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    Class Level

    The scene manager that contains the loaded scenes collection and spawns/deleted actors.

    Inheritance
    System.Object
    Level
    Namespace: FlaxEngine
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    [Unmanaged]
    public static class Level : Object

    Properties

    IsAnyActionPending

    Checks if any scene action is pending

    Declaration
    [Unmanaged]
    public static bool IsAnyActionPending { get; }
    Property Value
    System.Boolean

    IsAnyActorInGame

    Checks if any scene has any actor

    Declaration
    [Unmanaged]
    public static bool IsAnyActorInGame { get; }
    Property Value
    System.Boolean

    IsAnySceneLoaded

    Checks if any scene has been loaded. Loaded scene means deserialized and added to the scenes collection.

    Declaration
    [Unmanaged]
    public static bool IsAnySceneLoaded { get; }
    Property Value
    System.Boolean

    LastSceneLoadTime

    Gets the last scene load time (in UTC).

    Declaration
    [Unmanaged]
    public static DateTime LastSceneLoadTime { get; }
    Property Value
    System.DateTime

    Scenes

    The loaded scenes collection.

    Declaration
    [Unmanaged]
    public static Scene[] Scenes { get; }
    Property Value
    Scene[]

    ScenesCount

    Gets the scenes count.

    Declaration
    [Unmanaged]
    public static int ScenesCount { get; }
    Property Value
    System.Int32

    TickEnabled

    True if game objects (actors and scripts) can receive a tick during engine Update/LateUpdate/FixedUpdate events. Can be used to temporarily disable gameplay logic updating.

    Declaration
    [Unmanaged]
    public static bool TickEnabled { get; set; }
    Property Value
    System.Boolean

    Methods

    ChangeSceneAsync(SceneReference)

    Unloads all active scenes and loads the given scene (in the background).

    Declaration
    public static bool ChangeSceneAsync(SceneReference sceneAsset)
    Parameters
    SceneReference sceneAsset

    The asset with the scene to load.

    Returns
    System.Boolean

    True if action fails (given asset is not a scene asset, missing data, scene loading error), otherwise false.

    ChangeSceneAsync(Guid)

    Unloads all active scenes and loads the given scene (in the background).

    Declaration
    public static bool ChangeSceneAsync(Guid sceneAssetId)
    Parameters
    System.Guid sceneAssetId

    The scene asset identifier (scene to load).

    Returns
    System.Boolean

    True if action fails (given asset is not a scene asset, missing data, scene loading error), otherwise false.

    FindActor(Tag, Boolean, Actor)

    Tries to find the actor with the given tag (returns the first one found).

    Declaration
    [Unmanaged]
    public static Actor FindActor(Tag tag, bool activeOnly = false, Actor root = null)
    Parameters
    Tag tag

    The tag of the actor to search for.

    System.Boolean activeOnly

    Finds only an active actor.

    Actor root

    The custom root actor to start searching from (hierarchical), otherwise null to search all loaded scenes.

    Returns
    Actor

    Found actor or null.

    FindActor(Guid)

    Tries to find actor with the given ID. It's very fast O(1) lookup.

    Declaration
    [Unmanaged]
    public static Actor FindActor(Guid id)
    Parameters
    System.Guid id

    The id.

    Returns
    Actor

    Found actor or null.

    FindActor(String)

    Tries to find the actor with the given name.

    Declaration
    [Unmanaged]
    public static Actor FindActor(string name)
    Parameters
    System.String name

    The name of the actor.

    Returns
    Actor

    Found actor or null.

    FindActor(Type, Tag, Boolean, Actor)

    Tries to find the actor of the given type and tag in all the loaded scenes.

    Declaration
    [Unmanaged]
    public static Actor FindActor([TypeReference] Type type, Tag tag, bool activeOnly = false, Actor root = null)
    Parameters
    System.Type type

    Type of the actor to search for. Includes any actors derived from the type. Supports interface types.

    Tag tag

    The tag of the actor to search for.

    System.Boolean activeOnly

    Finds only an active actor.

    Actor root

    The custom root actor to start searching from (hierarchical), otherwise null to search all loaded scenes.

    Returns
    Actor

    Actor instance if found, null otherwise.

    FindActor(Type, Boolean)

    Tries to find the actor of the given type in all the loaded scenes.

    Declaration
    [Unmanaged]
    public static 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. Supports interface types.

    System.Boolean activeOnly

    Finds only an active actor.

    Returns
    Actor

    Found actor or null.

    FindActor(Type, String)

    Tries to find the actor of the given type and name in all the loaded scenes.

    Declaration
    [Unmanaged]
    public static 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. Supports interface types.

