Unigine.Engine Class
The Engine class is required for the engine initialization and executing the main loop of the program. Also, you can get the engine startup options through this class.
Engine Class
Enums
BUILD_CONFIG#
Engine build configuration.Name | Description |
---|---|
BUILD_CONFIG_DEBUG = 0 | Debug build configuration. |
BUILD_CONFIG_DEVELOPMENT = 1 | Development build configuration. |
BUILD_CONFIG_RELEASE = 2 | Release build configuration. |
GCMODE#
Garbage collection mode. For more information on garbage collection for C# please refer to the Garbage Collector article.CALLBACK_INDEX#
PRECISION#
Engine precision type.Name | Description |
---|---|
PRECISION_FLOAT = 0 | Float precision type. |
PRECISION_DOUBLE = 1 | Double precision type. |
Properties
bool IsInitialized#
The Value indicating whether the engine is initialized or not.
Engine.GCMODE GCMode#
The Garbage Collection mode.
string AppPath#
The Path to a directory where binary executable file is stored.
string DataPath#
The Path to the data directory.
string HomePath#
The Path to the user's home directory.
string SavePath#
The Path to a directory with the default configuration file, saved files, etc.
string CachePath#
The Path to the directory with cached files.
int NumPluginPaths#
The Number of the specified paths to directories with plugins.
string SystemScript#
The Path to the system script.
string EditorScript#
The Path to the editor script.
string SystemCache#
The Path to the system script cache.
string EditorCache#
The Path to the editor script cache.
string VideoApp#
The Graphics API used for rendering.
string SoundApp#
The Sound API used.
string ExternDefine#
The list of external definitions.
string Features#
The list of features like OpenGL, Direct3D, Microprofile, Geodetic, etc.
string Version#
The Engine version info.
string BuildConfig#
The Engine build configuration name (Debug, Development, or Release).
bool IsDouble#
The A value indicating if double precision of coordinates is enabled.
bool IsDone#
The done flag on engine quit.
float TotalTime#
The Returns the total time (in milliseconds) that both rendering and calculating of the frame took (the duration of the main loop in the application execution sequence). Includes update, render, swap and wait GPU.
float TotalCPUTime#
The Total CPU time (in milliseconds) taken to perform calculations for the frame (the duration of the main loop in the application execution sequence). Includes update, render and swap.
float UpdateTime#
The Duration (in milliseconds) of the update phase, during which the objects are prepared for their collision response to be calculated.
float RenderTime#
The Time (in milliseconds) required to prepare all data to be rendered in the current frame and feed rendering commands from the CPU to the GPU. See the Profiler article for details.
float PresentTime#
The Total time (in milliseconds) spent on waiting for the GPU after all calculations on the CPU are completed. See the Profiler article for details.
float InterfaceTime#
The Total accumulative time (in milliseconds) spent on rendering GUI widgets.
Int64 Frame#
The Number of the current engine frame.
bool MainThread#
The Value indicating if the current thread is main.
bool Evaluation#
The Value indicating if the current version of the Engine is for evaluation only.
int NumEditorLogics#
The Number of EditorLogic instances.
int NumWorldLogics#
The Number of WorldLogic instances.
int NumSystemLogics#
The Number of SystemLogic instances.
int NumArgs#
The Number of command line arguments.
int NumPlugins#
The Number of loaded plugins.
Members
string GetArg ( int num ) #
Returns a command line argument by its index.Arguments
- int num - Index of the command line argument.
Return value
Command line argument.virtual float GetArgf ( int num ) =0#
Returns a command line argument by its index converted to a floating point value.Arguments
- int num - Index of the command line argument.
Return value
Command line argument.virtual int GetArgi ( int num ) =0#
Returns a command line argument by its index converted to an integer value.Arguments
- int num - Index of the command line argument.
