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Difference between revisions of "Scripting/SHost"

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Line 33: Line 33:
 
{{ScriptFunction|string|Language|{ get; }|Returns the English name for the users language, e.g. 'English', 'French', 'Chinese'|
 
{{ScriptFunction|string|Language|{ get; }|Returns the English name for the users language, e.g. 'English', 'French', 'Chinese'|
 
Space.Log(Space.Host.Language);<br>
 
Space.Log(Space.Host.Language);<br>
''--Print current system language in English.''
+
''--Print current system language in English.''|6=<pre>--Makes a UIText show a different message according to the client's language
 +
TextObject = Space.Host.GetReference("TextObject") --add to references section of Scripting Runtime component
 +
 
 +
language = Space.Host.Language
 +
 
 +
 
 +
if language == "English" then
 +
  TextObject.UIText.Text = "Welcome!"
 +
elseif language == "Dutch" then
 +
  TextObject.UIText.Text = "welkom!"
 +
elseif language == "French" then
 +
  TextObject.UIText.Text = "bienvenue!"
 +
else
 +
  TextObject.UIText.Text = "Welcome!"
 +
end</pre>
 
}}
 
}}
  

Revision as of 19:55, 24 February 2022

The SHost class represents the scripting runtime.

Members

InvokeEvent

void InvokeEvent (string name);

Invokes a UnityEvent attached to the Scripting Runtime component this script is executing in.

function InvokeExample()
    Space.Log("Invoke Event");
end
--Attach the upon function to Scripting Runtime/Unity Interfaces/Events,Named "InvokeExample.

Space.Host.InvokeEvent("InvokeExample");
--Print "Invoke Event" to the console.


Stop

void Stop ();

Pauses the current script until it is manually restarted, at the end of the current function/method; consider using return as well.

local trans=Space.Host.ExecutingObject;

trans.SubscribeToEvents();

function Running()
    Space.Log("Running")
end

trans.OnUpdate(Running)

Space.Host.InvokeDelayed(function()
    Space.Log("Stop")
    Space.Host.Stop()
end,5)

--After print the "Stop","Running" won't display anymore.


ExecutingObject

SGameObject ExecutingObject { get; }

Returns the SGameObject this script is attached to.

local obj=Space.Host.ExecutingObject;

Space.Log(obj.Name);

--Print object name to the console.


Language

string Language { get; }

Returns the English name for the users language, e.g. 'English', 'French', 'Chinese'

Space.Log(Space.Host.Language);

--Print current system language in English.


--Makes a UIText show a different message according to the client's language
TextObject = Space.Host.GetReference("TextObject") --add to references section of Scripting Runtime component

language = Space.Host.Language


if language == "English" then
  TextObject.UIText.Text = "Welcome!"
elseif language == "Dutch" then
  TextObject.UIText.Text = "welkom!"
elseif language == "French" then
  TextObject.UIText.Text = "bienvenue!"
else
  TextObject.UIText.Text = "Welcome!"
end

StartCoroutine

void StartCoroutine (DynValue func);

Executes the specified function as a coroutine.

local function myCoroutine()
    -- The yield statement is a special kind of return, that ensures that the function will continue from the line once the coroutine resumes.
    -- Placing a float value inside of the yield will result in a delayed execution.
    -- Example: coroutine.yield(0.5) will wait 0.5 seconds before continuing the execution of the coroutine.

    -- This will print the current players active time.
    Space.Log(Space.Time);

    -- Execution of this coroutine will be halted for 10 seconds.
    coroutine.yield(10);

    -- This will print the current players active time, which will be 10 seconds greater then the previous as a result of the yield
    Space.Log(Space.Time);
end

Space.Host.StartCoroutine(myCoroutine);


InvokeDelayed

void InvokeDelayed (Closure c, float delay)

Invoke the closure after the delayed time.

Space.Host.InvokeDelayed(function()
    Space.Log("InvokeDelayed")
end,5)
--Print "InvokeDelayed" after 5 seconds.


ReferenceExists

bool ReferenceExists (string name)

Return true when the reference object exists and is not empty.

Space.Log(Space.Host.ReferenceExists("obj"));
--Print "false" to console if didn't set the object named "obj" to the Object Reference.


ReferenceExistsAndNotEmpty

bool ReferenceExistsAndNotEmpty (string name)

Return true when the reference object exists and is not empty.

Space.Log(Space.Host.ReferenceExistsAndNotEmpty("obj"));
--Print "false" to console if didn't set the object named "obj" to the Object References or attach the reference to "obj".


GetReference

SGameObject GetReference (string name)

Return SGameObject which attaches to the reference.

local obj=Space.Host.GetReference("obj");

Space.Log(obj==nil);

--Print "true" if didn't set the object named "obj" to the Object References or attach the reference to "obj".