This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
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++
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
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
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

UnigineScript Containers

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.

You can work with UnigineScript containers from C# side via Unigine API, that is, with:

See also#

An example can be found in <UnigineSDK>/source/csharp/samples/Api/Scripts/Arrays/ directory.

Container Export Example#

Unigine vectors and maps can be accessed via:

  • ArrayVector class and the ArrayVector.Get() function for vectors. The ArrayVector::get() C++ API function and the ArrayVector C++ API class have the same behavior.
  • ArrayMap class and the ArrayMap.Get() function for maps. The ArrayMap C++ API class and the ArrayMap::get() C++ API function have the same behavior.

C# Side#

Create setter and getter functions that receive Unigine containers and handle their elements. Then, export the created functions in order to use them in the script.

Notice
You should specify the array declaration as the last argument of the Function if your array functions receive an array as an argument.
Source code (C#)
Function(my_array_vector_set,"[]")
The postfix of Function shows the number of arguments (up to 8 arguments) and the type of return value:
  • no postfix - void.
  • i - int.
  • d - double.
  • f - float.
  • s - string.
  • v - Unigine.Variable (the same class as the C++ API Unigine::Variable class).
Source code (C#)
using System;
using Unigine;

/*
*/
class UnigineApp {

	/*
	*/
	private static void my_array_vector_set(Variable id,Variable index,Variable val) {
		ArrayVector vector = ArrayVector.Get(Interpreter.get(),id);
		vector.Set(index.GetInt(),val);
	}

	private static Variable my_array_vector_get(Variable id,Variable index) {
		ArrayVector vector = ArrayVector.Get(Interpreter.get(),id);
		return vector.Get(index.GetInt());
	}

	/*
	 */
	private static void my_array_map_set(Variable id,Variable key,Variable val) {
		ArrayMap map = ArrayMap.Get(Interpreter.get(),id);
		map.Set(key,val);
	}

	private static Variable my_array_map_get(Variable id,Variable key) {
		ArrayMap map = ArrayMap.Get(Interpreter.get(),id);
		return map.Get(key);
	}

	/*
	 */
	private static void my_array_vector_generate(Variable id) {
		ArrayVector vector = ArrayVector.Get(Interpreter.get(),id);
		vector.Clear();
		for(int i = 0; i < 4; i++) {
			vector.Append(new Variable(i * i));
		}
		vector.Remove(0);
		vector.Append(new Variable("128"));
	}

	private static void my_array_map_generate(Variable id) {
		ArrayMap map = ArrayMap.Get(Interpreter.get(),id);
		map.Clear();
		for(int i = 0; i < 4; i++) {
			map.Append(new Variable(i * i),new Variable(i * i));
		}
		map.Remove(new Variable(0));
		map.Append(new Variable(128),new Variable("128"));
	}

	/*
	 */

	private static void my_array_vector_enumerate(Variable id) {
		ArrayVector vector = ArrayVector.Get(Interpreter.get(),id);
		for(int i = 0; i < vector.Size; i++) {
			Log.Message("{0}: {1}\n",i,vector.Get(i).TypeInfo);
		}
	}

	/* entry point
	*/
	[STAThread]
	static void Main(string[] args) {

		// export functions
		Interpreter.AddExternFunction("my_array_vector_set",new Interpreter.Function3(my_array_vector_set),"[]");
		Interpreter.AddExternFunction("my_array_vector_get",new Interpreter.Function2v(my_array_vector_get),"[]");
		Interpreter.AddExternFunction("my_array_map_set",new Interpreter.Function3(my_array_map_set),"[]");
		Interpreter.AddExternFunction("my_array_map_get",new Interpreter.Function2v(my_array_map_get),"[]");
		Interpreter.AddExternFunction("my_array_vector_generate",new Interpreter.Function1(my_array_vector_generate),"[]");
		Interpreter.AddExternFunction("my_array_map_generate",new Interpreter.Function1(my_array_map_generate),"[]");
		Interpreter.AddExternFunction("my_array_vector_enumerate",new Interpreter.Function1(my_array_vector_enumerate),"[]");
		
		// init engine
		Engine engine = Engine.Init(Engine.VERSION,args);
		
		// enter main loop
		engine.Main();
		
		// shutdown engine
		Engine.Shutdown();
	}
}

Access from Script#

And here is how the exported custom functions can be used back in UnigineScript:

Source code (UnigineScript)
// array.cpp

/*
*/
int init() {
	
	/////////////////////////////////
	
	log.warning("\naccess to vector\n\n");
	
	int vector[] = ( 0, 1 );
	
	for(int i = 0; i < 2; i++) {
		log.message("vector %d: %s\n",i,typeinfo(my_array_vector_get(vector,i)));
		my_array_vector_set(vector,i,string(i));
		log.message("vector %d: %s\n",i,typeinfo(my_array_vector_get(vector,i)));
	}
	
	/////////////////////////////////
	
	log.warning("\naccess to map\n\n");
	
	int map[] = ( 0 : 0, 1 : 1 );
	
	for(int i = 0; i < 2; i++) {
		log.message("map %d: %s\n",i,typeinfo(my_array_map_get(map,i)));
		my_array_map_set(map,i,string(i));
		log.message("map %d: %s\n",i,typeinfo(my_array_map_get(map,i)));
	}
	
	/////////////////////////////////
	
	log.warning("\nvector generation\n\n");
	
	my_array_vector_generate(vector);
	
	foreachkey(int i; vector) {
		log.message("vector %d: %s\n",i,typeinfo(vector[i]));
	}
	
	/////////////////////////////////
	
	log.warning("\nmap generation\n\n");
	
	my_array_map_generate(map);
	
	foreachkey(int i; map) {
		log.message("map %d: %s\n",i,typeinfo(map[i]));
	}
	
	/////////////////////////////////
	
	log.warning("\nvector enumeration\n\n");
	
	my_array_vector_enumerate(vector);
	
	/////////////////////////////////
	
	// show console
	engine.console.setActivity(1);
	
	return 1;
}

Output#

The following result will be printed into the console:

Output
access to vector

vector 0: int: 0
vector 0: string: "0"
vector 1: int: 1
vector 1: string: "1"

access to map

map 0: int: 0
map 0: string: "0"
map 1: int: 1
map 1: string: "1"

vector generation

vector 0: int: 1
vector 1: int: 4
vector 2: int: 9
vector 3: string: "128"

map generation

map 1: int: 1
map 4: int: 4
map 9: int: 9
map 128: string: "128"

vector enumeration

0: int: 1
1: int: 4
2: int: 9
3: string: "128"
Last update: 2024-12-13
Build: ()