Return value
Command line argument.Engine::BUILD_CONFIG GetBuildConfiguration ( ) #
Returns the current Engine build configuration.Return value
Current build configuration. One of the BUILD_CONFIG_ values.string getLibraryModulePath ( ) #
Returns a path to the Engine's dynamic library file.Return value
Path to the Engine's dynamic library file.int GetEditorFunction ( string name, int num_args ) #
Returns the editor function identifier.Arguments
- string name - Name of the editor script function.
- int num_args - Number of editor script function arguments.
Return value
The editor script function identifier.bool IsEditorFunction ( string name, int num_args ) #
Returns a value indicating if the editor script function exists.Arguments
- string name - Name of the editor script function.
- int num_args - Number of editor script function arguments.
Return value
true if the editor script function exists; otherwise, false.virtual IntPtr GetEditorInterpreter ( ) =0#
Returns a pointer to the editor interpreter.Return value
Pointer to the editor interpreter.virtual bool IsEditorInterpreter ( ) =0#
Returns a value indicating if the function is called from the editor script.Return value
true if the function is called from the editor script; otherwise, false.virtual bool IsEditorLoaded ( ) =0#
Returns a value indicating if the editor script is loaded.Return value
true if the editor script is loaded; otherwise, false.EditorLogic GetEditorLogic ( int num ) #
Returns the registered EditorLogic instance by its number.Arguments
- int num - Number of the EditorLogic instance.
Return value
EditorLogic instance.void SetEditorVariable ( string name, Variable v ) #
Sets the editor script variable by its name.Arguments
- string name - Name of the editor script variable.
- Variable v - Value of the editor script variable.
Variable GetEditorVariable ( string name ) #
Returns the editor script variable by its name.Arguments
- string name - Name of the world script variable.
Return value
Value of the editor script variable.bool IsEditorVariable ( string name ) #
Returns a value indicating if the editor script variable exists.Arguments
- string name - Name of the editor script variable.
Return value
true if the editor script variable exists; otherwise, false.string GetArg ( int num ) #
Returns the command-line argument by its index.Arguments
- int num - Index of the argument
Return value
Command-line argumentstring GetPluginName ( int num ) #
Returns the name of the loaded plugin by its index.Arguments
- int num - Index of the loaded plugin.
Return value
Loaded plugin name.string GetPluginPath ( int num ) #
Returns a path to a plugin directory specified via -plugin_path.Arguments
- int num - Plugin path number in the row of the specified plugin paths.
Return value
Path to a plugin directory.int GetSystemFunction ( string name, int num_args ) #
Returns the system function identifier.Arguments
- string name - Name of the system script function.
- int num_args - Number of system script function arguments.
Return value
System script function identifier.IsSystemFunction ( string name, int num_args ) #
Checks whether the system script function exists.Arguments
- string name - Name of the system script function.
- int num_args - Number of system script function arguments.
Return value
true if the system script function exists; otherwise, false.virtual IntPtr GetSystemInterpreter ( ) =0#
Returns a pointer to the system interpreter.Return value
Pointer to the system interpreter.virtual bool IsSystemInterpreter ( ) =0#
Checks if the function is called from the system script.Return value
true when the function is called from the system script; otherwise, false.virtual System GetSystemLogic ( int num ) =0#
Returns the registered SystemLogic instance by the given number.Arguments
- int num - Number of the SystemLogic instance.
Return value
SystemLogic instance.void SetSystemVariable ( string name, Variable v ) #
Sets a system script variable by a name.Arguments
- string name - Name of the system script variable.
- Variable v - Value of the system script variable.
Variable GetSystemVariable ( string name ) #
Returns the system script variable by its name.Arguments
- string name - Name of the system script variable.
Return value
System script variable.bool IsSystemVariable ( string name ) #
Checks whether a system script variable exists.Arguments
- string name - Name of the system script variable.
Return value
true if the system script variable exists; otherwise, false.int GetWorldFunction ( string name, int num_args ) #
Returns the world script function identifier.Arguments
- string name - Name of the world script function.