    System.String name

    The name of the actor.

    Returns
    Actor

    Actor instance if found, null otherwise.

    FindActor<T>()

    Tries to find actor of the given type in all loaded scenes.

    Declaration
    public static T FindActor<T>()
        where T : Actor
    Returns
    T

    Found actor or null.

    Type Parameters
    T

    Type of the object.

    FindActor<T>(Tag, Actor)

    Tries to find actor of the given type and tag in a root actor or all loaded scenes.

    Declaration
    public static T FindActor<T>(Tag tag, Actor root = null)
        where T : Actor
    Parameters
    Tag tag

    A tag on the object.

    Actor root

    The custom root actor to start searching from (hierarchical), otherwise null to search all loaded scenes.

    Returns
    T

    Found actor or null.

    Type Parameters
    T

    Type of the object.

    FindActor<T>(ref Guid)

    Tries to find actor with the given ID in all loaded scenes. It's very fast O(1) lookup.

    Declaration
    public static T FindActor<T>(ref Guid id)
        where T : Actor
    Parameters
    System.Guid id

    The id.

    Returns
    T

    Found actor or null.

    Type Parameters
    T

    Type of the object.

    FindActor<T>(String)

    Tries to find actor of the given type and name in all loaded scenes.

    Declaration
    public static T FindActor<T>(string name)
        where T : Actor
    Parameters
    System.String name

    Name of the object.

    Returns
    T

    Found actor or null.

    Type Parameters
    T

    Type of the object.

    FindActors(Tag, Boolean, Actor)

    Tries to find the actors with the given tag (returns all found).

    Declaration
    [Unmanaged]
    public static Actor[] FindActors(Tag tag, bool activeOnly = false, Actor root = null)
    Parameters
    Tag tag

    The tag of the actor to search for.

    System.Boolean activeOnly

    Find only active actors.

    Actor root

    The custom root actor to start searching from (hierarchical), otherwise null to search all loaded scenes.

    Returns
    Actor[]

    Found actors or empty if none.

    FindActorsByParentTag(Tag, Boolean, Actor)

    Search actors using a parent parentTag.

    Declaration
    [Unmanaged]
    public static Actor[] FindActorsByParentTag(Tag parentTag, bool activeOnly = false, Actor root = null)
    Parameters
    Tag parentTag

    The tag to search actors with subtags belonging to this tag

    System.Boolean activeOnly

    Find only active actors.

    Actor root

    The custom root actor to start searching from (hierarchical), otherwise null to search all loaded scenes.

    Returns
    Actor[]

    Returns all actors that have subtags belonging to the given parent parentTag

    FindScene(Guid)

    Tries to find scene with given ID.

    Declaration
    [Unmanaged]
    public static Scene FindScene(Guid id)
    Parameters
    System.Guid id

    Scene id.

    Returns
    Scene

    Found scene or null.

    FindScript(Type)

    Tries to find the script of the given type in all the loaded scenes.

    Declaration
    [Unmanaged]
    public static Script FindScript([TypeReference] Type type)
    Parameters
    System.Type type

    Type of the script to search for. Includes any scripts derived from the type. Supports interface types.

    Returns
    Script

    Found script or null.

    FindScript<T>()

    Tries to find script of the given type in all loaded scenes.

    Declaration
    public static T FindScript<T>()
        where T : Script
    Returns
    T

    Found script or null.

    Type Parameters
    T

    Type of the object.

    GetActors(Type, Boolean)

    Finds all the actors of the given type in all the loaded scenes.

    Declaration
    [Unmanaged]
    public static Actor[] GetActors([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 active actors in the scene.

    Returns
    Actor[]

    Found actors list.

    GetActors<T>(Boolean)

    Finds all the actors of the given type in all the loaded scenes.

    Declaration
    public static T[] GetActors<T>(bool activeOnly = false)
        where T : Actor
    Parameters
    System.Boolean activeOnly

    Finds only active actors.

    Returns
    T[]

    Found actors list.

    Type Parameters
    T

    Type of the object.

    GetLayerIndex(String)

    Gets the zero-based index of the layer.

    Declaration
    [Unmanaged]
    public static int GetLayerIndex(string layer)
    Parameters
    System.String layer

    Returns
    System.Int32

    GetScene(Int32)

    Gets the scene.

    Declaration
    [Unmanaged]
    public static Scene GetScene(int index)
    Parameters
    System.Int32 index

    The index.

    Returns
    Scene

    The scene object (loaded).

    GetScripts(Type, Actor)

    Finds all the scripts of the given type in an actor or all the loaded scenes.

