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    Namespace Scripting Module

    Classes

    ThreadLocal

    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.

    StdTypesContainer

    The helper class for STD types from managed runtime.

    StaticallyLinkedBinaryModuleInitializer

    SoftObjectReferenceBase

    The scripting object soft reference. Objects gets referenced on use (ID reference is resolving it).

    SoftObjectReference

    The scripting object soft reference. Objects gets referenced on use (ID reference is resolving it).

    SerializableScriptingObject

    Base class for scripting objects that contain in-built serialization via ISerializable interface.

    ScriptingObjectReferenceBase

    The scripting object reference.

    ScriptingObjectReference

    The scripting object reference.

    ScriptingObject

    Represents object from unmanaged memory that can use accessed via scripting.

    ScriptingEvents

    The helper utility for binding and invoking scripting events (eg. used by Visual Scripting).

    Scripting

    Embedded managed scripting runtime service.

    Script

    Base class for all scripts.

    PluginManager

    Game and Editor plugins management service.

    Plugin

    Base class for game engine editor plugins.

    PersistentScriptingObject

    Use ScriptingObject instead. [Deprecated on 5.01.2022, expires on 5.01.2024]

    NativeOnlyBinaryModule

    The C++ scripting assembly container.

    NativeBinaryModule

    The C# and C++ scripting assembly container that holds the native types information and supports interop with managed runtime.

    MProperty

    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.

    MMethod

    Encapsulates information about a single Mono (managed) method belonging to some managed class. This object also allows you to invoke the method.

    MField

    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.

    MException

    Represents errors that occur during script execution.

    MEvent

    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.

    MDomain

    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.

    MCore

    Main handler for CLR Engine.

    MClass

    Contains information about a single managed class.

    MAssembly

    Represents a managed assembly, which is a reusable, versionable, and self-describing building block of a common language runtime application.

    ManagedSerialization

    Managed objects serialization utilities. Helps with C# scripts saving to JSON or loading.

    ManagedScriptingObject

    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.

    ManagedBinaryModule

    The C#-only scripting assembly container that holds the native types information and supports interop with managed runtime.

    MainThreadManagedInvokeAction

    Helper class for easy invoking managed code on main thread before all game systems update.

    GamePlugin

    Base class for all plugins used at runtime in game.

    EditorPlugin

    Base class for all plugins used in Editor.

    Plugins should have a public and parameter-less constructor.

    BinaryModule

    The scripting assembly container that holds the scripting types information and metadata.

    Structs

    SoftTypeReference

    The soft reference to the scripting type contained in the scripting assembly.

    ScriptingTypeMethodSignature

    The scripting type method metadata for code reflection.

    ScriptingTypeInitializer

    The helper type for scripting type initialization in the assembly.

    ScriptingTypeHandle

    The safe handle to the scripting type contained in the scripting assembly.

    ScriptingTypeFieldSignature

    The scripting type field metadata for code reflection.

    ScriptingType

    The scripting type metadata for the native scripting. Used to cache the script class information and instantiate a object of its type.

    ScriptingObjectSpawnParams

    Scripting object initialization parameters.

    PluginDescription

    The engine plugin description container.

    MConverter<Variant>

    MConverter<T, typename TEnableIf<TIsBaseOf<class ScriptingObject, T>::Value>::Type>

    MConverter<T* , typename TEnableIf<TIsBaseOf<class ScriptingObject, T>::Value>::Type>

    MConverter<StringView>

    MConverter<StringAnsi>

    MConverter<String>

    MConverter<SoftAssetReference<T>>

    MConverter<ScriptingObjectReference<T>>

    MConverter<AssetReference<T>>

    MConverter<Array<T>>

    MConverter

    ManagedDictionary

    Utility interop between C++ and C# for Dictionary collection.

    ManagedBitArray

    Enums

    ScriptingTypes

    MGCCollectionMode

    MTypes

    MVisibility

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