- int num_args - Number of world script function arguments.
Return value
World script function identifier.bool IsWorldFunction ( string name, int num_args ) #
Returns value indicating if the world script function exists.Arguments
- string name - Name of the world script function.
- int num_args - Number of world script function arguments.
Return value
true if the world script function exists; otherwise, false.virtual IntPtr GetWorldInterpreter ( ) =0#
Returns a pointer to the world interpreter.Return value
Pointer to the world interpreter.virtual bool IsWorldInterpreter ( ) =0#
Returns a value indicating if the function is called from the world script.Return value
true if the function is called from the world script; otherwise, false.virtual bool IsWorldLoaded ( ) =0#
Returns a value indicating if the world script is loaded.Return value
true if the world script is loaded; otherwise, false.virtual WorldLogic GetWorldLogic ( int num ) =0#
Returns the registered WorldLogic instance by its number.Arguments
- int num - Number of the WorldLogic instance.
Return value
WorldLogic instance.void SetWorldVariable ( string name, Variable v ) #
Sets a world script variable by its name.Arguments
- string name - Name of the world script variable.
- Variable v - Value of the world script variable.
Variable GetWorldVariable ( string name ) #
Returns a world script variable by its name.Arguments
- string name - Name of the world script variable.
Return value
World script variable.bool IsWorldVariable ( string name ) #
Returns a value indicating if the world script variable exists.Arguments
- string name - Name of the world script variable.
Return value
true if the world script variable exists; otherwise, false.bool AddEditorLogic ( EditorLogic logic ) #
Adds an EditorLogic instance to the engine runtime.Arguments
- EditorLogic logic - EditorLogic instance.
Return value
true if the EditorLogic instance has been added successfully; otherwise, false.virtual bool AddPlugin ( Plugin plugin ) =0#
Adds a plugin to engine runtime by using a pointer to this plugin.Arguments
- Plugin plugin - Plugin.
Return value
true if the plugin ha been added successfully; otherwise, false.bool AddPlugin ( string name ) #
Adds a plugin to engine runtime by its name.Arguments
- string name - Plugin name.
Return value
true if the plugin has been added successfully; otherwise, false.bool AddSystemLogic ( System logic ) #
Adds a SystemLogic instance to Engine runtime.Arguments
- System logic - SystemLogic instance.
Return value
true if the SystemLogic instance has been added successfully; otherwise, false.bool AddWorldLogic ( WorldLogic logic ) #
Adds a WorldLogic instance to the engine runtime.Instances of the WorldLogic class should not be added while the world is loaded and the world script is being executed (as you can't change a world script while the world is loaded). In such a case the init() method shall not be called if the WorldLogic is added before opening the world.
Arguments
- WorldLogic logic - WorldLogic instance.
Return value
true if the WorldLogic instance has been added successfully; otherwise, false.int FindPlugin ( string name ) #
Searches the index of the loaded plugin by its name.Arguments
- string name - Name of the plugin.
Return value
Index of the plugin if it is found, or -1 otherwise.Engine Init ( string[] args, string project = 0, string password = 0 ) #
Initializes a new engine instance.Arguments
- string[] args - Array of command line arguments values.
- string project - Project name. If this parameter is set, it forces the engine to store rewritable data (such as log file, cache files, config files) in user profile rather than in a directory with binaries. Notice that only the project name is required to pass in for this parameter, not the full path to the project. If there is no need to change location of such files, pass the 0 value.
- string password - Password for the filesystem archives. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password.
Return value
New engine instance.Engine Init ( string window_title, string[] args, string project = 0, string password = 0 ) #
Initializes a new engine instance.Arguments
- string window_title - Title to be set for the application window.
- string[] args - Array of command line arguments values.
- string project - Project name. If this parameter is set, it forces the engine to store rewritable data (such as log file, cache files, config files) in user profile rather than in a directory with binaries. Notice that only the project name is required to pass in for this parameter, not the full path to the project. If there is no need to change location of such files, pass the 0 value.
