Class Actor
Base class for all actor objects on the scene.
Inheritance
Namespace: FlaxEngine
Assembly: FlaxEngine.CSharp.dll
Syntax
[Unmanaged]
public abstract class Actor : SceneObject, ISerializable
Constructors
Actor()
Properties
Box
Gets actor bounding box that defines 3D space intersecting with the actor (for determination of the visibility for actor).
Declaration
[Unmanaged]
public BoundingBox Box { get; }
Property Value
BoundingBox
|
BoxWithChildren
Gets actor bounding box of the actor including all child actors (children included in recursive way)
Declaration
[Unmanaged]
public BoundingBox BoxWithChildren { get; }
Property Value
BoundingBox
|
Children
List with all child actors attached to the actor (readonly). All items are valid (not null).
Declaration
[Unmanaged]
public Actor[] Children { get; }
Property Value
Actor[]
|
EditorBox
Gets actor bounding box (single actor, no children included) for editor tools.
Declaration
[Unmanaged]
public BoundingBox EditorBox { get; }
Property Value
BoundingBox
|
EditorBoxChildren
Gets actor bounding box of the actor including all child actors for editor tools.
Declaration
[Unmanaged]
public BoundingBox EditorBoxChildren { get; }
Property Value
BoundingBox
|
HasContentLoaded
Returns true if actor has loaded content.
Declaration
[Unmanaged]
public bool HasContentLoaded { get; }
Property Value
System.Boolean
|
IsActive
Gets or sets value indicating if actor is active in the scene.
Declaration
[EditorDisplay("General", null)]
[EditorOrder(-70)]
[Unmanaged]
public bool IsActive { get; set; }
Property Value
System.Boolean
|
IsPrefabRoot
Gets a value indicating whether this actor is a prefab instance root object.
Declaration
[Unmanaged]
public bool IsPrefabRoot { get; }
Property Value
System.Boolean
|
IsStatic
Returns true if object is fully static on the scene, otherwise false.
Declaration
[Unmanaged]
[Tooltip("Returns true if object is fully static on the scene, otherwise false.")]
public bool IsStatic { get; }
Property Value
System.Boolean
|
IsTransformStatic
Returns true if object has static transform.
Declaration
[Unmanaged]
[Tooltip("Returns true if object has static transform.")]
public bool IsTransformStatic { get; }
Property Value
System.Boolean
|
Layer
Gets or sets the object layer (index). Can be used for selective rendering or ignoring raycasts.
Declaration
[NoAnimate]
[EditorDisplay("General", null)]
[EditorOrder(-69)]
[CustomEditorAlias("FlaxEditor.CustomEditors.Editors.ActorLayerEditor")]
[Unmanaged]
public int Layer { get; set; }
Property Value
System.Int32
|
LocalOrientation
Gets or sets local rotation of the actor in parent actor space.
Declaration
[EditorDisplay("Transform", "Rotation")]
[VisibleIf("ShowTransform", false)]
[EditorOrder(-20)]
[NoSerialize]
[CustomEditorAlias("FlaxEditor.CustomEditors.Editors.ActorTransformEditor+OrientationEditor")]
[Unmanaged]
public Quaternion LocalOrientation { get; set; }
Property Value
Quaternion
|
LocalPosition
Gets or sets local position of the actor in parent actor space.
Declaration
[EditorDisplay("Transform", "Position")]
[VisibleIf("ShowTransform", false)]
[EditorOrder(-30)]
[NoSerialize]
[CustomEditorAlias("FlaxEditor.CustomEditors.Editors.ActorTransformEditor+PositionEditor")]
[Unmanaged]
public Vector3 LocalPosition { get; set; }
Property Value
Vector3
|
LocalScale
Gets or sets local scale vector of the actor in parent actor space.
Declaration
[EditorDisplay("Transform", "Scale")]
[VisibleIf("ShowTransform", false)]
[Limit(-3.40282347E+38F, 3.40282347E+38F, 0.01F)]
[EditorOrder(-10)]
[NoSerialize]
[CustomEditorAlias("FlaxEditor.CustomEditors.Editors.ActorTransformEditor+ScaleEditor")]
[Unmanaged]
public Float3 LocalScale { get; set; }
Property Value
Float3
|
LocalToWorldMatrix
Gets the matrix that transforms a point from the local space of the actor to world space.
Declaration
public Matrix LocalToWorldMatrix { get; }
Property Value
Matrix
|
Name
Gets or sets the actor name.
