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Difference between revisions of "Scripting/SGameObject"

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(Miscellaneous)
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=Members=
 
=Members=
 
==Miscellaneous==
 
==Miscellaneous==
{{ScriptFunction|bool|Active|{ get; set; }|Is this object Active in the scene)}}
+
{{ScriptFunction|bool|Active|{ get; set; }|Is this object Active in the scene)|Object.Active = true;}}
{{ScriptFunction|int|Layer|{ get; set; }|Gets/Sets the object onto a particular layer (0-31)}}
+
{{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);}}
{{ScriptFunction|string|Tag|{ get; }|Gets this objects Tag}}
+
{{ScriptFunction|string|Tag|{ get; }|Gets this objects Tag|Space.Log("Object Tag is " .. Object.Tag);}}
{{ScriptFunction|string|Name|{ get; set; }|Gets/sets the name of this object}}
+
{{ScriptFunction|string|Name|{ get; set; }|Gets/sets the name of this object|Object.Name = "Hello World!";}}
{{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();)|if(!Object.Exists) return;}}
{{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|local copy = Object.Duplicate();}}
{{ScriptFunction|void|Destroy|();|Schedules this object for deletion at the end of the frame}}
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{{ScriptFunction|void|Destroy|();|Schedules this object for deletion at the end of the frame|Object.Destroy();}}
 +
 
 
==Components==
 
==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.}}

Revision as of 08:42, 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)

Space.Log("This object is on the layer " .. Object.Layer);


Tag

string Tag { get; }

Gets this objects Tag

Space.Log("Object Tag is " .. Object.Tag);


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();)

if(!Object.Exists) return;


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

Object.Destroy();


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