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类列表
这里列出了所有类、结构、联合以及接口定义等,并附带简要说明:
[详情级别 12345]
 Ndtl
 Nutility
 CDrawJagged
 CDrawJaggedRandom
 Neve
 Nanimation
 Naudio
 Navatar
 Nbuilding建筑放置模块入口:定义 / 放置世界 / 鬼影 / 变更事件的脚本绑定点。 设计文档:docs/dev/建筑放置系统设计.md
 Nbuildingfx
 Ncamera
 Ncaps
 Ncard
 Ncmd
 NcmdlineMinimal streaming ZIP writer used by eve zip / eve package to produce a PhysFS-mountable game archive (.eve). Entries are DEFLATE-compressed (method 8) using zlib's raw deflate. The output is a standard ZIP readable by PhysFS
 Ndata
 Ndatabase
 Ndaynight
 Ndebug
 Ndemo
 Ndev
 Ndialogue
 Neditor
 Nevent
 Nfilesystem
 Nfont
 Ngpgpu
 Ngraphics卡牌游戏 UI 工具模块:工厂 + 脚本绑定入口。 功能参考 ycarowr/UiCard:扇形手牌布局、抽牌/洗牌、悬浮放大、拖拽到落牌区、 敌方手牌(背面/偷看)、费用不足置灰,以及可实时调节的布局参数。 数据模型与渲染/交互逻辑见 CardTypes.h。
 Ngrid
 Nhousegen
 Ni18n
 Nik
 Nimage
 Ninventory运行时容器:固定格数的背包 / 箱子 / 商店栏等。 行为由 InventorySystem 提供;本类暴露便于脚本绑定的薄封装方法。
 Njoystick
 Njson
 Nkeyboard
 Nmap放置世界:格子占用(多通道)+ 地形语义 + 已放置建筑实例。 行为由 PlacementSystem 提供;本类暴露便于脚本绑定的薄封装方法。 坐标换算统一走 eve::grid(支持 rectangle / iso / staggered / hex 与 XY/XZ 平面轴)。
 Nmath
 Nmodel3d
 Nmouse
 Nnetwork
 Nparticles
 Nphysics
 Nplugins
 Nprocgen
 NrpgRPG 模块入口:属性 / 效果 / 状态 / 技能 / 结算五套系统的脚本绑定与帧调度点。
 Nrx
 Nscene
 Nsceneloader
 Nscript
 Nsound
 Nspatial
 Nspritestack
 Nstylize
 Nsystem
 Ntensor
 Nthread
 Ntimer
 Ntouch
 Nui
 Nvirtualgeometry
 Nvoxel方块类型定义:名字、各面图集纹理、方向性、组合声明。 方向性方块在注册时按 orientation 绕 Y 轴展开成多个"具体类型"变体, 每个变体持有旋转后的各面纹理;渲染端只消费纹理 id,不接触 orientation。
 Nweather
 Nwindow
 CData
 CException
 CIAudioQueryAudio control surface (provided by the audio module)
 CIEditorHostDeclarative editor-host control (provided by the ui module)
 CIParticlesQueryParticle system query surface (provided by the particles module)
 CIPhysicsQuery2D physics world query surface (provided by the physics module)
 CIProcgenQueryProcedural generation query surface (provided by the procgen module)
 CIRenderCaptureFrame capture + camera + visible-entity inspection (graphics)
 CISceneQueryScene graph query/mutation surface (provided by the scene module)
 CIWindowSurfaceHostRender-surface host for the window module (provided by graphics)
 CModelScript-backed model: wraps a Squirrel object (table/class instance)
 CModelClassModel with a list of Squirrel attribute objects
 CModelManagerRegistry tracking ModelObject relationships
 CModelMapModel that maps to a Squirrel table (key/value)
 CModelVectorModel that maps to a Squirrel array
 CModule
 CModuleManager
 CModuleRegister
 CObjectObject is the base class for all game objects. It provides reference counting and dirty flag for update
 CRayHitInfoRay-cast result (value type)
 CRectAxis-aligned integer rectangle (screen/tile space)
 CrefRef is a smart pointer that automatically calls ref() and unref() on the object. Type T must be a subclass of Object
 CReflectedAttribute
 CReflectedClass
 CReflectedMember
 CRenderStatusInfoRender surface / frame state snapshot (value type)
 CResourceResource is a game object that is managed by the ResourceManager. It can be loaded from a file or generated at runtime. If the resource is loaded from file, a monitor will be created to watch the file changes. When the file is modified, the resource will be reloaded. If the resource is generated at runtime, it can depend on a few other resources and the ResourceManager will update the resource when the dependencies are changed
 CResourceManagerResourceManager is a singleton that manages all resources in the game. It provides a way to load, reload, and unload resources
 CRuntime
 CSceneNodeInfoSerializable snapshot of one scene node (value type, no scene types)
 CScriptExceptionException raised at the public Runtime boundary
 CScriptInfo
 CStartupStage
 CStateValueJSON-compatible state value tree used by state hot reload
 CMyFormatter