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m (Adjusted children to show the default 1-based behaviour instead of the old 0-based.)
(Replaced content with "This page has moved to: https://docs.sine.space/v/scripting/client-scripting/types/sgameobject")
 
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The SGameObject class refers a single Game Object active within the scene.
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This page has moved to: https://docs.sine.space/v/scripting/client-scripting/types/sgameobject
 
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=Members=
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==Miscellaneous==
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{{ScriptFunction|bool|Active|{ get; set; }|Is this object Active in the scene|5= Object.Active = true;}}
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{{ScriptFunction|int|Layer|{ get; set; }|Gets/Sets the object onto a particular layer (0-31)|Space.Log("This object is on the layer " .. Object.Layer);}}
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{{ScriptFunction|string|Tag|{ get; }|Gets this objects Tag|Space.Log("Object Tag is " .. Object.Tag);}}
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{{ScriptFunction|string|Name|{ get; set; }|Gets/sets the name of this object|5= Object.Name = "Hello World!";}}
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{{ScriptFunction|bool|Exists|{ get; }|Does this object still exist in the scene (returns false if the object has been deleted via Destroy();)|if(!Object.Exists) return;}}
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{{ScriptFunction|SGameObject|Duplicate|();|Copies the object and returns a reference to the copy. Equivalent to calling Instantiate() in Unity|5= local copy = Object.Duplicate();}}
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{{ScriptFunction|void|Destroy|();|Schedules this object for deletion at the end of the frame|Object.Destroy();}}
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==Components==
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{{ScriptFunction|SLight|AddLight|()|Adds a Light component to the object.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- add the Light component to the object if there is none''<br>
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if obj.Light == null then<br>
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:obj.AddLight();<br>
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end<br><br>
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Space.Log(obj.Light);<br>
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''-- prints "SLight" to the console. Now we can work with the Light component on this object.''}}
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{{ScriptFunction|SAudioSource|AddAudioSource|()|Adds an AudioSource component to the object.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- add the AudioSource component to the object if there is none''<br>
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if obj.Audio == null then<br>
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:obj.AddAudioSource();<br>
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end<br><br>
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Space.Log(obj.Audio);<br>
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''-- prints "SAudioSource" to the console. Now we can work with the AudioSource component on this object.''}}
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{{ScriptFunction|SClickable|AddClickable|()|Adds a Clickable component to the object.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- add the Clickable component to the object if there is none''<br>
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if obj.Clickable == null then<br>
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:obj.AddClickable();<br>
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end<br><br>
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Space.Log(obj.Clickable);<br>
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''-- prints "SClickable" to the console. Now we can work with the Clickable component on this object.''}}
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{{ScriptFunction|SRigidbody|AddRigidbody|()|Adds a Rigidbody component to the object.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- add the Rigidbody component to the object if there is none''<br>
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if obj.Rigidbody == null then<br>
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:obj.AddRigidbody();<br>
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end<br><br>
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Space.Log(obj.Rigidbody);<br>
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''-- prints "SRigidbody" to the console. Now we can work with the Rigidbody component on this object.''}}
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{{ScriptFunction|SNavMeshAgent|AddNavMeshAgent|()|Adds a NavMeshAgent component to the object.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- add the NavMeshAgent component to the object if there is none''<br>
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if obj.NavMeshAgent == null then<br>
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:obj.AddNavMeshAgent();<br>
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end<br><br>
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Space.Log(obj.NavMeshAgent);<br>
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''-- prints "SNavMeshAgent" to the console. Now we can work with the NavMeshAgent component on this object.''}}
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{{ScriptFunction|SSeat|AddSeat|()|Adds a Seat component to the object.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- add the Seat component to the object if there is none''<br>
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if obj.Seat == null then<br>
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:obj.AddSeat();<br>
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end<br><br>
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Space.Log(obj.Seat);<br>
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''-- prints "SSeat" to the console. Now we can work with the Seat component on this object.''}}
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{{ScriptFunction|SLight|Light|{ get; }|Returns a reference to a Light component on the object. Will return null if it does not exist.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- add the Light component to the object if there is none''<br>
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if obj.Light == null then<br>
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:obj.AddLight ();<br>
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end<br><br>
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''-- Now we can work with the Light component on this object.''<br>
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''-- For example, let's set its colour to Red:''<br>
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obj.Light.Color = Vector.New(1,0,0);}}
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{{ScriptFunction|SAnimator|Animator|{ get; }|Returns a reference to a Animator component on the object. Will return null if it does not exist.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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Space.Log(obj.Animator);<br>
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''-- prints "SAnimator" to the console if there is an Animator component on this object, or an empty string, if there is none.''}}