- string password - Password for the filesystem archives. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password.
Return value
New engine instance.Engine Init ( CustomApp app, string[] args, string project = 0, string password = 0 ) #
Initializes a new engine instance to be used with an external graphics application.Arguments
- CustomApp app - Instance of the graphics CustomApp class
- string[] args - Array of values of command line arguments.
- string project - Project name. If this parameter is set, it forces the engine to store rewritable data (such as log file, cache files, config files) in user profile rather than in a directory with binaries. Notice that only the project name is required to pass in for this parameter, not the full path to the project. If there is no need to change location of such files, pass the 0 value.
- string password - Password for the filesystem archives. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password.
Return value
New engine instance.Engine Init ( CustomApp app, string app_path, string home_path, string[] args, string project = 0, string password = 0 ) #
Initializes a new engine instance to be used with an external graphics application, which is stored at the specified path.Arguments
- CustomApp app - Instance of the graphics CustomApp class.
- string app_path - Path to a directory where binary executable file is stored. Pass the 0 value to ignore this parameter.
- string home_path - Path to the user's home directory.
- string[] args - Array of values of command line arguments.
- string project - Project name. If this parameter is set, it forces the engine to store rewritable data (such as log file, cache files, config files) in user profile rather than in a directory with binaries. Notice that only the project name is required to pass in for this parameter, not the full path to the project. If there is no need to change location of such files, pass the 0 value.
- string password - Password for the filesystem archives. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password.
Return value
New engine instance.Engine Init ( CustomApp app, string app_path, string home_path, string project = 0, string password = 0 ) #
Initializes a new engine instance to be used with an external graphics application, which is stored at the specified path.Arguments
- CustomApp app - Instance of the graphics CustomApp class.
- string app_path - Path to a directory where binary executable file is stored. Pass the 0 value to ignore this parameter.
- string home_path - Path to the user's home directory.
- string project - Project name. If this parameter is set, it forces the engine to store rewritable data (such as log file, cache files, config files) in user profile rather than in a directory with binaries. Notice that only the project name is required to pass in for this parameter, not the full path to the project. If there is no need to change location of such files, pass the 0 value.
- string password - Password for the filesystem archives. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password.
Return value
New engine instance.void Main ( SystemLogic system, WorldLogic world, EditorLogic editor ) #
Engine main loop. Replaces the following commands:while (isDone() == 0) {
update();
render();
swap();
}
while (!IsDone) {
Update();
Render();
Swap();
}
Arguments
- SystemLogic system - A SystemLogic instance.
- WorldLogic world - A WorldLogic instance.
- EditorLogic editor - An EditorLogic instance.
bool RemoveEditorLogic ( EditorLogic logic ) #
Removes an EditorLogic instance from engine runtime.Arguments
- EditorLogic logic - An EditorLogic instance.
Return value
true if the instance has been removed successfully; otherwise, false.virtual bool RemovePlugin ( Plugin plugin ) =0#
Removes a plugin by using a pointer to this plugin.Arguments
- Plugin plugin - Plugin instance to remove.
Return value
true if the plugin has been removed successfully; otherwise, false.bool RemoveSystemLogic ( System logic ) #
Removes a SystemLogic instance from engine runtime.Arguments
- System logic - A SystemLogic instance.
Return value
true if the instance has been removed successfully; otherwise, false.bool RemoveWorldLogic ( WorldLogic logic ) #
Removes a WorldLogic instance from engine runtime.Instances of the WorldLogic class should not be removed while the world is loaded and the world script is being executed (as you can't change a world script while the world is loaded). In such a case the shutdown() method shall not be called if the WorldLogic is removed before closing the world.
Arguments
- WorldLogic logic - A WorldLogic instance.