Declaration
[NoAnimate]
[EditorDisplay("General", null)]
[EditorOrder(-100)]
[Unmanaged]
public string Name { get; set; }
Property Value
System.String
|
PerInstanceRandom
Gets the random per-instance value (normalized to range 0-1).
Declaration
[Unmanaged]
public float PerInstanceRandom { get; }
Property Value
System.Single
|
Sphere
Gets actor bounding sphere that defines 3D space intersecting with the actor (for determination of the visibility for actor).
Declaration
[Unmanaged]
public BoundingSphere Sphere { get; }
Property Value
BoundingSphere
|
StaticFlags
Gets or sets the actor static flags.
Declaration
[NoAnimate]
[EditorDisplay("General", null)]
[EditorOrder(-80)]
[CustomEditorAlias("FlaxEditor.CustomEditors.Editors.ActorStaticFlagsEditor")]
[Unmanaged]
public StaticFlags StaticFlags { get; set; }
Property Value
StaticFlags
|
Tags
Actor tags collection.
Declaration
[NoAnimate]
[EditorDisplay("General", null)]
[EditorOrder(-68)]
[Unmanaged]
public Tag[] Tags { get; set; }
Property Value
Tag[]
|
WorldToLocalMatrix
Gets the matrix that transforms a point from the world space to local space of the actor.
Declaration
public Matrix WorldToLocalMatrix { get; }
Property Value
Matrix
|
Methods
AddChild(Type)
Creates a new child actor of the given type.
Declaration
public Actor AddChild(Type type)
Parameters
System.Type
type
Type of the actor. |
Returns
Actor
The child actor. |
AddChild<T>()
Creates a new child actor of the given type.
Declaration
public T AddChild<T>()
where T : Actor
Returns
T
The child actor. |
Type Parameters
T
Type of the actor to search for. Includes any actors derived from the type. |
AddMovement(Vector3)
Moves the actor (also can rotate it) in world space.
Declaration
[Unmanaged]
public void AddMovement(Vector3 translation)
Parameters
Vector3
translation
The translation vector. |
AddMovement(Vector3, Quaternion)
Moves the actor (also can rotate it) in world space.
Declaration
[Unmanaged]
public virtual void AddMovement(Vector3 translation, Quaternion rotation)
Parameters
Vector3
translation
The translation vector. |
Quaternion
rotation
The rotation quaternion. |
AddScript(Type)
Creates a new script of a specific type and adds it to the actor.
Declaration
public Script AddScript(Type type)
Parameters
System.Type
type
Type of the script to create. |
Returns
Script
The created script instance, null otherwise. |
AddScript<T>()
Creates a new script of a specific type and adds it to the actor.
Declaration
public T AddScript<T>()
where T : Script
Returns
T
The created script instance, null otherwise. |
Type Parameters
T
Type of the script to search for. Includes any scripts derived from the type. |
AddStaticFlags(StaticFlags)
Adds the actor static flags.
Declaration
[Unmanaged]
[Tooltip("Adds the actor static flags.")]
public void AddStaticFlags(StaticFlags flags)
Parameters
StaticFlags
flags
The flags to add. |
AddTag(Tag)
Adds a tag to the actor
Declaration
[Unmanaged]
public void AddTag(Tag tag)
Parameters
Tag
tag
The tag to add. |
AddTagRecursive(Tag)
Adds a tag to the actor and for all underlying child actors.
Declaration
[Unmanaged]
public void AddTagRecursive(Tag tag)
Parameters
Tag
tag
The tag to add. |
DestroyChildren(Single)
Destroys the children. Calls Object.Destroy on every child actor and unlinks them for this actor.
Declaration
[NoAnimate]
[Unmanaged]
public void DestroyChildren(float timeLeft = 0F)
Parameters
System.Single
timeLeft
The time left to destroy object (in seconds). |
FindActor(String)
Tries to find the actor with the given name in this actor hierarchy (checks this actor and all children hierarchy).
Declaration
[Unmanaged]
public Actor FindActor(string name)
Parameters
System.String
name
The name of the actor. |
Returns
Actor
Actor instance if found, null otherwise. |
FindActor(Type, Tag, Boolean)
Tries to find the actor of the given type and tag in this actor hierarchy.
