Namespace Scripting Module
Classes
Per-thread local variable storage for basic types (POD). Implemented using atomic with per-thread storage indexed via thread id hashing. Consider using 'THREADLOCAL' define before the variable instead. |
The helper class for STD types from managed runtime. |
StaticallyLinkedBinaryModuleInitializer
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The scripting object soft reference. Objects gets referenced on use (ID reference is resolving it). |
The scripting object soft reference. Objects gets referenced on use (ID reference is resolving it). |
Base class for scripting objects that contain in-built serialization via ISerializable interface. |
The scripting object reference. |
The scripting object reference. |
Represents object from unmanaged memory that can use accessed via scripting. |
The helper utility for binding and invoking scripting events (eg. used by Visual Scripting). |
Embedded managed scripting runtime service. |
Base class for all scripts. |
Game and Editor plugins management service. |
Base class for game engine editor plugins. |
Use ScriptingObject instead. [Deprecated on 5.01.2022, expires on 5.01.2024] |
The C++ scripting assembly container. |
The C# and C++ scripting assembly container that holds the native types information and supports interop with managed runtime. |
Encapsulates information about a single Mono managed property belonging to some managed class. This object also allows you to set or retrieve values to or from specific instances containing the property. |
Encapsulates information about a single Mono (managed) method belonging to some managed class. This object also allows you to invoke the method. |
Encapsulates information about a single Mono (managed) fields belonging to some managed class. This object also allows you to access the field data of an object instance. |
Represents errors that occur during script execution. |
Encapsulates information about a single Mono (managed) event belonging to some managed class. This object also allows you to invoke this event or register other methods to it. |
Domain separates multiple processes within one executed CLR environment. At once you can execute methods, get instances etc, only from on Domain at the time. If you want to execute any code that given domain contains, you need to switch context, and dispatch current thread to CLR environment. |
Main handler for CLR Engine. |
Contains information about a single managed class. |
Represents a managed assembly, which is a reusable, versionable, and self-describing building block of a common language runtime application. |
Managed objects serialization utilities. Helps with C# scripts saving to JSON or loading. |
Managed object that uses weak GC handle to track the target object location in memory. Can be destroyed by the GC. Used by the objects that lifetime is controlled by the C# side. |
The C#-only scripting assembly container that holds the native types information and supports interop with managed runtime. |
Helper class for easy invoking managed code on main thread before all game systems update. |
Base class for all plugins used at runtime in game. |
Base class for all plugins used in Editor. Plugins should have a public and parameter-less constructor.
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The scripting assembly container that holds the scripting types information and metadata. |
Structs
The soft reference to the scripting type contained in the scripting assembly. |
The scripting type method metadata for code reflection. |
The helper type for scripting type initialization in the assembly. |
The safe handle to the scripting type contained in the scripting assembly. |
The scripting type field metadata for code reflection. |
The scripting type metadata for the native scripting. Used to cache the script class information and instantiate a object of its type. |
Scripting object initialization parameters. |
The engine plugin description container. |
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MConverter<T, typename TEnableIf<TIsBaseOf<class ScriptingObject, T>::Value>::Type>
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MConverter<T* , typename TEnableIf<TIsBaseOf<class ScriptingObject, T>::Value>::Type>
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MConverter<SoftAssetReference<T>>
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MConverter<ScriptingObjectReference<T>>
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Utility interop between C++ and C# for Dictionary collection. |
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Enums
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