This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Interface Class

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.

An interface is used to describe a behaviour, which is followed by all of the classes deriving from the interface. An interface class does not implement any functionality. It means that such a class contains only functions declaration. Interface class functions must be implemented by derived classes.

The interface is used to provide a polymorphism. It means that several classes can implement the same interface functions in different ways.

Interface Class#

The interface class is declared as any other class in UnigineScript. In the example, the abstract virtual function declaration is used.

Source code (UnigineScript)
class Interface {
	// functions declaration
	void update() = 0;
	//...;
}
Note that the word Interface is not reserved.

Any class that is inherited from the Interface class must contain an implementation for its functions. For example:

Source code (UnigineScript)
class Bar : Interface {
	// implementation of the interface function for Bar
	void update() {
		log.message("Bar::update(): called\n");
	}
};
class Baz : Interface {
	// implementation of the interface function for Baz
	void update() {
		log.message("Baz::update(): called\n");
	}
};

Example

Let's suppose that there is an interface class, which describes an object:

Source code (UnigineScript)
class Interface {
	void update() = 0;
}
It means that each object must be updated.

Bar and Baz classes decribe two different objects. This classes are inherited from the Interface class, and also the Bar class is derived from the Foo class.

Source code (UnigineScript)
class Foo {
	void foo() = 0;
};
class Bar : Foo, Interface {
	void update() {
		log.message("Bar::update(): called\n");
	}
};
class Baz : Interface {
	void update() {
		log.message("Baz::update(): called\n");
	}
};

The interface is used to iterate objects of different types that implement that interface. So, you can create an array of the objects and update them all.

Source code (UnigineScript)
Interface interfaces[0];
interfaces.append(new Bar());
interfaces.append(new Baz());
foreach(Interface i; interfaces) {
	i.update();
}
The example displays the following:
Output
Bar::update(): called
Baz::update(): called

Abstract virtual function declaration#

A virtual function is a function, which can be overridden in a derived class.

Notice
When a user class is inherited from another class, both automatically support virtual methods.

You can declare the virtual function the following way (C++ style):

Source code (UnigineScript)
class Foo {
	void foo() = 0;
};
In this case, the function has no any implementation, but the derived class must implement it.
Notice
Also you can declare the virtual function by using the virtual keyword, but it's optional.
Last update: 2022-03-10
Build: ()