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{{ScriptFunction|SAudioSource|Audio|{ get; }|Returns a reference to a AudioSource component on the object. Will return null if it does not exist.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- add the AudioSource component to the object if there is none''<br>
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if obj.Audio == null then<br>
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:obj.AddAudioSource();<br>
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end<br><br>
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Space.Log(obj.Audio);<br>
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''-- Now we can work with the AudioSource component on this object.''<br>
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''-- For example, let's set its volume to 0.25:''<br>
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obj.Audio.Volume = 0.25;}}
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{{ScriptFunction|SBrowserSurface|Browser|{ get; }|Returns a reference to a BrowserSurface component on the object. Will return null if it does not exist.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- If this object has a BrowserSurface component, the script will reload the page in it''<br>
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if obj.Browser ~= null then<br>
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:obj.Browser.Reload ();<br>
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end}}
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{{ScriptFunction|SRenderer|Renderer|{ get; }|Returns a reference to a Renderer component on the object. Will return null if it does not exist.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- If this object has a Renderer component, let's colour its material blue!''<br>
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if obj.Renderer ~= null then<br>
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:obj.Renderer.Material.SetColor("_Color", 0, 0, 1, 1);<br>
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end}}
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{{ScriptFunction|SClickable|Clickable|{ get; }|Returns a reference to a Clickable component on the object. Will return null if it does not exist.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- add the Clickable component to the object if there is none''<br>
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if obj.Clickable == null then<br>
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:obj.AddClickable();<br>
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end<br><br>
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Space.Log(obj.Clickable);<br>
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''--Now we can work with the Clickable component on this object.''<br>
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''-- Let's add an option for the object to be moved up by 1 every time that option is chosen:''<br>
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local deltaPos = Vector.New(0,1,0);<br><br>
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function MoveItUp ()
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:obj.WorldPosition = obj.WorldPosition + deltaPos;<br>
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end<br>
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obj.Clickable.AddExtraAction ("Move up", "Moves the object up by 1.", MoveItUp);}}
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{{ScriptFunction|SRigidbody|Rigidbody|{ get; }|Returns a reference to a Rigidbody component on the object. Will return null if it does not exist.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- add the Rigidbody component to the object if there is none''<br>
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if obj.Rigidbody == null then<br>
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:obj.AddRigidbody();<br>
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end<br><br>
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Space.Log(obj.Rigidbody);<br>
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''-- Now we can work with the Rigidbody component on this object.''<br>
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''-- Let's make it spin!''<br>
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obj.Rigidbody.UseGravity = false;<br>
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obj.Rigidbody.AngularDrag = 0;<br>
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obj.Rigidbody.AngularVelocity = Vector.New(0,Space.Math.Pi/2,0);}}
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{{ScriptFunction|SCollider|Collider|{ get; }|Returns a reference to a Collider component on the object. Will return null if it does not exist.|5=
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local obj = Space.Host.ExecutingObject;<br>
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''-- If this object has a Collider component, let's make it a trigger:''<br>
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if obj.Collider ~= null then
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:obj.Collider.IsTrigger = true;
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end}}
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{{ScriptFunction|SUIText|UIText|{ get; }|Returns a reference to a UI.Text component on the object. Will return null if it does not exist.}}
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{{ScriptFunction|SNavMeshAgent|NavMeshAgent|{ get; }|Returns a reference to a NavMeshAgent component on the object. Will return null if it does not exist.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- add the NavMeshAgent component to the object if there is none''<br>
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if obj.NavMeshAgent == null then<br>
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:obj.AddNavMeshAgent();<br>
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end<br><br>
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Space.Log(obj.NavMeshAgent);<br>
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''-- prints "SNavMeshAgent" to the console. Now we can work with the NavMeshAgent component on this object.''}}
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{{ScriptFunction|SSeat|Seat|{ get; }|Returns a reference to a Seat component on the object. Will return null if it does not exist.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- add the Seat component to the object if there is none''<br>
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if obj.Seat == null then<br>
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:obj.AddSeat();<br>
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end<br><br>
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Space.Log(obj.Seat);<br>
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''-- prints "SSeat" to the console. Now we can work with the Seat component on this object.''}}
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==Events==
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{{ScriptFunction|void|SubscribeToEvents|();|Causes this script to start listening to events on the object. Only use if you need to.}}
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{{ScriptFunction|void|OnAwake|(Action callback)|Binds a event to the Awake() event. Requires SubscribeToEvents be called first.}}
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{{ScriptFunction|void|OnStart|(Action callback)|Binds a event to the Start() event. Requires SubscribeToEvents be called first.}}
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{{ScriptFunction|void|OnEnable|(Action callback)|Binds a event to the OnEnable() event. Requires SubscribeToEvents be called first.}}