Return value
true if the instance has been removed successfully; otherwise, false.virtual void Render ( ) =0#
Engine rendering function. This function must be called every frame.virtual Variable RunEditorFunction ( Variable name ) =0#
Runs the editor script function by its name. The target function can receive up to 8 arguments.Arguments
- Variable name - Name of the editor script function.
Return value
Editor script function return value.Variable RunEditorFunction ( Variable name, Variable a0 ) #
Runs the editor script function by its name. The target function must receive 1 argument.Arguments
Return value
Editor script function return value.Variable RunEditorFunction ( Variable name, Variable a0, Variable a1 ) #
Runs the editor script function by its name. The target function must receive 2 arguments.Arguments
- Variable name - Name of the editor script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
Return value
Editor script function return value.Variable RunEditorFunction ( Variable name, Variable a0, Variable a1, Variable a2 ) #
Runs the editor script function by its name. The target function must receive 3 arguments.Arguments
- Variable name - Name of the editor script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
Return value
Editor script function return value.Variable RunEditorFunction ( Variable name, Variable a0, Variable a1, Variable a2, Variable a3 ) #
Runs the editor script function by its name. The target function must receive 4 arguments.Arguments
- Variable name - Name of the editor script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
Return value
Editor script function return value.Variable RunEditorFunction ( Variable name, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4 ) #
Runs the editor script function by its name. The target function must receive 5 arguments.Arguments
- Variable name - Name of the editor script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
Return value
Editor script function return value.Variable RunEditorFunction ( Variable name, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4, Variable a5 ) #
Runs the editor script function by its name. The target function must receive 6 arguments.Arguments
- Variable name - Name of the editor script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
- Variable a5 - Sixth argument.
Return value
Editor script function return value.Variable RunEditorFunction ( Variable name, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4, Variable a5, Variable a6 ) #
Runs the editor script function by its name. The target function must receive 7 arguments.Arguments
- Variable name - Name of the editor script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
- Variable a5 - Sixth argument.
- Variable a6 - Seventh argument.
Return value
Editor script function return value.Variable RunEditorFunction ( Variable name, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4, Variable a5, Variable a6, Variable a7 ) #
Runs the editor script function by its name. The target function must receive 8 arguments.Arguments
- Variable name - Name of the editor script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
- Variable a5 - Sixth argument.
- Variable a6 - Seventh argument.
- Variable a7 - Eighth argument.
Return value
Editor script function return value.Variable RunEditorFunction ( int id ) #
Runs the editor script function by its id. The target function can receive up to 8 arguments.Arguments
- int id - ID of the editor script function.
Return value
Editor script function return value.Variable RunEditorFunction ( int id, Variable a0 ) #
Runs the editor script function by its name. The target function must receive 1 argument.Arguments
- int id - ID of the editor script function.
- Variable a0 - First argument.
Return value
Editor script function return value.Variable RunEditorFunction ( int id, Variable a0, Variable a1 ) #
Runs the editor script function by its name. The target function must receive 2 arguments.Arguments
- int id - ID of the editor script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
Return value
Editor script function return value.Variable RunEditorFunction ( int id, Variable a0, Variable a1, Variable a2 ) #
Runs the editor script function by its name. The target function must receive 3 arguments.Arguments
- int id - ID of the editor script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
Return value
Editor script function return value.Variable RunEditorFunction ( int id, Variable a0, Variable a1, Variable a2, Variable a3 ) #
Runs the editor script function by its name. The target function must receive 4 arguments.Arguments
- int id - ID of the editor script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
Return value
Editor script function return value.Variable RunEditorFunction ( int id, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4 ) #
Runs the editor script function by its name. The target function must receive 5 arguments.Arguments
- int id - ID of the editor script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
Return value
Editor script function return value.Variable RunEditorFunction ( int id, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4, Variable a5 ) #
Runs the editor script function by its name. The target function must receive 6 arguments.Arguments
- int id - ID of the editor script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
- Variable a5 - Sixth argument.
