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Difference between revisions of "Scripting/SGameObject"

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(Added examples to properties/member functions: AddNavMeshAgent, AddSeat, NavMeshAgent, Seat)
(Added examples to: Parent, Root, Children)
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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.}}
 +
 
==Hierarchy==
 
==Hierarchy==
{{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|Parent|{ get; set; }|Gets/sets the parent GameObject of this object. Assign nil/null to set this as the root.|5=
{{ScriptFunction|SGameObject|Children[]|{ get; }|Returns the list of direct children of this object}}
+
''-- For this example, 2 separate Game Objects ("Cube", "Cube (1)") are used.''<br>
 +
''-- This Scripting Runtime is the component of the "Cube" object.''<br>
 +
''-- 1 Object Reference is used: Name: Cube1, references "Cube (1)".'' <br><br>
 +
local obj = Space.Host.ExecutingObject;<br><br>
 +
obj.Parent = Space.Host.GetReference("Cube1");<br>
 +
''-- Now "Cube (1)" is the parent of "Cube" (can be observed in Hierarchy).''}}
 +
 
 +
{{ScriptFunction|SGameObject|Root|{ get; }|Gets the root of this object group - may be this object.|5=
 +
''-- For this example, 3 separate Game Objects ("Cube", "Cube (1)", "Cube (2)") are used.''<br>
 +
''-- "Cube" is the parent of "Cube (1)", "Cube (1)" is the parent of "Cube (2)"''<br>
 +
''-- This Scripting Runtime is the component of the "Cube (2)" object.'' <br><br>
 +
local obj = Space.Host.ExecutingObject;<br><br>
 +
Space.Log(obj.Root.Name);<br>
 +
''-- prints "Cube" to the console''}}
 +
 
 +
{{ScriptFunction|SGameObject[]|Children|{ get; }|Returns the list of direct children of this object.|5=
 +
''-- For this example, 3 separate Game Objects ("Cube", "Cube (1)", "Cube (2)") are used.''<br>
 +
''-- "Cube" is the parent of both "Cube (1)" and "Cube (2)" (in this order in the hierarchy).''<br>
 +
''-- This Scripting Runtime is the component of the "Cube" object.'' <br><br>
 +
local obj = Space.Host.ExecutingObject;<br><br>
 +
Space.Log(obj.Children[0].Name);<br>
 +
''-- prints "Cube (1)" to the console''<br>
 +
Space.Log(obj.Children[1].Name);<br>
 +
''-- prints "Cube (2)" to the console''<br>}}
 +
 
 
==Transform==
 
==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}}

Revision as of 12:31, 18 July 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

Object.Active = true;


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

Object.Name = "Hello World!";


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

local copy = Object.Duplicate();


Destroy

void Destroy ();

Schedules this object for deletion at the end of the frame

Object.Destroy();


Components

AddLight

SLight AddLight ()

Adds a Light component to the object.

local obj = Space.Host.ExecutingObject;

-- add the Light component to the object if there is none
if obj.Light == null then

obj.AddLight();

end

Space.Log(obj.Light);

-- prints "SLight" to the console. Now we can work with the Light component on this object.


AddAudioSource

SAudioSource AddAudioSource ()

Adds an AudioSource component to the object.

local obj = Space.Host.ExecutingObject;

-- add the AudioSource component to the object if there is none
if obj.Audio == null then

obj.AddAudioSource();

end

Space.Log(obj.Audio);

-- prints "SAudioSource" to the console. Now we can work with the AudioSource component on this object.


AddClickable

SClickable AddClickable ()

Adds a Clickable component to the object.

local obj = Space.Host.ExecutingObject;

-- add the Clickable component to the object if there is none
if obj.Clickable == null then

obj.AddClickable();

end

Space.Log(obj.Clickable);

-- prints "SClickable" to the console. Now we can work with the Clickable component on this object.


AddRigidbody

SRigidbody AddRigidbody ()

Adds a Rigidbody component to the object.

local obj = Space.Host.ExecutingObject;

-- add the Rigidbody component to the object if there is none
if obj.Rigidbody == null then

obj.AddRigidbody();

end

Space.Log(obj.Rigidbody);

-- prints "SRigidbody" to the console. Now we can work with the Rigidbody component on this object.


AddNavMeshAgent

SNavMeshAgent AddNavMeshAgent ()

Adds a NavMeshAgent component to the object.

local obj = Space.Host.ExecutingObject;

-- add the NavMeshAgent component to the object if there is none
if obj.NavMeshAgent == null then

obj.AddNavMeshAgent();

end

Space.Log(obj.NavMeshAgent);

-- prints "SNavMeshAgent" to the console. Now we can work with the NavMeshAgent component on this object.


