GearLib
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12345]
 NGearLib
 NAPI
 NFields
 CBooleanFieldA Boolean property for your Behaviour
 CFloatFieldA Float property for your Behaviour
 CIFieldInterface for adding properties to their Part Behaviour in game for players. This uses the built-in existing properties available on Parts to customize them.
MODDERS: Do not use this. Instead, use the other fields inheriting from this. Example below on how to use these fields:
[IntField(label = "Timing", tooltip_text = "Offset degrees from TDC to fire piston", initial_value = 5, minimum_value = -30, maximum_value = 30)] public int timing;
 CInputFieldA Input property for your Behaviour. This is for Keyboard inputs
 CIntFieldA Integer property for your Behaviour
 CJoystickFieldA Joystick property for your Behaviour. Utilizes the base game functionality with controllers
 CStringFieldA String property for your Behaviour
 NLua
 NTweakables
 CLuaInputAction
 CLuaAttachment
 CLuaCollider
 CLuaConstruction
 CLuaDataChannel
 CLuaDataChannelValue
 CLuaDebug
 CLuaPart
 CLuaRigidbody
 CLuaScript
 CLuaTransform
 CLuaVariables
 CLuaVector3
 CBehaviourBase class for a Behaviour to attach to your Part. Ideal usage is inheriting from this class (public class MyBehaviour : Behaviour {})
 CLinkTypeBase class for a new Link Type in the game. Allows your mod Parts to connect together
 CMaterial
 CPartBase class to use when creating a new Part.

These can be created using:
Part new_part = new Part(args);

or by inheriting like so:
class NewPart : Part
{
public NewPart() : base(args)
{
// Your code here
}
}