GearLib
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▼NGearLib | |
▼NAPI | |
▼NFields | |
CBooleanField | A Boolean property for your Behaviour |
CFloatField | A Float property for your Behaviour |
CIField | Interface 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; |
CInputField | A Input property for your Behaviour. This is for Keyboard inputs |
CIntField | A Integer property for your Behaviour |
CJoystickField | A Joystick property for your Behaviour. Utilizes the base game functionality with controllers |
CStringField | A String property for your Behaviour |
▼NLua | |
▼NTweakables | |
CLuaInputAction | |
CLuaAttachment | |
CLuaCollider | |
CLuaConstruction | |
CLuaDataChannel | |
CLuaDataChannelValue | |
CLuaDebug | |
CLuaPart | |
CLuaRigidbody | |
CLuaScript | |
CLuaTransform | |
CLuaVariables | |
CLuaVector3 | |
CBehaviour | Base class for a Behaviour to attach to your Part. Ideal usage is inheriting from this class (public class MyBehaviour : Behaviour {}) |
CLinkType | Base class for a new Link Type in the game. Allows your mod Parts to connect together |
CMaterial | |
CPart | Base 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 } } |