C# (CSharp) SSTUTools 네임스페이스

중첩된 네임스페이스

SSTUTools.Module
SSTUTools.WIPModule

클래스들

이름 설명
AirstreamShieldArea
AnimationController
Arc
ArcMeshGenerator
ArcRing
AttachNodeBaseData Persistent static data for an attach node position for a ModelBaseData. These instances will be copied into the live model data class into an AttachNodeData instance, which includes utility methods for updating the node position and has non-readonly fields for run-time manipulation.
BoiloffData
BoiloffResourceData
CylinderMeshGenerator
DockingPortFixAddon
EngineClusterLayoutData
EngineClusterLayoutMountData
FairingContainer Generic procedural fairing container
FairingData
FairingUpdateData
FloatCurveEntry
FuelTypes
HeatShieldType
LightData
MeshBuilder Generic mesh-building class; input each vert and triangle as created, it will take care of creating the actual mesh and calculating tangents
ModelGUISelection
ModelNode
ModelNodeData
ModelSwitchData
ModelSwitchGroup
ModuleSelectionGUI
PanelArcGroup
ParachuteModelData
ProceduralCylinderModel
ProceduralModel
ResourceListEntry
SRBModelData Data for the main segment models for the SRB
SRBNozzleData Data for an srb nozzle, including gimbal adjustment data and ISP curve adjustment.
SSTUActionData
SSTUAirstreamShield
SSTUAnimData Wrapper class for the data to manage a single animation, including animation speed and layers, and min/max time handling (default to 0-1 normalized time)
SSTUAnimateControlled Generic animation module intended to be controlled by other PartModules.

Does not include any GUI or direct-user-interactivity; all state changes must be initiated from external sources

SSTUAnimateEngineHeat
SSTUAnimateLight Responsible for config-based simple lighting animation. Cannot/does not move transforms (hanlded through link to SSTUAnimateControlled). Intended handle float-curve based animations for emissive and light-transform setups. Loop animation will play from front-back-front-back, etc; front (start) should be the same state as the end as the on animation (not enforced...)
SSTUAnimateUsable
SSTUAssetBundleShaderLoader
SSTUAttachNodeUtils Utility class for methods that manipulate part attach nodes.
SSTUConfigNodeUtils
SSTUConstraint
SSTUControlTransform
SSTUDatabase
SSTUDecal
SSTUDecalSwitch
SSTUDeployableEngine
SSTUDockingPortFix
SSTUDragCubeRenderer
SSTUEngineLayout
SSTUEngineLayoutMountOption
SSTUEnginePosition Individual engine position and rotation entry for an engine layout. There may be many of these in any particular layout.
SSTUEventData
SSTUFieldData
SSTUFieldManipulationData
SSTUFieldManipulator
SSTUFlagDecal
SSTUInflatable
SSTULockedConstraint
SSTULookConstraint
SSTUModInterop
SSTUModelConstraint
SSTUModelFix
SSTUModelSwitch
SSTUModelSwitch2
SSTUModularBooster
SSTUModularEngineCluster
SSTUModularFuelTank
SSTUModularHeatShield
SSTUModularParachute
SSTUModularStationCore
SSTUNodeFairing Procedrually created (and adjustable/configurable) replacement for engine fairings, or any other part-attached fairing.
SSTUNodeFairingData
SSTUParachuteDefinition
SSTUParachuteDefinitions
SSTUProceduralDecoupler
SSTUResizableFairing
SSTUResourceBoiloff
SSTUResourceList Will be the base class for manipulating resources in a part, including cross-module manipulation.
SSTUSelectableNodes
SSTUSolarPanelDeployable
SSTUSolarPanelDeployable.PivotData
SSTUSolarPanelDeployable.SuncatcherData
SSTUStockInterop
SSTUTextureSwitch
SSTUUpgradeTest
SSTUVesselStats
SSTUVolumeContainer
SSTUWeldingDockingPort
ShaderProperty
SolarData
SolarPosition
StageData
TankModelData
TankSet
TechLimit
TextureData
TextureSet
ThrustCurveEditorGUI
ThrustCurvePreset
UVArea Represents an area of a texture to be used by a set of faces. Faces will be mapped to this area depending upon the type of mapping selected (straight or circular)
UVMap
Vertex Data class to represent a single complete vertex, including normal, UV and index data
VolumeContainerGUI
VolumeRatioEntry