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Index
Functions Index
void InvokeEvent (string name)
void Stop ()
void InvokeDelayed (Closure c, float delay)
void StartCoroutine (DynValue value, DynValue parameter=default(DynValue), string name=null) void StartCoroutine (string value, DynValue parameter=default(DynValue)
bool ReferenceExists (string name)
bool ReferenceExistsAndNotEmpty (string name)
SGameObject GetReference (string name)
void Evaluate (string script)
Properties Index
SGameObject ExecutingObject get
string Language get
Functions
InvokeEvent
void InvokeEvent (string name)
Invokes a UnityEvent attached to the Scripting Runtime component this script is executing in.
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.
InvokeDelayed
void InvokeDelayed (Closure c, float delay)
Invoke the closure after the delayed time.
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.
ReferenceExists
bool ReferenceExists (string name)
Return true when the reference object exists and is not empty.
ReferenceExistsAndNotEmpty
bool ReferenceExistsAndNotEmpty (string name)
Return true when the reference object exists and is not empty.
GetReference
SGameObject GetReference (string name)
Pulls a reference from the scripting runtime component's "References" section by it's name.
name
string
The name of the reference as set within the Scripting Runtime component (references section).
Evaluate
void Evaluate (string script)
Executes given Lua code/script. (white-label only)
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).
Language
string Language get
Returns the English name for the users language, e.g. 'English', 'French', 'Chinese'
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