Return value
Editor script function return value.Variable RunEditorFunction ( int id, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4, Variable a5, Variable a6 ) #
Runs the editor script function by its name. The target function must receive 7 arguments.Arguments
- int id - ID of the editor script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
- Variable a5 - Sixth argument.
- Variable a6 - Seventh argument.
Return value
Editor script function return value.Variable RunEditorFunction ( int id, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4, Variable a5, Variable a6, Variable a7 ) #
Runs the editor script function by its name. The target function must receive 8 arguments.Arguments
- int id - ID of the editor script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
- Variable a5 - Sixth argument.
- Variable a6 - Seventh argument.
- Variable a7 - Eighth argument.
Return value
Editor script function return value.virtual Variable RunSystemFunction ( Variable name ) =0#
Runs the system script function by its name. The target function can receive up to 8 arguments.Arguments
- Variable name - Name of the system script function.
Return value
System script function return value.Variable RunSystemFunction ( Variable name, Variable a0 ) #
Runs the system script function by its name. The target function must receive 1 argument.Arguments
Return value
System script function return value.Variable RunSystemFunction ( Variable name, Variable a0, Variable a1 ) #
Runs the system script function by its name. The target function must receive 2 arguments.Arguments
- Variable name - Name of the system script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
Return value
System script function return value.Variable RunSystemFunction ( Variable name, Variable a0, Variable a1, Variable a2 ) #
Runs the system script function by its name. The target function must receive 3 arguments.Arguments
- Variable name - Name of the system script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
Return value
System script function return value.Variable RunSystemFunction ( Variable name, Variable a0, Variable a1, Variable a2, Variable a3 ) #
Runs the system script function by its name. The target function must receive 4 arguments.Arguments
- Variable name - Name of the system script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
Return value
System script function return value.Variable RunSystemFunction ( Variable name, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4 ) #
Runs the system script function by its name. The target function must receive 4 arguments.Arguments
- Variable name - Name of the system script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
Return value
System script function return value.Variable RunSystemFunction ( Variable name, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4, Variable a5 ) #
Runs the system script function by its name. The target function must receive 6 arguments.Arguments
- Variable name - Name of the system script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
- Variable a5 - Sixth argument.
Return value
System script function return value.Variable RunSystemFunction ( Variable name, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4, Variable a5, Variable a6 ) #
Runs the system script function by its name. The target function must receive 7 arguments.Arguments
- Variable name - Name of the system script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
- Variable a5 - Sixth argument.
- Variable a6 - Seventh argument.
Return value
System script function return value.Variable RunSystemFunction ( Variable name, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4, Variable a5, Variable a6, Variable a7 ) #
Runs the system script function by its name. The target function must receive 8 arguments.Arguments
- Variable name - Name of the system script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
- Variable a5 - Sixth argument.
- Variable a6 - Seventh argument.
- Variable a7 - Eighth argument.
Return value
System script function return value.Variable RunSystemFunction ( int id ) #
Runs the system script function by its id. The target function can receive up to 8 arguments.Arguments
- int id - ID of the system script function.
Return value
System script function return value.Variable RunSystemFunction ( int id, Variable a0 ) #
Runs the system script function by its id. The target function must receive 1 argument.Arguments
- int id - ID of the system script function.
- Variable a0 - First argument.
Return value
System script function return value.Variable RunSystemFunction ( int id, Variable a0, Variable a1 ) #
Runs the system script function by its id. The target function must receive 2 arguments.Arguments
- int id - ID of the system script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
Return value
System script function return value.Variable RunSystemFunction ( int id, Variable a0, Variable a1, Variable a2 ) #
Runs the system script function by its id. The target function must receive 3 arguments.Arguments
- int id - ID of the system script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
Return value
System script function return value.Variable RunSystemFunction ( int id, Variable a0, Variable a1, Variable a2, Variable a3 ) #
Runs the system script function by its id. The target function must receive 4 arguments.Arguments
- int id - ID of the system script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
Return value
System script function return value.Variable RunSystemFunction ( int id, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4 ) #
Runs the system script function by its id. The target function must receive 5 arguments.Arguments
- int id - ID of the system script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
Return value
System script function return value.Variable RunSystemFunction ( int id, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4, Variable a5 ) #
Runs the system script function by its id. The target function must receive 6 arguments.Arguments
- int id - ID of the system script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
- Variable a5 - Sixth argument.
