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Index

Functions Index

Function Name

Properties Index

Property Name

Functions

InvokeEvent

void InvokeEvent (string name)

Invokes a UnityEvent attached to the Scripting Runtime component this script is executing in.

Parameter
Type
Description

Space.Host.InvokeEvent("EventName")

Stop

void Stop ()

Pauses the current script until it is manually restarted, at the end of the current function/method; consider using return as well.

Space.Host.Stop()
local trans=Space.Host.ExecutingObject;
trans.SubscribeToEvents();

function Running()
    Space.Log("Running")
end

trans.OnUpdate(Running)

Space.Host.InvokeDelayed(function()
    Space.Log("Stop")
    Space.Host.Stop()
end,5)

--After print the "Stop","Running" won't display anymore.

InvokeDelayed

void InvokeDelayed (Closure c, float delay)

Invoke the closure after the delayed time.

Parameter
Type
Description

Space.Host.InvokeDelayed(AFunction, 10)
--Clicking this object makes it destroy itself after 5 seconds
thisObject = Space.Host.ExecutingObject


function DeleteFunction()
  thisObject.Destroy()
end


function OnClickFunction()
  Space.Host.InvokeDelayed(DeleteFunction,10)
end


thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)

StartCoroutine

void StartCoroutine (DynValue value, DynValue parameter=default(DynValue), string name=null) void StartCoroutine (string value, DynValue parameter=default(DynValue), string name=null)

Executes the specified function as a coroutine.

Parameter
Type
Description

Space.Host.StartCoroutine(aFunction)
--or
Space.Host.StartCoroutine("aFunctionName")
local function myCoroutine()
    -- The yield statement is a special kind of return, that ensures that the function will continue from the line once the coroutine resumes.
    -- Placing a float value inside of the yield will result in a delayed execution.
    -- Example: coroutine.yield(0.5) will wait 0.5 seconds before continuing the execution of the coroutine.

    -- This will print the current players active time.
    Space.Log(Space.Time);

    -- Execution of this coroutine will be halted for 10 seconds.
    coroutine.yield(10);

    -- This will print the current players active time, which will be 10 seconds greater then the previous as a result of the yield
    Space.Log(Space.Time);
end

Space.Host.StartCoroutine(myCoroutine);

ReferenceExists

bool ReferenceExists (string name)

Return true when the reference object exists and is not empty.

Parameter
Type
Description

referenceExists = Space.Host.ReferenceExists("the reference name")

ReferenceExistsAndNotEmpty

bool ReferenceExistsAndNotEmpty (string name)

Return true when the reference object exists and is not empty.

Parameter
Type
Description

existsNotEmpty = Space.Host.ReferenceExistsAndNotEmpty("obj")
--Print "false" to console if didn't set the object named "obj" to the Object References or attach the reference to "obj".

GetReference

SGameObject GetReference (string name)

Pulls a reference from the scripting runtime component's "References" section by it's name.

Parameter
Type
Description

name

string

The name of the reference as set within the Scripting Runtime component (references section).

theObject = Space.Host.GetReference("referenceName")
--Clicking this object makes it destroy the object we linked in the references section
thisObject = Space.Host.ExecutingObject
dObject = Space.Host.GetReference("theObjectToBeDestroyed")

function OnClickFunction()
 dObject.Destroy()
end

thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)

Evaluate

void Evaluate (string script)

Executes given Lua code/script. (white-label only)

Parameter
Type
Description

Space.Host.Evaluate('Space.Log("test")')

Properties

ExecutingObject

SGameObject ExecutingObject get

A reference to the GameObject that is executing this script. (The GameObject that this Scripting Runtime component is attached to).

object = Space.Host.ExecutingObject

Language

string Language get

Returns the English name for the users language, e.g. 'English', 'French', 'Chinese'

lang = Space.Host.Language
--Makes a UIText show a different message according to the client's language
TextObject = Space.Host.GetReference("TextObject") --add to references section of Scripting Runtime component

language = Space.Host.Language


if language == "English" then
  TextObject.UIText.Text = "Welcome!"
elseif language == "Dutch" then
  TextObject.UIText.Text = "welkom!"
elseif language == "French" then
  TextObject.UIText.Text = "bienvenue!"
else
  TextObject.UIText.Text = "Welcome!"
end

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