Alarm#

class Alarm#

Represents an alarm. Obtained by calling KerbalAlarmClock.Alarms, KerbalAlarmClock.AlarmWithName or KerbalAlarmClock.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

Double Time { get; set; }#

The time at which the alarm will fire.

Game Scenes:

All

AlarmType Type { get; }#

The type of the alarm.

Game Scenes:

All

String ID { get; }#

The unique identifier for the alarm.

Game Scenes:

All

String Name { get; set; }#

The short name of the alarm.

Game Scenes:

All

String Notes { get; set; }#

The long description of the alarm.

Game Scenes:

All

Double Remaining { get; }#

The number of seconds until 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 PlaySound { get; set; }#

Whether the alarm plays a sound when it fires.

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