent 공개적으로 프로퍼티

public Dictionary serverVessels_InPresent
리턴 bool>.Dictionary

serverVessels_InUse 공개적으로 프로퍼티

public Dictionary serverVessels_InUse
리턴 bool>.Dictionary

serverVessels_IsMine 공개적으로 프로퍼티

public Dictionary serverVessels_IsMine
리턴 bool>.Dictionary

serverVessels_IsPrivate 공개적으로 프로퍼티

public Dictionary serverVessels_IsPrivate
리턴 bool>.Dictionary

serverVessels_LastUpdateDistanceTime 공개적으로 프로퍼티

public Dictionary> serverVessels_LastUpdateDistanceTime
리턴 Dictionary>

serverVessels_LoadDelay 공개적으로 프로퍼티

public Dictionary serverVessels_LoadDelay
리턴 float>.Dictionary

serverVessels_ObtSyncDelay 공개적으로 프로퍼티

public Dictionary serverVessels_ObtSyncDelay
리턴 float>.Dictionary

serverVessels_PartCounts 공개적으로 프로퍼티

public Dictionary serverVessels_PartCounts
리턴 int>.Dictionary

serverVessels_Parts 공개적으로 프로퍼티

public Dictionary> serverVessels_Parts
리턴 List>.Dictionary

serverVessels_ProtoVessels 공개적으로 프로퍼티

public Dictionary serverVessels_ProtoVessels
리턴 ConfigNode>.Dictionary

serverVessels_RemoteID 공개적으로 프로퍼티

public Dictionary serverVessels_RemoteID
리턴 Guid>.Dictionary

serverVessels_RendezvousSmoothPos 공개적으로 프로퍼티

public Dictionary> serverVessels_RendezvousSmoothPos
리턴 Dictionary>

serverVessels_RendezvousSmoothVel 공개적으로 프로퍼티

public Dictionary> serverVessels_RendezvousSmoothVel
리턴 Dictionary>

serverVessels_SkippedRendezvousUpdates 공개적으로 프로퍼티

public Dictionary serverVessels_SkippedRendezvousUpdates
리턴 int>.Dictionary

showConnectionWindow 공개적으로 정적으로 프로퍼티

public static bool showConnectionWindow
리턴 bool

skewServerTime 공개적으로 프로퍼티

public long skewServerTime
리턴 long

skewSubspaceSpeed 공개적으로 프로퍼티

public float skewSubspaceSpeed
리턴 float

skewTargetTick 공개적으로 프로퍼티

public double skewTargetTick
리턴 double

terminateConnection 공개적으로 프로퍼티

public bool terminateConnection
리턴 bool

updateInterval 공개적으로 프로퍼티

public float updateInterval
리턴 float

vessels 공개적으로 프로퍼티

public Dictionary vessels
리턴 VesselEntry>.Dictionary