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The SGameObject class refers a single Game Object active within the scene.
 
The SGameObject class refers a single Game Object active within the scene.
  
==Members==
+
=Members=
{{ScriptFunction|void|SubscribeToEvents|();|Causes this script to start listening to events on the object. Only use if you need to.}}
+
==Miscellaneous==
 +
{{ScriptFunction|bool|Active|{ get; set; }|Is this object Active in the scene)}}
 +
{{ScriptFunction|int|Layer|{ get; set; }|Gets/Sets the object onto a particular layer (0-31)}}
 +
{{ScriptFunction|string|Tag|{ get; }|Gets this objects Tag}}
 +
{{ScriptFunction|string|Name|{ get; set; }|Gets/sets the name of this object}}
 
{{ScriptFunction|bool|Exists|{ get; }|Does this object still exist in the scene (returns false if the object has been deleted via Destroy();)}}
 
{{ScriptFunction|bool|Exists|{ get; }|Does this object still exist in the scene (returns false if the object has been deleted via Destroy();)}}
 
{{ScriptFunction|SGameObject|Duplicate|();|Copies the object and returns a reference to the copy. Equivalent to calling Instantiate() in Unity}}
 
{{ScriptFunction|SGameObject|Duplicate|();|Copies the object and returns a reference to the copy. Equivalent to calling Instantiate() in Unity}}
 +
{{ScriptFunction|void|Destroy|();|Schedules this object for deletion at the end of the frame}}
 +
==Components==
 
{{ScriptFunction|SLight|Light|{ get; }|Returns a reference to a Light component on the object. Will return null if it does not exist.}}
 
{{ScriptFunction|SLight|Light|{ get; }|Returns a reference to a Light component on the object. Will return null if it does not exist.}}
 
{{ScriptFunction|SAnimator|Animator|{ get; }|Returns a reference to a Animator component on the object. Will return null if it does not exist.}}
 
{{ScriptFunction|SAnimator|Animator|{ get; }|Returns a reference to a Animator component on the object. Will return null if it does not exist.}}
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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.}}
 
{{ScriptFunction|SRigidbody|Rigidbody|{ get; }|Returns a reference to a Rigidbody component on the object. Will return null if it does not exist.}}
 
{{ScriptFunction|SUIText|UIText|{ get; }|Returns a reference to a UI.Text component on the object. Will return null if it does not exist.}}
 
{{ScriptFunction|SUIText|UIText|{ get; }|Returns a reference to a UI.Text component on the object. Will return null if it does not exist.}}
 +
==Events==
 +
{{ScriptFunction|void|SubscribeToEvents|();|Causes this script to start listening to events on the object. Only use if you need to.}}
 
{{ScriptFunction|void|OnAwake|(Action callback)|Binds a event to the Awake() event. Requires SubscribeToEvents be called first.}}
 
{{ScriptFunction|void|OnAwake|(Action callback)|Binds a event to the Awake() event. Requires SubscribeToEvents be called first.}}
 
{{ScriptFunction|void|OnStart|(Action callback)|Binds a event to the Start() event. Requires SubscribeToEvents be called first.}}
 
{{ScriptFunction|void|OnStart|(Action callback)|Binds a event to the Start() 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.}}
 
{{ScriptFunction|void|OnUpdate|(Action callback)|Binds a event to the OnUpdate() event. Requires SubscribeToEvents be called first.}}
 
{{ScriptFunction|void|OnMouseDown|(Action callback)|Binds a event to the OnMouseDown() event. Requires SubscribeToEvents be called first.}}
 
{{ScriptFunction|void|OnMouseDown|(Action callback)|Binds a event to the OnMouseDown() event. Requires SubscribeToEvents be called first.}}
{{ScriptFunction|bool|Active|{ get; set; }|Is this object Active in the scene)}}
+
==Hierarchy==
{{ScriptFunction|int|Layer|{ get; set; }|Gets/Sets the object onto a particular layer (0-31)}}
+
{{ScriptFunction|string|Tag|{ get; }|Gets this objects Tag}}
+
{{ScriptFunction|string|Name|{ get; set; }|Gets/sets the name of this object}}
+
 
{{ScriptFunction|SGameObject|Parent|{ get; set; }|Gets/sets the parent GameObject of this object. Assign nil/null to set this as the root.}}
 
{{ScriptFunction|SGameObject|Parent|{ get; set; }|Gets/sets the parent GameObject of this object. Assign nil/null to set this as the root.}}
 
{{ScriptFunction|SGameObject|Root|{ get; }|Gets the root of this object group - may be this object.}}
 
{{ScriptFunction|SGameObject|Root|{ get; }|Gets the root of this object group - may be this object.}}
 
{{ScriptFunction|SGameObject|Children[]|{ get; }|Returns the list of direct children of this object}}
 
{{ScriptFunction|SGameObject|Children[]|{ get; }|Returns the list of direct children of this object}}
 +
==Transform==
 
{{ScriptFunction|SVector|WorldPosition|{ get; set; }|Gets or sets the current position of this object relative to the scene}}
 
{{ScriptFunction|SVector|WorldPosition|{ get; set; }|Gets or sets the current position of this object relative to the scene}}
 