Declaration
[Unmanaged]
public Actor FindActor([TypeReference] Type type, Tag tag, bool activeOnly = false)
Parameters
System.Type
type
Type of the actor to search for. Includes any actors derived from the type. |
Tag
tag
The tag of the actor to search for. |
System.Boolean
activeOnly
Finds only an active actor. |
Returns
Actor
Actor instance if found, null otherwise. |
FindActor(Type, Boolean)
Tries to find the actor of the given type in this actor hierarchy (checks this actor and all children hierarchy).
Declaration
[Unmanaged]
public Actor FindActor([TypeReference] Type type, bool activeOnly = false)
Parameters
System.Type
type
Type of the actor to search for. Includes any actors derived from the type. |
System.Boolean
activeOnly
Finds only a active actor. |
Returns
Actor
Actor instance if found, null otherwise. |
FindActor(Type, String)
Tries to find the actor of the given type and name in this actor hierarchy (checks this actor and all children hierarchy).
Declaration
[Unmanaged]
public Actor FindActor([TypeReference] Type type, string name)
Parameters
System.Type
type
Type of the actor to search for. Includes any actors derived from the type. |
System.String
name
The name of the actor. |
Returns
Actor
Actor instance if found, null otherwise. |
FindActor<T>(Tag, Boolean)
Tries to find actor of the given type and tag in this actor hierarchy (checks this actor and all children hierarchy).
Declaration
public T FindActor<T>(Tag tag, bool activeOnly = false)
where T : Actor
Parameters
Tag
tag
A tag on the object. |
System.Boolean
activeOnly
Finds only an active actor. |
Returns
T
Actor instance if found, null otherwise. |
Type Parameters
T
Type of the object. |
FindActor<T>(Boolean)
Tries to find the actor of the given type in this actor hierarchy (checks this actor and all children hierarchy).
Declaration
public T FindActor<T>(bool activeOnly = false)
where T : Actor
Parameters
System.Boolean
activeOnly
Finds only a active actor. |
Returns
T
Actor instance if found, null otherwise. |
Type Parameters
T
Type of the object. |
FindActor<T>(String)
Tries to find the actor of the given type and name in this actor hierarchy (checks this actor and all children hierarchy).
Declaration
public T FindActor<T>(string name)
where T : Actor
Parameters
System.String
name
Name of the object. |
Returns
T
Actor instance if found, null otherwise. |
Type Parameters
T
Type of the object. |
FindScript(Type)
Tries to find the script of the given type in this actor hierarchy (checks this actor and all children hierarchy).
Declaration
[Unmanaged]
public Script FindScript([TypeReference] Type type)
Parameters
System.Type
type
Type of the actor to search for. Includes any actors derived from the type. |
Returns
Script
Script instance if found, null otherwise. |
FindScript<T>()
Tries to find the script of the given type in this actor hierarchy (checks this actor and all children hierarchy).
Declaration
public T FindScript<T>()
where T : class
Returns
T
Script instance if found, null otherwise. |
Type Parameters
T
Type of the object. |
FromBytes(Byte[])
Performs actors deserialization from the raw bytes.
Declaration
[Unmanaged]
public static Actor[] FromBytes(byte[] data)
Parameters
System.Byte[]
data
The input data. |
Returns
Actor[]
The output actors. |
FromBytes(Byte[], Dictionary<Guid, Guid>)
Performs actors deserialization from the raw bytes.
Declaration
[Unmanaged]
public static Actor[] FromBytes(byte[] data, Dictionary<Guid, Guid> idsMapping)
Parameters
System.Byte[]
data
The input data. |
System.Collections.Generic.Dictionary<System.Guid, System.Guid>
idsMapping
The serialized objects Ids mapping. Can be used to convert the spawned objects ids and references to them. |
Returns
Actor[]
The output actors. |
FromJson(String)
Deserializes the actor object to the Json string. Deserialized are only this actor properties but no child actors nor scripts.
Declaration
[Unmanaged]
public void FromJson(string json)
Parameters
System.String
json
The serialized actor data (state). |
GetChild(Int32)
Gets the child actor at the given index.
Declaration
[Unmanaged]
public Actor GetChild(int index)
Parameters
System.Int32
index
The child actor index. |
Returns
Actor
The child actor (always valid). |
GetChild(String)
Gets the child actor with the given name.
Declaration
[Unmanaged]
public Actor GetChild(string name)
Parameters
System.String
name
The child actor name. |
Returns
Actor
The child actor or null. |
GetChild(Type)
Gets the child actor of the given type.
