Sinespace Client 2025.3.19431
Client-side scripting for Sinespace
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Public Member Functions | |
SHost (SScript sScript) | |
void | InvokeEvent (string name) |
Invokes a UnityEvent attached to the Scripting Runtime component this script is executing in. | |
void | Stop () |
Pauses the current script until it is manually restarted, at the end of the current function/method; consider using return as well. | |
void | InvokeDelayed (Closure c, float delay) |
Invoke the closure after the delayed time. | |
void | StartCoroutine (DynValue value, DynValue parameter=default(DynValue), string name=null) |
Executes the specified function as a coroutine. | |
void | StartCoroutine (string value, DynValue parameter=default(DynValue), string name=null) |
bool | ReferenceExists (string name) |
Return true when the reference object exists. | |
bool | ReferenceExistsAndNotEmpty (string name) |
Return true when the reference object exists and is not empty. | |
SGameObject | GetReference (string name) |
Return SGameObject which attach to the reference with the correct name. | |
void | Evaluate (string script) |
Evaluates and returns arbitrary Lua scripts. Only availible on white label grids. | |
Properties | |
SGameObject | ExecutingObject [get] |
Returns the SGameObject this script is attached to. | |
string | Language [get] |
Returns the English name for the user’s language, e.g., 'English', 'French', 'Chinese'. | |
SineSpace.Scripting.Scene.SHost.SHost | ( | SScript | sScript | ) |
void SineSpace.Scripting.Scene.SHost.Evaluate | ( | string | script | ) |
Evaluates and returns arbitrary Lua scripts. Only availible on white label grids.
script |
SGameObject SineSpace.Scripting.Scene.SHost.GetReference | ( | string | name | ) |
Return SGameObject which attach to the reference with the correct name.
name | Name of reference |
void SineSpace.Scripting.Scene.SHost.InvokeDelayed | ( | Closure | c, |
float | delay ) |
Invoke the closure after the delayed time.
c | The closure you want to call |
delay | Delayed time |
void SineSpace.Scripting.Scene.SHost.InvokeEvent | ( | string | name | ) |
Invokes a UnityEvent attached to the Scripting Runtime component this script is executing in.
name | Event name |
bool SineSpace.Scripting.Scene.SHost.ReferenceExists | ( | string | name | ) |
Return true when the reference object exists.
name | Name of reference object |
bool SineSpace.Scripting.Scene.SHost.ReferenceExistsAndNotEmpty | ( | string | name | ) |
Return true when the reference object exists and is not empty.
name | Name of reference object |
void SineSpace.Scripting.Scene.SHost.StartCoroutine | ( | DynValue | value, |
DynValue | parameter = default(DynValue), | ||
string | name = null ) |
Executes the specified function as a coroutine.
value | Function |
parameter | Resume time parameter |
name | Function name |
void SineSpace.Scripting.Scene.SHost.StartCoroutine | ( | string | value, |
DynValue | parameter = default(DynValue), | ||
string | name = null ) |
void SineSpace.Scripting.Scene.SHost.Stop | ( | ) |
Pauses the current script until it is manually restarted, at the end of the current function/method; consider using return as well.
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get |
Returns the SGameObject this script is attached to.
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get |
Returns the English name for the user’s language, e.g., 'English', 'French', 'Chinese'.