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    Class Script

    Base class for all scripts.

    Inheritance
    System.Object
    Object
    SceneObject
    Script
    Behavior
    NetworkTransform
    PostProcessEffect
    Implements
    ISerializable
    Inherited Members
    SceneObject.SetParent(Actor, Boolean)
    SceneObject.LinkPrefab(Guid, Guid)
    SceneObject.BreakPrefabLink()
    SceneObject.GetNamePath(Char)
    SceneObject.IsDuringPlay
    SceneObject.HasParent
    SceneObject.HasPrefabLink
    SceneObject.PrefabID
    SceneObject.PrefabObjectID
    Object.__unmanagedPtr
    Object.__internalId
    Object.Finalize()
    Object.As<T>()
    Object.NewValue(Type)
    Object.New(String)
    Object.Find<T>(Guid, Boolean)
    Object.Find(Guid, Type, Boolean)
    Object.TryFind<T>(Guid)
    Object.TryFind(Guid, Type)
    Object.Destroy(Object, Single)
    Object.DestroyNow(Object)
    Object.Destroy<T>(T, Single)
    Object.Equals(Object)
    Object.GetUnmanagedPtr(Object)
    Object.GetUnmanagedInterface(Object, Type)
    Object.FromUnmanagedPtr(IntPtr)
    Object.MapObjectID(Guid)
    Object.RemapObjectID(Guid)
    Object.GetHashCode()
    Object.ID
    Object.TypeName
    Namespace: FlaxEngine
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    [Unmanaged]
    public abstract class Script : SceneObject, ISerializable

    Constructors

    Script()

    Initializes a new instance of the Script.

    Declaration
    protected Script()

    Methods

    OnAwake()

    Called after the object is loaded.

    Declaration
    [NoAnimate]
    [Unmanaged]
    public virtual void OnAwake()

    OnDebugDraw()

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

    Declaration
    [NoAnimate]
    [Unmanaged]
    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
    [NoAnimate]
    [Unmanaged]
    public virtual void OnDebugDrawSelected()

    OnDestroy()

    Called before the object will be destroyed.

    Declaration
    [NoAnimate]
    [Unmanaged]
    public virtual void OnDestroy()

    OnDisable()

    Called when object becomes disabled and inactive.

    Declaration
    [NoAnimate]
    [Unmanaged]
    public virtual void OnDisable()

    OnEnable()

    Called when object becomes enabled and active.

    Declaration
    [NoAnimate]
    [Unmanaged]
    public virtual void OnEnable()

    OnFixedUpdate()

    Called every fixed framerate frame if object is enabled.

    Declaration
    [NoAnimate]
    [Unmanaged]
    public virtual void OnFixedUpdate()

    OnLateFixedUpdate()

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

    Declaration
    [NoAnimate]
    [Unmanaged]
    public virtual void OnLateFixedUpdate()

    OnLateUpdate()

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

    Declaration
    [NoAnimate]
    [Unmanaged]
    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
    [NoAnimate]
    [Unmanaged]
    public virtual void OnStart()

    OnUpdate()

    Called every frame if object is enabled.

    Declaration
    [NoAnimate]
    [Unmanaged]
    public virtual void OnUpdate()

    Extension Methods

    Extensions.ReflectiveCompare<T>(T, T)
    Extensions.RawClone<T>(T)
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