GearLib
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▼CAttribute | |
▼CGearLib.API.Fields.IField | 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; |
CGearLib.API.Fields.BooleanField | A Boolean property for your Behaviour |
CGearLib.API.Fields.FloatField | A Float property for your Behaviour |
CGearLib.API.Fields.InputField | A Input property for your Behaviour. This is for Keyboard inputs |
CGearLib.API.Fields.IntField | A Integer property for your Behaviour |
CGearLib.API.Fields.JoystickField | A Joystick property for your Behaviour. Utilizes the base game functionality with controllers |
CGearLib.API.Fields.StringField | A String property for your Behaviour |
CGearLib.API.LinkType | Base class for a new Link Type in the game. Allows your mod Parts to connect together |
CGearLib.API.Material | |
▼CIl2CppSystem.Object | |
CGearLib.API.Lua.LuaAttachment | |
CGearLib.API.Lua.LuaCollider | |
CGearLib.API.Lua.LuaConstruction | |
CGearLib.API.Lua.LuaDataChannel | |
CGearLib.API.Lua.LuaDataChannelValue | |
CGearLib.API.Lua.LuaDebug | |
CGearLib.API.Lua.LuaPart | |
CGearLib.API.Lua.LuaRigidbody | |
CGearLib.API.Lua.LuaScript | |
CGearLib.API.Lua.LuaTransform | |
CGearLib.API.Lua.LuaVariables | |
CGearLib.API.Lua.LuaVector3 | |
CGearLib.API.Lua.Tweakables.LuaInputAction | |
CGearLib.API.Part | 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 } } |
▼CPartBehaviourActivatableBase | |
CGearLib.API.Behaviour | Base class for a Behaviour to attach to your Part. Ideal usage is inheriting from this class (public class MyBehaviour : Behaviour {}) |