Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 1234]
| ▼NBlindflug | |
| ▼NAirplane | |
| CAirplaneScriptApi | This class is available under a global airplane_api variable |
| ▼NFlightMission | |
| CMissionDebugLoadingHelper | Decides which mission ids are debug-only QA content that must never reach a production build, even with Cheats enabled there. An id is treated as debug-only when it contains "test_", "debug_", "_debug" or "_test" - a naming convention rather than an authored flag, so no mission JSON needs to change to opt in or out |
| CMissionEvent | A class containing definitions of the built-in mission events |
| CMissionScriptApi | This class is available under a global missions_api variable |
| CMissionScriptProxy | Owns the mission catalogue (every mission JSON found, plus every lone mission script) and routes mission events to Python. A mission's handlers live in the module named after its id when such a script exists; every other mission — built-in, user-authored or mod-supplied — shares DEFAULT_SCRIPT_MODULE, so a JSON file alone is a complete mission, and a script alone is one whose handlers supply what the JSON otherwise would |
| ▼NGame | |
| ▼NCharacters | |
| CCharacterScriptApi | This class is available under a global characters variable |
| CGameScriptApi | This class is available under a global game_api variable |
| ▼NGameResources | |
| CResourcesScriptApi | This class is available under a global resources variable |
| ▼NMinorEvents | |
| CEventLogItemFactory | This class is available under a global event_log variable |
| CMinorEvent | A class containing definitions of the built-in minor events |
| ▼NUtils | |
| CEnumDisplayNameUtils | Mirrors Unity's built-in EnumPopup display formatting (e.g. "RunwayTier" -> "Runway Tier") so runtime dropdowns built from Enum.GetNames match what EditorGUILayout.EnumPopup shows in the Unity editor - EnumPopup is UnityEditor-only and unavailable at runtime |
| CLocalizationUtils | This class is available under a global localization variable |
| CUserContentPaths | Shared roots for user-authored content (maps, missions, ...) versus the game's shipped, read-only content. Introduced so features stop hand-rolling their own Path.Combine(Application.persistentDataPath, ...) - see MapProvider and UserContentMissionPathProvider for the first two consumers |
| ▼NBlindGame | |
| ▼NUtils | |
| CListPoolScope | A utility class that provides automatic ListPool release using 'using' statement pattern. Example usage: using var scope = new ListPoolScope<GameEntity>(); // Use scope.List for operations // List is automatically released when scope is disposed |