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Scripting/SScript

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The 'Space' global accessible in every script (for C# scripts, this inherits from the SpaceScript base class)

Members

Inventory

SInventory Inventory { get; }

Allows access to the users inventory

No example provided yet


Persistence

SPersistence Persistence { get; }

Stores information between user sessions, and for other users

No example provided yet


Scene

SScene Scene { get; }

Allows access to the current scene graph (objects and avatars in the scene, and other information)

No example provided yet


Host

SHost Host { get; }

Access information about the current scripting runtime host

No example provided yet


Physics

SPhysics Physics { get; }

Call physics-related commands, and variables, such as raycasting

No example provided yet


Math

SMath Math { get; }

Math related functions (Sin, Cos, Tan, etc)

No example provided yet


String

SString String { get; }

Miscellaneous additional string functions (e.g. MD5Sum)

No example provided yet


Input

SInput Input { get; }

Input device related functions (mouse position, keyboard state)

No example provided yet


CameraManager

SCameraManager CameraManager { get; }

Take and control the users camera

No example provided yet


WebServices

SWebService WebServices { get; }

Call remote web services to designated hosts (will not work with arbitrary domains, see page for details)

No example provided yet


Network

SNetwork Network { get; }

Send data to other clients through the region server

No example provided yet


Resources[]

SResource Resources[] { get; }

Access resources embedded in the Scripting Runtime component, such as sounds, textures & so forth

No example provided yet


Time

float Time { get; }

The current viewer time - this will usually correlate with the number of seconds the player has been in the current scene, increments each frame, typically used for animation/tweening

No example provided yet


ServerTime

DateTime ServerTime { get; }

The current server time - usually UTC, as according to the login server.

No example provided yet


DeltaTime

float DeltaTime { get; }

The current time between this frame, and the previous frame, as used in Update, LateUpdate events, if moving a object, you can multiply it by DeltaTime to get a consistent speed

No example provided yet


Log

void Log (string text);

Logs the message to the script debug console

No example provided yet