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Difference between revisions of "Scripting/Reference"

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** [[Scripting/SNetwork]] Networking functions (network persisting variables, etc)
 
** [[Scripting/SNetwork]] Networking functions (network persisting variables, etc)
 
** [[Scripting/SPersistence]] Persistence functions (save/retrieve state information permanently, attach to player, scene, global)
 
** [[Scripting/SPersistence]] Persistence functions (save/retrieve state information permanently, attach to player, scene, global)
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** [[Scripting/SNetwork]] IPC functions
  
 
==Data Types==
 
==Data Types==

Revision as of 18:54, 25 July 2017

Client 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.

Full Class List (Automated Documentation): http://space-files.s3.amazonaws.com/docs/client-scripting/annotated.html

Classes

Data Types

Library Classes

Component Classes

Resources

External Events

Server Scripting Function Reference

Coming soon