{{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}}
 
{{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|SVector|Up|{ get; }|Returns the up direction vector of this game object (green arrow)}}
 
{{ScriptFunction|SVector|Up|{ get; }|Returns the up direction vector of this game object (green arrow)}}
 
{{ScriptFunction|SVector|Right|{ get; }|Returns the right direction vector of this game object (red arrow)}}
 
{{ScriptFunction|SVector|Right|{ get; }|Returns the right direction vector of this game object (red arrow)}}
{{ScriptFunction|void|Destroy|();|Schedules this object for deletion at the end of the frame}}
 
  
 
{{Scripting Navbox}}
 
{{Scripting Navbox}}

Revision as of 08:30, 17 January 2017

The SGameObject class refers a single Game Object active within the scene.

Members

Miscellaneous

Active

bool Active { get; set; }

Is this object Active in the scene)

No example provided yet

Layer

int Layer { get; set; }

Gets/Sets the object onto a particular layer (0-31)

No example provided yet

Tag

string Tag { get; }

Gets this objects Tag

No example provided yet

Name

string Name { get; set; }

Gets/sets the name of this object

No example provided yet

Exists

bool Exists { get; }

Does this object still exist in the scene (returns false if the object has been deleted via Destroy();)

No example provided yet

Duplicate

SGameObject Duplicate ();

Copies the object and returns a reference to the copy. Equivalent to calling Instantiate() in Unity

No example provided yet

Destroy

void Destroy ();

Schedules this object for deletion at the end of the frame

No example provided yet

Components

Light

SLight Light { get; }

Returns a reference to a Light component on the object. Will return null if it does not exist.

No example provided yet

Animator

SAnimator Animator { get; }

Returns a reference to a Animator component on the object. Will return null if it does not exist.

No example provided yet

Audio

SAudioSource Audio { get; }

Returns a reference to a AudioSource component on the object. Will return null if it does not exist.

No example provided yet

Renderer

SRenderer Renderer { get; }

Returns a reference to a Renderer component on the object. Will return null if it does not exist.

No example provided yet

Rigidbody

SRigidbody Rigidbody { get; }

Returns a reference to a Rigidbody component on the object. Will return null if it does not exist.

No example provided yet

UIText

SUIText UIText { get; }

Returns a reference to a UI.Text component on the object. Will return null if it does not exist.

No example provided yet

Events

SubscribeToEvents

void SubscribeToEvents ();

Causes this script to start listening to events on the object. Only use if you need to.

No example provided yet

OnAwake

void OnAwake (Action callback)

Binds a event to the Awake() event. Requires SubscribeToEvents be called first.

No example provided yet

OnStart

void OnStart (Action callback)

Binds a event to the Start() event. Requires SubscribeToEvents be called first.

No example provided yet

OnEnable

void OnEnable (Action callback)

Binds a event to the OnEnable() event. Requires SubscribeToEvents be called first.

No example provided yet

OnDisable

void OnDisable (Action callback)

Binds a event to the OnDisable() event. Requires SubscribeToEvents be called first.

No example provided yet

OnFixedUpdate

void OnFixedUpdate (Action callback)

Binds a event to the OnFixedUpdate() event. Requires SubscribeToEvents be called first.

No example provided yet

OnLateUpdate

void OnLateUpdate (Action callback)

Binds a event to the OnLateUpdate() event. Requires SubscribeToEvents be called first.

No example provided yet

OnUpdate

void OnUpdate (Action callback)

Binds a event to the OnUpdate() event. Requires SubscribeToEvents be called first.

No example provided yet

OnMouseDown

void OnMouseDown (Action callback)

Binds a event to the OnMouseDown() event. Requires SubscribeToEvents be called first.

No example provided yet

Hierarchy

Parent

SGameObject Parent { get; set; }

Gets/sets the parent GameObject of this object. Assign nil/null to set this as the root.

No example provided yet

Root

SGameObject Root { get; }

Gets the root of this object group - may be this object.

No example provided yet

Children[]

SGameObject Children[] { get; }

Returns the list of direct children of this object

No example provided yet

Transform

WorldPosition

SVector WorldPosition { get; set; }

Gets or sets the current position of this object relative to the scene

No example provided yet

LocalPosition

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

No example provided yet

WorldRotation

SQuaternion WorldRotation { get; set; }

Gets or sets the current rotation of this object relative to the scene

No example provided yet

LocalRotation

SQuaternion LocalRotation { get; set; }

Gets or sets the current rotation of this object relative to the parent object

No example provided yet

LocalScale

SQuaternion LocalScale { get; set; }

Gets or sets the current scale of this object relative to the parent

No example provided yet

WorldScale

SQuaternion WorldScale { get; }

Gets the current scale of this object relative to the scene

No example provided yet

Forward

SVector Forward { get; }

Returns the forward direction vector of this game object (blue arrow)

No example provided yet

Up

SVector Up { get; }

Returns the up direction vector of this game object (green arrow)

No example provided yet

Right

SVector Right { get; }

Returns the right direction vector of this game object (red arrow)

No example provided yet