Return value
System script function return value.Variable RunSystemFunction ( int id, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4, Variable a5, Variable a6 ) #
Runs the system script function by its id. The target function must receive 7 arguments.Arguments
- int id - ID of the system script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
- Variable a5 - Sixth argument.
- Variable a6 - Seventh argument.
Return value
System script function return value.Variable RunSystemFunction ( int id, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4, Variable a5, Variable a6, Variable a7 ) #
Runs the system script function by its id. The target function must receive 8 arguments.Arguments
- int id - ID of the system script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
- Variable a5 - Sixth argument.
- Variable a6 - Seventh argument.
- Variable a7 - Eighth argument.
Return value
System script function return value.virtual Variable RunWorldFunction ( Variable name ) =0#
Runs the world script function by its name. The target function can receive up to 8 arguments.Arguments
- Variable name - Name of the world script function.
Return value
World script function return value.Variable RunWorldFunction ( Variable name, Variable a0 ) #
Runs the world script function by its name. The target function must receive 1 argument.Arguments
Return value
World script function return value.Variable RunWorldFunction ( int id, Variable a0 ) #
Runs the world script function by its identifier. The target function must receive one argument.Arguments
- int id - Identifier of the world script function.
- Variable a0 - Argument
Return value
World script function return value.Variable RunWorldFunction ( Variable name, Variable a0, Variable a1 ) #
Runs the world script function by its name. The target function must receive 2 arguments.Arguments
- Variable name - Name of the world script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
Return value
World script function return value.Variable RunWorldFunction ( Variable name, Variable a0, Variable a1, Variable a2 ) #
Runs the world script function by its name. The target function must receive 3 arguments.Arguments
- Variable name - Name of the world script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
Return value
World script function return value.Variable RunWorldFunction ( Variable name, Variable a0, Variable a1, Variable a2, Variable a3 ) #
Runs the world script function by its name. The target function must receive 4 arguments.Arguments
- Variable name - Name of the world script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
Return value
World script function return value.Variable RunWorldFunction ( Variable name, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4 ) #
Runs the world script function by its name. The target function must receive 5 arguments.Arguments
- Variable name - Name of the world script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
Return value
World script function return value.Variable RunWorldFunction ( Variable name, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4, Variable a5 ) #
Runs the world script function by its name. The target function must receive 6 arguments.Arguments
- Variable name - Name of the world script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
- Variable a5 - Sixth argument.
Return value
World script function return value.Variable RunWorldFunction ( Variable name, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4, Variable a5, Variable a6 ) #
Runs the world script function by its name. The target function must receive 8 arguments.Arguments
- Variable name - Name of the world script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
- Variable a5 - Sixth argument.
- Variable a6 - Seventh argument.
Return value
World script function return value.Variable RunWorldFunction ( Variable name, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4, Variable a5, Variable a6, Variable a7 ) #
Runs the world script function by its name. The target function must receive 8 arguments.Arguments
- Variable name - Name of the world script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
- Variable a5 - Sixth argument.
- Variable a6 - Seventh argument.
- Variable a7 - Eighth argument.
Return value
World script function return value.Variable RunWorldFunction ( int id ) #
Runs the world script function by its id.Arguments
- int id - ID of the world script function.
