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Scripting/SGameObject

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

Members

SubscribeToEvents

void SubscribeToEvents ();

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

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

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

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

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

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

NOTE: Set/Get World Position, Local Position, World Rotation, Local Rotation, Local Scale to be moved to properties from functions, thus not documented here.

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

Destroy

void Destroy ();

Schedules this object for deletion at the end of the frame

No example provided yet