Declaration
[Unmanaged]
public Actor GetChild([TypeReference] Type type)
Parameters
System.Type
type
Type of the actor to search for. Includes any actors derived from the type. |
Returns
Actor
The child actor or null. |
GetChild<T>()
Finds the child actor of the given type.
Declaration
public T GetChild<T>()
where T : Actor
Returns
T
The child actor or null if failed to find. |
Type Parameters
T
Type of the actor to search for. Includes any actors derived from the type. |
GetChildren(Type)
Gets the child actors of the given type.
Declaration
[Unmanaged]
public Actor[] GetChildren([TypeReference] Type type)
Parameters
System.Type
type
Type of the actor to search for. Includes any actors derived from the type. |
Returns
Actor[]
The child actors. |
GetChildren<T>()
Searches for all actors of a specific type in this actor children list.
Declaration
public T[] GetChildren<T>()
where T : Actor
Returns
T[]
All actors matching the specified type |
Type Parameters
T
Type of the actor to search for. Includes any actors derived from the type. |
GetLocalToWorldMatrix(out Matrix)
Gets the matrix that transforms a point from the local space of the actor to world space.
Declaration
[Unmanaged]
public void GetLocalToWorldMatrix(out Matrix localToWorld)
Parameters
Matrix
localToWorld
The world to local matrix. |
GetOrAddChild<T>()
Finds the child actor of the given type or creates a new one.
Declaration
public T GetOrAddChild<T>()
where T : Actor
Returns
T
The child actor. |
Type Parameters
T
Type of the actor to search for. Includes any actors derived from the type. |
GetPrefabRoot()
Gets the root of the prefab this actor is attached to.
Declaration
[Unmanaged]
public Actor GetPrefabRoot()
Returns
Actor
The root prefab object, or null if this actor is not a prefab. |
GetScript(Int32)
Gets the script at the given index.
Declaration
[Unmanaged]
public Script GetScript(int index)
Parameters
System.Int32
index
The script index. |
Returns
Script
The script (always valid). |
GetScript(Type)
Gets the script of the given type from this actor.
Declaration
[Unmanaged]
public Script GetScript([TypeReference] Type type)
Parameters
System.Type
type
Type of the script to search for. Includes any scripts derived from the type. |
Returns
Script
The script or null. |
GetScript<T>()
Finds the script of the given type from this actor.
Declaration
public T GetScript<T>()
where T : class
Returns
T
The script or null if failed to find. |
Type Parameters
T
Type of the script to search for. Includes any scripts derived from the type. |
GetScripts(Type)
Gets the scripts of the given type from this actor.
Declaration
[Unmanaged]
public Script[] GetScripts([TypeReference] Type type)
Parameters
System.Type
type
Type of the script to search for. Includes any scripts derived from the type. |
Returns
Script[]
The scripts. |
GetScripts<T>()
Searches for all scripts of a specific type from this actor.
Declaration
public T[] GetScripts<T>()
where T : class
Returns
T[]
All scripts matching the specified type. |
Type Parameters
T
Type of the scripts to search for. Includes any scripts derived from the type. |
GetWorldToLocalMatrix(out Matrix)
Gets the matrix that transforms a point from the world space to local space of the actor.
Declaration
[Unmanaged]
public void GetWorldToLocalMatrix(out Matrix worldToLocal)
Parameters
Matrix
worldToLocal
The world to local matrix. |
HasActorInChildren(Actor)
Try to find actor in child actors structure.
Declaration
[Unmanaged]
public bool HasActorInChildren(Actor a)
Parameters
Actor
a
The actor to find. |
Returns
System.Boolean
Found actor or null. |
HasActorInHierarchy(Actor)
Try to find actor in hierarchy structure.
Declaration
[Unmanaged]
public bool HasActorInHierarchy(Actor a)
Parameters
Actor
a
The actor to find. |
Returns
System.Boolean
Found actor or null. |
HasStaticFlag(StaticFlags)
Returns true if object has given flag(s) set.
Declaration
[Unmanaged]
[Tooltip("Returns true if object has given flag(s) set.")]
public bool HasStaticFlag(StaticFlags flag)
Parameters
StaticFlags
flag
The flag(s) to check. |
Returns
System.Boolean
True if has flag(s) set, otherwise false. |
HasTag()
Determines whether this actor has any tag assigned.
Declaration
[Unmanaged]
public bool HasTag()
Returns
System.Boolean
|
HasTag(Tag)
Determines whether this actor has given tag assigned (exact match).