    Declaration
    [Unmanaged]
    public static Script[] GetScripts([TypeReference] Type type, Actor root = null)
    Parameters
    System.Type type

    Type of the script to search for. Includes any scripts derived from the type.

    Actor root

    The root to find scripts. If null, will search in all scenes.

    Returns
    Script[]

    Found scripts list.

    GetScripts<T>(Actor)

    Finds all the scripts of the given type in an actor or all the loaded scenes.

    Declaration
    public static T[] GetScripts<T>(Actor root = null)
        where T : Script
    Parameters
    Actor root

    The root to find scripts. If null, will search in all scenes

    Returns
    T[]

    Found scripts list.

    Type Parameters
    T

    Type of the object.

    LoadScene(SceneReference)

    Loads scene from the asset.

    Declaration
    public static bool LoadScene(SceneReference sceneAsset)
    Parameters
    SceneReference sceneAsset

    The asset with the scene to load.

    Returns
    System.Boolean

    True if action fails (given asset is not a scene asset, missing data, scene loading error), otherwise false.

    LoadScene(Guid)

    Loads scene from the asset.

    Declaration
    [Unmanaged]
    public static bool LoadScene(Guid id)
    Parameters
    System.Guid id

    Scene ID

    Returns
    System.Boolean

    True if loading cannot be done, otherwise false.

    LoadSceneAsync(SceneReference)

    Loads scene from the asset. Done in the background.

    Declaration
    public static bool LoadSceneAsync(SceneReference sceneAsset)
    Parameters
    SceneReference sceneAsset

    The asset with the scene to load.

    Returns
    System.Boolean

    True if failed (given asset is not a scene asset, missing data), otherwise false.

    LoadSceneAsync(Guid)

    Loads scene from the asset. Done in the background.

    Declaration
    [Unmanaged]
    public static bool LoadSceneAsync(Guid id)
    Parameters
    System.Guid id

    Scene ID

    Returns
    System.Boolean

    True if loading cannot be done, otherwise false.

    LoadSceneFromBytes(Byte[])

    Loads scene from the bytes.

    Declaration
    [Unmanaged]
    public static Scene LoadSceneFromBytes(byte[] data)
    Parameters
    System.Byte[] data

    The scene data to load.

    Returns
    Scene

    Loaded scene object, otherwise null if cannot load data (then see log for more information).

    SaveAllScenes()

    Saves all scenes to the assets.

    Declaration
    [Unmanaged]
    public static bool SaveAllScenes()
    Returns
    System.Boolean

    True if action cannot be done, otherwise false.

    SaveAllScenesAsync()

    Saves all scenes to the assets. Done in the background.

    Declaration
    [Unmanaged]
    public static void SaveAllScenesAsync()

    SaveScene(Scene, Boolean)

    Saves scene to the asset.

    Declaration
    [Unmanaged]
    public static bool SaveScene(Scene scene, bool prettyJson = true)
    Parameters
    Scene scene

    Scene to serialize.

    System.Boolean prettyJson

    True if use pretty Json format writer, otherwise will use the compact Json format writer that packs data to use less memory and perform the action faster.

    Returns
    System.Boolean

    True if action cannot be done, otherwise false.

    SaveSceneAsync(Scene)

    Saves scene to the asset. Done in the background.

    Declaration
    [Unmanaged]
    public static void SaveSceneAsync(Scene scene)
    Parameters
    Scene scene

    Scene to serialize.

    SaveSceneToBytes(Scene, Boolean)

    Saves scene to the bytes.

    Declaration
    [Unmanaged]
    public static byte[] SaveSceneToBytes(Scene scene, bool prettyJson = true)
    Parameters
    Scene scene

    Scene to serialize.

    System.Boolean prettyJson

    True if use pretty Json format writer, otherwise will use the compact Json format writer that packs data to use less memory and perform the action faster.

    Returns
    System.Byte[]

    The result data or empty if failed.

    SpawnActor(Actor)

    Spawn actor on the scene

    Declaration
    [Unmanaged]
    public static bool SpawnActor(Actor actor)
    Parameters
    Actor actor

    Actor to spawn

    Returns
    System.Boolean

    True if action cannot be done, otherwise false.

    SpawnActor(Actor, Actor)

    Spawns actor on the scene.

    Declaration
    [Unmanaged]
    public static bool SpawnActor(Actor actor, Actor parent)
    Parameters
    Actor actor

    The actor to spawn.

    Actor parent

    The parent actor (will link spawned actor with this parent).

    Returns
    System.Boolean

    True if action cannot be done, otherwise false.

    UnloadAllScenes()

    Unloads all scenes.

