This page has been translated automatically.
Programming
Fundamentals
Setting Up Development Environment
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and 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
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

LogicModules Class

The LogicModule class provides an ability to dynamically compile the custom code.

The class implementation can be found in the data/framework/game/logic_module.h

LogicModules Class

Members


int isCompiled()

Checks if the logic is compiled successfully.

Return value

1 if the logic is compiled successfully; otherwise 0.

string getNamespace()

Returns a name of the namespace where the custom code is implemented

Return value

Name of the namespace.

void addModule(string file_name)

Adds a logic file to compile.

Arguments

  • string file_name - Path to the logic file.

void clear()

Clears the compiled logic.

void clearModules()

Clears list of files, which was added to compile.

void compile()

Compiles logic.

variable create(string type)

Creates a user class instance if this class is described in the custom logic.

Arguments

  • string type - Type of the class instance.

Return value

User class instance.

LogicModules(string namespace_name)

Constructor. Creates a new LogicModule class instance in the specified namespace.

Arguments

  • string namespace_name - Name of the namespace where the custom code is compiled.
Last update: 2017-07-03
Build: ()