Declaration
[Unmanaged]
public bool HasTag(Tag tag)
Parameters
Tag
tag
The tag to check. |
Returns
System.Boolean
|
HasTag(String)
Determines whether this actor has given tag assigned (exact match).
Declaration
[Unmanaged]
public bool HasTag(string tag)
Parameters
System.String
tag
The tag to check. |
Returns
System.Boolean
|
Intersects(Ray, out Single, out Vector3)
Determines if there is an intersection between the current object or any it's child and a ray.
Declaration
[Unmanaged]
public Actor Intersects(Ray ray, out float distance, out Vector3 normal)
Parameters
Ray
ray
The ray to test. |
System.Single
distance
When the method completes, contains the distance of the intersection (if any valid). |
Vector3
normal
When the method completes, contains the intersection surface normal vector (if any valid). |
Returns
Actor
The target hit actor that is the closest to the ray. |
IntersectsItself(Ray, out Single, out Vector3)
Determines if there is an intersection between the current object and a ray.
Declaration
[Unmanaged]
public virtual bool IntersectsItself(Ray ray, out float distance, out Vector3 normal)
Parameters
Ray
ray
The ray to test. |
System.Single
distance
When the method completes, contains the distance of the intersection (if any valid). |
Vector3
normal
When the method completes, contains the intersection surface normal vector (if any valid). |
Returns
System.Boolean
True whether the two objects intersected, otherwise false. |
LookAt(Vector3)
Rotates actor to orient it towards the specified world position.
Declaration
[Unmanaged]
public void LookAt(Vector3 worldPos)
Parameters
Vector3
worldPos
The world position to orient towards. |
LookAt(Vector3, Vector3)
Rotates actor to orient it towards the specified world position with upwards direction.
Declaration
[Unmanaged]
public void LookAt(Vector3 worldPos, Vector3 worldUp)
Parameters
Vector3
worldPos
The world position to orient towards. |
Vector3
worldUp
The up direction that constrains up axis orientation to a plane this vector lies on. This rule might be broken if forward and up direction are nearly parallel. |
LookingAt(Vector3)
Gets rotation of the actor oriented towards the specified world position.
Declaration
[Unmanaged]
public Quaternion LookingAt(Vector3 worldPos)
Parameters
Vector3
worldPos
The world position to orient towards. |
Returns
Quaternion
|
LookingAt(Vector3, Vector3)
Gets rotation of the actor oriented towards the specified world position with upwards direction.
Declaration
[Unmanaged]
public Quaternion LookingAt(Vector3 worldPos, Vector3 worldUp)
Parameters
Vector3
worldPos
The world position to orient towards. |
Vector3
worldUp
The up direction that constrains up axis orientation to a plane this vector lies on. This rule might be broken if forward and up direction are nearly parallel. |
Returns
Quaternion
|
OnActiveChanged()
Called when actor active state gets changed.
Declaration
[Unmanaged]
public virtual void OnActiveChanged()
OnActiveInTreeChanged()
Called when actor active in tree state gets changed.
Declaration
[Unmanaged]
public virtual void OnActiveInTreeChanged()
OnBeginPlay()
Called when adding object to the game.
Declaration
[NoAnimate]
[Unmanaged]
public virtual void OnBeginPlay()
OnDebugDraw()
Draws debug shapes for the actor and all child scripts.
Declaration
[Unmanaged]
public virtual void OnDebugDraw()
OnDebugDrawSelected()
Draws debug shapes for the selected actor and all child scripts.
Declaration
[Unmanaged]
public virtual void OnDebugDrawSelected()
OnDisable()
Called when actor gets removed from game systems. Occurs on EndPlay event or when actor gets inactivated in hierarchy. Use this event to unregister object from other game system (eg. audio).
Declaration
[Unmanaged]
public virtual void OnDisable()
OnEnable()
Called when actor gets added to game systems. Occurs on BeginPlay event or when actor gets activated in hierarchy. Use this event to register object to other game system (eg. audio).
Declaration
[Unmanaged]
public virtual void OnEnable()
OnEndPlay()
Called when removing object from the game.
Declaration
[NoAnimate]
[Unmanaged]
public virtual void OnEndPlay()
OnLayerChanged()
Called when layer gets changed.
Declaration
[Unmanaged]
public virtual void OnLayerChanged()
OnOrderInParentChanged()
Called when order in parent children array gets changed.
Declaration
[Unmanaged]
public virtual void OnOrderInParentChanged()
OnParentChanged()
Called when actor parent gets changed.