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{{ScriptFunction|void|OnDisable|(Action callback)|Binds a event to the OnDisable() event. Requires SubscribeToEvents be called first.}}
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{{ScriptFunction|void|OnFixedUpdate|(Action callback)|Binds a event to the OnFixedUpdate() event. Requires SubscribeToEvents be called first.}}
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{{ScriptFunction|void|OnLateUpdate|(Action callback)|Binds a event to the OnLateUpdate() event. Requires SubscribeToEvents be called first.}}
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{{ScriptFunction|void|OnUpdate|(Action callback)|Binds a event to the OnUpdate() event. Requires SubscribeToEvents be called first.}}
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{{ScriptFunction|void|OnMouseDown|(Action callback)|Binds a event to the OnMouseDown() event. Requires SubscribeToEvents be called first.}}
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==Hierarchy==
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{{ScriptFunction|SGameObject|Parent|{ get; set; }|Gets/sets the parent GameObject of this object. Assign nil/null to set this as the root.|5=
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''-- For this example, 2 separate Game Objects ("Cube", "Cube (1)") are used.''<br>
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''-- This Scripting Runtime is the component of the "Cube" object.''<br>
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''-- 1 Object Reference is used: Name: Cube1, references "Cube (1)".'' <br><br>
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local obj = Space.Host.ExecutingObject;<br><br>
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obj.Parent = Space.Host.GetReference("Cube1");<br>
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''-- Now "Cube (1)" is the parent of "Cube" (can be observed in Hierarchy).''}}
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{{ScriptFunction|SGameObject|Root|{ get; }|Gets the root of this object group - may be this object.|5=
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''-- For this example, 3 separate Game Objects ("Cube", "Cube (1)", "Cube (2)") are used.''<br>
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''-- "Cube" is the parent of "Cube (1)", "Cube (1)" is the parent of "Cube (2)"''<br>
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''-- This Scripting Runtime is the component of the "Cube (2)" object.'' <br><br>
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local obj = Space.Host.ExecutingObject;<br><br>
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Space.Log(obj.Root.Name);<br>
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''-- prints "Cube" to the console''}}
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{{ScriptFunction|SGameObject[]|Children|{ get; }|Returns the list of direct children of this object.|5=
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''-- For this example, 3 separate Game Objects ("Cube", "Cube (1)", "Cube (2)") are used.''<br>
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''-- "Cube" is the parent of both "Cube (1)" and "Cube (2)" (in this order in the hierarchy).''<br>
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''-- This Scripting Runtime is the component of the "Cube" object.'' <br><br>
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local obj = Space.Host.ExecutingObject;<br><br>
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Space.Log(obj.Children[1].Name);<br>
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''-- prints "Cube (1)" to the console''<br>
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Space.Log(obj.Children[2].Name);<br>
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''-- prints "Cube (2)" to the console''<br>}}
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==Transform==
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{{ScriptFunction|SVector|WorldPosition|{ get; set; }|Gets or sets the current position of this object relative to the scene}}
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{{ScriptFunction|SVector|LocalPosition|{ get; set; }|Gets or sets the current position of this object relative to the objects parent, taking into account local position/scale/rotation}}
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{{ScriptFunction|SQuaternion|WorldRotation|{ get; set; }|Gets or sets the current rotation of this object relative to the scene}}
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{{ScriptFunction|SQuaternion|LocalRotation|{ get; set; }|Gets or sets the current rotation of this object relative to the parent object}}
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{{ScriptFunction|SVector|LocalScale|{ get; set; }|Gets or sets the current scale of this object relative to the parent}}
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{{ScriptFunction|SVector|WorldScale|{ get; }|Gets the current scale of this object relative to the scene}}
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{{ScriptFunction|SVector|Forward|{ get; }|Returns the forward direction vector of this game object (blue arrow)|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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obj.WorldRotation = Quaternion.Euler(0,0,0);<br>
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Space.Log(obj.Forward);<br>
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''-- prints "[0,0,1]" to the console''<br>
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obj.WorldRotation = Quaternion.Euler(0,90,0);<br>
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Space.Log(obj.Forward);<br>
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''-- prints "[1,0,0]" to the console - now it points in the direction the Right directional vector was pointing in.''}}
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{{ScriptFunction|SVector|Up|{ get; }|Returns the up direction vector of this game object (green arrow)|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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obj.WorldRotation = Quaternion.Euler(0,0,0);<br>
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Space.Log(obj.Up);<br>
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''-- prints "[0,1,0]" to the console''<br>
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obj.WorldRotation = Quaternion.Euler(90,0,0);<br>
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Space.Log(obj.Up);<br>
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''-- prints "[0,0,1]" to the console - now it points in the direction the Forward directional vector was pointing in.''}}
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{{ScriptFunction|SVector|Right|{ get; }|Returns the right direction vector of this game object (red arrow)|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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obj.WorldRotation = Quaternion.Euler(0,0,0);<br>
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Space.Log(obj.Right);<br>
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''-- prints "[1,0,0]" to the console''<br>
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obj.WorldRotation = Quaternion.Euler(0,0,90);<br>
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Space.Log(obj.Right);<br>
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''-- prints "[0,1,0]" to the console - now it points in the direction the Up directional vector was pointing in.''}}
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{{Scripting Navbox}}
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Latest revision as of 07:54, 19 September 2022

This page has moved to: https://docs.sine.space/v/scripting/client-scripting/types/sgameobject