Return value
World script function return value.Variable RunWorldFunction ( int id, Variable a0, Variable a1 ) #
Runs the world script function by its id. The target function must receive 2 arguments.Arguments
- int id - ID of the world script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
Return value
World script function return value.Variable RunWorldFunction ( int id, Variable a0, Variable a1, Variable a2 ) #
Runs the world script function by its id. The target function must receive 3 arguments.Arguments
- int id - ID of the world script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
Return value
World script function return value.Variable RunWorldFunction ( int id, Variable a0, Variable a1, Variable a2, Variable a3 ) #
Arguments
- int id - ID of the world script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
Return value
World script function return value.Runs the world script function by its id. The target function must receive 4 arguments.Variable RunWorldFunction ( int id, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4 ) #
Runs the world script function by its id. The target function must receive 5 arguments.Arguments
- int id - ID of the world script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
Return value
World script function return value.Variable RunWorldFunction ( int id, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4, Variable a5 ) #
Runs the world script function by its id. The target function must receive 6 arguments.Arguments
- int id - ID of the world script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
- Variable a5 - Sixth argument.
Return value
World script function return value.Variable RunWorldFunction ( int id, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4, Variable a5, Variable a6 ) #
Runs the world script function by its id. The target function must receive 7 arguments.Arguments
- int id - ID of the world script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
- Variable a5 - Sixth argument.
- Variable a6 - Seventh argument.
Return value
World script function return value.Variable RunWorldFunction ( int id, Variable a0, Variable a1, Variable a2, Variable a3, Variable a4, Variable a5, Variable a6, Variable a7 ) #
Runs the world script function by its id. The target function must receive 8 arguments.Arguments
- int id - ID of the world script function.
- Variable a0 - First argument.
- Variable a1 - Second argument.
- Variable a2 - Third argument.
- Variable a3 - Fourth argument.
- Variable a4 - Fifth argument.
- Variable a5 - Sixth argument.
- Variable a6 - Seventh argument.
- Variable a7 - Eighth argument.
Return value
World script function return value.void Shutdown ( ) #
Deletes the pointer to the existing engine instance.virtual void Swap ( ) =0#
Engine swap buffers function. This function must be called every frame.virtual void Update ( ) =0#
Engine update function. This function must be called every frame.IntPtr AddCallback ( Engine::CALLBACK_INDEX callback, CallbackBase func ) #
Adds a callback for the specified stage of the execution sequence. Callback functions can be used to get access to WorldLogic::update(), node update, GUI (and callback) update, WorldLogic::postUpdate() within the main loop.Arguments
- Engine::CALLBACK_INDEX callback - Stage of the execution sequence for which a callback is to be added. One of the CALLBACK_* variables.
The _BEGIN prefix corresponds to the beginning of the execution sequence step, _END — to its completion.
- CallbackBase func - Callback pointer.Callback function.
Return value
ID of the last added callback of the specified type, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.bool RemoveCallback ( Engine::CALLBACK_INDEX callback, IntPtr id ) #
Removes the specified callback from the list of callbacks for the specified stage of the execution sequence. Callback functions can be used to get access to WorldLogic::update(), node update, GUI (and callback) update, WorldLogic::postUpdate() within the main loop.Arguments
- Engine::CALLBACK_INDEX callback - Stage of the execution sequence for which a callback is to be added. One of the CALLBACK_* variables.
The _BEGIN prefix corresponds to the beginning of the execution sequence step, _END — to its completion.
- IntPtr id - Callback ID obtained when the callback is added.
Return value
True if the callback with the given ID was removed successfully; otherwise false.void ClearCallbacks ( Engine::CALLBACK_INDEX callback ) #
Clears all added callbacks for the specified stage of the execution sequence. Callback functions can be used to get access to WorldLogic::update(), node update, GUI (and callback) update, WorldLogic::postUpdate() within the main loop.Arguments
- Engine::CALLBACK_INDEX callback - Stage of the execution sequence for which a callback is to be added. One of the CALLBACK_* variables.
The _BEGIN prefix corresponds to the beginning of the execution sequence step, _END — to its completion.
Last update:
2021-12-13
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