AddSeat

SSeat AddSeat ()

Adds a Seat component to the object.

local obj = Space.Host.ExecutingObject;

-- add the Seat component to the object if there is none
if obj.Seat == null then

obj.AddSeat();

end

Space.Log(obj.Seat);

-- prints "SSeat" to the console. Now we can work with the Seat component on this object.


Light

SLight Light { get; }

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

local obj = Space.Host.ExecutingObject;

-- add the Light component to the object if there is none
if obj.Light == null then

obj.AddLight ();

end

Space.Log(obj.Light);

-- prints "SLight" to the console. Now we can work with the Light component on this object.


Animator

SAnimator Animator { get; }

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

local obj = Space.Host.ExecutingObject;

Space.Log(obj.Animator);

-- prints "SAnimator" to the console if there is an Animator component on this object, or "" if there is none.


Audio

SAudioSource Audio { get; }

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

local obj = Space.Host.ExecutingObject;

-- add the AudioSource component to the object if there is none
if obj.Audio == null then

obj.AddAudioSource();

end

Space.Log(obj.Audio);

-- prints "SAudioSource" to the console. Now we can work with the AudioSource component on this object.


Renderer

SRenderer Renderer { get; }

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

local obj = Space.Host.ExecutingObject;

Space.Log(obj.Renderer);

-- prints "SRenderer" to the console if there is a Renderer component on this object, or "" if there is none.


Clickable

SClickable Clickable { get; }

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

local obj = Space.Host.ExecutingObject;

-- add the Clickable component to the object if there is none
if obj.Clickable == null then

obj.AddClickable();

end

Space.Log(obj.Clickable);

-- prints "SClickable" to the console. Now we can work with the Clickable component on this object.


Rigidbody

SRigidbody Rigidbody { get; }

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

local obj = Space.Host.ExecutingObject;

-- add the Rigidbody component to the object if there is none
if obj.Rigidbody == null then

obj.AddRigidbody();

end

Space.Log(obj.Rigidbody);

-- prints "SRigidbody" to the console. Now we can work with the Rigidbody component on this object.


Collider

SCollider Collider { get; }

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

local obj = Space.Host.ExecutingObject;

Space.Log(obj.Collider);

-- prints "SCollider" to the console if there is a Collider component on this object, or "" if there is none.


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


NavMeshAgent

SNavMeshAgent NavMeshAgent { get; }

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

local obj = Space.Host.ExecutingObject;

-- add the NavMeshAgent component to the object if there is none
if obj.NavMeshAgent == null then

obj.AddNavMeshAgent();

end

Space.Log(obj.NavMeshAgent);

-- prints "SNavMeshAgent" to the console. Now we can work with the NavMeshAgent component on this object.


Seat

SSeat Seat { get; }

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

local obj = Space.Host.ExecutingObject;

-- add the Seat component to the object if there is none
if obj.Seat == null then

obj.AddSeat();

end

Space.Log(obj.Seat);

-- prints "SSeat" to the console. Now we can work with the Seat component on this object.


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.

-- For this example, 2 separate Game Objects ("Cube", "Cube (1)") are used.

-- This Scripting Runtime is the component of the "Cube" object.
-- 1 Object Reference is used: Name: Cube1, references "Cube (1)".

local obj = Space.Host.ExecutingObject;

obj.Parent = Space.Host.GetReference("Cube1");

-- Now "Cube (1)" is the parent of "Cube" (can be observed in Hierarchy).


Root

SGameObject Root { get; }

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

-- For this example, 3 separate Game Objects ("Cube", "Cube (1)", "Cube (2)") are used.

-- "Cube" is the parent of "Cube (1)", "Cube (1)" is the parent of "Cube (2)"
-- This Scripting Runtime is the component of the "Cube (2)" object.

local obj = Space.Host.ExecutingObject;

Space.Log(obj.Root.Name);

-- prints "Cube" to the console


Children

[[Scripting/SGameObject[]|SGameObject[]]] Children { get; }

Returns the list of direct children of this object.

-- For this example, 3 separate Game Objects ("Cube", "Cube (1)", "Cube (2)") are used.

-- "Cube" is the parent of both "Cube (1)" and "Cube (2)" (in this order in the hierarchy).
-- This Scripting Runtime is the component of the "Cube" object.

local obj = Space.Host.ExecutingObject;

Space.Log(obj.Children[0].Name);
-- prints "Cube (1)" to the console
Space.Log(obj.Children[1].Name);

-- prints "Cube (2)" to the console


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

SVector LocalScale { get; set; }

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

No example provided yet


WorldScale

SVector 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