Declaration
[Unmanaged]
public virtual void OnParentChanged()
OnStaticFlagsChanged()
Called when actor static flag gets changed.
Declaration
[Unmanaged]
public virtual void OnStaticFlagsChanged()
OnTransformChanged()
Called when actor transform gets changed.
Declaration
[Unmanaged]
public virtual void OnTransformChanged()
RemoveStaticFlags(StaticFlags)
Removes the actor static flags.
Declaration
[Unmanaged]
[Tooltip("Removes the actor static flags.")]
public void RemoveStaticFlags(StaticFlags flags)
Parameters
StaticFlags
flags
The flags to remove. |
RemoveTag(Tag)
Removes a tag to the actor
Declaration
[Unmanaged]
public void RemoveTag(Tag tag)
Parameters
Tag
tag
The tag to remove. |
ResetLocalTransform()
Resets actor local transform.
Declaration
public void ResetLocalTransform()
RotateAround(Vector3, Vector3, Single, Boolean)
Rotates the actor around axis passing through point in world-space by angle (in degrees).
Declaration
public void RotateAround(Vector3 point, Vector3 axis, float angle, bool orientActor = true)
Parameters
Vector3
point
The point (world-space). |
Vector3
axis
The axis (normalized). |
System.Single
angle
The angle (in degrees). |
System.Boolean
orientActor
Whether to orient the actor the same amount as rotation. |
Remarks
Modifies both the position and the rotation of the actor (scale remains the same).
SetLayerNameRecursive(String)
Sets the name of the layer recursively for actor and for all underlying child actors.
Declaration
[Unmanaged]
public void SetLayerNameRecursive(string value)
Parameters
System.String
value
|
SetLayerRecursive(Int32)
Sets the layer recursively for all underlying children.
Declaration
[Unmanaged]
public void SetLayerRecursive(int layerIndex)
Parameters
System.Int32
layerIndex
The index of the layer. |
SetParent(Actor, Boolean, Boolean)
Sets a actor parent.
Declaration
[Unmanaged]
public void SetParent(Actor value, bool worldPositionsStays, bool canBreakPrefabLink)
Parameters
Actor
value
New parent |
System.Boolean
worldPositionsStays
Should actor world positions remain the same after parent change? |
System.Boolean
canBreakPrefabLink
True if can break prefab link on changing the parent. |
SetStaticFlag(StaticFlags, Boolean)
Sets a single static flag to the desire value.
Declaration
[Unmanaged]
[Tooltip("Sets a single static flag to the desire value.")]
public void SetStaticFlag(StaticFlags flag, bool value)
Parameters
StaticFlags
flag
The flag to change. |
System.Boolean
value
The target value of the flag. |
ToBytes(Actor[])
Performs actors serialization to the raw bytes.
Declaration
[Unmanaged]
public static byte[] ToBytes(Actor[] actors)
Parameters
Actor[]
actors
The actors to serialize. |
Returns
System.Byte[]
The output data, empty if failed. |
ToJson()
Serializes the actor object to the Json string. Serialized are only this actor properties but no child actors nor scripts. Serializes references to the other objects in a proper way using IDs.
Declaration
[Unmanaged]
public string ToJson()
Returns
System.String
The Json container with serialized actor data. |
ToString()
Declaration
public override string ToString()
Returns
System.String
|
TryGetChild<T>(out T)
Tries to the child actor of the given type.
Declaration
public bool TryGetChild<T>(out T actor)
where T : Actor
Parameters
T
actor
The returned actor, valid only if method returns true. |
Returns
System.Boolean
True if found an child actor of that type or false if failed to find. |
Type Parameters
T
Type of the actor to search for. Includes any actors derived from the type. |
TryGetScript<T>(out T)
Tries to find the script of the given type from this actor.
Declaration
public bool TryGetScript<T>(out T script)
where T : class
Parameters
T
script
The returned script, valid only if method returns true. |
Returns
System.Boolean
True if found a script of that type or false if failed to find. |
Type Parameters
T
Type of the script to search for. Includes any scripts derived from the type. |
TryGetSerializedObjectsIds(Byte[])
Tries the get serialized objects ids from the raw bytes.
Declaration
[Unmanaged]
public static Guid[] TryGetSerializedObjectsIds(byte[] data)
Parameters
System.Byte[]
data
The data. |
Returns
System.Guid[]
The output array of serialized object ids. |