BuildableManufacturerVariablePower

package
v0.0.0-...-0c1458e Latest Latest
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Published: Jun 7, 2022 License: MIT Imports: 2 Imported by: 0

Documentation

Index

Constants

This section is empty.

Variables

View Source
var ClassNameToDescriptor = map[string]FGBuildableManufacturerVariablePower{
	"Build_HadronCollider_C": HadronCollider,
}
View Source
var (
	HadronCollider = FGBuildableManufacturerVariablePower{
		Name:                               "HadronCollider",
		ClassName:                          "Build_HadronCollider_C",
		IsPowered:                          false,
		MAddToSignificanceManager:          true,
		MAllowColoring:                     true,
		MAttachmentPoints:                  ``,
		MBuildEffectSpeed:                  0.000000,
		MCachedSkeletalMeshes:              ``,
		MCanChangePotential:                true,
		MCreateClearanceMeshRepresentation: true,
		MCurrentProducingSeekTime:          0.000000,
		MCurrentRecipeChanged:              `()`,
		MDescription: `The FICSIT Particle Accelerator uses electromagnetic fields to propel particles to very high speeds and energies. The specific design allows for a variety of processes, such as matter generation and conversion.

Warning: Power usage is extremely high, unstable, and varies per recipe.`,
		MDisplayName:                         `Particle Accelerator`,
		MDoesHaveShutdownAnimation:           false,
		MEffectUpdateInterval:                0.000000,
		MEstimatedMaximumPowerConsumption:    1500.000000,
		MEstimatedMininumPowerConsumption:    250.000000,
		MFactoryInputConnections:             ``,
		MFactoryOutputConnections:            ``,
		MFluidStackSizeDefault:               resource.Fluid,
		MFluidStackSizeMultiplier:            1,
		MForceNetUpdateOnRegisterPlayer:      false,
		MGameTimeAtProducing:                 0.000000,
		MHideOnBuildEffectStart:              false,
		MHighlightVector:                     `(X=0.000000,Y=0.000000,Z=0.000000)`,
		MInteractingPlayers:                  ``,
		MIsUseable:                           true,
		MLightningTimer:                      `()`,
		MManufacturingSpeed:                  1.000000,
		MMaxPotential:                        1.000000,
		MMaxPotentialIncreasePerCrystal:      0.500000,
		MMinPotential:                        0.010000,
		MMinimumProducingTime:                2.000000,
		MMinimumStoppedTime:                  5.000000,
		MNumCyclesForProductivity:            20,
		MOnHasPowerChanged:                   `()`,
		MOnHasProductionChanged:              `()`,
		MOnHasStandbyChanged:                 `()`,
		MPipeInputConnections:                ``,
		MPipeOutputConnections:               ``,
		MPowerConsumption:                    0.000000,
		MPowerConsumptionExponent:            1.600000,
		MSequenceDuration:                    60.000000,
		MShouldModifyWorldGrid:               true,
		MShouldShowAttachmentPointVisuals:    false,
		MShouldShowHighlight:                 false,
		MSignificanceRange:                   20000.000000,
		MSkipBuildEffect:                     false,
		MStartVector_VFX_Large_End:           `((X=0.000000,Y=0.000000,Z=424.000000),(X=0.000000,Y=373.000000,Z=208.000000),(X=0.000000,Y=-378.000000,Z=211.000000))`,
		MStartVector_VFX_Large_Start:         `((X=0.000000,Y=0.000000,Z=-430.000000),(X=0.000000,Y=-372.000000,Z=-218.000000))`,
		MStartVector_VFX_Medium_End:          `((X=0.000000,Y=-212.000000,Z=380.000000),(X=0.000000,Y=224.000000,Z=379.000000))`,
		MStartVector_VFX_Medium_Start:        `((X=0.000000,Y=-219.000000,Z=-381.000000),(X=0.000000,Y=-432.000000,Z=-1.100000))`,
		MStartVector_VFX_Small_End:           `((X=0.000000,Y=0.000000,Z=400.000000),(X=0.000000,Y=-382.000000,Z=194.000000),(X=0.000000,Y=365.000000,Z=196.000000))`,
		MStartVector_VFX_Small_Start:         `((X=0.000000,Y=0.000000,Z=-420.000000),(X=0.000000,Y=365.000000,Z=-221.000000))`,
		MToggleDormancyOnInteraction:         false,
		MaxRenderDistance:                    -1.000000,
		OnReplicationDetailActorCreatedEvent: `()`,
	}
)

Functions

This section is empty.

Types

type FGBuildableManufacturerVariablePower

type FGBuildableManufacturerVariablePower struct {
	Name                                 string
	ClassName                            string
	IsPowered                            bool
	MAddToSignificanceManager            bool
	MAllowColoring                       bool
	MAttachmentPoints                    string
	MBuildEffectSpeed                    float64
	MCachedSkeletalMeshes                string
	MCanChangePotential                  bool
	MCreateClearanceMeshRepresentation   bool
	MCurrentProducingSeekTime            float64
	MCurrentRecipeChanged                string
	MDescription                         string
	MDisplayName                         string
	MDoesHaveShutdownAnimation           bool
	MEffectUpdateInterval                float64
	MEstimatedMaximumPowerConsumption    float64
	MEstimatedMininumPowerConsumption    float64
	MFactoryInputConnections             string
	MFactoryOutputConnections            string
	MFluidStackSizeDefault               resource.StackSize
	MFluidStackSizeMultiplier            int
	MForceNetUpdateOnRegisterPlayer      bool
	MGameTimeAtProducing                 float64
	MHideOnBuildEffectStart              bool
	MHighlightVector                     string
	MInteractingPlayers                  string
	MIsUseable                           bool
	MLightningTimer                      string
	MManufacturingSpeed                  float64
	MMaxPotential                        float64
	MMaxPotentialIncreasePerCrystal      float64
	MMinPotential                        float64
	MMinimumProducingTime                float64
	MMinimumStoppedTime                  float64
	MNumCyclesForProductivity            int
	MOnHasPowerChanged                   string
	MOnHasProductionChanged              string
	MOnHasStandbyChanged                 string
	MPipeInputConnections                string
	MPipeOutputConnections               string
	MPowerConsumption                    float64
	MPowerConsumptionExponent            float64
	MSequenceDuration                    float64
	MShouldModifyWorldGrid               bool
	MShouldShowAttachmentPointVisuals    bool
	MShouldShowHighlight                 bool
	MSignificanceRange                   float64
	MSkipBuildEffect                     bool
	MStartVector_VFX_Large_End           string
	MStartVector_VFX_Large_Start         string
	MStartVector_VFX_Medium_End          string
	MStartVector_VFX_Medium_Start        string
	MStartVector_VFX_Small_End           string
	MStartVector_VFX_Small_Start         string
	MToggleDormancyOnInteraction         bool
	MaxRenderDistance                    float64
	OnReplicationDetailActorCreatedEvent string
}

func GetByClassName

func GetByClassName(className string) (FGBuildableManufacturerVariablePower, error)

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