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    Class Script

    Base class for all scripts.

    Inheritance
    Object
    ScriptingObject
    SceneObject
    Script
    Inherited Members
    ScriptingObject::_gcHandle
    ScriptingObject::_id
    SceneObject::_parent
    SceneObject::_prefabID
    SceneObject::_prefabObjectID
    ScriptingObject::_type
    Script
    SceneObject::BreakPrefabLink()
    ScriptingObject::CanCast(const ScriptingTypeHandle& from, const ScriptingTypeHandle& to)
    ScriptingObject::CanCast(const MClass* from, const MClass* to)
    ScriptingObject::Cast(ScriptingObject* obj)
    ScriptingObject::ChangeID(const Guid& newId)
    ScriptingObject::CreateManaged()
    ScriptingObject::CreateManagedInternal()
    ScriptingObject::Deleted
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    ISerializable::DeserializeIfExists(DeserializeStream& stream, const char* memberName, ISerializeModifier* modifier)
    Script
    ScriptingObject::DestroyManaged()
    Object::Flags
    ScriptingObject::FromInterface(void* interfaceObj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::FromInterface(T* interfaceObj)
    ScriptingObject::GetClass()
    ScriptingObject::GetID()
    ScriptingObject::GetManagedInstance()
    SceneObject::GetNamePath(Char separatorChar='/')
    ScriptingObject::GetOrCreateManagedInstance()
    SceneObject::GetParent()
    SceneObject::GetPrefabID()
    SceneObject::GetPrefabObjectID()
    ScriptingObject::GetType()
    ScriptingObject::GetTypeHandle()
    ScriptingObject::HasManagedInstance()
    SceneObject::HasParent()
    SceneObject::HasPrefabLink()
    ScriptingObject::Is(const ScriptingTypeHandle& type)
    ScriptingObject::Is(const MClass* type)
    ScriptingObject::Is()
    SceneObject::IsDuringPlay()
    ScriptingObject::IsRegistered()
    SceneObject::LinkPrefab(const Guid& prefabId, const Guid& prefabObjectId)
    ScriptingObject::NewObject(const ScriptingTypeHandle& typeHandle)
    ScriptingObject::NewObject()
    ScriptingObject::OnManagedInstanceDeleted()
    ScriptingObject::OnScriptingDispose()
    ScriptingObject::RegisterObject()
    SceneObject::SceneObject(const SpawnParams& params)
    ScriptingObject::ScriptingObject(const SpawnParams& params)
    Script
    Script
    ScriptingObject::SetManagedInstance(MObject* instance)
    SceneObject::SetParent(Actor* value)
    Script
    ScriptingObject::ToInterface(ScriptingObject* obj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::ToInterface(ScriptingObject* obj)
    ScriptingObject::ToManaged(const ScriptingObject* obj)
    ScriptingObject::ToNative(MObject* obj)
    ScriptingObject::UnregisterObject()
    ISerializable::~ISerializable()
    Object::~Object()
    SceneObject::~SceneObject()
    ScriptingObject::~ScriptingObject()
    Assembly: FlaxEngine.dll
    File: Engine/Scripting/Script.h
    Syntax
    public class Script : public SceneObject

    Fields

    _enabled

    Declaration
    protected uint16 _enabled
    Field Value
    uint16

    _executeInEditor

    Declaration
    protected uint16 _executeInEditor
    Field Value
    uint16

    _tickFixedUpdate

    Declaration
    protected uint16 _tickFixedUpdate
    Field Value
    uint16

    _tickLateFixedUpdate

    Declaration
    protected uint16 _tickLateFixedUpdate
    Field Value
    uint16

    _tickLateUpdate

    Declaration
    protected uint16 _tickLateUpdate
    Field Value
    uint16

    _tickUpdate

    Declaration
    protected uint16 _tickUpdate
    Field Value
    uint16

    _wasAwakeCalled

    Declaration
    protected uint16 _wasAwakeCalled
    Field Value
    uint16

    _wasEnableCalled

    Declaration
    protected uint16 _wasEnableCalled
    Field Value
    uint16

    _wasStartCalled

    Declaration
    protected uint16 _wasStartCalled
    Field Value
    uint16

    Methods

    BeginPlay(SceneBeginData* data)

    Called when adding object to the game.

    Declaration
    public virtual void BeginPlay(SceneBeginData* data) override
    Parameters
    SceneBeginData data

    The initialization data (e.g. used to collect joints to link after begin).

    Overrides
    SceneObject::BeginPlay(SceneBeginData* data)

    Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)

    Deserializes object from the input stream.

    Declaration
    public virtual void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override
    Parameters
    DeserializeStream stream

    The input stream.

    ISerializeModifier modifier

    The deserialization modifier object. Always valid.

    Overrides
    SceneObject::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)

    EndPlay()

    Called when removing object from the game.

