Alarm#
- class Alarm#
Represents an alarm. Obtained by calling
KerbalAlarmClock.Alarms,KerbalAlarmClock.AlarmWithNameorKerbalAlarmClock.AlarmsWithType.- AlarmAction Action { get; set; }#
The action that the alarm triggers.
- Game Scenes:
All
- Double Margin { get; set; }#
The number of seconds before the event that the alarm will fire.
- Game Scenes:
All
- Boolean Enabled { get; set; }#
Whether the alarm is enabled. A disabled alarm does not fire.
- Game Scenes:
All
- Boolean Triggered { get; }#
Whether the alarm has fired. Remains true once the alarm has fired; stream this or use it in an event expression to react to the alarm firing.
- Game Scenes:
All
- Boolean Repeat { get; set; }#
Whether the alarm will be repeated after it has fired. Only has an effect for alarm types that support repeating (see
Alarm.SupportsRepeat).- Game Scenes:
All
- Boolean SupportsRepeat { get; }#
Whether this alarm’s type supports repeating (see
Alarm.Repeat).- Game Scenes:
All
- Double RepeatPeriod { get; set; }#
The time delay to automatically create an alarm after it has fired. Only has an effect for alarm types that support a repeat period (see
Alarm.SupportsRepeatPeriod).- Game Scenes:
All
- Boolean SupportsRepeatPeriod { get; }#
Whether this alarm’s type supports a repeat period (see
Alarm.RepeatPeriod).- Game Scenes:
All
- SpaceCenter.Vessel Vessel { get; set; }#
The vessel that the alarm is attached to.
- Game Scenes:
All
- SpaceCenter.CelestialBody XferOriginBody { get; set; }#
The celestial body the vessel is departing from.
- Game Scenes:
All
- SpaceCenter.CelestialBody XferTargetBody { get; set; }#
The celestial body the vessel is arriving at.
- Game Scenes:
All
- void Remove ()#
Removes the alarm. Any further use of this object throws an exception.
- Game Scenes:
All