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| ==Types Classes== | | ==Types Classes== |
− | * string, byte, int long, float, double, char, etc.
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− | * [[Scripting/SAnimationState]] | + | * [[Scripting/SAnimationState]] |
| * [[Scripting/SAnimatorStateInfo]] | | * [[Scripting/SAnimatorStateInfo]] |
| * [[Scripting/SAvatar]] | | * [[Scripting/SAvatar]] |
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| * [[Scripting/SGameObject]] | | * [[Scripting/SGameObject]] |
| * [[Scripting/SGroupInfo]] | | * [[Scripting/SGroupInfo]] |
| + | * [[Scripting/SJointLimits]] |
| + | * [[Scripting/SJointMotor]] |
| + | * [[Scripting/SJointSpring]] |
| * [[Scripting/SLandmark]] | | * [[Scripting/SLandmark]] |
− | * [[Scripting/SLayerMask]] A way to filter physics hits | + | * [[Scripting/SLayerMask]] |
− | * [[Scripting/SMaterial]] A reference to a rendering material | + | * [[Scripting/SMaterial]] |
| * [[Scripting/SParticle]] | | * [[Scripting/SParticle]] |
| + | * [[Scripting/SPhysicsHit]] |
| * [[Scripting/SPublicRegion]] | | * [[Scripting/SPublicRegion]] |
− | * [[Scripting/SQuaternion]] A Quaternion used for storing proper rotational information | + | * [[Scripting/SQuaternion]] |
| * [[Scripting/SRay]] | | * [[Scripting/SRay]] |
| * [[Scripting/SRect]] | | * [[Scripting/SRect]] |
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| * [[Scripting/SUIRaycastResult]] | | * [[Scripting/SUIRaycastResult]] |
| * [[Scripting/SUserRegions]] | | * [[Scripting/SUserRegions]] |
− | * [[Scripting/SVector]] A 3D Vector class for storing positions/euler rotations | + | * [[Scripting/SVector]] |
− | * [[Scripting/STrackInfo]] Stores Track Info on Radio track changes
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− | ==Network Classes==
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− | * [[Scripting/SNetworkMessage]] A network message received from another script
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− | * [[Scripting/SWebResponse]] Stores the response from a Web Request
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− | ==Scene Classes==
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− | * [[Scripting/SPhysicsHit]] Stores hits occurring in the physics subsystems (e.g. Raycast Hits, Collider Hits, etc)
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− |
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− | ==Classes==
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− | * [[Scripting/SScript]] (aka 'Space')
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− | ** [[Scripting/SMath]] Math Functions
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− | ** [[Scripting/SScene]] Scene Functions
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− | *** [[Scripting/SGameObject]] Game Objects
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− | *** [[Scripting/SGames]] Games Functions
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− | *** [[Scripting/SAvatar]] Avatars/Players
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− | *** [[Scripting/SAvatarAppearence]] Avatars/Appearence
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− | ** [[Scripting/SInventory]] Inventory access
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− | *** [[Scripting/SInventoryItem]] Inventory items
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− | ** [[Scripting/SUserProfile]] User Profile access
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− | ** [[Scripting/SFurniture]] Furniture items
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− | ** [[Scripting/SHost]] Scripting runtime
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− | ** [[Scripting/ScriptClass]]
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− | ** [[Scripting/SPhysics]] Physics (see also [[Scripting/SRigidbody]])
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− | ** [[Scripting/SString]] String functions
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− | ** [[Scripting/SInput]] Input functions
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− | ** [[Scripting/SCameraManager]] Camera manipulation (see also [[Scripting/SPostFX]], [[Scripting/SCamera]])
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− | ** [[Scripting/SWebService]] HTTP Requests & Web Services
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− | ** [[Scripting/SNetwork]] Networking functions (network persisting variables, etc)
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− | ** [[Scripting/SChat]]
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− | ** [[Scripting/SChatMessage]]
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− | ** [[Scripting/SPersistence]] Persistence functions (save/retrieve state information permanently to player)
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− | ** [[Scripting/SShared]] IPC functions
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− | ** [[Scripting/SEconomy]] Economy functions
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− | ** [[Scripting/SGroup]] Group functions
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− | ** [[Scripting/SGroupInfo]] GroupInfo functions
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− | ** [[Scripting/SQuests]] Quest functions (already on Doxygen)
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− | ** [[Scripting/SColor]] Color functions
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− | ** [[Scripting/SAXParameter]] AXParameter class
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− | ** [[Scripting/SRenderSettings]] Render settings
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− | ** [[Scripting/SRay]]
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− | ** [[Scripting/SCommandBuffer]]Graphics commands.
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− | ** [[Scripting/SScoreRank]]ScoreRank functions.
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− |
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− |
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− | ==External Events==
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− | * [[Scripting/Invoking Events]]
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− | * [[Scripting/Calling from UnityEvents]]
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| =Server Scripting Function Reference= | | =Server Scripting Function Reference= |
This API is shared between both C# and Lua runtimes. In case of Lua, we treat 'Nil' as 'null', but otherwise identical. C# scripts are defined as a class inheriting from SpaceScript. Lua scripts have a pre-prepared global named 'Space' containing an instance of the SScript class.
Most of these API designs have been modelled after the API already used by Unity3D to allow existing developers easier familiarity with space.