    Declaration
    [Unmanaged]
    public static bool UnloadAllScenes()
    Returns
    System.Boolean

    True if action cannot be done, otherwise false.

    UnloadAllScenesAsync()

    Unloads all scenes. Done in the background.

    Declaration
    [Unmanaged]
    public static void UnloadAllScenesAsync()

    UnloadScene(Scene)

    Unloads given scene.

    Declaration
    [Unmanaged]
    public static bool UnloadScene(Scene scene)
    Parameters
    Scene scene

    Returns
    System.Boolean

    True if action cannot be done, otherwise false.

    UnloadSceneAsync(Scene)

    Unloads given scene. Done in the background.

    Declaration
    [Unmanaged]
    public static void UnloadSceneAsync(Scene scene)
    Parameters
    Scene scene

    Events

    ActorActiveChanged

    Occurs when actor active state gets modified.

    Declaration
    [Unmanaged]
    public static event Action<Actor> ActorActiveChanged
    Event Type
    System.Action<Actor>

    ActorDeleted

    Occurs when actor is removed from the game.

    Declaration
    [Unmanaged]
    public static event Action<Actor> ActorDeleted
    Event Type
    System.Action<Actor>

    ActorNameChanged

    Occurs when actor name gets changed.

    Declaration
    [Unmanaged]
    public static event Action<Actor> ActorNameChanged
    Event Type
    System.Action<Actor>

    ActorOrderInParentChanged

    Occurs when actor index in parent actor children gets changed.

    Declaration
    [Unmanaged]
    public static event Action<Actor> ActorOrderInParentChanged
    Event Type
    System.Action<Actor>

    ActorParentChanged

    Occurs when actor parent gets changed. Arguments: actor and previous parent actor.

    Declaration
    [Unmanaged]
    public static event Action<Actor, Actor> ActorParentChanged
    Event Type
    System.Action<Actor, Actor>

    ActorSpawned

    Occurs when new actor gets spawned to the game.

    Declaration
    [Unmanaged]
    public static event Action<Actor> ActorSpawned
    Event Type
    System.Action<Actor>

    SceneLoaded

    Fired when scene gets loaded.

    Declaration
    [Unmanaged]
    public static event Action<Scene, Guid> SceneLoaded
    Event Type
    System.Action<Scene, System.Guid>

    SceneLoadError

    Fired when scene cannot be loaded (argument is error number).

    Declaration
    [Unmanaged]
    public static event Action<Scene, Guid> SceneLoadError
    Event Type
    System.Action<Scene, System.Guid>

    SceneLoading

    Fired when scene starts loading.

    Declaration
    [Unmanaged]
    public static event Action<Scene, Guid> SceneLoading
    Event Type
    System.Action<Scene, System.Guid>

    SceneSaved

    Fired when scene gets saved.

    Declaration
    [Unmanaged]
    public static event Action<Scene, Guid> SceneSaved
    Event Type
    System.Action<Scene, System.Guid>

    SceneSaveError

    Fired when scene gets saving error.

    Declaration
    [Unmanaged]
    public static event Action<Scene, Guid> SceneSaveError
    Event Type
    System.Action<Scene, System.Guid>

    SceneSaving

    Fired when scene starts saving.

    Declaration
    [Unmanaged]
    public static event Action<Scene, Guid> SceneSaving
    Event Type
    System.Action<Scene, System.Guid>

    SceneUnloaded

    Fired when scene gets unloaded.

    Declaration
    [Unmanaged]
    public static event Action<Scene, Guid> SceneUnloaded
    Event Type
    System.Action<Scene, System.Guid>

    SceneUnloading

    Fired when scene gets unloading.

    Declaration
    [Unmanaged]
    public static event Action<Scene, Guid> SceneUnloading
    Event Type
    System.Action<Scene, System.Guid>

    ScriptsReload

    Fired when scene reloads scripts (scenes serialized and unloaded). All user objects should be cleaned up.

    Declaration
    [Unmanaged]
    public static event Action ScriptsReload
    Event Type
    System.Action

    ScriptsReloaded

    Fired when scene reloaded scripts (new scripting is loaded). All user objects can be restored before scenes reloading.

    Declaration
    [Unmanaged]
    public static event Action ScriptsReloaded
    Event Type
    System.Action

    ScriptsReloadEnd

    Fired when scene ends reloading scripts.

    Declaration
    [Unmanaged]
    public static event Action ScriptsReloadEnd
    Event Type
    System.Action

    ScriptsReloadStart

    Fired when scene starts reloading scripts.

    Declaration
    [Unmanaged]
    public static event Action ScriptsReloadStart
    Event Type
    System.Action

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