    Declaration
    public virtual void EndPlay() override
    Overrides
    SceneObject::EndPlay()

    GetActor()

    Gets the actor owning that script.

    Declaration
    public Actor* GetActor() const
    Returns
    Actor

    GetEnabled()

    Gets value indicating if script is active.

    Declaration
    public bool GetEnabled() const
    Returns
    bool

    GetOrderInParent()

    Gets zero-based index in parent actor children list (scripts or child actors).

    Declaration
    public virtual int32 GetOrderInParent() const override
    Returns
    int32

    The order in parent.

    Overrides
    SceneObject::GetOrderInParent()

    GetSceneObjectId()

    Gets the scene object ID.

    Declaration
    public virtual Guid GetSceneObjectId() const override
    Returns
    Guid

    The scene object ID.

    Overrides
    SceneObject::GetSceneObjectId()

    Initialize()

    Called after object loading or spawning to initialize the object (eg. call OnAwake for scripts) but before BeginPlay. Initialization should be performed only within a single SceneObject (use BeginPlay to initialize with a scene).

    Declaration
    public virtual void Initialize() override
    Overrides
    SceneObject::Initialize()

    IsEnabledInHierarchy()

    Gets value indicating if script is enabled and active in the scene graph. It must be active as well as all it's parents.

    Declaration
    public bool IsEnabledInHierarchy() const
    Returns
    bool

    OnAwake()

    Called after the object is loaded.

    Declaration
    public virtual void OnAwake()

    OnDebugDraw()

    Called during drawing debug shapes in editor. Use DebugDraw to draw debug shapes and other visualization.

    Declaration
    public virtual void OnDebugDraw()

    OnDebugDrawSelected()

    Called during drawing debug shapes in editor when object is selected. Use DebugDraw to draw debug shapes and other visualization.

    Declaration
    public virtual void OnDebugDrawSelected()

    OnDeleteObject()

    Deletes the object. Called by the ObjectsRemovalService. Can be overriden to provide custom logic per object (cleanup, etc.).

    Declaration
    public virtual void OnDeleteObject() override
    Overrides
    Object::OnDeleteObject()

    OnDestroy()

    Called before the object will be destroyed.

    Declaration
    public virtual void OnDestroy()

    OnDisable()

    Called when object becomes disabled and inactive.

    Declaration
    public virtual void OnDisable()

    OnEnable()

    Called when object becomes enabled and active.

    Declaration
    public virtual void OnEnable()

    OnFixedUpdate()

    Called every fixed framerate frame if object is enabled.

    Declaration
    public virtual void OnFixedUpdate()

    OnLateFixedUpdate()

    Called every fixed framerate frame (after FixedUpdate) if object is enabled.

    Declaration
    public virtual void OnLateFixedUpdate()

    OnLateUpdate()

    Called every frame (after gameplay Update) if object is enabled.

    Declaration
    public virtual void OnLateUpdate()

    OnStart()

    Called when a script is enabled just before any of the Update methods is called for the first time.

    Declaration
    public virtual void OnStart()

    OnUpdate()

    Called every frame if object is enabled.

    Declaration
    public virtual void OnUpdate()

    Serialize(SerializeStream& stream, const void* otherObj)

    Serializes object to the output stream compared to the values of the other object instance (eg. default class object). If other object is null then serialize all properties.

    Declaration
    public virtual void Serialize(SerializeStream& stream, const void* otherObj) override
    Parameters
    SerializeStream stream

    The output stream.

    void otherObj

    The instance of the object to compare with and serialize only the modified properties. If null, then serialize all properties.

    Overrides
    SceneObject::Serialize(SerializeStream& stream, const void* otherObj)

    SetActor(Actor* value)

    Sets the actor owning that script.

    Declaration
    public void SetActor(Actor* value)
    Parameters
    Actor value

    SetEnabled(bool value)

    Sets enabled state if this script.

    Declaration
    public void SetEnabled(bool value)
    Parameters
    bool value

    SetOrderInParent(int32 index)

    Sets zero-based index in parent actor children list (scripts or child actors).

    Declaration
    public virtual void SetOrderInParent(int32 index) override
    Parameters
    int32 index

    The new order in parent.

    Overrides
    SceneObject::SetOrderInParent(int32 index)

    SetParent(Actor* value, bool canBreakPrefabLink=true)

    Sets the parent actor.

    Declaration
    public virtual void SetParent(Actor* value, bool canBreakPrefabLink=true) override
    Parameters
    Actor value

    The new parent.

    bool canBreakPrefabLink

    True if can break prefab link on changing the parent.

    Overrides
    SceneObject::SetParent(Actor* value, bool canBreakPrefabLink)

    ToString()

    Gets the string representation of this object.

    Declaration
    public virtual String ToString() const override
    Returns
    String

    Overrides
    Object::ToString()
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